+#include "machinegun.qh"
#ifndef IMPLEMENTATION
CLASS(MachineGun, Weapon)
/* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails);
/* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
/* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0');
/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM);
#endif
/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi");
void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity)
{
- 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)));
+ 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)));
if(!autocvar_g_norecoil)
{
actor.punchangle_x = random() - 0.5;
// this attack_finished just enforces a cooldown at the end of a burst
ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
- if(actor.misc_bulletcounter == 1)
- 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);
+ if(actor.(weaponentity).misc_bulletcounter == 1)
+ 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, 0);
else
- 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);
+ 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, 0);
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
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);
}
- if(actor.misc_bulletcounter == 1)
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, first_ammo));
+ if(actor.(weaponentity).misc_bulletcounter == 1)
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, first_ammo), weaponentity);
else
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity);
}
// weapon frames
void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching
+ if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching
{
w_ready(thiswep, actor, weaponentity, fire);
return;
}
if(PHYS_INPUT_BUTTON_ATCK(actor))
{
- if(!thiswep.wr_checkammo2(thiswep, actor))
+ if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
return;
}
- actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
+ actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
return;
}
- if(!thiswep.wr_checkammo1(thiswep, actor))
+ if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
return;
}
- W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo));
+ W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity);
W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
if(!autocvar_g_norecoil)
actor.punchangle_y = random() - 0.5;
}
- 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));
- 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);
+ 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));
+ fireBullet(actor, weaponentity, 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);
- actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
+ actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
actor.punchangle_y = random() - 0.5;
}
- 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);
+ 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), WEP_MACHINEGUN.m_id, 0);
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
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);
}
- actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
- if(actor.misc_bulletcounter == 0)
+ actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
+ if(actor.(weaponentity).misc_bulletcounter == 0)
{
int slot = weaponslot(weaponentity);
ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(actor);
}
-METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor))
+METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
else
- PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
}
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
+ 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
thiswep.wr_reload(thiswep, actor, weaponentity);
} else
if(WEP_CVAR(machinegun, mode) == 1)
if(fire & 1)
if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
{
- actor.misc_bulletcounter = 0;
+ actor.(weaponentity).misc_bulletcounter = 0;
W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
}
if(fire & 2)
if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
{
- if(!thiswep.wr_checkammo2(thiswep, actor))
+ if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
w_ready(thiswep, actor, weaponentity, fire);
return;
}
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo), weaponentity);
- actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
+ actor.(weaponentity).misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
}
}
if(fire & 1)
if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
{
- actor.misc_bulletcounter = 1;
+ actor.(weaponentity).misc_bulletcounter = 1;
W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity); // sets attack_finished
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
}
if((fire & 2) && WEP_CVAR(machinegun, first))
if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
{
- actor.misc_bulletcounter = 1;
+ actor.(weaponentity).misc_bulletcounter = 1;
W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, actor, weaponentity); // sets attack_finished
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
}
}
}
-METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
if(WEP_CVAR(machinegun, reload_ammo))
{
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
else
- ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
}
return ammo_amount;
}
-METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount;
if(WEP_CVAR(machinegun, mode) == 1)
if(WEP_CVAR(machinegun, reload_ammo))
{
if(WEP_CVAR(machinegun, mode) == 1)
- ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
else
- ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
}
return ammo_amount;
}