X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Fokmachinegun.qc;h=d2ed859f98cd380d6069417cf4acf1d0e56f8487;hp=d874304432182434b9be139c905ea9a8ae2865f1;hb=5761cf6223dd1755d929d0f7398314f2327dd820;hpb=a9c8e78b3bd0db89cb261c7b7f7e94a7903240e0;ds=sidebyside diff --git a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc index d874304432..d2ed859f98 100644 --- a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc +++ b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc @@ -13,66 +13,6 @@ spawnfunc(weapon_okmachinegun) weapon_defaultspawnfunc(this, WEP_OVERKILL_MACHINEGUN); } -void W_OverkillMachineGun_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(okmachinegun, first_damage) : WEP_CVAR(okmachinegun, sustained_damage))); - 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(okmachinegun, first_refire) * W_WeaponRateFactor(actor); - - if(actor.(weaponentity).misc_bulletcounter == 1) - fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(okmachinegun, first_spread), WEP_CVAR(okmachinegun, solidpenetration), WEP_CVAR(okmachinegun, first_damage), WEP_CVAR(okmachinegun, first_force), deathtype, 0); - else - fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(okmachinegun, sustained_spread), WEP_CVAR(okmachinegun, solidpenetration), WEP_CVAR(okmachinegun, sustained_damage), WEP_CVAR(okmachinegun, sustained_force), deathtype, 0); - - Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - - W_MachineGun_MuzzleFlash(actor, weaponentity); - W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0'); - - // casing code - if(autocvar_g_casings >= 2) - { - 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.(weaponentity).misc_bulletcounter == 1) - W_DecreaseAmmo(thiswep, actor, WEP_CVAR(okmachinegun, first_ammo), weaponentity); - else - W_DecreaseAmmo(thiswep, actor, WEP_CVAR(okmachinegun, sustained_ammo), weaponentity); -} - -// weapon frames -void W_OverkillMachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire) -{ - if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching - { - w_ready(thiswep, actor, weaponentity, fire); - return; - } - if(PHYS_INPUT_BUTTON_ATCK(actor)) - { - if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity)) - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) - { - W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); - w_ready(thiswep, actor, weaponentity, fire); - return; - } - actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; - W_OverkillMachineGun_Attack(WEP_OVERKILL_MACHINEGUN, WEP_OVERKILL_MACHINEGUN.m_id, actor, weaponentity); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), W_OverkillMachineGun_Attack_Frame); - } - else - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), w_ready); -} - void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) { float okmachinegun_spread; @@ -91,17 +31,17 @@ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weap return; } - W_DecreaseAmmo(WEP_OVERKILL_MACHINEGUN, actor, WEP_CVAR(okmachinegun, sustained_ammo), weaponentity); + W_DecreaseAmmo(WEP_OVERKILL_MACHINEGUN, actor, WEP_CVAR_PRI(okmachinegun, ammo), weaponentity); - W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(okmachinegun, sustained_damage)); + W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okmachinegun, damage)); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; actor.punchangle_y = random() - 0.5; } - okmachinegun_spread = bound(WEP_CVAR(okmachinegun, spread_min), WEP_CVAR(okmachinegun, spread_min) + (WEP_CVAR(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(okmachinegun, spread_max)); - fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR(okmachinegun, solidpenetration), WEP_CVAR(okmachinegun, sustained_damage), WEP_CVAR(okmachinegun, sustained_force), WEP_OVERKILL_MACHINEGUN.m_id, 0); + okmachinegun_spread = bound(WEP_CVAR_PRI(okmachinegun, spread_min), WEP_CVAR_PRI(okmachinegun, spread_min) + (WEP_CVAR_PRI(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okmachinegun, spread_max)); + fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, 0); actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; @@ -117,8 +57,8 @@ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weap } int slot = weaponslot(weaponentity); - ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(okmachinegun, first_refire) * W_WeaponRateFactor(actor); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), W_OverkillMachineGun_Attack_Auto); + ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(okmachinegun, refire) * W_WeaponRateFactor(actor); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okmachinegun, refire), W_OverkillMachineGun_Attack_Auto); } METHOD(OverkillMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) @@ -171,148 +111,70 @@ METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity 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))) + if (WEP_CVAR(okmachinegun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okmachinegun, ammo)) { // Forced reload thiswep.wr_reload(thiswep, actor, weaponentity); return; } - if (WEP_CVAR(okmachinegun, mode) == 1) + if (fire & 1) // Primary attack { - 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) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack - { - if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire))) - { - return; - } - // ugly instagib hack to reuse the fire mode of the laser - 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; - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready); - } + actor.(weaponentity).misc_bulletcounter = 0; + W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); + return; } - else + if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack { - if (fire & 1) // Primary attack + if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire))) { - 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) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack - { - if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire))) - { - return; - } - // ugly instagib hack to reuse the fire mode of the laser - 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; - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready); - } + // 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; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready); } } METHOD(OverkillMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount; - if (WEP_CVAR(okmachinegun, mode) == 1) - { - ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(okmachinegun, sustained_ammo); - } - else - { - ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(okmachinegun, first_ammo); - } + ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okmachinegun, ammo); if (WEP_CVAR(okmachinegun, reload_ammo)) { - if (WEP_CVAR(okmachinegun, mode) == 1) - { - ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, sustained_ammo); - } - else - { - ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, first_ammo); - } + ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR_PRI(okmachinegun, ammo); } return ammo_amount; } METHOD(OverkillMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount; - if (WEP_CVAR(okmachinegun, mode) == 1) - { - ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(okmachinegun, burst_ammo); - } - else - { - ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(okmachinegun, first_ammo); - } - if (WEP_CVAR(okmachinegun, reload_ammo)) - { - if (WEP_CVAR(okmachinegun, mode) == 1) - { - ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, burst_ammo); - } - else - { - ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, first_ammo); - } - } - return ammo_amount; + return true; // Blaster secondary is unlimited. } METHOD(OverkillMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - W_Reload(actor, weaponentity, min(max(WEP_CVAR(okmachinegun, sustained_ammo), WEP_CVAR(okmachinegun, first_ammo)), WEP_CVAR(okmachinegun, burst_ammo)), SND_RELOAD); + W_Reload(actor, weaponentity, WEP_CVAR_PRI(okmachinegun, ammo), SND_RELOAD); } METHOD(OverkillMachineGun, wr_suicidemessage, Notification(entity thiswep))