set g_balance_okshotgun_primary_spread 0.12
set g_balance_okshotgun_reload_ammo 0
set g_balance_okshotgun_reload_time 2
-set g_balance_okshotgun_secondary_ammo 0
set g_balance_okshotgun_secondary_animtime 0.2
set g_balance_okshotgun_secondary_damage 20
set g_balance_okshotgun_secondary_delay 0
set g_balance_okshotgun_weaponthrowable 1
// }}}
// {{{ Overkill Machine Gun
-set g_balance_okmachinegun_burst 3
-set g_balance_okmachinegun_burst_ammo 3
-set g_balance_okmachinegun_burst_animtime 0.3
-set g_balance_okmachinegun_burst_refire 0.06
-set g_balance_okmachinegun_burst_refire2 0.45
-set g_balance_okmachinegun_burst_speed 0
-set g_balance_okmachinegun_first 1
-set g_balance_okmachinegun_first_ammo 1
-set g_balance_okmachinegun_first_damage 14
-set g_balance_okmachinegun_first_force 3
-set g_balance_okmachinegun_first_refire 0.125
-set g_balance_okmachinegun_first_spread 0.03
-set g_balance_okmachinegun_mode 1
+set g_balance_okmachinegun_primary_ammo 1
+set g_balance_okmachinegun_primary_damage 10
+set g_balance_okmachinegun_primary_force 3
+set g_balance_okmachinegun_primary_refire 0.1
+set g_balance_okmachinegun_primary_solidpenetration 13.1
+set g_balance_okmachinegun_primary_spread_add 0.012
+set g_balance_okmachinegun_primary_spread_max 0.05
+set g_balance_okmachinegun_primary_spread_min 0.02
set g_balance_okmachinegun_reload_ammo 60
set g_balance_okmachinegun_reload_time 2
-set g_balance_okmachinegun_secondary_ammo 0
set g_balance_okmachinegun_secondary_animtime 0.2
set g_balance_okmachinegun_secondary_damage 20
set g_balance_okmachinegun_secondary_delay 0
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_solidpenetration 13.1
-set g_balance_okmachinegun_spread_add 0.012
-set g_balance_okmachinegun_spread_max 0.05
-set g_balance_okmachinegun_spread_min 0.02
-set g_balance_okmachinegun_sustained_ammo 1
-set g_balance_okmachinegun_sustained_damage 10
-set g_balance_okmachinegun_sustained_force 3
-set g_balance_okmachinegun_sustained_refire 0.1
-set g_balance_okmachinegun_sustained_spread 0.03
set g_balance_okmachinegun_switchdelay_drop 0.2
set g_balance_okmachinegun_switchdelay_raise 0.2
set g_balance_okmachinegun_weaponreplace ""
set g_balance_okshotgun_primary_spread 0.07
set g_balance_okshotgun_reload_ammo 24
set g_balance_okshotgun_reload_time 2
-set g_balance_okshotgun_secondary_ammo 0
set g_balance_okshotgun_secondary_animtime 0.2
set g_balance_okshotgun_secondary_damage 25
set g_balance_okshotgun_secondary_delay 0
set g_balance_okshotgun_weaponthrowable 1
// }}}
// {{{ Overkill Machine Gun
-set g_balance_okmachinegun_burst 3
-set g_balance_okmachinegun_burst_ammo 3
-set g_balance_okmachinegun_burst_animtime 0.3
-set g_balance_okmachinegun_burst_refire 0.06
-set g_balance_okmachinegun_burst_refire2 0.45
-set g_balance_okmachinegun_burst_speed 0
-set g_balance_okmachinegun_first 1
-set g_balance_okmachinegun_first_ammo 1
-set g_balance_okmachinegun_first_damage 14
-set g_balance_okmachinegun_first_force 5
-set g_balance_okmachinegun_first_refire 0.125
-set g_balance_okmachinegun_first_spread 0.03
-set g_balance_okmachinegun_mode 1
+set g_balance_okmachinegun_primary_ammo 1
+set g_balance_okmachinegun_primary_damage 25
+set g_balance_okmachinegun_primary_force 5
+set g_balance_okmachinegun_primary_refire 0.1
+set g_balance_okmachinegun_primary_solidpenetration 13.1
+set g_balance_okmachinegun_primary_spread_add 0.012
+set g_balance_okmachinegun_primary_spread_max 0.05
+set g_balance_okmachinegun_primary_spread_min 0
set g_balance_okmachinegun_reload_ammo 30
set g_balance_okmachinegun_reload_time 1.5
-set g_balance_okmachinegun_secondary_ammo 0
set g_balance_okmachinegun_secondary_animtime 0.2
set g_balance_okmachinegun_secondary_damage 25
