1 #include "machinegun.qh"
5 METHOD(MachineGun, m_spawnfunc_hookreplace, Weapon(MachineGun this, entity e))
7 if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
14 void W_MachineGun_MuzzleFlash_Think(entity this)
19 this.nextthink = time + 0.05;
23 setthink(this, SUB_Remove);
24 this.nextthink = time;
25 this.realowner.muzzle_flash = NULL;
31 void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity)
33 entity wepent = actor.(weaponentity);
35 if(wepent.muzzle_flash == NULL)
36 wepent.muzzle_flash = spawn();
38 // muzzle flash for 1st person view
39 setmodel(wepent.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
41 wepent.muzzle_flash.scale = 0.75;
42 setthink(wepent.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
43 wepent.muzzle_flash.nextthink = time + 0.02;
44 wepent.muzzle_flash.frame = 2;
45 wepent.muzzle_flash.alpha = 0.75;
46 wepent.muzzle_flash.angles_z = random() * 180;
47 wepent.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
48 wepent.muzzle_flash.owner = wepent.muzzle_flash.realowner = wepent;
51 void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity)
53 W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)), deathtype);
54 if(!autocvar_g_norecoil)
56 actor.punchangle_x = random() - 0.5;
57 actor.punchangle_y = random() - 0.5;
59 // this attack_finished just enforces a cooldown at the end of a burst
60 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
62 if(actor.(weaponentity).misc_bulletcounter == 1)
63 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, EFFECT_BULLET);
65 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, EFFECT_BULLET);
67 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
69 W_MachineGun_MuzzleFlash(actor, weaponentity);
70 W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
73 if(autocvar_g_casings >= 2)
75 makevectors(actor.v_angle); // for some reason, this is lost
76 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);
79 if(actor.(weaponentity).misc_bulletcounter == 1)
80 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, first_ammo), weaponentity);
82 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity);
86 void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
88 if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon || !weapon_prepareattack_check(thiswep, actor, weaponentity, (fire & 2), -1)) // abort immediately if switching
90 w_ready(thiswep, actor, weaponentity, fire);
93 if(PHYS_INPUT_BUTTON_ATCK(actor))
95 if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
96 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
98 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
99 w_ready(thiswep, actor, weaponentity, fire);
102 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
103 W_MachineGun_Attack(thiswep, thiswep.m_id, actor, weaponentity);
104 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
107 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
111 void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
113 float machinegun_spread;
115 if(!(fire & 1) || !weapon_prepareattack_check(thiswep, actor, weaponentity, false, -1))
117 w_ready(thiswep, actor, weaponentity, fire);
121 if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
122 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
124 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
125 w_ready(thiswep, actor, weaponentity, fire);
129 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity);
131 W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage), thiswep.m_id);
132 if(!autocvar_g_norecoil)
134 actor.punchangle_x = random() - 0.5;
135 actor.punchangle_y = random() - 0.5;
138 machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
139 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
141 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
143 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
145 W_MachineGun_MuzzleFlash(actor, weaponentity);
146 W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
148 if(autocvar_g_casings >= 2) // casing code
150 makevectors(actor.v_angle); // for some reason, this is lost
151 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);
154 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
155 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
158 void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
160 W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage), thiswep.m_id);
161 if(!autocvar_g_norecoil)
163 actor.punchangle_x = random() - 0.5;
164 actor.punchangle_y = random() - 0.5;
167 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
169 Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
171 W_MachineGun_MuzzleFlash(actor, weaponentity);
172 W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
174 if(autocvar_g_casings >= 2) // casing code
176 makevectors(actor.v_angle); // for some reason, this is lost
177 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);
180 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
181 if(actor.(weaponentity).misc_bulletcounter == 0)
183 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(actor);
184 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
188 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
193 METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
195 if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
196 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
198 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
200 METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
202 if(WEP_CVAR(machinegun, reload_ammo) && actor.(weaponentity).clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
203 thiswep.wr_reload(thiswep, actor, weaponentity);
205 if(WEP_CVAR(machinegun, mode) == 1)
208 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
210 actor.(weaponentity).misc_bulletcounter = 0;
211 W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
215 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
217 if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
218 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
220 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
221 w_ready(thiswep, actor, weaponentity, fire);
225 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo), weaponentity);
227 actor.(weaponentity).misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
228 W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
235 if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
237 actor.(weaponentity).misc_bulletcounter = 1;
238 W_MachineGun_Attack(thiswep, thiswep.m_id, actor, weaponentity); // sets attack_finished
239 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
242 if((fire & 2) && WEP_CVAR(machinegun, first))
243 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
245 actor.(weaponentity).misc_bulletcounter = 1;
246 W_MachineGun_Attack(thiswep, thiswep.m_id | HITTYPE_SECONDARY, actor, weaponentity); // sets attack_finished
247 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
251 METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
254 if(WEP_CVAR(machinegun, mode) == 1)
255 ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo);
257 ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
259 if(WEP_CVAR(machinegun, reload_ammo))
261 if(WEP_CVAR(machinegun, mode) == 1)
262 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
264 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, first_ammo);
268 METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
271 if(WEP_CVAR(machinegun, mode) == 1)
272 ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo);
274 ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
276 if(WEP_CVAR(machinegun, reload_ammo))
278 if(WEP_CVAR(machinegun, mode) == 1)
279 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
281 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, first_ammo);
285 METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
287 W_Reload(actor, weaponentity, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
289 METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
291 return WEAPON_THINKING_WITH_PORTALS;
293 METHOD(MachineGun, wr_killmessage, Notification(entity thiswep))
295 if(w_deathtype & HITTYPE_SECONDARY)
296 return WEAPON_MACHINEGUN_MURDER_SNIPE;
298 return WEAPON_MACHINEGUN_MURDER_SPRAY;
304 METHOD(MachineGun, wr_impacteffect, void(entity thiswep, entity actor))
307 org2 = w_org + w_backoff * 2;
308 pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
310 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);