]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/machinegun.qc
Fix indenting so it's consistent with the rest of the function.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / machinegun.qc
index 80567c2955383932015ee9bb60eb6c5efac9738f..4c7e7256f40e0d4005e496c0dac41c7ac4152a28 100644 (file)
@@ -50,20 +50,19 @@ void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity)
 
 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)));
+       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;
        }
-       int slot = weaponslot(weaponentity);
        // this attack_finished just enforces a cooldown at the end of a burst
-       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
+       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, 0);
+               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, 0);
+               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);
 
@@ -86,7 +85,7 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity we
 // weapon frames
 void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching
+       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;
@@ -101,7 +100,7 @@ void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentit
                        return;
                }
                actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
-               W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity);
+               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
@@ -113,7 +112,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
 {
        float machinegun_spread;
 
-       if(!(fire & 1))
+       if(!(fire & 1) || !weapon_prepareattack_check(thiswep, actor, weaponentity, false, -1))
        {
                w_ready(thiswep, actor, weaponentity, fire);
                return;
@@ -127,9 +126,9 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
                return;
        }
 
-       W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity);
+       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));
+       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;
@@ -137,7 +136,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
        }
 
        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), WEP_MACHINEGUN.m_id, 0);
+       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;
 
@@ -152,21 +151,20 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
                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);
        }
 
-       int slot = weaponslot(weaponentity);
-       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
+       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));
+       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_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, 0);
+       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), 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);
 
@@ -182,8 +180,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
        if(actor.(weaponentity).misc_bulletcounter == 0)
        {
-               int slot = weaponslot(weaponentity);
-               ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(actor);
+               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
@@ -202,10 +199,14 @@ METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponenti
 }
 METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    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))) { // forced reload
+    // 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)
+    }
+    else if(WEP_CVAR(machinegun, mode) == 1)
     {
         if(fire & 1)
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
@@ -214,6 +215,7 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen
             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))
         {
@@ -224,10 +226,18 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen
                 w_ready(thiswep, actor, weaponentity, fire);
                 return;
             }
-
-            W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo), weaponentity);
-
-            actor.(weaponentity).misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
+            // 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, actor.(weaponentity).clip_load / 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), actor.(weaponentity).clip_load);
+            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);
         }
     }
@@ -238,7 +248,7 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
         {
             actor.(weaponentity).misc_bulletcounter = 1;
-            W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity); // sets attack_finished
+            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);
         }
 
@@ -246,7 +256,7 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
         {
             actor.(weaponentity).misc_bulletcounter = 1;
-            W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, actor, weaponentity); // sets attack_finished
+            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);
         }
     }
@@ -255,16 +265,16 @@ METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea
 {
     float ammo_amount;
     if(WEP_CVAR(machinegun, mode) == 1)
-        ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo);
+        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo);
     else
-        ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
+        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[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
         else
-            ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, first_ammo);
     }
     return ammo_amount;
 }
@@ -272,21 +282,23 @@ METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity wea
 {
     float ammo_amount;
     if(WEP_CVAR(machinegun, mode) == 1)
-        ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo);
+        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo);
     else
-        ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
+        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[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
         else
-            ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+            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))