X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Foverkill%2Fokmachinegun.qc;h=f689e4aa02628c1db014963a059746b733ca9106;hp=4b9e69e302031ec3e29e80f6c53cbb069af2d38e;hb=90d9f7c775306324957323d53d5a4ad995d999e3;hpb=e60056d1fb133210db74ea21ad00106c76a5f4d0 diff --git a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc index 4b9e69e302..f689e4aa02 100644 --- a/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc +++ b/qcsrc/common/mutators/mutator/overkill/okmachinegun.qc @@ -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 -