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Weapons: require explicit pickup model
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1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id      */ HMG,
4 /* function      */ W_HeavyMachineGun,
5 /* ammotype      */ ammo_nails,
6 /* impulse       */ 3,
7 /* flags         */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON,
8 /* rating        */ BOT_PICKUP_RATING_HIGH,
9 /* color     */ '0.5 0.5 0',
10 /* modelname */ "ok_hmg",
11 /* model     */ MDL_HMG_ITEM,
12 /* simplemdl */ "foobar",
13 /* crosshair */ "gfx/crosshairuzi 0.6",
14 /* wepimg    */ "weaponhmg",
15 /* refname   */ "hmg",
16 /* wepname   */ _("Heavy Machine Gun")
17 );
18
19 #define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg)
20 #define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21         w_cvar(id, sn, NONE, spread_min) \
22         w_cvar(id, sn, NONE, spread_max) \
23         w_cvar(id, sn, NONE, spread_add) \
24         w_cvar(id, sn, NONE, solidpenetration) \
25         w_cvar(id, sn, NONE, damage) \
26         w_cvar(id, sn, NONE, force) \
27         w_cvar(id, sn, NONE, refire) \
28         w_cvar(id, sn, NONE, ammo) \
29         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
30         w_prop(id, sn, float,  reloading_time, reload_time) \
31         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
32         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
33         w_prop(id, sn, string, weaponreplace, weaponreplace) \
34         w_prop(id, sn, float,  weaponstart, weaponstart) \
35         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
36         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
37
38 #ifdef SVQC
39 HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
40 #endif
41 #endif
42 #ifdef IMPLEMENTATION
43 #ifdef SVQC
44
45 void spawnfunc_weapon_hmg() { weapon_defaultspawnfunc(WEP_HMG.m_id); }
46
47 void W_HeavyMachineGun_Attack_Auto()
48 {SELFPARAM();
49         if (!self.BUTTON_ATCK)
50         {
51                 w_ready();
52                 return;
53         }
54
55         if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1))
56         if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
57         {
58                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
59                 w_ready();
60                 return;
61         }
62
63         W_DecreaseAmmo(WEP_CVAR(hmg, ammo));
64
65         W_SetupShot (self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
66
67         if(!autocvar_g_norecoil)
68         {
69                 self.punchangle_x = random () - 0.5;
70                 self.punchangle_y = random () - 0.5;
71         }
72
73         float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * self.misc_bulletcounter), WEP_CVAR(hmg, spread_max));
74         fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
75
76         self.misc_bulletcounter = self.misc_bulletcounter + 1;
77
78         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
79
80         W_MachineGun_MuzzleFlash();
81         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
82
83         if (autocvar_g_casings >= 2) // casing code
84                 SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
85
86         ATTACK_FINISHED(self) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
87         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
88 }
89
90 bool W_HeavyMachineGun(entity thiswep, int req)
91 {SELFPARAM();
92         float ammo_amount;
93         switch(req)
94         {
95                 case WR_AIM:
96                 {
97                         if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
98                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
99                         else
100                                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
101
102                         return true;
103                 }
104                 case WR_THINK:
105                 {
106                         if(WEP_CVAR(hmg, reload_ammo) && self.clip_load < WEP_CVAR(hmg, ammo)) // forced reload
107                                 _WEP_ACTION(self.weapon, WR_RELOAD);
108                         else
109                         {
110                                 if (self.BUTTON_ATCK)
111                                 if (weapon_prepareattack(0, 0))
112                                 {
113                                         self.misc_bulletcounter = 0;
114                                         W_HeavyMachineGun_Attack_Auto();
115                                 }
116                         }
117
118                         return true;
119                 }
120                 case WR_INIT:
121                 {
122                         HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
123                         return true;
124                 }
125                 case WR_CHECKAMMO1:
126                 {
127                         ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
128
129                         if(autocvar_g_balance_hmg_reload_ammo)
130                                 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
131
132                         return ammo_amount;
133                 }
134                 case WR_CHECKAMMO2:
135                 {
136                         ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
137
138                         if(autocvar_g_balance_hmg_reload_ammo)
139                                 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
140
141                         return ammo_amount;
142                 }
143                 case WR_CONFIG:
144                 {
145                         HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
146                         return true;
147                 }
148                 case WR_RELOAD:
149                 {
150                         W_Reload(WEP_CVAR(hmg, ammo), SND(RELOAD));
151                         return true;
152                 }
153                 case WR_SUICIDEMESSAGE:
154                 {
155                         return WEAPON_THINKING_WITH_PORTALS;
156                 }
157                 case WR_KILLMESSAGE:
158                 {
159                         if(w_deathtype & HITTYPE_SECONDARY)
160                                 return WEAPON_HMG_MURDER_SNIPE;
161                         else
162                                 return WEAPON_HMG_MURDER_SPRAY;
163                 }
164         }
165         return false;
166 }
167 #endif
168 #ifdef CSQC
169 bool W_HeavyMachineGun(entity thiswep, int req)
170 {SELFPARAM();
171         switch(req)
172         {
173                 case WR_IMPACTEFFECT:
174                 {
175                         vector org2;
176                         org2 = w_org + w_backoff * 2;
177                         pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
178                         if(!w_issilent)
179                                 if(w_random < 0.05)
180                                         sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTEN_NORM);
181                                 else if(w_random < 0.1)
182                                         sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTEN_NORM);
183                                 else if(w_random < 0.2)
184                                         sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
185
186                         return true;
187                 }
188                 case WR_INIT:
189                 {
190                         return true;
191                 }
192                 case WR_ZOOMRETICLE:
193                 {
194                         // no weapon specific image for this weapon
195                         return false;
196                 }
197         }
198         return false;
199 }
200 #endif
201 #endif