1 #include "machinegun.qh"
3 CLASS(MachineGun, Weapon)
4 /* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails);
5 /* impulse */ ATTRIB(MachineGun, impulse, int, 3);
6 /* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
7 /* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
8 /* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
9 /* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
11 /* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
13 /* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
14 /* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
15 /* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
16 /* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
17 /* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, burst, float, NONE) \
22 P(class, prefix, burst_ammo, float, NONE) \
23 P(class, prefix, burst_animtime, float, NONE) \
24 P(class, prefix, burst_refire2, float, NONE) \
25 P(class, prefix, burst_refire, float, NONE) \
26 P(class, prefix, burst_speed, float, NONE) \
27 P(class, prefix, first, float, NONE) \
28 P(class, prefix, first_ammo, float, NONE) \
29 P(class, prefix, first_damage, float, NONE) \
30 P(class, prefix, first_force, float, NONE) \
31 P(class, prefix, first_refire, float, NONE) \
32 P(class, prefix, first_spread, float, NONE) \
33 P(class, prefix, mode, float, NONE) \
34 P(class, prefix, reload_ammo, float, NONE) \
35 P(class, prefix, reload_time, float, NONE) \
36 P(class, prefix, solidpenetration, float, NONE) \
37 P(class, prefix, spread_add, float, NONE) \
38 P(class, prefix, spread_max, float, NONE) \
39 P(class, prefix, spread_min, float, NONE) \
40 P(class, prefix, sustained_ammo, float, NONE) \
41 P(class, prefix, sustained_damage, float, NONE) \
42 P(class, prefix, sustained_force, float, NONE) \
43 P(class, prefix, sustained_refire, float, NONE) \
44 P(class, prefix, sustained_spread, float, NONE) \
45 P(class, prefix, switchdelay_drop, float, NONE) \
46 P(class, prefix, switchdelay_raise, float, NONE) \
47 P(class, prefix, weaponreplace, string,NONE) \
48 P(class, prefix, weaponstartoverride, float, NONE) \
49 P(class, prefix, weaponstart, float, NONE) \
50 P(class, prefix, weaponthrowable, float, NONE) \
52 W_PROPS(X, MachineGun, machinegun)
56 REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun));
63 spawnfunc(weapon_machinegun)
65 if(autocvar_sv_q3acompat_machineshotgunswap)
66 if(this.classname != "droppedweapon")
68 weapon_defaultspawnfunc(this, WEP_SHOCKWAVE);
71 weapon_defaultspawnfunc(this, WEP_MACHINEGUN);
73 spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); }
75 void W_MachineGun_MuzzleFlash_Think(entity this)
80 this.nextthink = time + 0.05;
84 setthink(this, SUB_Remove);
85 this.nextthink = time;
86 this.realowner.muzzle_flash = NULL;
92 void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity)
94 entity wepent = actor.(weaponentity);
96 if(wepent.muzzle_flash == NULL)
97 wepent.muzzle_flash = spawn();
99 // muzzle flash for 1st person view
100 setmodel(wepent.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
102 wepent.muzzle_flash.scale = 0.75;
103 setthink(wepent.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
104 wepent.muzzle_flash.nextthink = time + 0.02;
105 wepent.muzzle_flash.frame = 2;
106 wepent.muzzle_flash.alpha = 0.75;
107 wepent.muzzle_flash.angles_z = random() * 180;
108 wepent.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
109 wepent.muzzle_flash.owner = wepent.muzzle_flash.realowner = wepent;
112 void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity)
114 W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
115 if(!autocvar_g_norecoil)
117 actor.punchangle_x = random() - 0.5;
118 actor.punchangle_y = random() - 0.5;
120 int slot = weaponslot(weaponentity);
121 // this attack_finished just enforces a cooldown at the end of a burst
122 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
124 if(actor.misc_bulletcounter == 1)
125 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);
127 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);
129 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
131 W_MachineGun_MuzzleFlash(actor, weaponentity);
132 W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
135 if(autocvar_g_casings >= 2)
137 makevectors(actor.v_angle); // for some reason, this is lost
138 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);
141 if(actor.misc_bulletcounter == 1)
142 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, first_ammo));
144 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo));
148 void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
150 if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
152 w_ready(thiswep, actor, weaponentity, fire);
155 if(PHYS_INPUT_BUTTON_ATCK(actor))
157 if(!thiswep.wr_checkammo2(thiswep, actor))
158 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
160 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
161 w_ready(thiswep, actor, weaponentity, fire);
164 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
165 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity);
166 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
169 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
173 void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
