#include "okmachinegun.qh" #ifdef SVQC spawnfunc(weapon_okmachinegun) { if(autocvar_sv_q3acompat_machineshotgunswap) if(this.classname != "droppedweapon") { weapon_defaultspawnfunc(this, WEP_SHOCKWAVE); return; } weapon_defaultspawnfunc(this, WEP_OVERKILL_MACHINEGUN); } void W_OverkillMachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity weaponentity) { W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((actor.(weaponentity).misc_bulletcounter == 1) ? WEP_CVAR(okmachinegun, first_damage) : WEP_CVAR(okmachinegun, sustained_damage))); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; actor.punchangle_y = random() - 0.5; } int slot = weaponslot(weaponentity); // this attack_finished just enforces a cooldown at the end of a burst ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(okmachinegun, first_refire) * W_WeaponRateFactor(actor); if(actor.(weaponentity).misc_bulletcounter == 1) fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(okmachinegun, first_spread), WEP_CVAR(okmachinegun, solidpenetration), WEP_CVAR(okmachinegun, first_damage), WEP_CVAR(okmachinegun, first_force), deathtype, 0); else fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(okmachinegun, sustained_spread), WEP_CVAR(okmachinegun, solidpenetration), WEP_CVAR(okmachinegun, sustained_damage), WEP_CVAR(okmachinegun, sustained_force), deathtype, 0); Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); W_MachineGun_MuzzleFlash(actor, weaponentity); W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0'); // casing code if(autocvar_g_casings >= 2) { makevectors(actor.v_angle); // for some reason, this is lost 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); } if(actor.(weaponentity).misc_bulletcounter == 1) W_DecreaseAmmo(thiswep, actor, WEP_CVAR(okmachinegun, first_ammo), weaponentity); else W_DecreaseAmmo(thiswep, actor, WEP_CVAR(okmachinegun, sustained_ammo), weaponentity); } // weapon frames void W_OverkillMachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire) { if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching { w_ready(thiswep, actor, weaponentity, fire); return; } if(PHYS_INPUT_BUTTON_ATCK(actor)) { if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; W_OverkillMachineGun_Attack(WEP_OVERKILL_MACHINEGUN, WEP_OVERKILL_MACHINEGUN.m_id, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), W_OverkillMachineGun_Attack_Frame); } else weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), w_ready); } void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) { float okmachinegun_spread; if(!(fire & 1)) { w_ready(thiswep, actor, weaponentity, fire); return; } if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } W_DecreaseAmmo(WEP_OVERKILL_MACHINEGUN, actor, WEP_CVAR(okmachinegun, sustained_ammo), weaponentity); W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(okmachinegun, sustained_damage)); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; actor.punchangle_y = random() - 0.5; } okmachinegun_spread = bound(WEP_CVAR(okmachinegun, spread_min), WEP_CVAR(okmachinegun, spread_min) + (WEP_CVAR(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(okmachinegun, spread_max)); fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR(okmachinegun, solidpenetration), WEP_CVAR(okmachinegun, sustained_damage), WEP_CVAR(okmachinegun, sustained_force), WEP_OVERKILL_MACHINEGUN.m_id, 0); actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1; Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); W_MachineGun_MuzzleFlash(actor, weaponentity); W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0'); if(autocvar_g_casings >= 2) // casing code { makevectors(actor.v_angle); // for some reason, this is lost 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); } int slot = weaponslot(weaponentity); ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(okmachinegun, first_refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), W_OverkillMachineGun_Attack_Auto); } METHOD(OverkillMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200)) PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); else PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); } METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if ((WEP_CVAR_SEC(okmachinegun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval)) { // Secondary uses it's own refire timer if refire_type is 1. actor.jump_interval = time + WEP_CVAR_SEC(okmachinegun, refire) * W_WeaponRateFactor(actor); // Ugly hack to reuse the fire mode of the blaster. makevectors(actor.v_angle); Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack actor.(weaponentity).m_weapon = WEP_BLASTER; W_Blaster_Attack( actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(okmachinegun, shotangle), WEP_CVAR_SEC(okmachinegun, damage), WEP_CVAR_SEC(okmachinegun, edgedamage), WEP_CVAR_SEC(okmachinegun, radius), WEP_CVAR_SEC(okmachinegun, force), WEP_CVAR_SEC(okmachinegun, speed), WEP_CVAR_SEC(okmachinegun, spread), WEP_CVAR_SEC(okmachinegun, delay), WEP_CVAR_SEC(okmachinegun, lifetime) ); actor.