X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fmachinegun.qc;h=03c305ca954318b6e222500966ec365dc833a26e;hb=17308b9ad60c2f773be0de39b811a9752e3037af;hp=553381818394bf4df9b27d9539a13c7b3830efc4;hpb=1e31381058a302273d1a3f907f1dd72885845b27;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/machinegun.qc b/qcsrc/common/weapons/weapon/machinegun.qc index 553381818..03c305ca9 100644 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@ -14,45 +14,47 @@ CLASS(MachineGun, Weapon) /* wepimg */ ATTRIB(MachineGun, model2, string, "weaponuzi"); /* refname */ ATTRIB(MachineGun, netname, string, "machinegun"); /* wepname */ ATTRIB(MachineGun, m_name, string, _("MachineGun")); + +#define X(BEGIN, P, END, class, prefix) \ + BEGIN(class) \ + P(class, prefix, burst, float, NONE) \ + P(class, prefix, burst_ammo, float, NONE) \ + P(class, prefix, burst_animtime, float, NONE) \ + P(class, prefix, burst_refire2, float, NONE) \ + P(class, prefix, burst_refire, float, NONE) \ + P(class, prefix, burst_speed, float, NONE) \ + P(class, prefix, first, float, NONE) \ + P(class, prefix, first_ammo, float, NONE) \ + P(class, prefix, first_damage, float, NONE) \ + P(class, prefix, first_force, float, NONE) \ + P(class, prefix, first_refire, float, NONE) \ + P(class, prefix, first_spread, float, NONE) \ + P(class, prefix, mode, float, NONE) \ + P(class, prefix, reload_ammo, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, solidpenetration, float, NONE) \ + P(class, prefix, spread_add, float, NONE) \ + P(class, prefix, spread_max, float, NONE) \ + P(class, prefix, spread_min, float, NONE) \ + P(class, prefix, sustained_ammo, float, NONE) \ + P(class, prefix, sustained_damage, float, NONE) \ + P(class, prefix, sustained_force, float, NONE) \ + P(class, prefix, sustained_refire, float, NONE) \ + P(class, prefix, sustained_spread, float, NONE) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string,NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ + END() + W_PROPS(X, MachineGun, machinegun) +#undef X + ENDCLASS(MachineGun) -REGISTER_WEAPON(MACHINEGUN, NEW(MachineGun)); - -#define MACHINEGUN_SETTINGS(w_cvar,w_prop) MACHINEGUN_SETTINGS_LIST(w_cvar, w_prop, MACHINEGUN, machinegun) -#define MACHINEGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ - w_cvar(id, sn, NONE, spread_min) \ - w_cvar(id, sn, NONE, spread_max) \ - w_cvar(id, sn, NONE, spread_add) \ - w_cvar(id, sn, NONE, mode) \ - w_cvar(id, sn, NONE, first) \ - w_cvar(id, sn, NONE, first_damage) \ - w_cvar(id, sn, NONE, first_force) \ - w_cvar(id, sn, NONE, first_refire) \ - w_cvar(id, sn, NONE, first_spread) \ - w_cvar(id, sn, NONE, first_ammo) \ - w_cvar(id, sn, NONE, solidpenetration) \ - w_cvar(id, sn, NONE, sustained_damage) \ - w_cvar(id, sn, NONE, sustained_force) \ - w_cvar(id, sn, NONE, sustained_refire) \ - w_cvar(id, sn, NONE, sustained_spread) \ - w_cvar(id, sn, NONE, sustained_ammo) \ - w_cvar(id, sn, NONE, burst) \ - w_cvar(id, sn, NONE, burst_refire) \ - w_cvar(id, sn, NONE, burst_refire2) \ - w_cvar(id, sn, NONE, burst_animtime) \ - w_cvar(id, sn, NONE, burst_speed) \ - w_cvar(id, sn, NONE, burst_ammo) \ - w_prop(id, sn, float, reloading_ammo, reload_ammo) \ - w_prop(id, sn, float, reloading_time, reload_time) \ - w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ - w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ - w_prop(id, sn, string, weaponreplace, weaponreplace) \ - w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ - w_prop(id, sn, float, weaponthrowable, weaponthrowable) +REGISTER_WEAPON(MACHINEGUN, machinegun, NEW(MachineGun)); + -#ifdef SVQC -MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) -#endif #endif #ifdef IMPLEMENTATION #ifdef SVQC @@ -60,7 +62,7 @@ MACHINEGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) spawnfunc(weapon_machinegun) { if(autocvar_sv_q3acompat_machineshotgunswap) - if(self.classname != "droppedweapon") + if(this.classname != "droppedweapon") { weapon_defaultspawnfunc(this, WEP_SHOCKWAVE); return; @@ -69,8 +71,8 @@ spawnfunc(weapon_machinegun) } spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); } -void W_MachineGun_MuzzleFlash_Think() -{SELFPARAM(); +void W_MachineGun_MuzzleFlash_Think(entity this) +{ this.frame += 2; this.scale *= 0.5; this.alpha -= 0.25; @@ -78,7 +80,7 @@ void W_MachineGun_MuzzleFlash_Think() if(this.alpha <= 0) { - this.think = SUB_Remove_self; + setthink(this, SUB_Remove); this.nextthink = time; this.realowner.muzzle_flash = world; return; @@ -86,68 +88,67 @@ void W_MachineGun_MuzzleFlash_Think() } -void W_MachineGun_MuzzleFlash() -{SELFPARAM(); - if(self.muzzle_flash == world) - self.muzzle_flash = spawn(); +void W_MachineGun_MuzzleFlash(entity actor) +{ + if(actor.muzzle_flash == world) + actor.muzzle_flash = spawn(); // muzzle flash for 1st person view - setmodel(self.