]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/machinegun.qc
Merge branch 'master' into Mirio/balance
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / machinegun.qc
index f220752b30088816e7264c730ca18735f243b365..355eada3c7b9f6c31cddd8675dc745b9c4d669a6 100644 (file)
@@ -108,7 +108,7 @@ void W_MachineGun_MuzzleFlash()
 
 void W_MachineGun_Attack(Weapon thiswep, int deathtype, .entity weaponentity)
 {SELFPARAM();
-       W_SetupShot(self, true, 0, SND(UZI_FIRE), CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
+       W_SetupShot(self, true, 0, SND_UZI_FIRE, CH_WEAPON_A, ((self.misc_bulletcounter == 1) ? WEP_CVAR(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)));
        if(!autocvar_g_norecoil)
        {
                self.punchangle_x = random() - 0.5;
@@ -119,9 +119,9 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, .entity weaponentity)
        ATTACK_FINISHED(self, slot) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor();
 
        if(self.misc_bulletcounter == 1)
-               fireBullet(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);
+               fireBullet(self, 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);
        else
-               fireBullet(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);
+               fireBullet(self, 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);
 
        Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -146,7 +146,7 @@ void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentit
                w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
-       if(actor.BUTTON_ATCK)
+       if(PHYS_INPUT_BUTTON_ATCK(actor))
        {
                if(!thiswep.wr_checkammo2(thiswep))
                if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
@@ -184,7 +184,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
 
        W_DecreaseAmmo(WEP_MACHINEGUN, actor, WEP_CVAR(machinegun, sustained_ammo));
 
-       W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+       W_SetupShot(actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
        if(!autocvar_g_norecoil)
        {
                actor.punchangle_x = random() - 0.5;
@@ -192,7 +192,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
        }
 
        machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
-       fireBullet(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);
+       fireBullet(actor, 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);
 
        actor.misc_bulletcounter = actor.misc_bulletcounter + 1;
 
@@ -211,14 +211,14 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
 
 void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       W_SetupShot(actor, true, 0, SND(UZI_FIRE), CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
+       W_SetupShot(actor, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(machinegun, sustained_damage));
        if(!autocvar_g_norecoil)
        {
                actor.punchangle_x = random() - 0.5;
                actor.punchangle_y = random() - 0.5;
        }
 
-       fireBullet(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);
+       fireBullet(actor, 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);
 
        Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -242,125 +242,130 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
 
