Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / hmg.qc
index caf96a6..347e76d 100644 (file)
@@ -10,8 +10,6 @@ MUTATOR_HOOKFUNCTION(hmg_nadesupport, Nade_Damage)
        M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).max_health * 0.1;
 }
 
-spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(this, WEP_HMG); }
-
 void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        if (!PHYS_INPUT_BUTTON_ATCK(actor))
@@ -27,9 +25,9 @@ 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), WEP_HMG.m_id);
 
        if(!autocvar_g_norecoil)
        {
@@ -37,8 +35,8 @@ 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 +52,8 @@ 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 +66,78 @@ 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);
+               BLASTER_SECONDARY_ATTACK(hmg, actor, weaponentity);
+               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;
+               }
+               BLASTER_SECONDARY_ATTACK(hmg, actor, weaponentity);
+               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 = actor.ammo_nails >= 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 = actor.ammo_nails >= 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))