set g_balance_okmachinegun_secondary_delay 0
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_solidpenetration 13.1
-set g_balance_okmachinegun_spread_add 0.012
-set g_balance_okmachinegun_spread_max 0.05
-set g_balance_okmachinegun_spread_min 0
-set g_balance_okmachinegun_sustained_ammo 1
-set g_balance_okmachinegun_sustained_damage 25
-set g_balance_okmachinegun_sustained_force 5
-set g_balance_okmachinegun_sustained_refire 0.1
-set g_balance_okmachinegun_sustained_spread 0.01
set g_balance_okmachinegun_switchdelay_drop 0.2
set g_balance_okmachinegun_switchdelay_raise 0.2
set g_balance_okmachinegun_weaponreplace ""
set g_balance_okshotgun_primary_spread 0.07
set g_balance_okshotgun_reload_ammo 24
set g_balance_okshotgun_reload_time 2
-set g_balance_okshotgun_secondary_ammo 0
set g_balance_okshotgun_secondary_animtime 0.2
set g_balance_okshotgun_secondary_damage 25
set g_balance_okshotgun_secondary_delay 0
set g_balance_okshotgun_weaponthrowable 1
// }}}
// {{{ Overkill Machine Gun
-set g_balance_okmachinegun_burst 3
-set g_balance_okmachinegun_burst_ammo 3
-set g_balance_okmachinegun_burst_animtime 0.3
-set g_balance_okmachinegun_burst_refire 0.06
-set g_balance_okmachinegun_burst_refire2 0.45
-set g_balance_okmachinegun_burst_speed 0
-set g_balance_okmachinegun_first 1
-set g_balance_okmachinegun_first_ammo 1
-set g_balance_okmachinegun_first_damage 14
-set g_balance_okmachinegun_first_force 5
-set g_balance_okmachinegun_first_refire 0.125
-set g_balance_okmachinegun_first_spread 0.03
-set g_balance_okmachinegun_mode 1
+set g_balance_okmachinegun_primary_ammo 1
+set g_balance_okmachinegun_primary_damage 25
+set g_balance_okmachinegun_primary_force 5
+set g_balance_okmachinegun_primary_refire 0.1
+set g_balance_okmachinegun_primary_solidpenetration 13.1
+set g_balance_okmachinegun_primary_spread_add 0.012
+set g_balance_okmachinegun_primary_spread_max 0.05
+set g_balance_okmachinegun_primary_spread_min 0
set g_balance_okmachinegun_reload_ammo 30
set g_balance_okmachinegun_reload_time 1.5
-set g_balance_okmachinegun_secondary_ammo 0
set g_balance_okmachinegun_secondary_animtime 0.2
set g_balance_okmachinegun_secondary_damage 25
set g_balance_okmachinegun_secondary_delay 0
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_solidpenetration 13.1
-set g_balance_okmachinegun_spread_add 0.012
-set g_balance_okmachinegun_spread_max 0.05
-set g_balance_okmachinegun_spread_min 0
-set g_balance_okmachinegun_sustained_ammo 1
-set g_balance_okmachinegun_sustained_damage 25
-set g_balance_okmachinegun_sustained_force 5
-set g_balance_okmachinegun_sustained_refire 0.1
-set g_balance_okmachinegun_sustained_spread 0.01
set g_balance_okmachinegun_switchdelay_drop 0.2
set g_balance_okmachinegun_switchdelay_raise 0.2
set g_balance_okmachinegun_weaponreplace ""
weapon_defaultspawnfunc(this, WEP_OVERKILL_MACHINEGUN);
}
-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)));
- if(!autocvar_g_norecoil)
- {
- actor.punchangle_x = random() - 0.5;
- actor.punchangle_y = random() - 0.5;
- }
- int slot = weaponslot(weaponentity);
- // this attack_finished just enforces a cooldown at the end of a burst
- ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(okmachinegun, first_refire) * W_WeaponRateFactor(actor);
-
- if(actor.(weaponentity).misc_bulletcounter == 1)
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(okmachinegun, first_spread), WEP_CVAR(okmachinegun, solidpenetration), WEP_CVAR(okmachinegun, first_damage), WEP_CVAR(okmachinegun, first_force), deathtype, 0);
- else
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(okmachinegun, sustained_spread), WEP_CVAR(okmachinegun, solidpenetration), WEP_CVAR(okmachinegun, sustained_damage), WEP_CVAR(okmachinegun, sustained_force), deathtype, 0);
