]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Reduce code duplication in overkill machinegun.
authorLyberta <lyberta@lyberta.net>
Sat, 11 Mar 2017 13:41:47 +0000 (16:41 +0300)
committerLyberta <lyberta@lyberta.net>
Sat, 11 Mar 2017 13:41:47 +0000 (16:41 +0300)
bal-wep-overkill.cfg
bal-wep-xonotic.cfg
qcsrc/common/mutators/mutator/overkill/okmachinegun.qc

index e166459bc15e9fcdea9003bec48cfb9984977d2b..430cbf56f700261488063620763b749c13f2d6dc 100644 (file)
@@ -876,7 +876,6 @@ set g_balance_okmachinegun_secondary_refire 0.7
 set g_balance_okmachinegun_secondary_shotangle 0
 set g_balance_okmachinegun_secondary_speed 6000
 set g_balance_okmachinegun_secondary_spread 0
-set g_balance_okmachinegun_secondary_type 2
 set g_balance_okmachinegun_solidpenetration 13.1
 set g_balance_okmachinegun_spread_add 0.012
 set g_balance_okmachinegun_spread_max 0.05
index b204dffe1945d4f6537e616198499717754a22d0..e4c11b47446e00fd8a18af540d0c8ef745348b3a 100644 (file)
@@ -877,7 +877,6 @@ set g_balance_okmachinegun_secondary_refire 0.7
 set g_balance_okmachinegun_secondary_shotangle 0
 set g_balance_okmachinegun_secondary_speed 6000
 set g_balance_okmachinegun_secondary_spread 0
-set g_balance_okmachinegun_secondary_type 1
 set g_balance_okmachinegun_solidpenetration 13.1
 set g_balance_okmachinegun_spread_add 0.012
 set g_balance_okmachinegun_spread_max 0.05
index 76ec56fc29ec9d0d288b0bb61d70263ec5fd1c31..b08f506a1513ea69e2b4d523e3973fc1534bcaea 100644 (file)
@@ -13,43 +13,6 @@ spawnfunc(weapon_okmachinegun)
        weapon_defaultspawnfunc(this, WEP_OVERKILL_MACHINEGUN);
 }
 
-void W_OverkillMachineGun_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_OverkillMachineGun_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_OverkillMachineGun_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_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)));
@@ -69,7 +32,7 @@ void W_OverkillMachineGun_Attack(Weapon thiswep, int deathtype, entity actor, .e
 
        Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       W_OverkillMachineGun_MuzzleFlash(actor, weaponentity);
+       W_MachineGun_MuzzleFlash(actor, weaponentity);
        W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
 
        // casing code
@@ -144,7 +107,7 @@ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weap
 
        Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
-       W_OverkillMachineGun_MuzzleFlash(actor, weaponentity);
+       W_MachineGun_MuzzleFlash(actor, weaponentity);
        W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
 
        if(autocvar_g_casings >= 2) // casing code
@@ -158,42 +121,6 @@ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weap
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), W_OverkillMachineGun_Attack_Auto);
 }
 
-void W_OverkillMachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire)
-{
-       W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(okmachinegun, sustained_damage));
-       if(!autocvar_g_norecoil)
-       {
-               actor.punchangle_x = random() - 0.5;
-               actor.punchangle_y = random() - 0.5;
-       }
-
-       fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(okmachinegun, burst_speed), WEP_CVAR(okmachinegun, solidpenetration), WEP_CVAR(okmachinegun, sustained_damage), WEP_CVAR(okmachinegun, sustained_force), WEP_OVERKILL_MACHINEGUN.m_id, 0);
-
-       Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
-       W_OverkillMachineGun_MuzzleFlash(actor, weaponentity);
-       W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
-
-       if(autocvar_g_casings >= 2) // casing code
-       {
-               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);
-       }
-
-       actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
-       if(actor.(weaponentity).misc_bulletcounter == 0)
-       {
-               int slot = weaponslot(weaponentity);
-               ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(okmachinegun, burst_refire2) * W_WeaponRateFactor(actor);
-               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(okmachinegun, burst_animtime), w_ready);
-       }
-       else
-       {
-               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(okmachinegun, burst_refire), W_OverkillMachineGun_Attack_Burst);
-       }
-
-}
-
 METHOD(OverkillMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
        if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
@@ -210,65 +137,44 @@ METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity
        }
        else if (WEP_CVAR(okmachinegun, mode) == 1)
        {
-               if(fire & 1)
+               if(fire & 1) // Primary attack
                if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
                {
                        actor.(weaponentity).misc_bulletcounter = 0;
                        W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
                }
 
-               if (fire & 2)
+               if (fire & 2) // Secondary attack
                {
-                       if (WEP_CVAR_SEC(okmachinegun, type) == 1)
-                       {
-                               if (weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
-                               {
-                                       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;
-                                       }
-
-                                       W_DecreaseAmmo(thiswep, actor, WEP_CVAR(okmachinegun, burst_ammo), weaponentity);
-
-                                       actor.(weaponentity).misc_bulletcounter = WEP_CVAR(okmachinegun, burst) * -1;
-                                       W_OverkillMachineGun_Attack_Burst(thiswep, actor, weaponentity, fire);
-                               }
-                       }
-                       else
+                       if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okmachinegun, refire)))
                        {
-                               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 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);
+                               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);
                }
        }
        else
        {
-               if(fire & 1)
+               if(fire & 1) // Primary attack
                if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
                {
                        actor.(weaponentity).misc_bulletcounter = 1;
@@ -276,47 +182,32 @@ METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity
                        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), W_OverkillMachineGun_Attack_Frame);
                }
 
-               if (fire & 2)
+               if (fire & 2) // Secondary attack
                {
-                       if (WEP_CVAR_SEC(okmachinegun, type) == 1)
-                       {
-                               if (WEP_CVAR(okmachinegun, first))
-                               {
-                                       if (weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
-                                       {
-                                               actor.(weaponentity).misc_bulletcounter = 1;
-                                               W_OverkillMachineGun_Attack(WEP_OVERKILL_MACHINEGUN, WEP_OVERKILL_MACHINEGUN.m_id | HITTYPE_SECONDARY, actor, weaponentity); // sets attack_finished
-                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(okmachinegun, first_refire), w_ready);
-                                       }
-                               }
-                       }
-                       else
+                       if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okmachinegun, refire)))
                        {
-                               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 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);
+                               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);
                }
        }
 }