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below - - self.muzzle_flash.scale = 0.75; - self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think; - self.muzzle_flash.nextthink = time + 0.02; - self.muzzle_flash.frame = 2; - self.muzzle_flash.alpha = 0.75; - self.muzzle_flash.angles_z = random() * 180; - self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - self.muzzle_flash.owner = self.muzzle_flash.realowner = self; + setmodel(actor.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below + + actor.muzzle_flash.scale = 0.75; + setthink(actor.muzzle_flash, W_MachineGun_MuzzleFlash_Think); + actor.muzzle_flash.nextthink = time + 0.02; + actor.muzzle_flash.frame = 2; + actor.muzzle_flash.alpha = 0.75; + actor.muzzle_flash.angles_z = random() * 180; + actor.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; + actor.muzzle_flash.owner = actor.muzzle_flash.realowner = actor; } -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))); +void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity) +{ + W_SetupShot(actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.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; + actor.punchangle_x = random() - 0.5; + actor.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, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(); + ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor); - 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); + 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); else - fireBullet(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, 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); - W_MachineGun_MuzzleFlash(); - W_AttachToShotorg(self, self.muzzle_flash, '5 0 0'); + W_MachineGun_MuzzleFlash(actor); + W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0'); // casing code if(autocvar_g_casings >= 2) - 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); + 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); - if(self.misc_bulletcounter == 1) - W_DecreaseAmmo(thiswep, self, WEP_CVAR(machinegun, first_ammo)); + if(actor.misc_bulletcounter == 1) + W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, first_ammo)); else - W_DecreaseAmmo(thiswep, self, WEP_CVAR(machinegun, sustained_ammo)); + W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo)); } // weapon frames void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if(actor.weapon != actor.switchweapon) // abort immediately if switching + if(PS(actor).m_weapon != PS(actor).m_switchweapon) // abort immediately if switching { w_ready(thiswep, actor, weaponentity, fire); return; } - if(actor.BUTTON_ATCK) + if(PHYS_INPUT_BUTTON_ATCK(actor)) { - Weapon w = get_weaponinfo(actor.weapon); - if(!w.wr_checkammo2(w)) + if(!thiswep.wr_checkammo2(thiswep, actor)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); @@ -155,7 +156,7 @@ void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentit return; } actor.misc_bulletcounter = actor.misc_bulletcounter + 1; - W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); + 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); } else @@ -173,8 +174,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity return; } - Weapon w = get_weaponinfo(actor.weapon); - if(!w.wr_checkammo1(w)) + if(!thiswep.wr_checkammo1(thiswep, actor)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); @@ -184,7 +184,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo)); - W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); + W_SetupShot(actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; @@ -192,37 +192,37 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity } 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(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); + 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); actor.misc_bulletcounter = actor.misc_bulletcounter + 1; Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - W_MachineGun_MuzzleFlash(); + W_MachineGun_MuzzleFlash(actor); W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0'); 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); int slot = weaponslot(weaponentity); - ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(); + ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto); } 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)); + W_SetupShot(actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage)); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; actor.punchangle_y = random() - 0.5; } - fireBullet(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, 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); - W_MachineGun_MuzzleFlash(); + W_MachineGun_MuzzleFlash(actor); W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0'); if(autocvar_g_casings >= 2) // casing code @@ -232,7 +232,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit if(actor.misc_bulletcounter == 0) { int slot = weaponslot(weaponentity); - ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(); + ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready); } else @@ -242,135 +242,125 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit } - METHOD(MachineGun, wr_aim, void(entity