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Merge branch 'master' into terencehill/menu_hudskin_selector
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / machinegun.qc
1 #ifndef IMPLEMENTATION
2 CLASS(MachineGun, Weapon)
3 /* ammotype  */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails)
4 /* impulse   */ ATTRIB(MachineGun, impulse, int, 3)
5 /* flags     */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
6 /* rating    */ ATTRIB(MachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color     */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
8 /* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
13 /* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
14 /* wepimg    */ ATTRIB(MachineGun, model2, string, "weaponuzi");
15 /* refname   */ ATTRIB(MachineGun, netname, string, "machinegun");
16 /* wepname   */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
17 ENDCLASS(MachineGun)
18 REGISTER_WEAPON(MACHINEGUN, NEW(MachineGun));
19
20 #define MACHINEGUN_SETTINGS(w_cvar,w_prop) MACHINEGUN_SETTINGS_LIST(w_cvar, w_prop, MACHINEGUN, machinegun)
21 #define MACHINEGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22         w_cvar(id, sn, NONE, spread_min) \
23         w_cvar(id, sn, NONE, spread_max) \
24         w_cvar(id, sn, NONE, spread_add) \
25         w_cvar(id, sn, NONE, mode) \
26         w_cvar(id, sn, NONE, first) \
27         w_cvar(id, sn, NONE, first_damage) \
28         w_cvar(id, sn, NONE, first_force) \
29         w_cvar(id, sn, NONE, first_refire) \
30         w_cvar(id, sn, NONE, first_spread) \
31         w_cvar(id, sn, NONE, first_ammo) \
32         w_cvar(id, sn, NONE, solidpenetration) \
33         w_cvar(id, sn, NONE, sustained_damage) \
34         w_cvar(id, sn, NONE, sustained_force) \
35         w_cvar(id, sn, NONE, sustained_refire) \
36         w_cvar(id, sn, NONE, sustained_spread) \
37         w_cvar(id, sn, NONE, sustained_ammo) \
38         w_cvar(id, sn, NONE, burst) \
39         w_cvar(id, sn, NONE, burst_refire) \
40         w_cvar(id, sn, NONE, burst_refire2) \
41         w_cvar(id, sn, NONE, burst_animtime) \
42         w_cvar(id, sn, NONE, burst_speed) \
43         w_cvar(id, sn, NONE, burst_ammo) \
44         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
45         w_prop(id, sn, float,  reloading_time, reload_time) \
46         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
47         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
48         w_prop(id, sn, string, weaponreplace, weaponreplace) \
49         w_prop(id, sn, float,  weaponstart, weaponstart) \
50         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
51         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
52
53 #ifdef SVQC
54 MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
55 #endif
56 #endif
57 #ifdef IMPLEMENTATION
58 #ifdef SVQC
59
60 spawnfunc(weapon_machinegun)
61 {
62         if(autocvar_sv_q3acompat_machineshotgunswap)
63         if(self.classname != "droppedweapon")
64         {
65                 weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
66                 return;
67         }
68         weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
69 }
70 spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); }
71
72 void W_MachineGun_MuzzleFlash_Think()
73 {SELFPARAM();
74         this.frame += 2;
75         this.scale *= 0.5;
76         this.alpha -= 0.25;
77         this.nextthink = time + 0.05;
78
79         if(this.alpha <= 0)
80         {
81                 this.think = SUB_Remove_self;
82                 this.nextthink = time;
83                 this.realowner.muzzle_flash = world;
84                 return;
85         }
86
87 }
88
89 void W_MachineGun_MuzzleFlash()
90 {SELFPARAM();
91         if(self.muzzle_flash == world)
92                 self.muzzle_flash = spawn();
93
94         // muzzle flash for 1st person view
95         setmodel(self.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
96
97         self.muzzle_flash.scale = 0.75;
98         self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
99         self.muzzle_flash.nextthink = time + 0.02;
100         self.muzzle_flash.frame = 2;
101         self.muzzle_flash.alpha = 0.75;
102         self.muzzle_flash.angles_z = random() * 180;
103         self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
104         self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
105 }
106
107 void W_MachineGun_Attack(Weapon thiswep, int deathtype, .entity weaponentity)
108 {SELFPARAM();
109         W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
110         if(!autocvar_g_norecoil)
111         {
112                 self.punchangle_x = random() - 0.5;
113                 self.punchangle_y = random() - 0.5;
114         }
115         int slot = weaponslot(weaponentity);
116         // this attack_finished just enforces a cooldown at the end of a burst
117         ATTACK_FINISHED(self, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
118
119         if(self.misc_bulletcounter == 1)
120                 fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, 0);
121         else
122                 fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, 0);
123
124         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
125
126         W_MachineGun_MuzzleFlash();
127         W_AttachToShotorg(self, self.muzzle_flash, '5 0 0');
128
129         // casing code
130         if(autocvar_g_casings >= 2)
131                 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);
132
133         if(self.misc_bulletcounter == 1)
134                 W_DecreaseAmmo(thiswep, self, WEP_CVAR(machinegun, first_ammo));
135         else
136                 W_DecreaseAmmo(thiswep, self, WEP_CVAR(machinegun, sustained_ammo));
137 }
138
139 // weapon frames
140 void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
141 {
142         if(actor.weapon != actor.switchweapon) // abort immediately if switching
143         {
144                 w_ready(thiswep, actor, weaponentity, fire);
145                 return;
146         }
147         if(actor.BUTTON_ATCK)
148         {
149                 if(!thiswep.wr_checkammo2(thiswep))
150                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
151                 {
152                         W_SwitchWeapon_Force(actor, Weapons_from(w_getbestweapon(actor)));
153                         w_ready(thiswep, actor, weaponentity, fire);
154                         return;
155                 }
156                 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
157                 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity);
158                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
159         }
160         else
161                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
162 }
163
164
165 void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
166 {
167         float machinegun_spread;
168
169         if(!(fire & 1))
170         {
171                 w_ready(thiswep, actor, weaponentity, fire);
172                 return;
173         }
174
175         if(!thiswep.wr_checkammo1(thiswep))
176         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
177         {
178                 W_SwitchWeapon_Force(actor, Weapons_from(w_getbestweapon(actor)));
179                 w_ready(thiswep, actor, weaponentity, fire);
180                 return;
181         }
182
183         W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo));
184
185         W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
186         if(!autocvar_g_norecoil)
187         {
188                 actor.punchangle_x = random() - 0.5;
189                 actor.punchangle_y = random() - 0.5;
190         }
191
192         machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
193         fireBullet(w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, 0);
194
195         actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
196
197         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
198
199         W_MachineGun_MuzzleFlash();
200         W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
201
202         if(autocvar_g_casings >= 2) // casing code
203                 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, actor);
