/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6);
/* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi");
/* refname */ ATTRIB(MachineGun, netname, string, "machinegun");
-/* wepname */ ATTRIB(MachineGun, message, string, _("MachineGun"));
+/* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun"));
ENDCLASS(MachineGun)
REGISTER_WEAPON(MACHINEGUN, NEW(MachineGun));
self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
}
-void W_MachineGun_Attack(Weapon thiswep, int deathtype)
+void W_MachineGun_Attack(Weapon thiswep, int deathtype, .entity weaponentity)
{SELFPARAM();
W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
if(!autocvar_g_norecoil)
self.punchangle_x = random() - 0.5;
self.punchangle_y = random() - 0.5;
}
-
+ int slot = weaponslot(weaponentity);
// this attack_finished just enforces a cooldown at the end of a burst
- ATTACK_FINISHED(self) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
+ ATTACK_FINISHED(self, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
if(self.misc_bulletcounter == 1)
fireBullet(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);
}
// weapon frames
-void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
if(actor.weapon != actor.switchweapon) // abort immediately if switching
{
- w_ready(thiswep, actor, fire1, fire2);
+ w_ready(thiswep, actor, weaponentity, fire);
return;
}
if(actor.BUTTON_ATCK)
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
- w_ready(thiswep, actor, fire1, fire2);
+ w_ready(thiswep, actor, weaponentity, fire);
return;
}
actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
- W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id);
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
else
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
}
-void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
float machinegun_spread;
- if(!fire1)
+ if(!(fire & 1))
{
- w_ready(thiswep, actor, fire1, fire2);
+ w_ready(thiswep, actor, weaponentity, fire);
return;
}
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
- w_ready(thiswep, actor, fire1, fire2);
+ w_ready(thiswep, actor, weaponentity, fire);
return;
}
if(autocvar_g_casings >= 2) // casing code
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);
- ATTACK_FINISHED(actor) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
+ int slot = weaponslot(weaponentity);
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
}
-void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
if(actor.misc_bulletcounter == 0)
{
- ATTACK_FINISHED(actor) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
+ int slot = weaponslot(weaponentity);
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
}
else
{
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
}
}
else
self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
}
- METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
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
Weapon w = get_weaponinfo(actor.weapon);
} else
if(WEP_CVAR(machinegun, mode) == 1)
{
- if(fire1)
- if(weapon_prepareattack(thiswep, actor, false, 0))
+ if(fire & 1)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
{
actor.misc_bulletcounter = 0;
- W_MachineGun_Attack_Auto(thiswep, actor, fire1, fire2);
+ W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
}
- if(fire2)
- if(weapon_prepareattack(thiswep, actor, true, 0))
+ if(fire & 2)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
{
Weapon w = get_weaponinfo(actor.weapon);
if(!w.wr_checkammo2(w))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
- w_ready(thiswep, actor, fire1, fire2);
+ w_ready(thiswep, actor, weaponentity, fire);
return;
}
W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
- W_MachineGun_Attack_Burst(thiswep, actor, fire1, fire2);
+ W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
}
}
else
{
- if(fire1)
- if(weapon_prepareattack(thiswep, actor, false, 0))
+ if(fire & 1)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
{
actor.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id); // sets attack_finished
- weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); // sets attack_finished
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
- if(fire2 && WEP_CVAR(machinegun, first))
- if(weapon_prepareattack(thiswep, actor, true, 0))
+ if((fire & 2) && WEP_CVAR(machinegun, first))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
{
actor.misc_bulletcounter = 1;
- W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY); // sets attack_finished
- weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
+ W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, weaponentity); // sets attack_finished
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
}
}
}
{
vector org2;
org2 = w_org + w_backoff * 2;
- pointparticles(particleeffectnum(EFFECT_MACHINEGUN_IMPACT), org2, w_backoff * 1000, 1);
+ pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent)
if(w_random < 0.05)
sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM);