2 CLASS(MachineGun, Weapon)
3 /* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails)
4 /* impulse */ ATTRIB(MachineGun, impulse, int, 3)
5 /* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
6 /* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
8 /* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
10 /* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
12 /* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
13 /* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
15 /* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
16 /* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, burst, float, NONE) \
21 P(class, prefix, burst_ammo, float, NONE) \
22 P(class, prefix, burst_animtime, float, NONE) \
23 P(class, prefix, burst_refire2, float, NONE) \
24 P(class, prefix, burst_refire, float, NONE) \
25 P(class, prefix, burst_speed, float, NONE) \
26 P(class, prefix, first, float, NONE) \
27 P(class, prefix, first_ammo, float, NONE) \
28 P(class, prefix, first_damage, float, NONE) \
29 P(class, prefix, first_force, float, NONE) \
30 P(class, prefix, first_refire, float, NONE) \
31 P(class, prefix, first_spread, float, NONE) \
32 P(class, prefix, mode, float, NONE) \
33 P(class, prefix, reload_ammo, float, NONE) \
34 P(class, prefix, reload_time, float, NONE) \
35 P(class, prefix, solidpenetration, float, NONE) \
36 P(class, prefix, spread_add, float, NONE) \
37 P(class, prefix, spread_max, float, NONE) \
38 P(class, prefix, spread_min, float, NONE) \
39 P(class, prefix, sustained_ammo, float, NONE) \
40 P(class, prefix, sustained_damage, float, NONE) \
41 P(class, prefix, sustained_force, float, NONE) \
42 P(class, prefix, sustained_refire, float, NONE) \
43 P(class, prefix, sustained_spread, float, NONE) \
44 P(class, prefix, switchdelay_drop, float, NONE) \
45 P(class, prefix, switchdelay_raise, float, NONE) \
46 P(class, prefix, weaponreplace, string,NONE) \
47 P(class, prefix, weaponstartoverride, float, NONE) \
48 P(class, prefix, weaponstart, float, NONE) \
49 P(class, prefix, weaponthrowable, float, NONE) \
51 W_PROPS(X, MachineGun, machinegun)
55 REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun));
62 spawnfunc(weapon_machinegun)
64 if(autocvar_sv_q3acompat_machineshotgunswap)
65 if(this.classname != "droppedweapon")
67 weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
70 weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
72 spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); }
74 void W_MachineGun_MuzzleFlash_Think(entity this)
79 this.nextthink = time + 0.05;
83 setthink(this, SUB_Remove);
84 this.nextthink = time;
85 this.realowner.muzzle_flash = NULL;
91 void W_MachineGun_MuzzleFlash(entity actor)
93 if(actor.muzzle_flash == NULL)
94 actor.muzzle_flash = spawn();
96 // muzzle flash for 1st person view
97 setmodel(actor.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
99 actor.muzzle_flash.scale = 0.75;
100 setthink(actor.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
101 actor.muzzle_flash.nextthink = time + 0.02;
102 actor.muzzle_flash.frame = 2;
103 actor.muzzle_flash.alpha = 0.75;
104 actor.muzzle_flash.angles_z = random() * 180;
105 actor.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
106 actor.muzzle_flash.owner = actor.muzzle_flash.realowner = actor;
109 void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity)
111 W_SetupShot(actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
112 if(!autocvar_g_norecoil)
114 actor.punchangle_x = random() - 0.5;
115 actor.punchangle_y = random() - 0.5;
117 int slot = weaponslot(weaponentity);
118 // this attack_finished just enforces a cooldown at the end of a burst
119 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
121 if(actor.misc_bulletcounter == 1)
122 fireBullet(actor, w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, 0);
124 fireBullet(actor, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, 0);
126 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
128 W_MachineGun_MuzzleFlash(actor);
129 W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
132 if(autocvar_g_casings >= 2)
134 makevectors(actor.v_angle); // for some reason, this is lost
135 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);
138 if(actor.misc_bulletcounter == 1)
139 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, first_ammo));
141 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo));
145 void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
147 if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
149 w_ready(thiswep, actor, weaponentity, fire);
152 if(PHYS_INPUT_BUTTON_ATCK(actor))
154 if(!thiswep.wr_checkammo2(thiswep, actor))
155 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
157 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
158 w_ready(thiswep, actor, weaponentity, fire);
161 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
162 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity);
163 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
166 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
170 void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
172 float machinegun_spread;
176 w_ready(thiswep, actor, weaponentity, fire);
180 if(!thiswep.wr_checkammo1(thiswep, actor))
181 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
183 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
184 w_ready(thiswep, actor, weaponentity, fire);
188 W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo));
190 W_SetupShot(actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
191 if(!autocvar_g_norecoil)
193 actor.punchangle_x = random() - 0.5;
194 actor.punchangle_y = random() - 0.5;
197 machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
198 fireBullet(actor, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, 0);
200 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
202 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
204 W_MachineGun_MuzzleFlash(actor);
205 W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
207 if(autocvar_g_casings >= 2) // casing code
209 makevectors(actor.v_angle); // for some reason, this is lost
210 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);
213 int slot = weaponslot(weaponentity);
214 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
215 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
218 void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
220 W_SetupShot(actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
221 if(!autocvar_g_norecoil)
223 actor.punchangle_x = random() - 0.5;
224 actor.punchangle_y = random() - 0.5;
227 fireBullet(actor, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN.m_id, 0);
229 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
231 W_MachineGun_MuzzleFlash(actor);
232 W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
234 if(autocvar_g_casings >= 2) // casing code
236 makevectors(actor.v_angle); // for some reason, this is lost
237 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);
240 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
241 if(actor.misc_bulletcounter == 0)
243 int slot = weaponslot(weaponentity);
244 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(actor);
245 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
249 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
254 METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor))
256 if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
257 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
259 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
261 METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
263 if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
264 thiswep.wr_reload(thiswep, actor, weaponentity);
266 if(WEP_CVAR(machinegun, mode) == 1)
269 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
271 actor.misc_bulletcounter = 0;
272 W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
276 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
278 if(!thiswep.wr_checkammo2(thiswep, actor))
279 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
281 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
282 w_ready(thiswep, actor, weaponentity, fire);
286 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
288 actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
289 W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
296 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
298 actor.misc_bulletcounter = 1;
299 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity); // sets attack_finished
300 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
303 if((fire & 2) && WEP_CVAR(machinegun, first))
304 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
306 actor.misc_bulletcounter = 1;
307 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, actor, weaponentity); // sets attack_finished
308 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
312 METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor))
315 if(WEP_CVAR(machinegun, mode) == 1)
316 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
318 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
320 if(WEP_CVAR(machinegun, reload_ammo))
322 if(WEP_CVAR(machinegun, mode) == 1)
323 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
325 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
329 METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
332 if(WEP_CVAR(machinegun, mode) == 1)
333 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
335 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
337 if(WEP_CVAR(machinegun, reload_ammo))
339 if(WEP_CVAR(machinegun, mode) == 1)
340 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
342 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
346 METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
348 W_Reload(actor, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
350 METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
352 return WEAPON_THINKING_WITH_PORTALS;
354 METHOD(MachineGun, wr_killmessage, Notification(entity thiswep))
356 if(w_deathtype & HITTYPE_SECONDARY)
357 return WEAPON_MACHINEGUN_MURDER_SNIPE;
359 return WEAPON_MACHINEGUN_MURDER_SPRAY;
365 METHOD(MachineGun, wr_impacteffect, void(entity thiswep, entity actor))
368 org2 = w_org + w_backoff * 2;
369 pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
371 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);