]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/machinegun.qc
Remove SELFPARAM() from .think and .touch
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / machinegun.qc
index c42b0274c073d0d10aec8ce7e7471c37a2ee69a6..18934a66f35c1a2242d744bdefb5b02d21f5df2f 100644 (file)
@@ -14,45 +14,47 @@ CLASS(MachineGun, Weapon)
 /* wepimg    */ ATTRIB(MachineGun, model2, string, "weaponuzi");
 /* refname   */ ATTRIB(MachineGun, netname, string, "machinegun");
 /* wepname   */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, burst, float, NONE) \
+               P(class, prefix, burst_ammo, float, NONE) \
+               P(class, prefix, burst_animtime, float, NONE) \
+               P(class, prefix, burst_refire2, float, NONE) \
+               P(class, prefix, burst_refire, float, NONE) \
+               P(class, prefix, burst_speed, float, NONE) \
+               P(class, prefix, first, float, NONE) \
+               P(class, prefix, first_ammo, float, NONE) \
+               P(class, prefix, first_damage, float, NONE) \
+               P(class, prefix, first_force, float, NONE) \
+               P(class, prefix, first_refire, float, NONE) \
+               P(class, prefix, first_spread, float, NONE) \
+               P(class, prefix, mode, float, NONE) \
+               P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, solidpenetration, float, NONE) \
+               P(class, prefix, spread_add, float, NONE) \
+               P(class, prefix, spread_max, float, NONE) \
+               P(class, prefix, spread_min, float, NONE) \
+               P(class, prefix, sustained_ammo, float, NONE) \
+               P(class, prefix, sustained_damage, float, NONE) \
+               P(class, prefix, sustained_force, float, NONE) \
+               P(class, prefix, sustained_refire, float, NONE) \
+               P(class, prefix, sustained_spread, float, NONE) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, weaponreplace, string,NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+    W_PROPS(X, MachineGun, machinegun)
+#undef X
+
 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)
+REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun));
+
 
-#ifdef SVQC
-MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-#endif
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
@@ -60,7 +62,7 @@ MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 spawnfunc(weapon_machinegun)
 {
        if(autocvar_sv_q3acompat_machineshotgunswap)
-       if(self.classname != "droppedweapon")
+       if(this.classname != "droppedweapon")
        {
                weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
                return;
@@ -69,24 +71,24 @@ spawnfunc(weapon_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;
+void W_MachineGun_MuzzleFlash_Think(entity this)
+{
+       this.frame += 2;
+       this.scale *= 0.5;
+       this.alpha -= 0.25;
+       this.nextthink = time + 0.05;
 
-       if(self.alpha <= 0)
+       if(this.alpha <= 0)
        {
-               self.think = SUB_Remove;
-               self.nextthink = time;
-               self.realowner.muzzle_flash = world;
+               setthink(this, SUB_Remove);
+               this.nextthink = time;
+               this.realowner.muzzle_flash = world;
                return;
        }
 
 }
 
-void W_MachineGun_MuzzleFlash(void)
+void W_MachineGun_MuzzleFlash()
 {SELFPARAM();
        if(self.muzzle_flash == world)
                self.muzzle_flash = spawn();
@@ -95,7 +97,7 @@ void W_MachineGun_MuzzleFlash(void)
        setmodel(self.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
 
        self.muzzle_flash.scale = 0.75;
-       self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
+       setthink(self.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
        self.muzzle_flash.nextthink = time + 0.02;
        self.muzzle_flash.frame = 2;
        self.muzzle_flash.alpha = 0.75;
@@ -104,22 +106,22 @@ void W_MachineGun_MuzzleFlash(void)
        self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
 }
 
-void W_MachineGun_Attack(Weapon thiswep, int deathtype)
+void W_MachineGun_Attack(Weapon thiswep, int deathtype, .entity weaponentity)
 {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)));
+       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;
        }
-
+       int slot = weaponslot(weaponentity);
        // this attack_finished just enforces a cooldown at the end of a burst
-       ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
+       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);
+               fireBullet(self, 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);
+               fireBullet(self, 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);
 
@@ -137,54 +139,52 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype)
 }
 
 // weapon frames
-void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if(actor.weapon != actor.switchweapon) // abort immediately if switching
+       if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
        {
-               w_ready(thiswep, actor, fire1, fire2);
+               w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
-       if(actor.BUTTON_ATCK)
+       if(PHYS_INPUT_BUTTON_ATCK(actor))
        {
-               Weapon w = get_weaponinfo(actor.weapon);
-               if(!w.wr_checkammo2(w))
+               if(!thiswep.wr_checkammo2(thiswep, actor))
                if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
-                       w_ready(thiswep, actor, fire1, fire2);
+                       w_ready(thiswep, actor, weaponentity, fire);
                        return;
                }
                actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
-               W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id);
-               weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+               W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
        }
        else
-               weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
 }
 
