#ifndef IMPLEMENTATION CLASS(MachineGun, Weapon) /* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails) /* impulse */ ATTRIB(MachineGun, impulse, int, 3) /* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN); /* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); /* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0'); /* modelname */ ATTRIB(MachineGun, mdl, string, "uzi"); #ifndef MENUQC /* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM); #endif /* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi"); /* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6); /* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi"); /* refname */ ATTRIB(MachineGun, netname, string, "machinegun"); /* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun")); ENDCLASS(MachineGun) REGISTER_WEAPON(MACHINEGUN, NEW(MachineGun)); #define MACHINEGUN_SETTINGS(w_cvar,w_prop) MACHINEGUN_SETTINGS_LIST(w_cvar, w_prop, MACHINEGUN, machinegun) #define MACHINEGUN_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, mode) \ w_cvar(id, sn, NONE, first) \ w_cvar(id, sn, NONE, first_damage) \ w_cvar(id, sn, NONE, first_force) \ w_cvar(id, sn, NONE, first_refire) \ w_cvar(id, sn, NONE, first_spread) \ w_cvar(id, sn, NONE, first_ammo) \ w_cvar(id, sn, NONE, solidpenetration) \ w_cvar(id, sn, NONE, sustained_damage) \ w_cvar(id, sn, NONE, sustained_force) \ w_cvar(id, sn, NONE, sustained_refire) \ w_cvar(id, sn, NONE, sustained_spread) \ w_cvar(id, sn, NONE, sustained_ammo) \ w_cvar(id, sn, NONE, burst) \ w_cvar(id, sn, NONE, burst_refire) \ w_cvar(id, sn, NONE, burst_refire2) \ w_cvar(id, sn, NONE, burst_animtime) \ w_cvar(id, sn, NONE, burst_speed) \ w_cvar(id, sn, NONE, burst_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 MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_machinegun) { if(autocvar_sv_q3acompat_machineshotgunswap) if(self.classname != "droppedweapon") { weapon_defaultspawnfunc(this, WEP_SHOCKWAVE); return; } weapon_defaultspawnfunc(this, WEP_MACHINEGUN); } spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); } void W_MachineGun_MuzzleFlash_Think(void) {SELFPARAM(); self.frame = self.frame + 2; self.scale = self.scale * 0.5; self.alpha = self.alpha - 0.25; self.nextthink = time + 0.05; if(self.alpha <= 0) { self.think = SUB_Remove; self.nextthink = time; self.realowner.muzzle_flash = world; return; } } void W_MachineGun_MuzzleFlash(void) {SELFPARAM(); if(self.muzzle_flash == world) self.muzzle_flash = spawn(); // muzzle flash for 1st person view setmodel(self.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below self.muzzle_flash.scale = 0.75; self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think; self.muzzle_flash.nextthink = time + 0.02; self.muzzle_flash.frame = 2; self.muzzle_flash.alpha = 0.75; self.muzzle_flash.angles_z = random() * 180; self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; self.muzzle_flash.owner = self.muzzle_flash.realowner = self; } void W_MachineGun_Attack(Weapon thiswep, int deathtype, int slot) {SELFPARAM(); 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))); if(!autocvar_g_norecoil) { self.punchangle_x = random() - 0.5; self.punchangle_y = random() - 0.5; } // this attack_finished just enforces a cooldown at the end of a burst ATTACK_FINISHED(self, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(); if(self.misc_bulletcounter == 1) 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); else 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); Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); W_MachineGun_MuzzleFlash(); W_AttachToShotorg(self, self.muzzle_flash, '5 0 0'); // casing code if(autocvar_g_casings >= 2) 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); if(self.misc_bulletcounter == 1) W_DecreaseAmmo(thiswep, self, WEP_CVAR(machinegun, first_ammo)); else W_DecreaseAmmo(thiswep, self, WEP_CVAR(machinegun, sustained_ammo)); } // weapon frames void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, int slot, int fire) { if(actor.weapon != actor.switchweapon) // abort immediately if switching { w_ready(thiswep, actor, slot, fire); return; } if(actor.BUTTON_ATCK) { Weapon w = get_weaponinfo(actor.weapon); if(!w.wr_checkammo2(w)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); w_ready(thiswep, actor, slot, fire); return; } actor.misc_bulletcounter = actor.misc_bulletcounter + 1; W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, slot); weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame); } else weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready); } void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, int slot, int fire) { float machinegun_spread; if(!