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(1000000, 0, 0.001, false);
else
}
METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
{
+ SELFPARAM();
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
}
METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
{
+ SELFPARAM();
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
}
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))
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);