#include "machinegun.qh" #ifdef SVQC void W_MachineGun_MuzzleFlash_Think(entity this) { this.frame += 2; this.scale *= 0.5; this.alpha -= 0.25; this.nextthink = time + 0.05; if(this.alpha <= 0) { setthink(this, SUB_Remove); this.nextthink = time; this.realowner.muzzle_flash = NULL; return; } } void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity) { entity wepent = actor.(weaponentity); if(wepent.muzzle_flash == NULL) wepent.muzzle_flash = spawn(); // muzzle flash for 1st person view setmodel(wepent.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below wepent.muzzle_flash.scale = 0.75; setthink(wepent.muzzle_flash, W_MachineGun_MuzzleFlash_Think); wepent.muzzle_flash.nextthink = time + 0.02; wepent.muzzle_flash.frame = 2; wepent.muzzle_flash.alpha = 0.75; wepent.muzzle_flash.angles_z = random() * 180; wepent.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; wepent.muzzle_flash.owner = wepent.muzzle_flash.realowner = wepent; } void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity) { W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)), deathtype); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; actor.punchangle_y = random() - 0.5; } // this attack_finished just enforces a cooldown at the end of a burst ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor); if(actor.(weaponentity).misc_bulletcounter == 1) fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, EFFECT_BULLET); else fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, EFFECT_BULLET); Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); W_MachineGun_MuzzleFlash(actor, weaponentity); W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0'); // casing code if(autocvar_g_casings >= 2) { makevectors(actor.v_angle); // for some reason, this is lost 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, weaponentity); } if(actor.(weaponentity).misc_bulletcounter == 1) W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, first_ammo), weaponentity); else W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity); } // weapon frames void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire) { if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon || !weapon_prepareattack_check(thiswep, actor, weaponentity, (fire & 2), -1)) // abort immediately if switching { w_ready(thiswep, actor, weaponentity, fire); return; } if(PHYS_INPUT_BUTTON_ATCK(actor)) { if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; W_MachineGun_Attack(thiswep, thiswep.m_id, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame); } else weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready); } void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) { float machinegun_spread; if(!(fire & 1) || !weapon_prepareattack_check(thiswep, actor, weaponentity, false, -1)) { w_ready(thiswep, actor, weaponentity, fire); return; } if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity); W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage), thiswep.m_id); 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.(weaponentity).misc_bulletcounter), WEP_CVAR(machinegun, spread_max)); fireBullet(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET); actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); W_MachineGun_MuzzleFlash(actor, weaponentity); W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0'); if(autocvar_g_casings >= 2) // casing code { makevectors(actor.v_angle); // for some reason, this is lost 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, weaponentity); } ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto); } void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire) { W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage), thiswep.m_id); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; actor.punchangle_y = random() - 0.5; } fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET); Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); W_MachineGun_MuzzleFlash(actor, weaponentity); W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0'); if(autocvar_g_casings >= 2) // casing code { makevectors(actor.v_angle); // for some reason, this is lost 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, weaponentity); } actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; if(actor.(weaponentity).misc_bulletcounter == 0) { ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready); } else { weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst); } } METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200)) PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); else PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); } METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { // forced reload - wait until the bulletcounter is 0 so a burst loop can finish if(WEP_CVAR(machinegun, reload_ammo) && actor.(weaponentity).clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)) && actor.(weaponentity).misc_bulletcounter >= 0) { thiswep.wr_reload(thiswep, actor, weaponentity); } else if(WEP_CVAR(machinegun, mode) == 1) { if(fire & 1) if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) { actor.(weaponentity).misc_bulletcounter = 0; W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); } // You can "shoot" more rounds than what's "used", and vice versa. if(fire & 2) if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0)) { if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } float ammo_available; if (WEP_CVAR(machinegun, reload_ammo) > 0) { ammo_available = actor.(weaponentity).clip_load; } else { ammo_available = GetResource(actor, thiswep.ammo_type); } // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction. // Also keep the fraction <= 1 otherwise we'd mag dump in one burst. float burst_fraction = min(1, ammo_available / WEP_CVAR(machinegun, burst_ammo)); int to_shoot = floor(WEP_CVAR(machinegun, burst) * burst_fraction); // We also don't want to use 3 rounds if there's only 2 left. int to_use = min(WEP_CVAR(machinegun, burst_ammo), ammo_available); W_DecreaseAmmo(thiswep, actor, to_use, weaponentity); // Bursting counts up to 0 from a negative. actor.(weaponentity).misc_bulletcounter = -to_shoot; W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire); } } else { if(fire & 1) if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) { actor.(weaponentity).misc_bulletcounter = 1; W_MachineGun_Attack(thiswep, thiswep.m_id, actor, weaponentity); // sets attack_finished weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame); } if((fire & 2) && WEP_CVAR(machinegun, first)) if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0)) { actor.(weaponentity).misc_bulletcounter = 1; W_MachineGun_Attack(thiswep, thiswep.m_id | HITTYPE_SECONDARY, actor, weaponentity); // sets attack_finished weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready); } } } METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount; if(WEP_CVAR(machinegun, mode) == 1) ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo); else ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo); if(WEP_CVAR(machinegun, reload_ammo)) { if(WEP_CVAR(machinegun, mode) == 1) ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, sustained_ammo); else ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, first_ammo); } return ammo_amount; } METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount; float burst_ammo_per_shot = WEP_CVAR(machinegun, burst_ammo) / WEP_CVAR(machinegun, burst); if(WEP_CVAR(machinegun, mode) == 1) ammo_amount = GetResource(actor, thiswep.ammo_type) >= burst_ammo_per_shot; else ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo); if(WEP_CVAR(machinegun, reload_ammo)) { if(WEP_CVAR(machinegun, mode) == 1) ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= burst_ammo_per_shot; else ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, first_ammo); } return ammo_amount; } METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { if(actor.(weaponentity).misc_bulletcounter < 0) return; W_Reload(actor, weaponentity, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD); } METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } METHOD(MachineGun, wr_killmessage, Notification(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, entity actor)) { vector org2; org2 = w_org + w_backoff * 2; pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM); } #endif