 }
 
-               METHOD(MachineGun, wr_aim, void(entity thiswep))
-               {
-                       if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
-                       else
-                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
-               }
-               METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-               {
-                       if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
-                               thiswep.wr_reload(thiswep, actor, weaponentity);
-                       } else
-                       if(WEP_CVAR(machinegun, mode) == 1)
-                       {
-                               if(fire & 1)
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
-                               {
-                                       actor.misc_bulletcounter = 0;
-                                       W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
-                               }
-
-                               if(fire & 2)
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
-                               {
-                                       if(!thiswep.wr_checkammo2(thiswep))
-                                       if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
-                                       {
-                                               W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
-                                               w_ready(thiswep, actor, weaponentity, fire);
-                                               return;
-                                       }
-
-                                       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
-
-                                       actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
-                                       W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
-                               }
-                       }
-                       else
-                       {
-
-                               if(fire & 1)
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
-                               {
-                                       actor.misc_bulletcounter = 1;
-                                       W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); // sets attack_finished
-                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
-                               }
-
-                               if((fire & 2) && WEP_CVAR(machinegun, first))
-                               if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
-                               {
-                                       actor.misc_bulletcounter = 1;
-                                       W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, weaponentity); // sets attack_finished
-                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
-                               }
-                       }
-               }
-               METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
-               {
-                       float ammo_amount;
-                       if(WEP_CVAR(machinegun, mode) == 1)
-                               ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
-                       else
-                               ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
-
-                       if(WEP_CVAR(machinegun, reload_ammo))
-                       {
-                               if(WEP_CVAR(machinegun, mode) == 1)
-                                       ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
-                               else
-                                       ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
-                       }
-                       return ammo_amount;
-               }
-               METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
-               {
-                       float ammo_amount;
-                       if(WEP_CVAR(machinegun, mode) == 1)
-                               ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
-                       else
-                               ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
-
-                       if(WEP_CVAR(machinegun, reload_ammo))
-                       {
-                               if(WEP_CVAR(machinegun, mode) == 1)
-                                       ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
-                               else
-                                       ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
-                       }
-                       return ammo_amount;
-               }
-               METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
-               {
-                       W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND(RELOAD));
-               }
-               METHOD(MachineGun, wr_suicidemessage, int(entity thiswep))
-               {
-                       return WEAPON_THINKING_WITH_PORTALS;
-               }
-               METHOD(MachineGun, wr_killmessage, int(entity thiswep))
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_MACHINEGUN_MURDER_SNIPE;
-                       else
-                               return WEAPON_MACHINEGUN_MURDER_SPRAY;
-               }
+METHOD(MachineGun, wr_aim, void(entity thiswep))
+{
+    SELFPARAM();
+    if(vdist(self.origin - self.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
+        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 0.001, false);
+    else
+        PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, 1000000, 0, 0.001, false);
+}
+METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(WEP_CVAR(machinegun, reload_ammo) && actor.clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
+        thiswep.wr_reload(thiswep, actor, weaponentity);
+    } else
+    if(WEP_CVAR(machinegun, mode) == 1)
+    {
+        if(fire & 1)
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+        {
+            actor.misc_bulletcounter = 0;
+            W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+        }
+
+        if(fire & 2)
+        if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
+        {
+            if(!thiswep.wr_checkammo2(thiswep))
+            if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+            {
+                W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+                w_ready(thiswep, actor, weaponentity, fire);
+                return;
+            }
+
+            W_DecreaseAmmo(thiswep, actor, WEP_CVAR(machinegun, burst_ammo));
+
+            actor.misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
+            W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
+        }
+    }
+    else
+    {
+
+        if(fire & 1)
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+        {
+            actor.misc_bulletcounter = 1;
+            W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id, weaponentity); // sets attack_finished
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(machinegun, sustained_refire), W_MachineGun_Attack_Frame);
+        }
+
+        if((fire & 2) && WEP_CVAR(machinegun, first))
+        if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
+        {
+            actor.misc_bulletcounter = 1;
+            W_MachineGun_Attack(WEP_MACHINEGUN, WEP_MACHINEGUN.m_id | HITTYPE_SECONDARY, weaponentity); // sets attack_finished
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(machinegun, first_refire), w_ready);
+        }
+    }
+}
+METHOD(MachineGun, wr_checkammo1, bool(entity thiswep))
+{
+    SELFPARAM();
+    float ammo_amount;
+    if(WEP_CVAR(machinegun, mode) == 1)
+        ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, sustained_ammo);
+    else
+        ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
+
+    if(WEP_CVAR(machinegun, reload_ammo))
+    {
+        if(WEP_CVAR(machinegun, mode) == 1)
+            ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, sustained_ammo);
+        else
+            ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+    }
+    return ammo_amount;
+}
+METHOD(MachineGun, wr_checkammo2, bool(entity thiswep))
+{
+    SELFPARAM();
+    float ammo_amount;
+    if(WEP_CVAR(machinegun, mode) == 1)
+        ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, burst_ammo);
+    else
+        ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(machinegun, first_ammo);
+
+    if(WEP_CVAR(machinegun, reload_ammo))
+    {
+        if(WEP_CVAR(machinegun, mode) == 1)
+            ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
+        else
+            ammo_amount += self.(weapon_load[WEP_MACHINEGUN.m_id]) >= WEP_CVAR(machinegun, first_ammo);
+    }
+    return ammo_amount;
+}
+METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    SELFPARAM();
+    W_Reload(self, min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo)), SND_RELOAD);
+}
+METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(MachineGun, 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(MachineGun, 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, ATTN_NORM);
-               }
+METHOD(MachineGun, wr_impacteffect, void(entity thiswep))
+{
+    SELFPARAM();
+    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, ATTN_NORM);
+}
 
 #endif
 #endif