-
- 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');
-
- // casing code
- if(autocvar_g_casings >= 2)
- {
- 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);
- }
-
- if(actor.(weaponentity).misc_bulletcounter == 1)
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(okmachinegun, first_ammo), weaponentity);
- else
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(okmachinegun, sustained_ammo), weaponentity);
-}
-
-// weapon frames
-void W_OverkillMachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire)
-{
- if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon) // abort immediately if switching
- {
- w_ready(thiswep, actor, weaponentity, fire);
- return;
- }
- if(PHYS_INPUT_BUTTON_ATCK(actor))
- {
- 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;
- }
- actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
- W_OverkillMachineGun_Attack(WEP_OVERKILL_MACHINEGUN, WEP_OVERKILL_MACHINEGUN.m_id, actor, weaponentity);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), W_OverkillMachineGun_Attack_Frame);
- }
- else
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), w_ready);
-}
-
void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
float okmachinegun_spread;
return;
}
- W_DecreaseAmmo(WEP_OVERKILL_MACHINEGUN, actor, WEP_CVAR(okmachinegun, sustained_ammo), weaponentity);
+ 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(okmachinegun, sustained_damage));
+ W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okmachinegun, damage));
if(!autocvar_g_norecoil)
{
actor.punchangle_x = random() - 0.5;
actor.punchangle_y = random() - 0.5;
}
- okmachinegun_spread = bound(WEP_CVAR(okmachinegun, spread_min), WEP_CVAR(okmachinegun, spread_min) + (WEP_CVAR(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(okmachinegun, spread_max));
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR(okmachinegun, solidpenetration), WEP_CVAR(okmachinegun, sustained_damage), WEP_CVAR(okmachinegun, sustained_force), WEP_OVERKILL_MACHINEGUN.m_id, 0);
+ 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);
actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
}
int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(okmachinegun, first_refire) * W_WeaponRateFactor(actor);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), W_OverkillMachineGun_Attack_Auto);
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(okmachinegun, refire) * W_WeaponRateFactor(actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okmachinegun, refire), W_OverkillMachineGun_Attack_Auto);
}
METHOD(OverkillMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
animdecide_setaction(actor, ANIMACTION_SHOOT, true);
}
}
- if (WEP_CVAR(okmachinegun, reload_ammo) && actor.(weaponentity).clip_load < min(max(WEP_CVAR(okmachinegun, sustained_ammo), WEP_CVAR(okmachinegun, first_ammo)), WEP_CVAR(okmachinegun, burst_ammo)))
+ if (WEP_CVAR(okmachinegun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okmachinegun, ammo))
{
// Forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
return;
}
- if (WEP_CVAR(okmachinegun, mode) == 1)
+ if (fire & 1) // Primary attack
{
- if(fire & 1) // Primary attack
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
{
- if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
- {
- return;
- }
- actor.(weaponentity).misc_bulletcounter = 0;
- W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
return;
}
- if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack
- {
- if (!weapon_prepareattack(thiswep, actor, weaponentity, true, 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);
- }
+ actor.(weaponentity).misc_bulletcounter = 0;
