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 spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(WEP_HMG.m_id); }
48 void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, bool fire1, bool fire2)
50 if (!actor.BUTTON_ATCK)
52 w_ready(thiswep, actor, fire1, fire2);
56 Weapon w = get_weaponinfo(actor.weapon);
57 if(!w.wr_checkammo1(w))
58 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
60 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
61 w_ready(thiswep, actor, fire1, fire2);
65 W_DecreaseAmmo(WEP_HMG, self, WEP_CVAR(hmg, ammo));
67 W_SetupShot (actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
69 if(!autocvar_g_norecoil)
71 actor.punchangle_x = random () - 0.5;
72 actor.punchangle_y = random () - 0.5;
75 float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.misc_bulletcounter), WEP_CVAR(hmg, spread_max));
76 fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
78 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
80 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
82 W_MachineGun_MuzzleFlash();
83 W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
85 if (autocvar_g_casings >= 2) // casing code
86 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);
88 ATTACK_FINISHED(actor) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
89 weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
92 METHOD(HeavyMachineGun, wr_aim, void(entity thiswep))
94 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
95 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
97 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
99 METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
101 if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
102 Weapon w = get_weaponinfo(actor.weapon);
107 if (weapon_prepareattack(actor, false, 0))
109 actor.misc_bulletcounter = 0;
110 W_HeavyMachineGun_Attack_Auto(thiswep, actor, fire1, fire2);
114 METHOD(HeavyMachineGun, wr_init, void(entity thiswep))
116 HMG_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
118 METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep))
120 float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
122 if(autocvar_g_balance_hmg_reload_ammo)
123 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
127 METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep))
129 float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
131 if(autocvar_g_balance_hmg_reload_ammo)
132 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
136 METHOD(HeavyMachineGun, wr_config, void(entity thiswep))
138 HMG_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
140 METHOD(HeavyMachineGun, wr_reload, void(entity thiswep))
142 W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD));
144 METHOD(HeavyMachineGun, wr_suicidemessage, int(entity thiswep))
146 return WEAPON_THINKING_WITH_PORTALS;
148 METHOD(HeavyMachineGun, wr_killmessage, int(entity thiswep))
150 if(w_deathtype & HITTYPE_SECONDARY)
151 return WEAPON_HMG_MURDER_SNIPE;
153 return WEAPON_HMG_MURDER_SPRAY;
159 METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep))
162 org2 = w_org + w_backoff * 2;
163 pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
166 sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTEN_NORM);
167 else if(w_random < 0.1)
168 sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTEN_NORM);
169 else if(w_random < 0.2)
170 sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTEN_NORM);