 
-void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        float machinegun_spread;
 
-       if(!fire1)
+       if(!(fire & 1))
        {
-               w_ready(thiswep, actor, fire1, fire2);
+               w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
-       Weapon w = get_weaponinfo(actor.weapon);
-       if(!w.wr_checkammo1(w))
+       if(!thiswep.wr_checkammo1(thiswep, actor))
        if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
-               w_ready(thiswep, actor, fire1, fire2);
+               w_ready(thiswep, actor, weaponentity, 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));
+       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;
@@ -192,7 +192,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, bool fire1, bool fir
        }
 
        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);
+       fireBullet(actor, 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;
 
@@ -204,20 +204,21 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, bool fire1, bool fir
        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) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
-       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
+       int slot = weaponslot(weaponentity);
+       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
 }
 
-void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+       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);
+       fireBullet(actor, 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);
 
@@ -230,150 +231,139 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, bool fire1, bool fi
        actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
        if(actor.misc_bulletcounter == 0)
        {
-               ATTACK_FINISHED(actor) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
-               weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
+               int slot = weaponslot(weaponentity);
+               ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
        }
        else
        {
-               weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
+               weapon_thinkf(actor, weaponentity, 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, bool fire1, bool fire2))
-               {
-                       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(fire1)
-                               if(weapon_prepareattack(thiswep, actor, false, 0))
-                               {
-                                       actor.misc_bulletcounter = 0;
-                                       W_MachineGun_Attack_Auto(thiswep, actor, fire1, fire2);
-                               }
-
-                               if(fire2)
-                               if(weapon_prepareattack(thiswep, actor, 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, fire1, fire2);
-                                               return;
-                                       }
-
-                                       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
-
-                                       actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
-                                       W_MachineGun_Attack_Burst(thiswep, actor, fire1, fire2);
-                               }
-                       }
-                       else
-                       {
-
-                               if(fire1)
-                               if(weapon_prepareattack(thiswep, actor, false, 0))
-                               {
-                                       actor.misc_bulletcounter = 1;
-                                       W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id); // sets attack_finished
-                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
-                               }
-
-                               if(fire2 && WEP_CVAR(machinegun, first))
-                               if(weapon_prepareattack(thiswep, actor, true, 0))
-                               {
-                                       actor.misc_bulletcounter = 1;
-                                       W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
-                                       weapon_thinkf(actor, 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;
-               }
+METHOD(MachineGun, wr_aim, void(entity thiswep))
+{
+    SELFPARAM();
+    if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
+        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 0.001, false);
+    else
+        PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, 1000000, 0, 0.001, false);
+}
+METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, 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
+        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.misc_bulletcounter = 0;
+            W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+        }
+
+        if(fire & 2)
+        if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
+        {
+            if(!thiswep.wr_checkammo2(thiswep, actor))
+            if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+            {
+                W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+                w_ready(thiswep, actor, weaponentity, 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, weaponentity, fire);
+        }
+    }
+    else
+    {
+
+        if(fire & 1)
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+        {
+            actor.misc_bulletcounter = 1;
+            W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, 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.misc_bulletcounter = 1;
+            W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, 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))
+{
+    float ammo_amount;
+    if(WEP_CVAR(machinegun, mode) == 1)
+        ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
+    else
+        ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
+
+    if(WEP_CVAR(machinegun, reload_ammo))
+    {
+        if(WEP_CVAR(machinegun, mode) == 1)
+            ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
+        else
+            ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+    }
+    return ammo_amount;
+}
+METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+    float ammo_amount;
+    if(WEP_CVAR(machinegun, mode) == 1)
+        ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
+    else
+        ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
+
+    if(WEP_CVAR(machinegun, reload_ammo))
+    {
+        if(WEP_CVAR(machinegun, mode) == 1)
+            ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
+        else
+            ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+    }
+    return ammo_amount;
+}
+METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    SELFPARAM();
+    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, 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))
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 2;
-                       pointparticles(particleeffectnum(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);
-               }
+METHOD(MachineGun, wr_impacteffect, void(entity thiswep))
+{
+    SELFPARAM();
+    vector org2;
+    org2 = w_org + w_backoff * 2;
+    pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
+    if(!w_issilent)
+        sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
+}
 
 #endif
 #endif