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1 #include "okhmg.qh"
2
3 #ifdef SVQC
4
5 REGISTER_MUTATOR(okhmg_nadesupport, true);
6 MUTATOR_HOOKFUNCTION(okhmg_nadesupport, Nade_Damage)
7 {
8         if (M_ARGV(1, entity) != WEP_OVERKILL_HMG) return;
9         return = true;
10         M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).max_health * 0.1;
11 }
12
13 void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
14 {
15         if (!PHYS_INPUT_BUTTON_ATCK(actor))
16         {
17                 w_ready(thiswep, actor, weaponentity, fire);
18                 return;
19         }
20
21         if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
22         {
23                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
24                 w_ready(thiswep, actor, weaponentity, fire);
25                 return;
26         }
27
28         W_DecreaseAmmo(WEP_OVERKILL_HMG, actor, WEP_CVAR_PRI(okhmg, ammo), weaponentity);
29
30         W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okhmg, damage), WEP_OVERKILL_HMG.m_id);
31
32         if(!autocvar_g_norecoil)
33         {
34                 actor.punchangle_x = random () - 0.5;
35                 actor.punchangle_y = random () - 0.5;
36         }
37
38         float okhmg_spread = bound(WEP_CVAR_PRI(okhmg, spread_min), WEP_CVAR_PRI(okhmg, spread_min) + (WEP_CVAR_PRI(okhmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okhmg, spread_max));
39         fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okhmg_spread, WEP_CVAR_PRI(okhmg, solidpenetration), WEP_CVAR_PRI(okhmg, damage), WEP_CVAR_PRI(okhmg, force), WEP_OVERKILL_HMG.m_id, EFFECT_RIFLE);
40
41         actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
42
43         W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
44
45         W_MachineGun_MuzzleFlash(actor, weaponentity);
46         W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
47
48         if (autocvar_g_casings >= 2) // casing code
49         {
50                 makevectors(actor.v_angle); // for some reason, this is lost
51                 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);
52         }
53
54         ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(okhmg, refire) * W_WeaponRateFactor(actor);
55         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okhmg, refire), W_OverkillHeavyMachineGun_Attack_Auto);
56 }
57
58 METHOD(OverkillHeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
59 {
60     if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
61         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
62     else
63         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
64 }
65
66 METHOD(OverkillHeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
67 {
68         if ((WEP_CVAR_SEC(okhmg, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
69         {
70                 // Secondary uses it's own refire timer if refire_type is 1.
71                 actor.jump_interval = time + WEP_CVAR_SEC(okhmg, refire) * W_WeaponRateFactor(actor);
72                 BLASTER_SECONDARY_ATTACK(okhmg, actor, weaponentity);
73                 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
74                         (actor.(weaponentity).wframe == WFRAME_FIRE2))
75                 {
76                         // Set secondary fire animation.
77                         actor.(weaponentity).wframe = WFRAME_FIRE2;
78                         FOREACH_CLIENT(true, LAMBDA(
79                                 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
80                                 {
81                                         wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true);
82                                 }
83                         ));
84                         animdecide_setaction(actor, ANIMACTION_SHOOT, true);
85                 }
86         }
87     if (WEP_CVAR(okhmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okhmg, ammo))
88         {
89                 // Forced reload.
90         thiswep.wr_reload(thiswep, actor, weaponentity);
91                 return;
92         }
93         if (fire & 1) // Primary attack
94         {
95                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
96                 {
97                         return;
98                 }
99                 actor.(weaponentity).misc_bulletcounter = 0;
100                 W_OverkillHeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
101                 return;
102         }
103         if ((fire & 2) && (WEP_CVAR_SEC(okhmg, refire_type) == 0)) // Secondary attack
104         {
105                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okhmg, refire)))
106                 {
107                         return;
108                 }
109                 BLASTER_SECONDARY_ATTACK(okhmg, actor, weaponentity);
110                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okhmg, animtime), w_ready);
111         }
112 }
113
114 METHOD(OverkillHeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
115 {
116         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okhmg, ammo);
117         if (autocvar_g_balance_okhmg_reload_ammo)
118         {
119                 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_PRI(okhmg, ammo);
120         }
121         return ammo_amount;
122 }
123
124 METHOD(OverkillHeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
125 {
126         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okhmg, ammo);
127         if (autocvar_g_balance_okhmg_reload_ammo)
128         {
129                 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_SEC(okhmg, ammo);
130         }
131         return ammo_amount;
132 }
133
134 METHOD(OverkillHeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
135 {
136     W_Reload(actor, weaponentity, WEP_CVAR_PRI(okhmg, ammo), SND_RELOAD);
137 }
138
139 METHOD(OverkillHeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
140 {
141     return WEAPON_THINKING_WITH_PORTALS;
142 }
143
144 METHOD(OverkillHeavyMachineGun, wr_killmessage, Notification(entity thiswep))
145 {
146     if(w_deathtype & HITTYPE_SECONDARY)
147         return WEAPON_OVERKILL_HMG_MURDER_SNIPE;
148     else
149         return WEAPON_OVERKILL_HMG_MURDER_SPRAY;
150 }
151
152 #endif
153 #ifdef CSQC
154
155 METHOD(OverkillHeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
156 {
157     vector org2;
158     org2 = w_org + w_backoff * 2;
159     pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
160     if(!w_issilent)
161         sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
162 }
163
164 #endif