]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_hmg.qc
Merge branch 'master' into Mario/overkill
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_hmg.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id      */ HMG,
4 /* function      */ w_hmg,
5 /* ammotype      */ IT_NAILS,
6 /* impulse       */ 3,
7 /* flags         */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON,
8 /* rating        */ BOT_PICKUP_RATING_HIGH,
9 /* model         */ "ok_hmg",
10 /* shortname */ "hmg",
11 /* fullname      */ _("Heavy Machine Gun")
12 );
13 #else
14 #ifdef SVQC
15
16 // weapon frames
17
18 void hmg_fire_auto()
19 {
20         float uzi_spread;
21
22         if (!self.BUTTON_ATCK)
23         {
24                 w_ready();
25                 return;
26         }
27
28         if(autocvar_g_balance_hmg_reload_ammo)
29         if(!weapon_action(self.weapon, WR_CHECKAMMO1))
30         if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
31         {
32                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
33                 w_ready();
34                 return;
35         }
36
37         W_DecreaseAmmo(ammo_nails, autocvar_g_balance_hmg_sustained_ammo, autocvar_g_balance_hmg_reload_ammo);
38
39         W_SetupShot (self, TRUE, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_balance_hmg_sustained_damage);
40
41         if(!autocvar_g_norecoil)
42         {
43                 self.punchangle_x = random () - 0.5;
44                 self.punchangle_y = random () - 0.5;
45         }
46
47         uzi_spread = bound(autocvar_g_balance_hmg_spread_min, autocvar_g_balance_hmg_spread_min + (autocvar_g_balance_hmg_spread_add * self.misc_bulletcounter), autocvar_g_balance_hmg_spread_max);
48         fireBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_hmg_solidpenetration, autocvar_g_balance_hmg_sustained_damage, autocvar_g_balance_hmg_sustained_force, WEP_HMG, 0);
49
50         self.misc_bulletcounter = self.misc_bulletcounter + 1;
51
52         pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
53
54         UziFlash();
55         W_AttachToShotorg(self.muzzle_flash, '5 0 0');
56
57         if (autocvar_g_casings >= 2) // casing code
58                 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);
59
60         ATTACK_FINISHED(self) = time + autocvar_g_balance_hmg_sustained_refire * W_WeaponRateFactor();
61         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hmg_sustained_refire, hmg_fire_auto);
62 }
63
64 void spawnfunc_weapon_hmg()
65 {
66         weapon_defaultspawnfunc(WEP_HMG);
67 }
68
69 float w_hmg(float req)
70 {
71         float ammo_amount;
72         if (req == WR_AIM)
73                 if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200)
74                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
75                 else
76                 {
77                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
78                 }
79         else if (req == WR_THINK)
80         {
81                 if(autocvar_g_balance_hmg_reload_ammo && self.clip_load < autocvar_g_balance_hmg_sustained_ammo) // forced reload
82                         weapon_action(self.weapon, WR_RELOAD);
83                 else
84                 {
85                         if (self.BUTTON_ATCK)
86                         if (weapon_prepareattack(0, 0))
87                         {
88                                 self.misc_bulletcounter = 0;
89                                 hmg_fire_auto();
90                         }
91                 }
92         }
93         else if (req == WR_PRECACHE)
94         {
95                 precache_model ("models/uziflash.md3");
96                 precache_model ("models/weapons/g_ok_hmg.md3");
97                 precache_model ("models/weapons/v_ok_hmg.md3");
98                 precache_model ("models/weapons/h_ok_hmg.iqm");
99                 precache_sound ("weapons/uzi_fire.wav");
100         }
101         else if (req == WR_SETUP)
102         {
103                 weapon_setup(WEP_HMG);
104                 self.current_ammo = ammo_nails;
105         }
106         else if (req == WR_CHECKAMMO1)
107         {
108                 ammo_amount = self.ammo_nails >= autocvar_g_balance_hmg_sustained_ammo;
109
110                 if(autocvar_g_balance_hmg_reload_ammo)
111                         ammo_amount += self.(weapon_load[WEP_HMG]) >= autocvar_g_balance_hmg_sustained_ammo;
112
113                 return ammo_amount;
114         }
115         else if (req == WR_CHECKAMMO2)
116         {
117                 ammo_amount = self.ammo_nails >= autocvar_g_balance_hmg_sustained_ammo;
118
119                 if(autocvar_g_balance_hmg_reload_ammo)
120                         ammo_amount += self.(weapon_load[WEP_HMG]) >= autocvar_g_balance_hmg_sustained_ammo;
121
122                 return ammo_amount;
123         }
124         else if (req == WR_RELOAD)
125         {
126                 W_Reload(autocvar_g_balance_hmg_sustained_ammo, autocvar_g_balance_hmg_reload_ammo, autocvar_g_balance_hmg_reload_time, "weapons/reload.wav");
127         }
128         else if (req == WR_SUICIDEMESSAGE)
129         {
130                 return WEAPON_THINKING_WITH_PORTALS;
131         }
132         else if (req == WR_KILLMESSAGE)
133         {
134                 if(w_deathtype & HITTYPE_SECONDARY)
135                         return WEAPON_HMG_MURDER_SNIPE;
136                 else
137                         return WEAPON_HMG_MURDER_SPRAY;
138         }
139         return TRUE;
140 }
141 #endif
142 #ifdef CSQC
143 float w_hmg(float req)
144 {
145         if(req == WR_IMPACTEFFECT)
146         {
147                 vector org2;
148                 org2 = w_org + w_backoff * 2;
149                 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
150                 if(!w_issilent)
151                         if(w_random < 0.05)
152                                 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
153                         else if(w_random < 0.1)
154                                 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
155                         else if(w_random < 0.2)
156                                 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
157         }
158         else if(req == WR_PRECACHE)
159         {
160                 precache_sound("weapons/ric1.wav");
161                 precache_sound("weapons/ric2.wav");
162                 precache_sound("weapons/ric3.wav");
163         }
164         return TRUE;
165 }
166 #endif
167 #endif