X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fmachinegun.qc;h=7344ba9d0da4e220f66b01d2a602029fce4adff9;hb=50d8efb863874f811bdcc118d7e873836902e453;hp=81da28ddb05b3741fa0d68f180829f8b49380130;hpb=34e7f534e2015466228eb3a78c9857741b736dca;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/machinegun.qc b/qcsrc/common/weapons/weapon/machinegun.qc index 81da28ddb..7344ba9d0 100644 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@ -111,7 +111,7 @@ void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity) 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; @@ -121,10 +121,10 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity we // 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); @@ -138,30 +138,30 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity we 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); } @@ -180,15 +180,15 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity 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) @@ -197,10 +197,10 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity 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); @@ -227,7 +227,7 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit 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); @@ -240,8 +240,8 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit 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); @@ -254,16 +254,16 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit } -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) @@ -271,24 +271,24 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen 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); } } @@ -298,7 +298,7 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen 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); } @@ -306,13 +306,13 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen 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) @@ -323,13 +323,13 @@ METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor)) 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) @@ -340,9 +340,9 @@ METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor)) 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; }