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1 #ifndef IMPLEMENTATION
2 CLASS(HeavyMachineGun, Weapon)
3 /* ammotype  */ ATTRIB(HeavyMachineGun, ammo_field, .int, ammo_nails)
4 /* impulse   */ ATTRIB(HeavyMachineGun, impulse, int, 3)
5 /* flags     */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON);
6 /* rating    */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color     */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0');
8 /* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
13 /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6);
14 /* wepimg    */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg");
15 /* refname   */ ATTRIB(HeavyMachineGun, netname, string, "hmg");
16 /* wepname   */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun"));
17
18 #define X(BEGIN, P, END, class, prefix) \
19         BEGIN(class) \
20                 P(class, prefix, ammo, float, NONE) \
21                 P(class, prefix, damage, float, NONE) \
22                 P(class, prefix, force, float, NONE) \
23                 P(class, prefix, refire, float, NONE) \
24                 P(class, prefix, reload_ammo, float, NONE) \
25                 P(class, prefix, reload_time, float, NONE) \
26                 P(class, prefix, solidpenetration, float, NONE) \
27                 P(class, prefix, spread_add, float, NONE) \
28                 P(class, prefix, spread_max, float, NONE) \
29                 P(class, prefix, spread_min, float, NONE) \
30                 P(class, prefix, switchdelay_drop, float, NONE) \
31                 P(class, prefix, switchdelay_raise, float, NONE) \
32                 P(class, prefix, weaponreplace, string, NONE) \
33                 P(class, prefix, weaponstartoverride, float, NONE) \
34                 P(class, prefix, weaponstart, float, NONE) \
35                 P(class, prefix, weaponthrowable, float, NONE) \
36     END()
37     W_PROPS(X, HeavyMachineGun, hmg)
38 #undef X
39
40 ENDCLASS(HeavyMachineGun)
41 REGISTER_WEAPON(HMG, hmg, NEW(HeavyMachineGun));
42
43 #endif
44 #ifdef IMPLEMENTATION
45 #ifdef SVQC
46
47 REGISTER_MUTATOR(hmg_nadesupport, true);
48 MUTATOR_HOOKFUNCTION(hmg_nadesupport, Nade_Damage)
49 {
50         if (MUTATOR_ARGV(0, entity) != WEP_HMG) return;
51         return = true;
52         MUTATOR_ARGV(0, float) /* damage */ = self.max_health * 0.1;
53 }
54
55 spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(this, WEP_HMG); }
56
57 void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
58 {
59         if (!actor.BUTTON_ATCK)
60         {
61                 w_ready(thiswep, actor, weaponentity, fire);
62                 return;
63         }
64
65         if(!thiswep.wr_checkammo1(thiswep))
66         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
67         {
68                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
69                 w_ready(thiswep, actor, weaponentity, fire);
70                 return;
71         }
72
73         W_DecreaseAmmo(WEP_HMG, self, WEP_CVAR(hmg, ammo));
74
75         W_SetupShot (actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage));
76
77         if(!autocvar_g_norecoil)
78         {
79                 actor.punchangle_x = random () - 0.5;
80                 actor.punchangle_y = random () - 0.5;
81         }
82
83         float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.misc_bulletcounter), WEP_CVAR(hmg, spread_max));
84         fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0);
85
86         actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
87
88         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
89
90         W_MachineGun_MuzzleFlash();
91         W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0');
92
93         if (autocvar_g_casings >= 2) // casing code
94                 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);
95
96         int slot = weaponslot(weaponentity);
97         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor();
98         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
99 }
100
101                 METHOD(HeavyMachineGun, wr_aim, void(entity thiswep))
102                 {
103                         if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
104                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
105                         else
106                                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
107                 }
108                 METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
109                 {
110                         if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload
111                                 thiswep.wr_reload(thiswep, actor, weaponentity);
112                         } else
113                         {
114                                 if (fire & 1)
115                                 if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
116                                 {
117                                         actor.misc_bulletcounter = 0;
118                                         W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
119                                 }
120                         }
121                 }
122                 METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep))
123                 {
124                         float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
125
126                         if(autocvar_g_balance_hmg_reload_ammo)
127                                 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
128
129                         return ammo_amount;
130                 }
131                 METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep))
132                 {
133                         float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo);
134
135                         if(autocvar_g_balance_hmg_reload_ammo)
136                                 ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo);
137
138                         return ammo_amount;
139                 }
140                 METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
141                 {
142                         W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD));
143                 }
144                 METHOD(HeavyMachineGun, wr_suicidemessage, int(entity thiswep))
145                 {
146                         return WEAPON_THINKING_WITH_PORTALS;
147                 }
148                 METHOD(HeavyMachineGun, wr_killmessage, int(entity thiswep))
149                 {
150                         if(w_deathtype & HITTYPE_SECONDARY)
151                                 return WEAPON_HMG_MURDER_SNIPE;
152                         else
153                                 return WEAPON_HMG_MURDER_SPRAY;
154                 }
155
156 #endif
157 #ifdef CSQC
158
159                 METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep))
160                 {
161                         vector org2;
162                         org2 = w_org + w_backoff * 2;
163                         pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
164                         if(!w_issilent)
165                                 sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
166                 }
167
168 #endif
169 #endif