X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fmachinegun.qc;h=80567c2955383932015ee9bb60eb6c5efac9738f;hb=5c9f51cd3a9f0b63733ee7b81649e81872a86765;hp=81da28ddb05b3741fa0d68f180829f8b49380130;hpb=f34fd47ee0a7f283ab60592a17399ec5a500416c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/machinegun.qc b/qcsrc/common/weapons/weapon/machinegun.qc index 81da28ddb..80567c295 100644 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@ -1,76 +1,15 @@ #include "machinegun.qh" -#ifndef IMPLEMENTATION -CLASS(MachineGun, Weapon) -/* ammotype */ ATTRIB(MachineGun, ammo_field, .int, ammo_nails); -/* impulse */ ATTRIB(MachineGun, impulse, int, 3); -/* flags */ ATTRIB(MachineGun, spawnflags, int, WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN); -/* rating */ ATTRIB(MachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); -/* color */ ATTRIB(MachineGun, wpcolor, vector, '1 1 0'); -/* modelname */ ATTRIB(MachineGun, mdl, string, "uzi"); -#ifdef GAMEQC -/* model */ ATTRIB(MachineGun, m_model, Model, MDL_MACHINEGUN_ITEM); -#endif -/* crosshair */ ATTRIB(MachineGun, w_crosshair, string, "gfx/crosshairuzi"); -/* crosshair */ ATTRIB(MachineGun, w_crosshair_size, float, 0.6); -/* 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, machinegun, NEW(MachineGun)); - -#endif -#ifdef IMPLEMENTATION #ifdef SVQC -spawnfunc(weapon_machinegun) +METHOD(MachineGun, m_spawnfunc_hookreplace, Weapon(MachineGun this, entity e)) { - if(autocvar_sv_q3acompat_machineshotgunswap) - if(this.classname != "droppedweapon") + if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e)) { - weapon_defaultspawnfunc(this, WEP_SHOCKWAVE); - return; + return WEP_SHOCKWAVE; } - weapon_defaultspawnfunc(this, WEP_MACHINEGUN); + return this; } -spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); } void W_MachineGun_MuzzleFlash_Think(entity this) { @@ -111,7 +50,7 @@ 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 +60,10 @@ 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 +77,30 @@ 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 +119,15 @@ 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 +136,10 @@ 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 +166,7 @@ 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 +179,8 @@ 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 +193,16 @@ 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 +210,24 @@ 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 +237,7 @@ 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); } @@ -306,43 +245,43 @@ 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) - ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo); + ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo); else - ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo); + ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= 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); + 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) - ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo); + ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo); else - ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo); + ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= 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); + 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; } @@ -375,4 +314,3 @@ METHOD(MachineGun, wr_impacteffect, void(entity thiswep, entity actor)) } #endif -#endif