4 /* function */ W_HeavyMachineGun,
5 /* ammotype */ ammo_nails,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON,
8 /* rating */ BOT_PICKUP_RATING_HIGH,
9 /* color */ '0.5 0.5 0',
10 /* modelname */ "ok_hmg",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairuzi 0.6",
13 /* wepimg */ "weaponhmg",
15 /* wepname */ _("Heavy Machine Gun")
18 #define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg)
19 #define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, NONE, spread_min) \
21 w_cvar(id, sn, NONE, spread_max) \
22 w_cvar(id, sn, NONE, spread_add) \
23 w_cvar(id, sn, NONE, solidpenetration) \
24 w_cvar(id, sn, NONE, damage) \
25 w_cvar(id, sn, NONE, force) \
26 w_cvar(id, sn, NONE, refire) \
27 w_cvar(id, sn, NONE, ammo) \
28 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
29 w_prop(id, sn, float, reloading_time, reload_time) \
30 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
31 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
32 w_prop(id, sn, string, weaponreplace, weaponreplace) \
33 w_prop(id, sn, float, weaponstart, weaponstart) \
34 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
35 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
38 HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
44 void spawnfunc_weapon_hmg() { weapon_defaultspawnfunc(WEP_HMG.m_id); }
46 void W_HeavyMachineGun_Attack_Auto()
48 if (!self.BUTTON_ATCK)
54 if(!WEP_ACTION(self.weapon, WR_CHECKAMMO1))
55 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
57 W_SwitchWeapon_Force(self, w_getbestweapon(self));
62 W_DecreaseAmmo(WEP_CVAR(hmg, ammo));
64 W_SetupShot (self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
66 if(!autocvar_g_norecoil)
68 self.punchangle_x = random () - 0.5;
69 self.punchangle_y = random () - 0.5;
72 float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * self.misc_bulletcounter), WEP_CVAR(hmg, spread_max));
73 fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
75 self.misc_bulletcounter = self.misc_bulletcounter + 1;
77 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
79 W_MachineGun_MuzzleFlash();
80 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
82 if (autocvar_g_casings >= 2) // casing code
83 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, self);
85 ATTACK_FINISHED(self) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
86 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
89 bool W_HeavyMachineGun(int req)
96 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
97 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
99 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
105 if(WEP_CVAR(hmg, reload_ammo) && self.clip_load < WEP_CVAR(hmg, ammo)) // forced reload
106 WEP_ACTION(self.weapon, WR_RELOAD);
109 if (self.BUTTON_ATCK)
110 if (weapon_prepareattack(0, 0))
112 self.misc_bulletcounter = 0;
113 W_HeavyMachineGun_Attack_Auto();
121 HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
126 ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
128 if(autocvar_g_balance_hmg_reload_ammo)
129 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
135 ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
137 if(autocvar_g_balance_hmg_reload_ammo)
138 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
144 HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
149 W_Reload(WEP_CVAR(hmg, ammo), SND(RELOAD));
152 case WR_SUICIDEMESSAGE:
154 return WEAPON_THINKING_WITH_PORTALS;
158 if(w_deathtype & HITTYPE_SECONDARY)
159 return WEAPON_HMG_MURDER_SNIPE;
161 return WEAPON_HMG_MURDER_SPRAY;
168 bool W_HeavyMachineGun(int req)
172 case WR_IMPACTEFFECT:
175 org2 = w_org + w_backoff * 2;
176 pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
179 sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTEN_NORM);
180 else if(w_random < 0.1)
181 sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTEN_NORM);
182 else if(w_random < 0.2)
183 sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
193 // no weapon specific image for this weapon