]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/machinegun.qc
Push down spawning logic from spawnfuncs to dedicated spawning functions
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / machinegun.qc
1 #include "machinegun.qh"
2
3 #ifdef SVQC
4
5 METHOD(MachineGun, m_spawnfunc_hookreplace, Weapon(MachineGun this, entity e))
6 {
7         if(autocvar_sv_q3acompat_machineshotgunswap)
8         if(e.classname != "droppedweapon")
9         {
10                 return WEP_SHOCKWAVE;
11         }
12         return this;
13 }
14
15 void W_MachineGun_MuzzleFlash_Think(entity this)
16 {
17         this.frame += 2;
18         this.scale *= 0.5;
19         this.alpha -= 0.25;
20         this.nextthink = time + 0.05;
21
22         if(this.alpha <= 0)
23         {
24                 setthink(this, SUB_Remove);
25                 this.nextthink = time;
26                 this.realowner.muzzle_flash = NULL;
27                 return;
28         }
29
30 }
31
32 void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity)
33 {
34         entity wepent = actor.(weaponentity);
35
36         if(wepent.muzzle_flash == NULL)
37                 wepent.muzzle_flash = spawn();
38
39         // muzzle flash for 1st person view
40         setmodel(wepent.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
41
42         wepent.muzzle_flash.scale = 0.75;
43         setthink(wepent.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
44         wepent.muzzle_flash.nextthink = time + 0.02;
45         wepent.muzzle_flash.frame = 2;
46         wepent.muzzle_flash.alpha = 0.75;
47         wepent.muzzle_flash.angles_z = random() * 180;
48         wepent.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
49         wepent.muzzle_flash.owner = wepent.muzzle_flash.realowner = wepent;
50 }
51
52 void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity)
53 {
54         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)));
55         if(!autocvar_g_norecoil)
56         {
57                 actor.punchangle_x = random() - 0.5;
58                 actor.punchangle_y = random() - 0.5;
59         }
60         int slot = weaponslot(weaponentity);
61         // this attack_finished just enforces a cooldown at the end of a burst
62         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
63
64         if(actor.(weaponentity).misc_bulletcounter == 1)
65                 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);
66         else
67                 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);
68
69         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
70
71         W_MachineGun_MuzzleFlash(actor, weaponentity);
72         W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
73
74         // casing code
75         if(autocvar_g_casings >= 2)
76         {
77                 makevectors(actor.v_angle); // for some reason, this is lost
78                 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);
79         }
80
81         if(actor.(weaponentity).misc_bulletcounter == 1)
82                 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, first_ammo), weaponentity);
83         else
84                 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity);
85 }
86
87 // weapon frames
88 void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
89 {
90         if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching
91         {
92                 w_ready(thiswep, actor, weaponentity, fire);
93                 return;
94         }
95         if(PHYS_INPUT_BUTTON_ATCK(actor))
96         {
97                 if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
98                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
99                 {
100                         W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
101                         w_ready(thiswep, actor, weaponentity, fire);
102                         return;
103                 }
104                 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
105                 W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity);
106                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
107         }
108         else
109                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), w_ready);
110 }
111
112
113 void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
114 {
115         float machinegun_spread;
116
117         if(!(fire & 1))
118         {
119                 w_ready(thiswep, actor, weaponentity, fire);
120                 return;
121         }
122
123         if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
124         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
125         {
126                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
127                 w_ready(thiswep, actor, weaponentity, fire);
128                 return;
129         }
130
131         W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo), weaponentity);
132
133         W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
134         if(!autocvar_g_norecoil)
135         {
136                 actor.punchangle_x = random() - 0.5;
137                 actor.punchangle_y = random() - 0.5;
138         }
139
140         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));
141         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);
142
143         actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
144
145         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
146
147         W_MachineGun_MuzzleFlash(actor, weaponentity);
148         W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
149
150         if(autocvar_g_casings >= 2) // casing code
151         {
152                 makevectors(actor.v_angle); // for some reason, this is lost
153                 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);
154         }
155
156         int slot = weaponslot(weaponentity);
157         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
