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Weapons: remove many direct references to `self`
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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, message, 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 void spawnfunc_weapon_machinegun(void)
61 {SELFPARAM();
62         if(autocvar_sv_q3acompat_machineshotgunswap)
63         if(self.classname != "droppedweapon")
64         {
65                 weapon_defaultspawnfunc(WEP_SHOCKWAVE.m_id);
66                 return;
67         }
68         weapon_defaultspawnfunc(WEP_MACHINEGUN.m_id);
69 }
70 void spawnfunc_weapon_uzi(void) { spawnfunc_weapon_machinegun(); }
71
72 void W_MachineGun_MuzzleFlash_Think(void)
73 {SELFPARAM();
74         self.frame = self.frame + 2;
75         self.scale = self.scale * 0.5;
76         self.alpha = self.alpha - 0.25;
77         self.nextthink = time + 0.05;
78
79         if(self.alpha <= 0)
80         {
81                 self.think = SUB_Remove;
82                 self.nextthink = time;
83                 self.realowner.muzzle_flash = world;
84                 return;
85         }
86
87 }
88
89 void W_MachineGun_MuzzleFlash(void)
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)
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
116         // this attack_finished just enforces a cooldown at the end of a burst
117         ATTACK_FINISHED(self) = 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, bool fire1, bool fire2)
141 {
142         if(actor.weapon != actor.switchweapon) // abort immediately if switching
143         {
144                 w_ready(thiswep, actor, fire1, fire2);
145                 return;
146         }
147         if(actor.BUTTON_ATCK)
148         {
149                 Weapon w = get_weaponinfo(actor.weapon);
150                 if(!w.wr_checkammo2(w))
151                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
152                 {
153                         W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
154                         w_ready(thiswep, actor, fire1, fire2);
155                         return;
156                 }
157                 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
158                 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id);
159                 weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
160         }
161         else
162                 weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
163 }
164
165
166 void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, bool fire1, bool fire2)
167 {
168         float machinegun_spread;
169
170         if(!fire1)
171         {
172                 w_ready(thiswep, actor, fire1, fire2);
173                 return;
174         }
175
176         Weapon w = get_weaponinfo(actor.weapon);
177         if(!w.wr_checkammo1(w))
178         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
179         {
180                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
181                 w_ready(thiswep, actor, fire1, fire2);
182                 return;
183         }
184
185         W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo));
186
187         W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
188         if(!autocvar_g_norecoil)
189         {
190                 actor.punchangle_x = random() - 0.5;
191                 actor.punchangle_y = random() - 0.5;
192         }
193
194         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));
195         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);
196
197         actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
198
199         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
200
201         W_MachineGun_MuzzleFlash();
202         W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
203
204         if(autocvar_g_casings >= 2) // casing code
205                 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);
206
207         ATTACK_FINISHED(actor) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
208         weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
209 }
210
211 void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, bool fire1, bool fire2)
212 {
213         W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
214         if(!autocvar_g_norecoil)
215         {
216                 actor.punchangle_x = random() - 0.5;
217                 actor.punchangle_y = random() - 0.5;
218         }
219
220         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);
221
222         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
223
224         W_MachineGun_MuzzleFlash();
225         W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
226
227         if(autocvar_g_casings >= 2) // casing code
228                 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);
229
230         actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
231         if(actor.misc_bulletcounter == 0)
232         {
233                 ATTACK_FINISHED(actor) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
234                 weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
235         }
236         else
237         {
238                 weapon_thinkf(actor, 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, bool fire1, bool fire2))
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                                 Weapon w = get_weaponinfo(actor.weapon);
254                                 w.wr_reload(w);
255                         } else
256                         if(WEP_CVAR(machinegun, mode) == 1)
257                         {
258                                 if(fire1)
259                                 if(weapon_prepareattack(actor, false, 0))
260                                 {
261                                         actor.misc_bulletcounter = 0;
262                                         W_MachineGun_Attack_Auto(thiswep, actor, fire1, fire2);
263                                 }
264
265                                 if(fire2)
266                                 if(weapon_prepareattack(actor, true, 0))
267                                 {
268                                         Weapon w = get_weaponinfo(actor.weapon);
269                                         if(!w.wr_checkammo2(w))
270                                         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
271                                         {
272                                                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
273                                                 w_ready(thiswep, actor, fire1, fire2);
274                                                 return;
275                                         }
276
277                                         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
278
279                                         actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
280                                         W_MachineGun_Attack_Burst(thiswep, actor, fire1, fire2);
281                                 }
282                         }
283                         else
284                         {
285
286                                 if(fire1)
287                                 if(weapon_prepareattack(actor, false, 0))
288                                 {
289                                         actor.misc_bulletcounter = 1;
290                                         W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id); // sets attack_finished
291                                         weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
292                                 }
293
294                                 if(fire2 && WEP_CVAR(machinegun, first))
295                                 if(weapon_prepareattack(actor, true, 0))
296                                 {
297                                         actor.misc_bulletcounter = 1;
298                                         W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
299                                         weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
300                                 }
301                         }
302                 }
303                 METHOD(MachineGun, wr_init, void(entity thiswep))
304                 {
305                         MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
306                 }
307                 METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
308                 {
309                         float ammo_amount;
310                         if(WEP_CVAR(machinegun, mode) == 1)
311                                 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo);
312                         else
313                                 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
314
315                         if(WEP_CVAR(machinegun, reload_ammo))
316                         {
317                                 if(WEP_CVAR(machinegun, mode) == 1)
318                                         ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
319                                 else
320                                         ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
321                         }
322                         return ammo_amount;
323                 }
324                 METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
325                 {
326                         float ammo_amount;
327                         if(WEP_CVAR(machinegun, mode) == 1)
328                                 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo);
329                         else
330                                 ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo);
331
332                         if(WEP_CVAR(machinegun, reload_ammo))
333                         {
334                                 if(WEP_CVAR(machinegun, mode) == 1)
335                                         ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
336                                 else
337                                         ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
338                         }
339                         return ammo_amount;
340                 }
341                 METHOD(MachineGun, wr_config, void(entity thiswep))
342                 {
343                         MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
344                 }
345                 METHOD(MachineGun, wr_reload, void(entity thiswep))
346                 {
347                         W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
348                 }
349                 METHOD(MachineGun, wr_suicidemessage, int(entity thiswep))
350                 {
351                         return WEAPON_THINKING_WITH_PORTALS;
352                 }
353                 METHOD(MachineGun, wr_killmessage, int(entity thiswep))
354                 {
355                         if(w_deathtype & HITTYPE_SECONDARY)
356                                 return WEAPON_MACHINEGUN_MURDER_SNIPE;
357                         else
358                                 return WEAPON_MACHINEGUN_MURDER_SPRAY;
359                 }
360
361 #endif
362 #ifdef CSQC
363
364                 METHOD(MachineGun, wr_impacteffect, void(entity thiswep))
365                 {
366                         vector org2;
367                         org2 = w_org + w_backoff * 2;
368                         pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
369                         if(!w_issilent)
370                                 if(w_random < 0.05)
371                                         sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM);
372                                 else if(w_random < 0.1)
373                                         sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
374                                 else if(w_random < 0.2)
375                                         sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
376                 }
377
378 #endif
379 #endif