#ifndef IMPLEMENTATION CLASS(HeavyMachineGun, Weapon) /* ammotype */ ATTRIB(HeavyMachineGun, ammo_field, .int, ammo_nails) /* impulse */ ATTRIB(HeavyMachineGun, impulse, int, 3) /* flags */ ATTRIB(HeavyMachineGun, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_HIDDEN | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_SUPERWEAPON); /* rating */ ATTRIB(HeavyMachineGun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH); /* color */ ATTRIB(HeavyMachineGun, wpcolor, vector, '0.5 0.5 0'); /* modelname */ ATTRIB(HeavyMachineGun, mdl, string, "ok_hmg"); #ifndef MENUQC /* model */ ATTRIB(HeavyMachineGun, m_model, Model, MDL_HMG_ITEM); #endif /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi"); /* crosshair */ ATTRIB(HeavyMachineGun, w_crosshair_size, float, 0.6); /* wepimg */ ATTRIB(HeavyMachineGun, model2, string, "weaponhmg"); /* refname */ ATTRIB(HeavyMachineGun, netname, string, "hmg"); /* wepname */ ATTRIB(HeavyMachineGun, m_name, string, _("Heavy Machine Gun")); #define X(BEGIN, P, END, class, prefix) \ BEGIN(class) \ P(class, prefix, ammo, float, NONE) \ P(class, prefix, damage, float, NONE) \ P(class, prefix, force, float, NONE) \ P(class, prefix, refire, 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, 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, HeavyMachineGun, hmg) #undef X ENDCLASS(HeavyMachineGun) REGISTER_WEAPON(HMG, hmg, NEW(HeavyMachineGun)); #endif #ifdef IMPLEMENTATION #ifdef SVQC REGISTER_MUTATOR(hmg_nadesupport, true); MUTATOR_HOOKFUNCTION(hmg_nadesupport, Nade_Damage) { if (MUTATOR_ARGV(0, entity) != WEP_HMG) return; return = true; MUTATOR_ARGV(0, float) /* damage */ = self.max_health * 0.1; } spawnfunc(weapon_hmg) { weapon_defaultspawnfunc(this, WEP_HMG); } void W_HeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) { if (!PHYS_INPUT_BUTTON_ATCK(actor)) { w_ready(thiswep, actor, weaponentity, fire); return; } if(!thiswep.wr_checkammo1(thiswep)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); w_ready(thiswep, actor, weaponentity, fire); return; } W_DecreaseAmmo(WEP_HMG, self, WEP_CVAR(hmg, ammo)); W_SetupShot (actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(hmg, damage)); if(!autocvar_g_norecoil) { actor.punchangle_x = random () - 0.5; actor.punchangle_y = random () - 0.5; } 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)); fireBullet(w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, 0); actor.misc_bulletcounter = actor.misc_bulletcounter + 1; Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); W_MachineGun_MuzzleFlash(); W_AttachToShotorg(actor, actor.muzzle_flash, '5 0 0'); if (autocvar_g_casings >= 2) // casing code 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); int slot = weaponslot(weaponentity); ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(hmg, refire) * W_WeaponRateFactor(); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto); } METHOD(HeavyMachineGun, wr_aim, void(entity thiswep)) { if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200)) PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false); else PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false); } METHOD(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(WEP_CVAR(hmg, reload_ammo) && actor.clip_load < WEP_CVAR(hmg, ammo)) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else { if (fire & 1) if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) { actor.misc_bulletcounter = 0; W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); } } } METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep)) { float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo); if(autocvar_g_balance_hmg_reload_ammo) ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); return ammo_amount; } METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep)) { float ammo_amount = self.ammo_nails >= WEP_CVAR(hmg, ammo); if(autocvar_g_balance_hmg_reload_ammo) ammo_amount += self.(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); return ammo_amount; } METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(self, WEP_CVAR(hmg, ammo), SND(RELOAD)); } METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_HMG_MURDER_SNIPE; else return WEAPON_HMG_MURDER_SPRAY; } #endif #ifdef CSQC METHOD(HeavyMachineGun, wr_impacteffect, void(entity thiswep)) { vector org2; org2 = w_org + w_backoff * 2; pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM); } #endif #endif