175 float machinegun_spread;
179 w_ready(thiswep, actor, weaponentity, fire);
183 if(!thiswep.wr_checkammo1(thiswep, actor))
184 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
186 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
187 w_ready(thiswep, actor, weaponentity, fire);
191 W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo));
193 W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
194 if(!autocvar_g_norecoil)
196 actor.punchangle_x = random() - 0.5;
197 actor.punchangle_y = random() - 0.5;
200 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));
201 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);
203 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
205 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
207 W_MachineGun_MuzzleFlash(actor, weaponentity);
208 W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
210 if(autocvar_g_casings >= 2) // casing code
212 makevectors(actor.v_angle); // for some reason, this is lost
213 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);
216 int slot = weaponslot(weaponentity);
217 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
218 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
221 void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
223 W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
224 if(!autocvar_g_norecoil)
226 actor.punchangle_x = random() - 0.5;
227 actor.punchangle_y = random() - 0.5;
230 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);
232 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
234 W_MachineGun_MuzzleFlash(actor, weaponentity);
235 W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
237 if(autocvar_g_casings >= 2) // casing code
239 makevectors(actor.v_angle); // for some reason, this is lost
240 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);
243 actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
244 if(actor.misc_bulletcounter == 0)
246 int slot = weaponslot(weaponentity);
247 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(actor);
248 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
252 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
257 METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor))
259 if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
260 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
262 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
264 METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
266 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
267 thiswep.wr_reload(thiswep, actor, weaponentity);
269 if(WEP_CVAR(machinegun, mode) == 1)
272 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
274 actor.misc_bulletcounter = 0;
275 W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
279 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
281 if(!thiswep.wr_checkammo2(thiswep, actor))
282 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
284 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
285 w_ready(thiswep, actor, weaponentity, fire);
289 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
291 actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
292 W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
299 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
301 actor.misc_bulletcounter = 1;
302 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity); // sets attack_finished
303 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
306 if((fire & 2) && WEP_CVAR(machinegun, first))
307 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
309 actor.misc_bulletcounter = 1;
310 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, actor, weaponentity); // sets attack_finished
311 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
315 METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor))
318 if(WEP_CVAR(machinegun, mode) == 1)
319 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
321 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
323 if(WEP_CVAR(machinegun, reload_ammo))
325 if(WEP_CVAR(machinegun, mode) == 1)
326 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
328 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
332 METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
335 if(WEP_CVAR(machinegun, mode) == 1)
336 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
338 ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
340 if(WEP_CVAR(machinegun, reload_ammo))
342 if(WEP_CVAR(machinegun, mode) == 1)
343 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
345 ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
349 METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
351 W_Reload(actor, weaponentity, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
353 METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
355 return WEAPON_THINKING_WITH_PORTALS;
357 METHOD(MachineGun, wr_killmessage, Notification(entity thiswep))
359 if(w_deathtype & HITTYPE_SECONDARY)
360 return WEAPON_MACHINEGUN_MURDER_SNIPE;
362 return WEAPON_MACHINEGUN_MURDER_SPRAY;
368 METHOD(MachineGun, wr_impacteffect, void(entity thiswep, entity actor))
371 org2 = w_org + w_backoff * 2;
372 pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
374 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);