(fire & 1)) { w_ready(thiswep, actor, slot, fire); return; } Weapon w = get_weaponinfo(actor.weapon); if(!w.wr_checkammo1(w)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); w_ready(thiswep, actor, slot, fire); return; } W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo)); W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; actor.punchangle_y = random() - 0.5; } 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)); 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); actor.misc_bulletcounter = actor.misc_bulletcounter + 1; Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); W_MachineGun_MuzzleFlash(); W_AttachToShotorg(actor, actor.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, actor); ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(); weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto); } void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, int slot, int fire) { W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; actor.punchangle_y = random() - 0.5; } 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); Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); W_MachineGun_MuzzleFlash(); W_AttachToShotorg(actor, actor.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, actor); actor.misc_bulletcounter = actor.misc_bulletcounter + 1; if(actor.misc_bulletcounter == 0) { ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(); weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready); } else { weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst); } } METHOD(MachineGun, wr_aim, void(entity thiswep)) { 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); } METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, int slot, int fire)) { 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 Weapon w = get_weaponinfo(actor.weapon); w.wr_reload(w); } else if(WEP_CVAR(machinegun, mode) == 1) { if(fire & 1) if(weapon_prepareattack(thiswep, actor, slot, false, 0)) { actor.misc_bulletcounter = 0; W_MachineGun_Attack_Auto(thiswep, actor, slot, fire); } if(fire & 2) if(weapon_prepareattack(thiswep, actor, slot, true, 0)) { Weapon w = get_weaponinfo(actor.weapon); if(!w.wr_checkammo2(w)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); w_ready(thiswep, actor, slot, fire); return; } W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo)); actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1; W_MachineGun_Attack_Burst(thiswep, actor, slot, fire); } } else { if(fire & 1) if(weapon_prepareattack(thiswep, actor, slot, false, 0)) { actor.misc_bulletcounter = 1; W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, slot); // sets attack_finished weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame); } if((fire & 2) && WEP_CVAR(machinegun, first)) if(weapon_prepareattack(thiswep, actor, slot, true, 0)) { actor.misc_bulletcounter = 1; W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, slot); // sets attack_finished weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready); } } } METHOD(MachineGun, wr_init, void(entity thiswep)) { MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); } METHOD(MachineGun, wr_checkammo1, bool(entity thiswep)) { float ammo_amount; if(WEP_CVAR(machinegun, mode) == 1) ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo); else ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo); if(WEP_CVAR(machinegun, reload_ammo)) { if(WEP_CVAR(machinegun, mode) == 1) ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo); else ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo); } return ammo_amount; } METHOD(MachineGun, wr_checkammo2, bool(entity thiswep)) { float ammo_amount; if(WEP_CVAR(machinegun, mode) == 1) ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo); else ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo); if(WEP_CVAR(machinegun, reload_ammo)) { if(WEP_CVAR(machinegun, mode) == 1) ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo); else ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo); } return ammo_amount; } METHOD(MachineGun, wr_config, void(entity thiswep)) { MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); } METHOD(MachineGun, wr_reload, void(entity thiswep)) { W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD)); } METHOD(MachineGun, wr_suicidemessage, int(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } METHOD(MachineGun, wr_killmessage, int(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_MACHINEGUN_MURDER_SNIPE; else return WEAPON_MACHINEGUN_MURDER_SPRAY; } #endif #ifdef CSQC METHOD(MachineGun, wr_impacteffect, void(entity thiswep)) { vector org2; org2 = w_org + w_backoff * 2; pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) if(w_random < 0.05) sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM); else if(w_random < 0.1) sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM); else if(w_random < 0.2) sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM); } #endif #endif