Xonotic
okhmg.qc
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1 #include "okhmg.qh"
2 
3 #ifdef SVQC
4 
5 REGISTER_MUTATOR(okhmg_nadesupport, true);
6 MUTATOR_HOOKFUNCTION(okhmg_nadesupport, Nade_Damage)
7 {
8  if (M_ARGV(1, entity) != WEP_OVERKILL_HMG) return;
9  return = true;
10  M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).max_health * 0.1;
11 }
12 
13 void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
14 {
15  if (!PHYS_INPUT_BUTTON_ATCK(actor))
16  {
17  w_ready(thiswep, actor, weaponentity, fire);
18  return;
19  }
20 
21  if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_AMMO)) || (!StatusEffects_active(STATUSEFFECT_Superweapons, actor) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
22  {
23  W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
24  w_ready(thiswep, actor, weaponentity, fire);
25  return;
26  }
27 
28  W_DecreaseAmmo(WEP_OVERKILL_HMG, actor, WEP_CVAR_PRI(okhmg, ammo), weaponentity);
29 
30  W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okhmg, damage), WEP_OVERKILL_HMG.m_id);
31 
33  {
34  actor.punchangle_x = random () - 0.5;
35  actor.punchangle_y = random () - 0.5;
36  }
37 
38  float okhmg_spread = bound(WEP_CVAR_PRI(okhmg, spread_min), WEP_CVAR_PRI(okhmg, spread_min) + (WEP_CVAR_PRI(okhmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okhmg, spread_max));
39  fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okhmg_spread, WEP_CVAR_PRI(okhmg, solidpenetration), WEP_CVAR_PRI(okhmg, damage), 0, WEP_CVAR_PRI(okhmg, force), WEP_OVERKILL_HMG.m_id, EFFECT_RIFLE);
40 
41  actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
42 
43  W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
44 
45  if (autocvar_g_casings >= 2) // casing code
46  {
47  makevectors(actor.v_angle); // for some reason, this is lost
48  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);
49  }
50 
51  ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(okhmg, refire) * W_WeaponRateFactor(actor);
52  weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okhmg, refire), W_OverkillHeavyMachineGun_Attack_Auto);
53 }
54 
55 METHOD(OverkillHeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
56 {
57  if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
58  PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
59 }
60 
61 METHOD(OverkillHeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
62 {
63  if ((WEP_CVAR_SEC(okhmg, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
64  {
65  // Secondary uses it's own refire timer if refire_type is 1.
66  actor.jump_interval = time + WEP_CVAR_SEC(okhmg, refire) * W_WeaponRateFactor(actor);
67  BLASTER_SECONDARY_ATTACK(okhmg, actor, weaponentity);
68  if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
69  (actor.(weaponentity).wframe == WFRAME_FIRE2))
70  {
71  // Set secondary fire animation.
72  actor.(weaponentity).wframe = WFRAME_FIRE2;
73  FOREACH_CLIENT(true, LAMBDA(
74  if (it == actor || (IS_SPEC(it) && it.enemy == actor))
75  {
76  wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
77  }
78  ));
80  }
81  }
82  if (WEP_CVAR(okhmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okhmg, ammo))
83  {
84  // Forced reload.