204
205         int slot = weaponslot(weaponentity);
206         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
207         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
208 }
209
210 void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
211 {
212         W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
213         if(!autocvar_g_norecoil)
214         {
215                 actor.punchangle_x = random() - 0.5;
216                 actor.punchangle_y = random() - 0.5;
217         }
218
219         fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, 0);
220
221         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
222
223         W_MachineGun_MuzzleFlash();
224         W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
225
226         if(autocvar_g_casings >= 2) // casing code
227                 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, actor);
228
229         actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
230         if(actor.misc_bulletcounter == 0)
231         {
232                 int slot = weaponslot(weaponentity);
233                 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
234                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
235         }
236         else
237         {
238                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
239         }
240
241 }
242
243                 METHOD(MachineGun, wr_aim, void(entity thiswep))
244                 {
245                         if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
246                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
247                         else
248                                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
249                 }
250                 METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
251                 {
252                         if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
253                                 thiswep.wr_reload(thiswep);
254                         } else
255                         if(WEP_CVAR(machinegun, mode) == 1)
256                         {
257                                 if(fire & 1)
258                                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
259                                 {
260                                         actor.misc_bulletcounter = 0;
261                                         W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
262                                 }
263
264                                 if(fire & 2)
265                                 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
266                                 {
267                                         if(!thiswep.wr_checkammo2(thiswep))
268                                         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
269                                         {
270                                                 W_SwitchWeapon_Force(actor, Weapons_from(w_getbestweapon(actor)));
271                                                 w_ready(thiswep, actor, weaponentity, fire);
272                                                 return;
273                                         }
274
275                                         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
276
277                                         actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
278                                         W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
279                                 }
280                         }
281                         else
282                         {
283
284                                 if(fire & 1)
285                                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
286                                 {
287                                         actor.misc_bulletcounter = 1;
288                                         W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); // sets attack_finished
289                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
290                                 }
291
292                                 if((fire & 2) && WEP_CVAR(machinegun, first))
293                                 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
294                                 {
295                                         actor.misc_bulletcounter = 1;
296                                         W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, weaponentity); // sets attack_finished
297                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
298                                 }
299                         }
300                 }
301                 METHOD(MachineGun, wr_init, void(entity thiswep))
302                 {
303                         MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
304                 }
305                 METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
306                 {
307                         float ammo_amount;
308                         if(WEP_CVAR(machinegun, mode) == 1)
309                                 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
310                         else
311                                 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
312
313                         if(WEP_CVAR(machinegun, reload_ammo))
314                         {
315                                 if(WEP_CVAR(machinegun, mode) == 1)
316                                         ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
317                                 else
318                                         ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
319                         }
320                         return ammo_amount;
321                 }
322                 METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
323                 {
324                         float ammo_amount;
325                         if(WEP_CVAR(machinegun, mode) == 1)
326                                 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
327                         else
328                                 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
329
330                         if(WEP_CVAR(machinegun, reload_ammo))
331                         {
332                                 if(WEP_CVAR(machinegun, mode) == 1)
333                                         ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
334                                 else
335                                         ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
336                         }
337                         return ammo_amount;
338                 }
339                 METHOD(MachineGun, wr_config, void(entity thiswep))
340                 {
341                         MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
342                 }
343                 METHOD(MachineGun, wr_reload, void(entity thiswep))
344                 {
345                         W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
346                 }
347                 METHOD(MachineGun, wr_suicidemessage, int(entity thiswep))
348                 {
349                         return WEAPON_THINKING_WITH_PORTALS;
350                 }
351                 METHOD(MachineGun, wr_killmessage, int(entity thiswep))
352                 {
353                         if(w_deathtype & HITTYPE_SECONDARY)
354                                 return WEAPON_MACHINEGUN_MURDER_SNIPE;
355                         else
356                                 return WEAPON_MACHINEGUN_MURDER_SPRAY;
357                 }
358
359 #endif
360 #ifdef CSQC
361
362                 METHOD(MachineGun, wr_impacteffect, void(entity thiswep))
363                 {
364                         vector org2;
365                         org2 = w_org + w_backoff * 2;
366                         pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
367                         if(!w_issilent)
368                                 sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
369                 }
370
371 #endif
372 #endif