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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hmg.qc
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 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairuzi 0.6",
13 /* wepimg    */ "weaponhmg",
14 /* refname   */ "hmg",
15 /* wepname   */ _("Heavy Machine Gun")
16 );
17
18 #define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg)
19 #define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, NONE, spread_min) \
21         w_cvar(id, sn, NONE, spread_max) \
22         w_cvar(id, sn, NONE, spread_add) \
23         w_cvar(id, sn, NONE, solidpenetration) \
24         w_cvar(id, sn, NONE, damage) \
25         w_cvar(id, sn, NONE, force) \
26         w_cvar(id, sn, NONE, refire) \
27         w_cvar(id, sn, NONE, ammo) \
28         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
29         w_prop(id, sn, float,  reloading_time, reload_time) \
30         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
31         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
32         w_prop(id, sn, string, weaponreplace, weaponreplace) \
33         w_prop(id, sn, float,  weaponstart, weaponstart) \
34         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
35         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
36
37 #ifdef SVQC
38 HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
39 #endif
40 #endif
41 #ifdef IMPLEMENTATION
42 #ifdef SVQC
43
44 void spawnfunc_weapon_hmg() { weapon_defaultspawnfunc(WEP_HMG.m_id); }
45
46 void W_HeavyMachineGun_Attack_Auto()
47 {SELFPARAM();
48         if (!self.BUTTON_ATCK)
49         {
50                 w_ready();
51                 return;
52         }
53
54         if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
55         if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
56         {
57                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
58                 w_ready();
59                 return;
60         }
61
62         W_DecreaseAmmo(WEP_CVAR(hmg, ammo));
63
64         W_SetupShot (self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
65
66         if(!autocvar_g_norecoil)
67         {
68                 self.punchangle_x = random () - 0.5;
69                 self.punchangle_y = random () - 0.5;
70         }
71
72         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));
73         fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
74
75         self.misc_bulletcounter = self.misc_bulletcounter + 1;
76
77         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
78
79         W_MachineGun_MuzzleFlash();
80         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
81
82         if (autocvar_g_casings >= 2) // casing code
83                 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);
84
85         ATTACK_FINISHED(self) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
86         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
87 }
88
89 bool W_HeavyMachineGun(int req)
90 {SELFPARAM();
91         float ammo_amount;
92         switch(req)
93         {
94                 case WR_AIM:
95                 {
96                         if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
97                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
98                         else
99                                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
100
101                         return true;
102                 }
103                 case WR_THINK:
104                 {
105                         if(WEP_CVAR(hmg, reload_ammo) && self.clip_load < WEP_CVAR(hmg, ammo)) // forced reload
106                                 WEP_ACTION(self.weapon, WR_RELOAD);
107                         else
108                         {
109                                 if (self.BUTTON_ATCK)
110                                 if (weapon_prepareattack(0, 0))
111                                 {
112                                         self.misc_bulletcounter = 0;
113                                         W_HeavyMachineGun_Attack_Auto();
114                                 }
115                         }
116
117                         return true;
118                 }
119                 case WR_INIT:
120                 {
121                         HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
122                         return true;
123                 }
124                 case WR_CHECKAMMO1:
125                 {
126                         ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
127
128                         if(autocvar_g_balance_hmg_reload_ammo)
129                                 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
130
131                         return ammo_amount;
132                 }
133                 case WR_CHECKAMMO2:
134                 {
135                         ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
136
137                         if(autocvar_g_balance_hmg_reload_ammo)
138                                 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
139
140                         return ammo_amount;
141                 }
142                 case WR_CONFIG:
143                 {
144                         HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
145                         return true;
146                 }
147                 case WR_RELOAD:
148                 {
149                         W_Reload(WEP_CVAR(hmg, ammo), SND(RELOAD));
150                         return true;
151                 }
152                 case WR_SUICIDEMESSAGE:
153                 {
154                         return WEAPON_THINKING_WITH_PORTALS;
155                 }
156                 case WR_KILLMESSAGE:
157                 {
158                         if(w_deathtype & HITTYPE_SECONDARY)
159                                 return WEAPON_HMG_MURDER_SNIPE;
160                         else
161                                 return WEAPON_HMG_MURDER_SPRAY;
162                 }
163         }
164         return false;
165 }
166 #endif
167 #ifdef CSQC
168 bool W_HeavyMachineGun(int req)
169 {SELFPARAM();
170         switch(req)
171         {
172                 case WR_IMPACTEFFECT:
173                 {
174                         vector org2;
175                         org2 = w_org + w_backoff * 2;
176                         pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
177                         if(!w_issilent)
178                                 if(w_random < 0.05)
179                                         sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTEN_NORM);
180                                 else if(w_random < 0.1)
181                                         sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTEN_NORM);
182                                 else if(w_random < 0.2)
183                                         sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
184
185                         return true;
186                 }
187                 case WR_INIT:
188                 {
189                         return true;
190                 }
191                 case WR_ZOOMRETICLE:
192                 {
193                         // no weapon specific image for this weapon
194                         return false;
195                 }
196         }
197         return false;
198 }
199 #endif
200 #endif