METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
+ if ((WEP_CVAR_SEC(okmachinegun, 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(okmachinegun, 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(okmachinegun, shotangle),
+ WEP_CVAR_SEC(okmachinegun, damage),
+ WEP_CVAR_SEC(okmachinegun, edgedamage),
+ WEP_CVAR_SEC(okmachinegun, radius),
+ WEP_CVAR_SEC(okmachinegun, force),
+ WEP_CVAR_SEC(okmachinegun, speed),
+ WEP_CVAR_SEC(okmachinegun, spread),
+ WEP_CVAR_SEC(okmachinegun, delay),
+ WEP_CVAR_SEC(okmachinegun, 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(okmachinegun, reload_ammo) && actor.(weaponentity).clip_load < min(max(WEP_CVAR(okmachinegun, sustained_ammo), WEP_CVAR(okmachinegun, first_ammo)), WEP_CVAR(okmachinegun, burst_ammo)))
- { // forced reload
+ {
+ // Forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
+ return;
}
- else if (WEP_CVAR(okmachinegun, mode) == 1)
+ if (WEP_CVAR(okmachinegun, mode) == 1)
{
if(fire & 1) // Primary attack
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
{
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+ {
+ return;
+ }
actor.(weaponentity).misc_bulletcounter = 0;
W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+ return;
}
-
- if (fire & 2) // Secondary attack
+ if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack
{
- if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okmachinegun, refire)))
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire)))
{
return;
}
}
else
{
- if(fire & 1) // Primary attack
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+ if (fire & 1) // Primary attack
{
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+ {
+ return;
+ }
actor.(weaponentity).misc_bulletcounter = 1;
W_OverkillMachineGun_Attack(WEP_OVERKILL_MACHINEGUN, WEP_OVERKILL_MACHINEGUN.m_id, actor, weaponentity); // sets attack_finished
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), W_OverkillMachineGun_Attack_Frame);
+ return;
}
-
- if (fire & 2) // Secondary attack
+ if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack
{
- if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okmachinegun, refire)))
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire)))
{
return;
}