]> 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 4b9e69e302031ec3e29e80f6c53cbb069af2d38e..f689e4aa02628c1db014963a059746b733ca9106 100644 (file)
@@ -13,7 +13,7 @@ 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);
@@ -22,7 +22,7 @@ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weap
 
        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_PRI(okmachinegun, 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;
@@ -30,11 +30,11 @@ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weap
        }
 
        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, 0);
+       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');
@@ -45,8 +45,7 @@ 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_PRI(okmachinegun, refire) * W_WeaponRateFactor(actor);
+       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);
 }
 
@@ -54,8 +53,6 @@ METHOD(OverkillMachineGun, wr_aim, void(entity thiswep, entity actor, .entity we
 {
        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))
@@ -64,37 +61,16 @@ 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);
@@ -122,25 +98,7 @@ METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity
                {
                        return;
                }
-               // 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);
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready);
        }
 }
@@ -148,7 +106,7 @@ METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity
 METHOD(OverkillMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
        float ammo_amount;
-       ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okmachinegun, ammo);
+       ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okmachinegun, ammo);
        if (WEP_CVAR(okmachinegun, reload_ammo))
        {
                ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR_PRI(okmachinegun, ammo);
@@ -173,10 +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
@@ -192,4 +147,3 @@ METHOD(OverkillMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
 }
 
 #endif
-