-#ifndef IMPLEMENTATION
-CLASS(MachineGun, Weapon)
-/* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails)
-/* impulse */ ATTRIB(MachineGun, impulse, int, 3)
-/* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
-/* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
-/* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
-/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
-#ifndef MENUQC
-/* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
-#endif
-/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
-/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
-/* 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, machinegun, NEW(MachineGun));
-
+#include "machinegun.qh"
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_machinegun)
+METHOD(MachineGun, m_spawnfunc_hookreplace, Weapon(MachineGun this, entity e))
{
- if(autocvar_sv_q3acompat_machineshotgunswap)
- if(this.classname != "droppedweapon")
+ if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
{
- weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
- return;
+ return WEP_SHOCKWAVE;
}
- weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
+ return this;
}
-spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); }
void W_MachineGun_MuzzleFlash_Think(entity this)
{
}
-void W_MachineGun_MuzzleFlash(entity actor)
+void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity)
{
- if(actor.muzzle_flash == NULL)
- actor.muzzle_flash = spawn();
+ entity wepent = actor.(weaponentity);
+
+ if(wepent.muzzle_flash == NULL)
+ wepent.muzzle_flash = spawn();
// muzzle flash for 1st person view
- setmodel(actor.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
-
- actor.muzzle_flash.scale = 0.75;
- setthink(actor.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
- actor.muzzle_flash.nextthink = time + 0.02;
- actor.muzzle_flash.frame = 2;
- actor.muzzle_flash.alpha = 0.75;
- actor.muzzle_flash.angles_z = random() * 180;
- actor.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- actor.muzzle_flash.owner = actor.muzzle_flash.realowner = actor;
+ setmodel(wepent.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
+
+ wepent.muzzle_flash.scale = 0.75;
+ setthink(wepent.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
+ wepent.muzzle_flash.nextthink = time + 0.02;
+ wepent.muzzle_flash.frame = 2;
+ wepent.muzzle_flash.alpha = 0.75;
+ wepent.muzzle_flash.angles_z = random() * 180;
+ wepent.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+ wepent.muzzle_flash.owner = wepent.muzzle_flash.realowner = wepent;
}
void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity)
{
- W_SetupShot(actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.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.misc_bulletcounter == 1)
- fireBullet(actor, 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);
+ 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, EFFECT_BULLET);
else
- fireBullet(actor, 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);
- W_MachineGun_MuzzleFlash(actor);
- W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
+ W_MachineGun_MuzzleFlash(actor, weaponentity);
+ W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
// casing code
if(autocvar_g_casings >= 2)
- 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);
+ {
+ makevectors(actor.v_angle); // for some reason, this is lost
+ 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);
+ }
- if(actor.misc_bulletcounter == 1)
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, first_ammo));
+ if(actor.(weaponentity).misc_bulletcounter == 1)
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, first_ammo), weaponentity);
else
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity);
}
// weapon frames
void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if(PS(actor).m_weapon != PS(actor).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;
}
if(PHYS_INPUT_BUTTON_ATCK(actor))
{
- if(!thiswep.wr_checkammo2(thiswep, actor))
+ if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
return;
}
- actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
- W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity);
+ actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
+ 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
{
float machinegun_spread;
- if(!(fire & 1))
+ if(!(fire & 1) || !weapon_prepareattack_check(thiswep, actor, weaponentity, false, -1))
{
w_ready(thiswep, actor, weaponentity, fire);
return;
}
- if(!thiswep.wr_checkammo1(thiswep, actor))
+ if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
return;
}
- W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity);
- W_SetupShot(actor, 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;
}
- 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(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);
+ 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), thiswep.m_id, EFFECT_BULLET);
- actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
+ actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
- W_MachineGun_MuzzleFlash(actor);
- W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
+ W_MachineGun_MuzzleFlash(actor, weaponentity);
+ W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
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);
+ {
+ makevectors(actor.v_angle); // for some reason, this is lost
+ 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, 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, 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);
- W_MachineGun_MuzzleFlash(actor);
- W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
+ W_MachineGun_MuzzleFlash(actor, weaponentity);
+ W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
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);
+ {
+ makevectors(actor.v_angle); // for some reason, this is lost
+ 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);
+ }
- actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
- if(actor.misc_bulletcounter == 0)
+ 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
}
-METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor))
+METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
else
- PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 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
+ // 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))
{
- actor.misc_bulletcounter = 0;
+ actor.(weaponentity).misc_bulletcounter = 0;
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))
{
- if(!thiswep.wr_checkammo2(thiswep, actor))
+ if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
return;
}
-
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
-
- actor.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);
}
}
if(fire & 1)
if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
{
- actor.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity); // sets attack_finished
+ actor.(weaponentity).misc_bulletcounter = 1;
+ 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);
}
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, actor, weaponentity); // sets attack_finished
+ actor.(weaponentity).misc_bulletcounter = 1;
+ 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);
}
}
}
-METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
+ ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo);
else
- ammo_amount = actor.(thiswep.ammo_field) >= 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.(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.(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_checkammo2, bool(entity thiswep, entity actor))
+METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
+ ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo);
else
- ammo_amount = actor.(thiswep.ammo_field) >= 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.(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.(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))
{
- W_Reload(actor, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
+ 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))
{
}
#endif
-#endif