X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fmachinegun.qc;h=684ae22bc740858542996ce53647b45491b23ab8;hb=bb4ef7788ddb76a945d9b100593c3c008d0b1711;hp=6679f2135fe2079904ec6f920a911eb2758556b1;hpb=797bf448a96c0c13d783c7c919bb2caf6fa16707;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/machinegun.qc b/qcsrc/common/weapons/weapon/machinegun.qc index 6679f2135..684ae22bc 100644 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@ -2,52 +2,6 @@ #ifdef SVQC -METHOD(MachineGun, m_spawnfunc_hookreplace, Weapon(MachineGun this, entity e)) -{ - if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e)) - { - return WEP_SHOCKWAVE; - } - return this; -} - -void W_MachineGun_MuzzleFlash_Think(entity this) -{ - this.frame += 2; - this.scale *= 0.5; - this.alpha -= 0.25; - this.nextthink = time + 0.05; - - if(this.alpha <= 0) - { - setthink(this, SUB_Remove); - this.nextthink = time; - this.realowner.muzzle_flash = NULL; - return; - } - -} - -void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity) -{ - entity wepent = actor.(weaponentity); - - if(wepent.muzzle_flash == NULL) - wepent.muzzle_flash = spawn(); - - // muzzle flash for 1st person view - setmodel(wepent.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below - - wepent.muzzle_flash.scale = 0.75; - setthink(wepent.muzzle_flash, W_MachineGun_MuzzleFlash_Think); - wepent.muzzle_flash.nextthink = time + 0.02; - wepent.muzzle_flash.frame = 2; - wepent.muzzle_flash.alpha = 0.75; - wepent.muzzle_flash.angles_z = random() * 180; - wepent.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - wepent.muzzle_flash.owner = wepent.muzzle_flash.realowner = wepent; -} - 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.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)), deathtype); @@ -60,14 +14,11 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity we ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor); 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, EFFECT_BULLET); + fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), 0, WEP_CVAR(machinegun, first_force), deathtype, EFFECT_BULLET); else - 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); - - Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), 0, WEP_CVAR(machinegun, sustained_force), deathtype, EFFECT_BULLET); - W_MachineGun_MuzzleFlash(actor, weaponentity); - W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0'); + W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); // casing code if(autocvar_g_casings >= 2) @@ -93,7 +44,7 @@ void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentit if(PHYS_INPUT_BUTTON_ATCK(actor)) { if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity)) - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!(actor.items & IT_UNLIMITED_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); @@ -119,7 +70,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity } if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity)) - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!(actor.items & IT_UNLIMITED_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); @@ -136,14 +87,11 @@ 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.(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), thiswep.m_id, EFFECT_BULLET); + fireBullet(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), 0, WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET); actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; - Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); - - W_MachineGun_MuzzleFlash(actor, weaponentity); - W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0'); + W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); if(autocvar_g_casings >= 2) // casing code { @@ -164,12 +112,9 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit actor.punchangle_y = random() - 0.5; } - 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); - - Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), 0, WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET); - W_MachineGun_MuzzleFlash(actor, weaponentity); - W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0'); + W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); if(autocvar_g_casings >= 2) // casing code { @@ -199,10 +144,14 @@ METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponenti } METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - 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 + // forced reload - wait until the bulletcounter is 0 so a burst loop can finish + 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)) + && actor.(weaponentity).misc_bulletcounter >= 0) + { thiswep.wr_reload(thiswep, actor, weaponentity); - } else - if(WEP_CVAR(machinegun, mode) == 1) + } + else if(WEP_CVAR(machinegun, mode) == 1) { if(fire & 1) if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) @@ -211,20 +160,39 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); } + // You can "shoot" more rounds than what's "used", and vice versa. if(fire & 2) if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0)) { if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity)) - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + if(!(actor.items & IT_UNLIMITED_AMMO)) { 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), weaponentity); + float ammo_available; + if (WEP_CVAR(machinegun, reload_ammo) > 0) + { + ammo_available = actor.(weaponentity).clip_load; + } + else + { + ammo_available = GetResource(actor, thiswep.ammo_type); + } - actor.(weaponentity).misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1; + // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction. + // Also keep the fraction <= 1 otherwise we'd mag dump in one burst. + float burst_fraction = min(1, ammo_available / WEP_CVAR(machinegun, burst_ammo)); + int to_shoot = floor(WEP_CVAR(machinegun, burst) * burst_fraction); + + // We also don't want to use 3 rounds if there's only 2 left. + int to_use = min(WEP_CVAR(machinegun, burst_ammo), ammo_available); + W_DecreaseAmmo(thiswep, actor, to_use, weaponentity); + + // Bursting counts up to 0 from a negative. + actor.(weaponentity).misc_bulletcounter = -to_shoot; W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire); } } @@ -268,15 +236,16 @@ METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount; + float burst_ammo_per_shot = WEP_CVAR(machinegun, burst_ammo) / WEP_CVAR(machinegun, burst); if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo); + ammo_amount = GetResource(actor, thiswep.ammo_type) >= burst_ammo_per_shot; else ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo); if(WEP_CVAR(machinegun, reload_ammo)) { if(WEP_CVAR(machinegun, mode) == 1) - ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, burst_ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= burst_ammo_per_shot; else ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, first_ammo); } @@ -284,6 +253,8 @@ METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity wea } METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { + if(actor.(weaponentity).misc_bulletcounter < 0) + return; W_Reload(actor, weaponentity, 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))