#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ HMG, /* function */ W_HeavyMachineGun, /* ammotype */ ammo_nails, /* impulse */ 3, /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON, /* rating */ BOT_PICKUP_RATING_HIGH, /* color */ '0.5 0.5 0', /* modelname */ "ok_hmg", /* simplemdl */ "foobar", /* crosshair */ "gfx/crosshairuzi 0.6", /* wepimg */ "weaponhmg", /* refname */ "hmg", /* wepname */ _("Heavy Machine Gun") ); #define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg) #define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ w_cvar(id, sn, NONE, spread_min) \ w_cvar(id, sn, NONE, spread_max) \ w_cvar(id, sn, NONE, spread_add) \ w_cvar(id, sn, NONE, solidpenetration) \ w_cvar(id, sn, NONE, damage) \ w_cvar(id, sn, NONE, force) \ w_cvar(id, sn, NONE, refire) \ w_cvar(id, sn, NONE, ammo) \ w_prop(id, sn, float, reloading_ammo, reload_ammo) \ w_prop(id, sn, float, reloading_time, reload_time) \ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ w_prop(id, sn, string, weaponreplace, weaponreplace) \ w_prop(id, sn, float, weaponstart, weaponstart) \ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC void spawnfunc_weapon_hmg() { weapon_defaultspawnfunc(WEP_HMG); } void W_HeavyMachineGun_Attack_Auto() { if (!self.BUTTON_ATCK) { w_ready(); return; } if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1)) if(!(self.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(self, w_getbestweapon(self)); w_ready(); return; } W_DecreaseAmmo(WEP_CVAR(hmg, ammo)); W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, WEP_CVAR(hmg, damage)); if(!autocvar_g_norecoil) { self.punchangle_x = random () - 0.5; self.punchangle_y = random () - 0.5; } 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)); fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG, 0); self.misc_bulletcounter = self.misc_bulletcounter + 1; pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); W_MachineGun_MuzzleFlash(); W_AttachToShotorg(self.muzzle_flash, '5 0 0'); if (autocvar_g_casings >= 2) // casing code 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); ATTACK_FINISHED(self) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto); } float W_HeavyMachineGun(float req) { float ammo_amount; switch(req) { case WR_AIM: { if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200) self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); else self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); return TRUE; } case WR_THINK: { if(WEP_CVAR(hmg, reload_ammo) && self.clip_load < WEP_CVAR(hmg, ammo)) // forced reload WEP_ACTION(self.weapon, WR_RELOAD); else { if (self.BUTTON_ATCK) if (weapon_prepareattack(0, 0)) { self.misc_bulletcounter = 0; W_HeavyMachineGun_Attack_Auto(); } } return TRUE; } case WR_INIT: { precache_model ("models/uziflash.md3"); precache_model ("models/weapons/g_ok_hmg.md3"); precache_model ("models/weapons/v_ok_hmg.md3"); precache_model ("models/weapons/h_ok_hmg.iqm"); precache_sound ("weapons/uzi_fire.wav"); HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } case WR_CHECKAMMO1: { ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo); if(autocvar_g_balance_hmg_reload_ammo) ammo_amount += self.(weapon_load[WEP_HMG]) >= WEP_CVAR(hmg, ammo); return ammo_amount; } case WR_CHECKAMMO2: { ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo); if(autocvar_g_balance_hmg_reload_ammo) ammo_amount += self.(weapon_load[WEP_HMG]) >= WEP_CVAR(hmg, ammo); return ammo_amount; } case WR_CONFIG: { HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) return TRUE; } case WR_RELOAD: { W_Reload(WEP_CVAR(hmg, ammo), "weapons/reload.wav"); return TRUE; } case WR_SUICIDEMESSAGE: { return WEAPON_THINKING_WITH_PORTALS; } case WR_KILLMESSAGE: { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_HMG_MURDER_SNIPE; else return WEAPON_HMG_MURDER_SPRAY; } } return FALSE; } #endif #ifdef CSQC float W_HeavyMachineGun(float req) { switch(req) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 2; pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1); if(!w_issilent) if(w_random < 0.05) sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM); else if(w_random < 0.1) sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM); else if(w_random < 0.2) sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM); return TRUE; } case WR_INIT: { precache_sound("weapons/ric1.wav"); precache_sound("weapons/ric2.wav"); precache_sound("weapons/ric3.wav"); return TRUE; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon return FALSE; } } return FALSE; } #endif #endif