thiswep)) - { - if(vlen(self.origin-self.enemy.origin) < 3000 - bound(0, skill, 10) * 200) - self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); - else - self.BUTTON_ATCK2 = bot_aim(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 - Weapon w = get_weaponinfo(actor.weapon); - w.wr_reload(w); - } else - if(WEP_CVAR(machinegun, mode) == 1) - { - if(fire & 1) - if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) - { - actor.misc_bulletcounter = 0; - W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); - } - - 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, 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, weaponentity, fire); - } - } - else - { - - if(fire & 1) - if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) - { - actor.misc_bulletcounter = 1; - 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((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, weaponentity); // sets attack_finished - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready); - } - } - } - METHOD(MachineGun, wr_init, void(entity thiswep)) - { - MACHINEGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } - METHOD(MachineGun, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount; - if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, sustained_ammo); - else - ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo); - - if(WEP_CVAR(machinegun, reload_ammo)) - { - if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo); - else - ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo); - } - return ammo_amount; - } - METHOD(MachineGun, wr_checkammo2, bool(entity thiswep)) - { - float ammo_amount; - if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, burst_ammo); - else - ammo_amount = self.WEP_AMMO(MACHINEGUN) >= WEP_CVAR(machinegun, first_ammo); - - if(WEP_CVAR(machinegun, reload_ammo)) - { - if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo); - else - ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo); - } - return ammo_amount; - } - METHOD(MachineGun, wr_config, void(entity thiswep)) - { - MACHINEGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } - METHOD(MachineGun, wr_reload, void(entity thiswep)) - { - W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD)); - } - METHOD(MachineGun, wr_suicidemessage, int(entity thiswep)) - { - return WEAPON_THINKING_WITH_PORTALS; - } - METHOD(MachineGun, wr_killmessage, int(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_MACHINEGUN_MURDER_SNIPE; - else - return WEAPON_MACHINEGUN_MURDER_SPRAY; - } +METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor)) +{ + 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); + else + PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 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 + 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; + 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(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + { + W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + 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, weaponentity, fire); + } + } + else + { + + if(fire & 1) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) + { + actor.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; + 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)) +{ + float ammo_amount; + if(WEP_CVAR(machinegun, mode) == 1) + ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo); + else + ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo); + + 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); + else + ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo); + } + return ammo_amount; +} +METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor)) +{ + float ammo_amount; + if(WEP_CVAR(machinegun, mode) == 1) + ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo); + else + ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo); + + 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); + else + ammo_amount += actor.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo); + } + return ammo_amount; +} +METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + W_Reload(actor, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD); +} +METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_THINKING_WITH_PORTALS; +} +METHOD(MachineGun, wr_killmessage, Notification(entity thiswep)) +{ + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_MACHINEGUN_MURDER_SNIPE; + else + return WEAPON_MACHINEGUN_MURDER_SPRAY; +} #endif #ifdef CSQC - METHOD(MachineGun, wr_impacteffect, void(entity thiswep)) - { - vector org2; - org2 = w_org + w_backoff * 2; - pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1); - if(!w_issilent) - sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM); - } +METHOD(MachineGun, wr_impacteffect, void(entity thiswep, entity actor)) +{ + vector org2; + org2 = w_org + w_backoff * 2; + pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1); + if(!w_issilent) + sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM); +} #endif #endif