(weaponentity).m_weapon = oldwep; if ((actor.(weaponentity).wframe == WFRAME_IDLE) || (actor.(weaponentity).wframe == WFRAME_FIRE2)) { // Set secondary fire animation. vector a = '0 0 0'; actor.(weaponentity).wframe = WFRAME_FIRE2; a = actor.(weaponentity).anim_fire2; a.z *= g_weaponratefactor; FOREACH_CLIENT(true, LAMBDA( if (it == actor || (IS_SPEC(it) && it.enemy == actor)) { wframe_send(it, actor.(weaponentity), a, true); } )); animdecide_setaction(actor, ANIMACTION_SHOOT, true); } } if (WEP_CVAR(okmachinegun, reload_ammo) && actor.(weaponentity).clip_load < min(max(WEP_CVAR(okmachinegun, sustained_ammo), WEP_CVAR(okmachinegun, first_ammo)), WEP_CVAR(okmachinegun, burst_ammo))) { // Forced reload thiswep.wr_reload(thiswep, actor, weaponentity); return; } if (WEP_CVAR(okmachinegun, mode) == 1) { if(fire & 1) // Primary attack { if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) { return; } actor.(weaponentity).misc_bulletcounter = 0; W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); return; } if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack { if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire))) { return; } // ugly instagib hack to reuse the fire mode of the laser makevectors(actor.v_angle); Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack actor.(weaponentity).m_weapon = WEP_BLASTER; W_Blaster_Attack( actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(okmachinegun, shotangle), WEP_CVAR_SEC(okmachinegun, damage), WEP_CVAR_SEC(okmachinegun, edgedamage), WEP_CVAR_SEC(okmachinegun, radius), WEP_CVAR_SEC(okmachinegun, force), WEP_CVAR_SEC(okmachinegun, speed), WEP_CVAR_SEC(okmachinegun, spread), WEP_CVAR_SEC(okmachinegun, delay), WEP_CVAR_SEC(okmachinegun, lifetime) ); actor.(weaponentity).m_weapon = oldwep; weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready); } } else { if (fire & 1) // Primary attack { if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) { return; } actor.(weaponentity).misc_bulletcounter = 1; W_OverkillMachineGun_Attack(WEP_OVERKILL_MACHINEGUN, WEP_OVERKILL_MACHINEGUN.m_id, actor, weaponentity); // sets attack_finished weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), W_OverkillMachineGun_Attack_Frame); return; } if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack { if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire))) { return; } // ugly instagib hack to reuse the fire mode of the laser makevectors(actor.v_angle); Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack actor.(weaponentity).m_weapon = WEP_BLASTER; W_Blaster_Attack( actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(okmachinegun, shotangle), WEP_CVAR_SEC(okmachinegun, damage), WEP_CVAR_SEC(okmachinegun, edgedamage), WEP_CVAR_SEC(okmachinegun, radius), WEP_CVAR_SEC(okmachinegun, force), WEP_CVAR_SEC(okmachinegun, speed), WEP_CVAR_SEC(okmachinegun, spread), WEP_CVAR_SEC(okmachinegun, delay), WEP_CVAR_SEC(okmachinegun, lifetime) ); actor.(weaponentity).m_weapon = oldwep; weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready); } } } METHOD(OverkillMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount; if (WEP_CVAR(okmachinegun, mode) == 1) { ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(okmachinegun, sustained_ammo); } else { ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(okmachinegun, first_ammo); } if (WEP_CVAR(okmachinegun, reload_ammo)) { if (WEP_CVAR(okmachinegun, mode) == 1) { ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, sustained_ammo); } else { ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, first_ammo); } } return ammo_amount; } METHOD(OverkillMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount; if (WEP_CVAR(okmachinegun, mode) == 1) { ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(okmachinegun, burst_ammo); } else { ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(okmachinegun, first_ammo); } if (WEP_CVAR(okmachinegun, reload_ammo)) { if (WEP_CVAR(okmachinegun, mode) == 1) { ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, burst_ammo); } else { ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, first_ammo); } } return ammo_amount; } METHOD(OverkillMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, weaponentity, min(max(WEP_CVAR(okmachinegun, sustained_ammo), WEP_CVAR(okmachinegun, first_ammo)), WEP_CVAR(okmachinegun, burst_ammo)), SND_RELOAD); } METHOD(OverkillMachineGun, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } METHOD(OverkillMachineGun, wr_killmessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_MACHINEGUN_MURDER_SNIPE; else return WEAPON_MACHINEGUN_MURDER_SPRAY; } #endif #ifdef CSQC METHOD(OverkillMachineGun, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2; org2 = w_org + w_backoff * 2; pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM); } #endif