2 CLASS(HeavyMachineGun, Weapon)
3 /* ammotype */ ATTRIB(HeavyMachineGun, ammo_field, .int, ammo_nails)
4 /* impulse */ ATTRIB(HeavyMachineGun, impulse, int, 3)
5 /* flags */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON);
6 /* rating */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0');
8 /* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg");
10 /* model */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
12 /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
13 /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg");
15 /* refname */ ATTRIB(HeavyMachineGun, netname, string, "hmg");
16 /* wepname */ ATTRIB(HeavyMachineGun, message, string, _("Heavy Machine Gun"));
17 ENDCLASS(HeavyMachineGun)
18 REGISTER_WEAPON(HMG, NEW(HeavyMachineGun));
20 #define HMG_SETTINGS(w_cvar,w_prop) HMG_SETTINGS_LIST(w_cvar, w_prop, HMG, hmg)
21 #define HMG_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, NONE, spread_min) \
23 w_cvar(id, sn, NONE, spread_max) \
24 w_cvar(id, sn, NONE, spread_add) \
25 w_cvar(id, sn, NONE, solidpenetration) \
26 w_cvar(id, sn, NONE, damage) \
27 w_cvar(id, sn, NONE, force) \
28 w_cvar(id, sn, NONE, refire) \
29 w_cvar(id, sn, NONE, ammo) \
30 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
31 w_prop(id, sn, float, reloading_time, reload_time) \
32 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
33 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
34 w_prop(id, sn, string, weaponreplace, weaponreplace) \
35 w_prop(id, sn, float, weaponstart, weaponstart) \
36 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
37 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
40 HMG_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
46 void spawnfunc_weapon_hmg() { weapon_defaultspawnfunc(WEP_HMG.m_id); }
48 void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, bool fire1, bool fire2)
50 if (!self.BUTTON_ATCK)
52 w_ready(thiswep, fire1, fire2);
56 if(!_WEP_ACTION(self.weapon, WR_CHECKAMMO1))
57 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
59 W_SwitchWeapon_Force(self, w_getbestweapon(self));
60 w_ready(thiswep, fire1, fire2);
64 W_DecreaseAmmo(WEP_HMG, WEP_CVAR(hmg, ammo));
66 W_SetupShot (self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
68 if(!autocvar_g_norecoil)
70 self.punchangle_x = random () - 0.5;
71 self.punchangle_y = random () - 0.5;
74 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));
75 fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
77 self.misc_bulletcounter = self.misc_bulletcounter + 1;
79 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
81 W_MachineGun_MuzzleFlash();
82 W_AttachToShotorg(self.muzzle_flash, '5 0 0');
84 if (autocvar_g_casings >= 2) // casing code
85 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);
87 ATTACK_FINISHED(self) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
88 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
91 METHOD(HeavyMachineGun, wr_aim, bool(entity thiswep))
93 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
94 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
96 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
100 METHOD(HeavyMachineGun, wr_think, bool(entity thiswep, bool fire1, bool fire2))
102 if(WEP_CVAR(hmg, reload_ammo) && self.clip_load < WEP_CVAR(hmg, ammo)) // forced reload
103 _WEP_ACTION(self.weapon, WR_RELOAD);
107 if (weapon_prepareattack(false, 0))
109 self.misc_bulletcounter = 0;
110 W_HeavyMachineGun_Attack_Auto(thiswep, fire1, fire2);
116 METHOD(HeavyMachineGun, wr_init, bool(entity thiswep))
118 HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
121 METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep))
123 float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
125 if(autocvar_g_balance_hmg_reload_ammo)
126 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
130 METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep))
132 float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
134 if(autocvar_g_balance_hmg_reload_ammo)
135 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
139 METHOD(HeavyMachineGun, wr_config, bool(entity thiswep))
141 HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
144 METHOD(HeavyMachineGun, wr_reload, bool(entity thiswep))
146 W_Reload(WEP_CVAR(hmg, ammo), SND(RELOAD));
149 METHOD(HeavyMachineGun, wr_suicidemessage, bool(entity thiswep))
151 return WEAPON_THINKING_WITH_PORTALS;
153 METHOD(HeavyMachineGun, wr_killmessage, bool(entity thiswep))
155 if(w_deathtype & HITTYPE_SECONDARY)
156 return WEAPON_HMG_MURDER_SNIPE;
158 return WEAPON_HMG_MURDER_SPRAY;
164 METHOD(HeavyMachineGun, wr_impacteffect, bool(entity thiswep))
167 org2 = w_org + w_backoff * 2;
168 pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
171 sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTEN_NORM);
172 else if(w_random < 0.1)
173 sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTEN_NORM);
174 else if(w_random < 0.2)
175 sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);
179 METHOD(HeavyMachineGun, wr_init, bool(entity thiswep))
183 METHOD(HeavyMachineGun, wr_zoomreticle, bool(entity thiswep))
185 // no weapon specific image for this weapon