85  thiswep.wr_reload(thiswep, actor, weaponentity);
86  return;
87  }
88  if (fire & 1) // Primary attack
89  {
90  if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
91  {
92  return;
93  }
94  actor.(weaponentity).misc_bulletcounter = 0;
95  W_OverkillHeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
96  return;
97  }
98  if ((fire & 2) && (WEP_CVAR_SEC(okhmg, refire_type) == 0)) // Secondary attack
99  {
100  if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okhmg, refire)))
101  {
102  return;
103  }
104  BLASTER_SECONDARY_ATTACK(okhmg, actor, weaponentity);
105  weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okhmg, animtime), w_ready);
106  }
107 }
108 
109 METHOD(OverkillHeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
110 {
111  float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okhmg, ammo);
112  if (autocvar_g_balance_okhmg_reload_ammo)
113  {
114  ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_PRI(okhmg, ammo);
115  }
116  return ammo_amount;
117 }
118 
119 METHOD(OverkillHeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
120 {
121  float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okhmg, ammo);
122  if (autocvar_g_balance_okhmg_reload_ammo)
123  {
124  ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_SEC(okhmg, ammo);
125  }
126  return ammo_amount;
127 }
128 
129 METHOD(OverkillHeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
130 {
131  W_Reload(actor, weaponentity, WEP_CVAR_PRI(okhmg, ammo), SND_RELOAD);
132 }
133 
134 METHOD(OverkillHeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
135 {
136  return WEAPON_THINKING_WITH_PORTALS;
137 }
138 
139 METHOD(OverkillHeavyMachineGun, wr_killmessage, Notification(entity thiswep))
140 {
142  return WEAPON_OVERKILL_HMG_MURDER_SNIPE;
143  else
144  return WEAPON_OVERKILL_HMG_MURDER_SPRAY;
145 }
146 
147 #endif
148 #ifdef CSQC
149 
150 METHOD(OverkillHeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
151 {
152  vector org2;
153  org2 = w_org + w_backoff * 2;
154  pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
155  if(!w_issilent)
157 }
158 
159 #endif
#define WEP_CVAR_PRI(wepname, name)
Definition: all.qh:300
bool bot_aim(entity this,.entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
#define WEP_CVAR_SEC(wepname, name)
Definition: all.qh:301
float weapon_load[REGISTRY_MAX(Weapons)]
Definition: weaponsystem.qh:29
vector w_shotorg
Definition: tracing.qh:18
void W_SwitchWeapon_Force(Player this, Weapon w,.entity weaponentity)
Definition: selection.qc:243
#define REGISTER_MUTATOR(id, dependence)
Definition: base.qh:263
#define w_getbestweapon(ent, wepent)
Definition: selection.qh:23
entity() spawn
#define FOREACH_CLIENT(cond, body)
Definition: utils.qh:49
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)
float skill
Definition: api.qh:35
#define WEP_CVAR(wepname, name)
Definition: all.qh:299
Sound SND_RIC_RANDOM()
Definition: all.inc:84
#define LAMBDA(...)
Definition: misc.qh:37
vector w_shotdir
Definition: tracing.qh:19
#define METHOD(cname, name, prototype)
Definition: oo.qh:257
float ammo
Definition: sv_turrets.qh:44
#define IS_SPEC(v)
Definition: utils.qh:10
const int CH_WEAPON_A
Definition: sound.qh:7
void fireBullet(entity this,.entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect)
Definition: tracing.qc:503
vector v_up
Definition: csprogsdefs.qc:31
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
void animdecide_setaction(entity e, float action, float restart)
Definition: animdecide.qc:338
float misc_bulletcounter
Definition: common.qh:18
#define pointparticles
Definition: csprogsdefs.qh:13
float max_health
const float VOL_BASE
Definition: sound.qh:36
#define PHYS_INPUT_BUTTON_ATCK(s)
Definition: player.qh:146
const int ANIMACTION_SHOOT
Definition: animdecide.qh:145
const int HITTYPE_SECONDARY
Definition: all.qh:25
#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype)
Definition: tracing.qh:33
#define M_ARGV(x, type)
Definition: events.qh:17
const float ATTEN_NORM
Definition: sound.qh:30
const int CH_SHOTS
Definition: sound.qh:14
float w_deathtype
Definition: damage.qh:97
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
Definition: cl_resources.qc:10
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition: vector.qh:8
entity Notification
always last
Definition: all.qh:82
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
vector v_right
Definition: csprogsdefs.qc:31
#define ATTACK_FINISHED(ent, w)
Definition: weaponsystem.qh:42
#define MUTATOR_HOOKFUNCTION(...)
Definition: base.qh:310
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use,.entity weaponentity)
#define sound(e, c, s, v, a)
Definition: sound.qh:52
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition: weapon.qh:41
float time
Definition: csprogsdefs.qc:16
#define makevectors
Definition: post.qh:21
float W_WeaponRateFactor(entity this)
Definition: weaponsystem.qc:33
bool autocvar_g_norecoil
Definition: tracing.qh:15
vector v_forward
Definition: csprogsdefs.qc:31
void W_Reload(entity actor,.entity weaponentity, float sent_ammo_min, Sound sent_sound)