158         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Auto);
159 }
160
161 void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
162 {
163         W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
164         if(!autocvar_g_norecoil)
165         {
166                 actor.punchangle_x = random() - 0.5;
167                 actor.punchangle_y = random() - 0.5;
168         }
169
170         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);
171
172         Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
173
174         W_MachineGun_MuzzleFlash(actor, weaponentity);
175         W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
176
177         if(autocvar_g_casings >= 2) // casing code
178         {
179                 makevectors(actor.v_angle); // for some reason, this is lost
180                 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);
181         }
182
183         actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
184         if(actor.(weaponentity).misc_bulletcounter == 0)
185         {
186                 int slot = weaponslot(weaponentity);
187                 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(machinegun, burst_refire2) * W_WeaponRateFactor(actor);
188                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_animtime), w_ready);
189         }
190         else
191         {
192                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, burst_refire), W_MachineGun_Attack_Burst);
193         }
194
195 }
196
197 METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
198 {
199     if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
200         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
201     else
202         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
203 }
204 METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
205 {
206     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
207         thiswep.wr_reload(thiswep, actor, weaponentity);
208     } else
209     if(WEP_CVAR(machinegun, mode) == 1)
210     {
211         if(fire & 1)
212         if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
213         {
214             actor.(weaponentity).misc_bulletcounter = 0;
215             W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
216         }
217
218         if(fire & 2)
219         if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
220         {
221             if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
222             if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
223             {
224                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
225                 w_ready(thiswep, actor, weaponentity, fire);
226                 return;
227             }
228
229             W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo), weaponentity);
230
231             actor.(weaponentity).misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
232             W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
233         }
234     }
235     else
236     {
237
238         if(fire & 1)
239         if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
240         {
241             actor.(weaponentity).misc_bulletcounter = 1;
242             W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, actor, weaponentity); // sets attack_finished
243             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
244         }
245
246         if((fire & 2) && WEP_CVAR(machinegun, first))
247         if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
248         {
249             actor.(weaponentity).misc_bulletcounter = 1;
250             W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, actor, weaponentity); // sets attack_finished
251             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
252         }
253     }
254 }
255 METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
256 {
257     float ammo_amount;
258     if(WEP_CVAR(machinegun, mode) == 1)
259         ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, sustained_ammo);
260     else
261         ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
262
263     if(WEP_CVAR(machinegun, reload_ammo))
264     {
265         if(WEP_CVAR(machinegun, mode) == 1)
266             ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
267         else
268             ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
269     }
270     return ammo_amount;
271 }
272 METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
273 {
274     float ammo_amount;
275     if(WEP_CVAR(machinegun, mode) == 1)
276         ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo);
277     else
278         ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
279
280     if(WEP_CVAR(machinegun, reload_ammo))
281     {
282         if(WEP_CVAR(machinegun, mode) == 1)
283             ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
284         else
285             ammo_amount += actor.(weaponentity).(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
286     }
287     return ammo_amount;
288 }
289 METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
290 {
291     W_Reload(actor, weaponentity, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
292 }
293 METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
294 {
295     return WEAPON_THINKING_WITH_PORTALS;
296 }
297 METHOD(MachineGun, wr_killmessage, Notification(entity thiswep))
298 {
299     if(w_deathtype & HITTYPE_SECONDARY)
300         return WEAPON_MACHINEGUN_MURDER_SNIPE;
301     else
302         return WEAPON_MACHINEGUN_MURDER_SPRAY;
303 }
304
305 #endif
306 #ifdef CSQC
307
308 METHOD(MachineGun, wr_impacteffect, void(entity thiswep, entity actor))
309 {
310     vector org2;
311     org2 = w_org + w_backoff * 2;
312     pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
313     if(!w_issilent)
314         sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
315 }
316
317 #endif