Xonotic
okmachinegun.qc
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1 #include "okmachinegun.qh"
2 
3 #ifdef SVQC
4 
5 void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
6 {
7  float okmachinegun_spread;
8 
9  if(!(fire & 1))
10  {
11  w_ready(thiswep, actor, weaponentity, fire);
12  return;
13  }
14 
15  if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
16  if(!(actor.items & IT_UNLIMITED_AMMO))
17  {
18  W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
19  w_ready(thiswep, actor, weaponentity, fire);
20  return;
21  }
22 
23  W_DecreaseAmmo(WEP_OVERKILL_MACHINEGUN, actor, WEP_CVAR_PRI(okmachinegun, ammo), weaponentity);
24 
25  W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okmachinegun, damage), WEP_OVERKILL_MACHINEGUN.m_id);
27  {
28  actor.punchangle_x = random() - 0.5;
29  actor.punchangle_y = random() - 0.5;
30  }
31 
32  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));
33  fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), 0, WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, EFFECT_RIFLE);
34 
35  actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
36 
37  W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
38 
39  if(autocvar_g_casings >= 2) // casing code
40  {
41  makevectors(actor.v_angle); // for some reason, this is lost
42  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);
43  }
44 
45  ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(okmachinegun, refire) * W_WeaponRateFactor(actor);
46  weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okmachinegun, refire), W_OverkillMachineGun_Attack_Auto);
47 }
48 
49 METHOD(OverkillMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
50 {
51  if(vdist(actor.origin - actor.enemy.origin, <, 3000 - bound(0, skill, 10) * 200))
52  PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
53 }
54 
55 METHOD(OverkillMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
56 {
57  if ((WEP_CVAR_SEC(okmachinegun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
58  {
59  // Secondary uses it's own refire timer if refire_type is 1.
60  actor.jump_interval = time + WEP_CVAR_SEC(okmachinegun, refire) * W_WeaponRateFactor(actor);
61  BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity);
62  if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
63  (actor.(weaponentity).wframe == WFRAME_FIRE2))
64  {
65  // Set secondary fire animation.
66  actor.(weaponentity).wframe = WFRAME_FIRE2;
67  FOREACH_CLIENT(true, LAMBDA(
68  if (it == actor || (IS_SPEC(it) && it.enemy == actor))
69  {
70  wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
71  }
72  ));
74  }
75  }
76  if (WEP_CVAR(okmachinegun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okmachinegun, ammo))
77  {
78  // Forced reload
79  thiswep.wr_reload(thiswep, actor, weaponentity);
80  return;
81  }
82  if (fire & 1) // Primary attack
83  {
84  if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
85  {
86  return;
87  }
88  actor.(weaponentity).misc_bulletcounter = 0;
89  W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
90  return;
91  }
92  if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack
93  {
94  if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire)))
95  {
96  return;
97  }
98  BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity);
99  weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready);
100  }
101 }
102 
103 METHOD(OverkillMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
104 {
105  float ammo_amount;
106  ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okmachinegun, ammo);
107  if (WEP_CVAR(okmachinegun, reload_ammo))
108  {
109  ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR_PRI(okmachinegun, ammo);
110  }
111  return ammo_amount;
112 }
113 
114 METHOD(OverkillMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
115 {
116  return true; // Blaster secondary is unlimited.
117 }
118 
119 METHOD(OverkillMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
120 {
121  W_Reload(actor, weaponentity, WEP_CVAR_PRI(okmachinegun, ammo), SND_RELOAD);
122 }
123 
124 METHOD(OverkillMachineGun, wr_suicidemessage, Notification(entity thiswep))
125 {
126  return WEAPON_THINKING_WITH_PORTALS;
127 }
128 
129 METHOD(OverkillMachineGun, wr_killmessage, Notification(entity thiswep))
130 {
131  return WEAPON_OVERKILL_MACHINEGUN_MURDER;
132 }
133 
134 #endif
135 #ifdef CSQC
136 
137 METHOD(OverkillMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
138 {
139  vector org2;
140  org2 = w_org + w_backoff * 2;
141  pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
142  if(!w_issilent)
144 }
145 
146 #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 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
const float ATTN_NORM
Definition: csprogsdefs.qc:226
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
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
#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype)
Definition: tracing.qh:33
const int CH_SHOTS
Definition: sound.qh:14
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
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)