]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/machinegun.qc
Avoid checking Arc overheat twice
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / machinegun.qc
index 2d88a9deb29fc65189487f9006d34ee6fcba2751..684ae22bc740858542996ce53647b45491b23ab8 100644 (file)
@@ -2,52 +2,6 @@
 
 #ifdef SVQC
 
-METHOD(MachineGun, m_spawnfunc_hookreplace, Weapon(MachineGun this, entity e))
-{
-       if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
-       {
-               return WEP_SHOCKWAVE;
-       }
-       return this;
-}
-
-void W_MachineGun_MuzzleFlash_Think(entity this)
-{
-       this.frame += 2;
-       this.scale *= 0.5;
-       this.alpha -= 0.25;
-       this.nextthink = time + 0.05;
-
-       if(this.alpha <= 0)
-       {
-               setthink(this, SUB_Remove);
-               this.nextthink = time;
-               this.realowner.muzzle_flash = NULL;
-               return;
-       }
-
-}
-
-void W_MachineGun_MuzzleFlash(entity actor, .entity weaponentity)
-{
-       entity wepent = actor.(weaponentity);
-
-       if(wepent.muzzle_flash == NULL)
-               wepent.muzzle_flash = spawn();
-
-       // muzzle flash for 1st person view
-       setmodel(wepent.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
-
-       wepent.muzzle_flash.scale = 0.75;
-       setthink(wepent.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
-       wepent.muzzle_flash.nextthink = time + 0.02;
-       wepent.muzzle_flash.frame = 2;
-       wepent.muzzle_flash.alpha = 0.75;
-       wepent.muzzle_flash.angles_z = random() * 180;
-       wepent.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       wepent.muzzle_flash.owner = wepent.muzzle_flash.realowner = wepent;
-}
-
 void W_MachineGun_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(machinegun, first_damage) : WEP_CVAR(machinegun, sustained_damage)), deathtype);
@@ -60,14 +14,11 @@ void W_MachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .entity we
        ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
 
        if(actor.(weaponentity).misc_bulletcounter == 1)
-               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, EFFECT_BULLET);
+               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), 0, WEP_CVAR(machinegun, first_force), deathtype, EFFECT_BULLET);
        else
-               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, EFFECT_BULLET);
-
-       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), 0, WEP_CVAR(machinegun, sustained_force), deathtype, EFFECT_BULLET);
 
-       W_MachineGun_MuzzleFlash(actor, weaponentity);
-       W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        // casing code
        if(autocvar_g_casings >= 2)
@@ -93,7 +44,7 @@ void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentit
        if(PHYS_INPUT_BUTTON_ATCK(actor))
        {
                if(!thiswep.wr_checkammo2(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);
@@ -119,7 +70,7 @@ void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity
        }
 
        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);
@@ -136,14 +87,11 @@ 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.(weaponentity).misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
-       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
+       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), 0, WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
 
        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');
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        if(autocvar_g_casings >= 2) // casing code
        {
@@ -164,12 +112,9 @@ void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentit
                actor.punchangle_y = random() - 0.5;
        }
 
-       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
-
-       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), 0, WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
 
-       W_MachineGun_MuzzleFlash(actor, weaponentity);
-       W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        if(autocvar_g_casings >= 2) // casing code
        {
@@ -199,10 +144,14 @@ METHOD(MachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponenti
 }
 METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    if(WEP_CVAR(machinegun, reload_ammo) && actor.(weaponentity).clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))) { // forced reload
+    // forced reload - wait until the bulletcounter is 0 so a burst loop can finish
+    if(WEP_CVAR(machinegun, reload_ammo)
+        && actor.(weaponentity).clip_load < min(max(WEP_CVAR(machinegun, sustained_ammo), WEP_CVAR(machinegun, first_ammo)), WEP_CVAR(machinegun, burst_ammo))
+        && actor.(weaponentity).misc_bulletcounter >= 0)
+    {
         thiswep.wr_reload(thiswep, actor, weaponentity);
-    } else
-    if(WEP_CVAR(machinegun, mode) == 1)
+    }
+    else if(WEP_CVAR(machinegun, mode) == 1)
     {
         if(fire & 1)
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
@@ -211,20 +160,39 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen
             W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
         }
 
+        // You can "shoot" more rounds than what's "used", and vice versa.
         if(fire & 2)
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
         {
             if(!thiswep.wr_checkammo2(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(thiswep, actor, WEP_CVAR(machinegun, burst_ammo), weaponentity);
+            float ammo_available;
+            if (WEP_CVAR(machinegun, reload_ammo) > 0)
+            {
+                ammo_available = actor.(weaponentity).clip_load;
+            }
+            else
+            {
+                ammo_available = GetResource(actor, thiswep.ammo_type);
+            }
 
-            actor.(weaponentity).misc_bulletcounter = WEP_CVAR(machinegun, burst) * -1;
+            // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
+            // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
+            float burst_fraction = min(1, ammo_available / WEP_CVAR(machinegun, burst_ammo));
+            int to_shoot = floor(WEP_CVAR(machinegun, burst) * burst_fraction);
+
+            // We also don't want to use 3 rounds if there's only 2 left.
+            int to_use = min(WEP_CVAR(machinegun, burst_ammo), ammo_available);
+            W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
+
+            // Bursting counts up to 0 from a negative.
+            actor.(weaponentity).misc_bulletcounter = -to_shoot;
             W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
         }
     }
@@ -268,15 +236,16 @@ METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity wea
 METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
     float ammo_amount;
+    float burst_ammo_per_shot = WEP_CVAR(machinegun, burst_ammo) / WEP_CVAR(machinegun, burst);
     if(WEP_CVAR(machinegun, mode) == 1)
-        ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, burst_ammo);
+        ammo_amount = GetResource(actor, thiswep.ammo_type) >= burst_ammo_per_shot;
     else
         ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(machinegun, first_ammo);
 
     if(WEP_CVAR(machinegun, reload_ammo))
     {
         if(WEP_CVAR(machinegun, mode) == 1)
-            ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, burst_ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= burst_ammo_per_shot;
         else
             ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(machinegun, first_ammo);
     }
@@ -284,6 +253,8 @@ METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity wea
 }
 METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
+       if(actor.(weaponentity).misc_bulletcounter < 0)
+               return;
     W_Reload(actor, weaponentity, 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))