]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/mutators/mutator/overkill/okmachinegun.qc
Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okmachinegun.qc
1 #include "okmachinegun.qh"
2
3 #ifdef SVQC
4
5 void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
6 {
7         float okmachinegun_spread;
8
9         if(!(fire & 1))
10         {
11                 w_ready(thiswep, actor, weaponentity, fire);
12                 return;
13         }
14
15         if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
16         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
17         {
18                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
19                 w_ready(thiswep, actor, weaponentity, fire);
20                 return;
21         }
22
23         W_DecreaseAmmo(WEP_OVERKILL_MACHINEGUN, actor, WEP_CVAR_PRI(okmachinegun, ammo), weaponentity);
24
25         W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okmachinegun, damage), WEP_OVERKILL_MACHINEGUN.m_id);
26         if(!autocvar_g_norecoil)
27         {
28                 actor.punchangle_x = random() - 0.5;
29                 actor.punchangle_y = random() - 0.5;
30         }
31
32         okmachinegun_spread = bound(WEP_CVAR_PRI(okmachinegun, spread_min), WEP_CVAR_PRI(okmachinegun, spread_min) + (WEP_CVAR_PRI(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okmachinegun, spread_max));
33         fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, 0);
34
35         actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
36
37         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
38
39         W_MachineGun_MuzzleFlash(actor, weaponentity);
40         W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
41
42         if(autocvar_g_casings >= 2) // casing code
43         {
44                 makevectors(actor.v_angle); // for some reason, this is lost
45                 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);
46         }
47
48         int slot = weaponslot(weaponentity);
49         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(okmachinegun, refire) * W_WeaponRateFactor(actor);
50         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okmachinegun, refire), W_OverkillMachineGun_Attack_Auto);
51 }
52
53 METHOD(OverkillMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
54 {
55         if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
56                 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
57         else
58                 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
59 }
60
61 METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
62 {
63         if ((WEP_CVAR_SEC(okmachinegun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
64         {
65                 // Secondary uses it's own refire timer if refire_type is 1.
66                 actor.jump_interval = time + WEP_CVAR_SEC(okmachinegun, refire) * W_WeaponRateFactor(actor);
67                 // Ugly hack to reuse the fire mode of the blaster.
68                 makevectors(actor.v_angle);
69                 W_Blaster_Attack(
70                         actor,
71                         weaponentity,
72                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
73                         WEP_CVAR_SEC(okmachinegun, shotangle),
74                         WEP_CVAR_SEC(okmachinegun, damage),
75                         WEP_CVAR_SEC(okmachinegun, edgedamage),
76                         WEP_CVAR_SEC(okmachinegun, radius),
77                         WEP_CVAR_SEC(okmachinegun, force),
78                         WEP_CVAR_SEC(okmachinegun, speed),
79                         WEP_CVAR_SEC(okmachinegun, spread),
80                         WEP_CVAR_SEC(okmachinegun, delay),
81                         WEP_CVAR_SEC(okmachinegun, lifetime)
82                 );
83                 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
84                         (actor.(weaponentity).wframe == WFRAME_FIRE2))
85                 {
86                         // Set secondary fire animation.
87                         vector a = '0 0 0';
88                         actor.(weaponentity).wframe = WFRAME_FIRE2;
89                         a = actor.(weaponentity).anim_fire2;
90                         a.z *= g_weaponratefactor;
91                         FOREACH_CLIENT(true, LAMBDA(
92                                 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
93                                 {
94                                         wframe_send(it, actor.(weaponentity), a, true);
95                                 }
96                         ));
97                         animdecide_setaction(actor, ANIMACTION_SHOOT, true);
98                 }
99         }
100         if (WEP_CVAR(okmachinegun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okmachinegun, ammo))
101         {
102                 // Forced reload
103                 thiswep.wr_reload(thiswep, actor, weaponentity);
104                 return;
105         }
106         if (fire & 1) // Primary attack
107         {
108                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
109                 {
110                         return;
111                 }
112                 actor.(weaponentity).misc_bulletcounter = 0;
113                 W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
114                 return;
115         }
116         if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack
117         {
118                 if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire)))
119                 {
120                         return;
121                 }
122                 // Ugly hack to reuse the fire mode of the blaster.
123                 makevectors(actor.v_angle);
124                 W_Blaster_Attack(
125                         actor,
126                         weaponentity,
127                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
128                         WEP_CVAR_SEC(okmachinegun, shotangle),
129                         WEP_CVAR_SEC(okmachinegun, damage),
130                         WEP_CVAR_SEC(okmachinegun, edgedamage),
131                         WEP_CVAR_SEC(okmachinegun, radius),
132                         WEP_CVAR_SEC(okmachinegun, force),
133                         WEP_CVAR_SEC(okmachinegun, speed),
134                         WEP_CVAR_SEC(okmachinegun, spread),
135                         WEP_CVAR_SEC(okmachinegun, delay),
136                         WEP_CVAR_SEC(okmachinegun, lifetime)
137                 );
138                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready);
139         }
140 }
141
142 METHOD(OverkillMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
143 {
144         float ammo_amount;
145         ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okmachinegun, ammo);
146         if (WEP_CVAR(okmachinegun, reload_ammo))
147         {
148                 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR_PRI(okmachinegun, ammo);
149         }
150         return ammo_amount;
151 }
152
153 METHOD(OverkillMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
154 {
155         return true; // Blaster secondary is unlimited.
156 }
157
158 METHOD(OverkillMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
159 {
160         W_Reload(actor, weaponentity, WEP_CVAR_PRI(okmachinegun, ammo), SND_RELOAD);
161 }
162
163 METHOD(OverkillMachineGun, wr_suicidemessage, Notification(entity thiswep))
164 {
165         return WEAPON_THINKING_WITH_PORTALS;
166 }
167
168 METHOD(OverkillMachineGun, wr_killmessage, Notification(entity thiswep))
169 {
170         return WEAPON_OVERKILL_MACHINEGUN_MURDER;
171 }
172
173 #endif
174 #ifdef CSQC
175
176 METHOD(OverkillMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
177 {
178         vector org2;
179         org2 = w_org + w_backoff * 2;
180         pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
181         if(!w_issilent)
182                 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
183 }
184
185 #endif
186