]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/hmg.qc
Merged Lyberta/URS3 into Lyberta/StandaloneOverkillWeapons.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / hmg.qc
index 41327956f383b062deb21356e896170cb57c82f9..10287568835d7ed25d7a77e4d7dd4c302a0978d1 100644 (file)
@@ -27,9 +27,9 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone
                return;
        }
 
-       W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR(hmg, ammo), weaponentity);
+       W_DecreaseAmmo(WEP_HMG, actor, WEP_CVAR_PRI(hmg, ammo), weaponentity);
 
-       W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage));
+       W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hmg, damage));
 
        if(!autocvar_g_norecoil)
        {
@@ -37,8 +37,8 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone
                actor.punchangle_y = random () - 0.5;
        }
 
-       float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(hmg, spread_max));
-       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
+       float hmg_spread = bound(WEP_CVAR_PRI(hmg, spread_min), WEP_CVAR_PRI(hmg, spread_min) + (WEP_CVAR_PRI(hmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(hmg, spread_max));
+       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR_PRI(hmg, solidpenetration), WEP_CVAR_PRI(hmg, damage), WEP_CVAR_PRI(hmg, force), WEP_HMG.m_id, 0);
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
@@ -54,8 +54,8 @@ void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weapone
        }
 
        int slot = weaponslot(weaponentity);
-       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(actor);
-       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
+       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hmg, refire) * W_WeaponRateFactor(actor);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hmg, refire), W_HeavyMachineGun_Attack_Auto);
 }
 
 METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
@@ -68,42 +68,114 @@ METHOD(HeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weapo
 
 METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    if(WEP_CVAR(hmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
+       if ((WEP_CVAR_SEC(hmg, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
+       {
+               // Secondary uses it's own refire timer if refire_type is 1.
+               actor.jump_interval = time + WEP_CVAR_SEC(hmg, refire) * W_WeaponRateFactor(actor);
+               // Ugly hack to reuse the fire mode of the blaster.
+               makevectors(actor.v_angle);
+               Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
+               actor.(weaponentity).m_weapon = WEP_BLASTER;
+               W_Blaster_Attack(
+                       actor,
+                       weaponentity,
+                       WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+                       WEP_CVAR_SEC(hmg, shotangle),
+                       WEP_CVAR_SEC(hmg, damage),
+                       WEP_CVAR_SEC(hmg, edgedamage),
+                       WEP_CVAR_SEC(hmg, radius),
+                       WEP_CVAR_SEC(hmg, force),
+                       WEP_CVAR_SEC(hmg, speed),
+                       WEP_CVAR_SEC(hmg, spread),
+                       WEP_CVAR_SEC(hmg, delay),
+                       WEP_CVAR_SEC(hmg, lifetime)
+               );
+               actor.(weaponentity).m_weapon = oldwep;
+               if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
+                       (actor.(weaponentity).wframe == WFRAME_FIRE2))
+               {
+                       // Set secondary fire animation.
+                       vector a = '0 0 0';
+                       actor.(weaponentity).wframe = WFRAME_FIRE2;
+                       a = actor.(weaponentity).anim_fire2;
+                       a.z *= g_weaponratefactor;
+                       FOREACH_CLIENT(true, LAMBDA(
+                               if (it == actor || (IS_SPEC(it) && it.enemy == actor))
+                               {
+                                       wframe_send(it, actor.(weaponentity), a, true);
+                               }
+                       ));
+                       animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+               }
+       }
+    if (WEP_CVAR(hmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(hmg, ammo))
+       {
+               // Forced reload.
         thiswep.wr_reload(thiswep, actor, weaponentity);
-    } else
-    {
-        if (fire & 1)
-        if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
-        {
-            actor.(weaponentity).misc_bulletcounter = 0;
-            W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
-        }
-    }
+               return;
+       }
+       if (fire & 1) // Primary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+               {
+                       return;
+               }
+               actor.(weaponentity).misc_bulletcounter = 0;
+               W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+               return;
+       }
+       if ((fire & 2) && (WEP_CVAR_SEC(hmg, refire_type) == 0)) // Secondary attack
+       {
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(hmg, refire)))
+               {
+                       return;
+               }
+               // ugly instagib hack to reuse the fire mode of the laser
+               makevectors(actor.v_angle);
+               Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
+               actor.(weaponentity).m_weapon = WEP_BLASTER;
+               W_Blaster_Attack(
+                       actor,
+                       weaponentity,
+                       WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+                       WEP_CVAR_SEC(hmg, shotangle),
+                       WEP_CVAR_SEC(hmg, damage),
+                       WEP_CVAR_SEC(hmg, edgedamage),
+                       WEP_CVAR_SEC(hmg, radius),
+                       WEP_CVAR_SEC(hmg, force),
+                       WEP_CVAR_SEC(hmg, speed),
+                       WEP_CVAR_SEC(hmg, spread),
+                       WEP_CVAR_SEC(hmg, delay),
+                       WEP_CVAR_SEC(hmg, lifetime)
+               );
+               actor.(weaponentity).m_weapon = oldwep;
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hmg, animtime), w_ready);
+       }
 }
 
 METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(hmg, ammo);
-
-    if(autocvar_g_balance_hmg_reload_ammo)
-        ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
-
-    return ammo_amount;
+       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hmg, ammo);
+       if (autocvar_g_balance_hmg_reload_ammo)
+       {
+               ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR_PRI(hmg, ammo);
+       }
+       return ammo_amount;
 }
 
 METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(hmg, ammo);
-
-    if(autocvar_g_balance_hmg_reload_ammo)
-        ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
-
-    return ammo_amount;
+       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hmg, ammo);
+       if (autocvar_g_balance_hmg_reload_ammo)
+       {
+               ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR_SEC(hmg, ammo);
+       }
+       return ammo_amount;
 }
 
 METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(actor, weaponentity, WEP_CVAR(hmg, ammo), SND_RELOAD);
+    W_Reload(actor, weaponentity, WEP_CVAR_PRI(hmg, ammo), SND_RELOAD);
 }
 
 METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))