]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/okmachinegun.qc
Merge branch 'master' into Mario/csqc_muzzleflash
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okmachinegun.qc
index 4327fa83b4f2bfffb413afd83161da2078c40537..f689e4aa02628c1db014963a059746b733ca9106 100644 (file)
@@ -2,77 +2,6 @@
 
 #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;
@@ -84,28 +13,28 @@ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weap
        }
 
        if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
-       if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       if(!(actor.items & IT_UNLIMITED_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_DecreaseAmmo(WEP_OVERKILL_MACHINEGUN, actor, WEP_CVAR_PRI(okmachinegun, ammo), weaponentity);
 
-       W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(okmachinegun, sustained_damage));
+       W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okmachinegun, damage), WEP_OVERKILL_MACHINEGUN.m_id);
        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);
+       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));
+       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, EFFECT_RIFLE);
 
        actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
 
-       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
 
        W_MachineGun_MuzzleFlash(actor, weaponentity);
        W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
@@ -116,17 +45,14 @@ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weap
                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);
+       ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(okmachinegun, refire) * W_WeaponRateFactor(actor);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okmachinegun, 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))
@@ -135,170 +61,67 @@ METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity
        {
                // 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;
+               BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity);
                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);
+                                       wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, 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)))
+       if (WEP_CVAR(okmachinegun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okmachinegun, ammo))
        {
                // Forced reload
                thiswep.wr_reload(thiswep, actor, weaponentity);
                return;
        }
-       if (WEP_CVAR(okmachinegun, mode) == 1)
+       if (fire & 1) // Primary attack
        {
-               if(fire & 1) // Primary attack
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
                {
-                       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);
-               }
+               actor.(weaponentity).misc_bulletcounter = 0;
+               W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+               return;
        }
-       else
+       if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack
        {
-               if (fire & 1) // Primary attack
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire)))
                {
-                       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);
-               }
+               BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity);
+               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 = actor.(thiswep.ammo_field) >= WEP_CVAR(okmachinegun, sustained_ammo);
-       else
-               ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(okmachinegun, first_ammo);
-
-       if(WEP_CVAR(okmachinegun, reload_ammo))
+       ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okmachinegun, 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);
+               ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR_PRI(okmachinegun, 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 = actor.(thiswep.ammo_field) >= WEP_CVAR(okmachinegun, burst_ammo);
-       else
-               ammo_amount = actor.(thiswep.ammo_field) >= 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;
+       return true; // Blaster secondary is unlimited.
 }
 
 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);
+       W_Reload(actor, weaponentity, WEP_CVAR_PRI(okmachinegun, ammo), SND_RELOAD);
 }
 
 METHOD(OverkillMachineGun, wr_suicidemessage, Notification(entity thiswep))
@@ -308,10 +131,7 @@ METHOD(OverkillMachineGun, wr_suicidemessage, Notification(entity thiswep))
 
 METHOD(OverkillMachineGun, wr_killmessage, Notification(entity thiswep))
 {
-       if(w_deathtype & HITTYPE_SECONDARY)
-               return WEAPON_MACHINEGUN_MURDER_SNIPE;
-       else
-               return WEAPON_MACHINEGUN_MURDER_SPRAY;
+       return WEAPON_OVERKILL_MACHINEGUN_MURDER;
 }
 
 #endif
@@ -327,4 +147,3 @@ METHOD(OverkillMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
 }
 
 #endif
-