+ W_OverkillMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+ return;
}
- else
+ if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack
{
- if (fire & 1) // Primary attack
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(okmachinegun, refire)))
{
- if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
- {
- return;
- }
- actor.(weaponentity).misc_bulletcounter = 1;
- W_OverkillMachineGun_Attack(WEP_OVERKILL_MACHINEGUN, WEP_OVERKILL_MACHINEGUN.m_id, actor, weaponentity); // sets attack_finished
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(okmachinegun, sustained_refire), W_OverkillMachineGun_Attack_Frame);
return;
}
- if ((fire & 2) && (WEP_CVAR_SEC(okmachinegun, refire_type) == 0)) // Secondary attack
- {
- if (!weapon_prepareattack(thiswep, actor, weaponentity, true, 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);
- }
+ // 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;
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okmachinegun, animtime), w_ready);
}
}
METHOD(OverkillMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
float ammo_amount;
- if (WEP_CVAR(okmachinegun, mode) == 1)
- {
- ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(okmachinegun, sustained_ammo);
- }
- else
- {
- ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(okmachinegun, first_ammo);
- }
+ ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okmachinegun, ammo);
if (WEP_CVAR(okmachinegun, reload_ammo))
{
- if (WEP_CVAR(okmachinegun, mode) == 1)
- {
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, sustained_ammo);
- }
- else
- {
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, first_ammo);
- }
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR_PRI(okmachinegun, ammo);
}
return ammo_amount;
}
METHOD(OverkillMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount;
- if (WEP_CVAR(okmachinegun, mode) == 1)
- {
- ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(okmachinegun, burst_ammo);
- }
- else
- {
- ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(okmachinegun, first_ammo);
- }
- if (WEP_CVAR(okmachinegun, reload_ammo))
- {
- if (WEP_CVAR(okmachinegun, mode) == 1)
- {
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, burst_ammo);
- }
- else
- {
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_MACHINEGUN.m_id]) >= WEP_CVAR(okmachinegun, first_ammo);
- }
- }
- return ammo_amount;
+ return true; // Blaster secondary is unlimited.
}
METHOD(OverkillMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- W_Reload(actor, weaponentity, min(max(WEP_CVAR(okmachinegun, sustained_ammo), WEP_CVAR(okmachinegun, first_ammo)), WEP_CVAR(okmachinegun, burst_ammo)), SND_RELOAD);
+ W_Reload(actor, weaponentity, WEP_CVAR_PRI(okmachinegun, ammo), SND_RELOAD);
}
METHOD(OverkillMachineGun, wr_suicidemessage, Notification(entity thiswep))
#define X(BEGIN, P, END, class, prefix) \
BEGIN(class) \
- P(class, prefix, burst, float, NONE) \
- P(class, prefix, burst_ammo, float, NONE) \
- P(class, prefix, burst_animtime, float, NONE) \
- P(class, prefix, burst_refire2, float, NONE) \
- P(class, prefix, burst_refire, float, NONE) \
- P(class, prefix, burst_speed, float, NONE) \
- P(class, prefix, first, float, NONE) \
- P(class, prefix, first_ammo, float, NONE) \
- P(class, prefix, first_damage, float, NONE) \
- P(class, prefix, first_force, float, NONE) \
- P(class, prefix, first_refire, float, NONE) \
- P(class, prefix, first_spread, float, NONE) \
- P(class, prefix, mode, float, NONE) \
- P(class, prefix, reload_ammo, float, NONE) \
- P(class, prefix, reload_time, float, NONE) \
- P(class, prefix, solidpenetration, float, NONE) \
- P(class, prefix, spread_add, float, NONE) \
- P(class, prefix, spread_max, float, NONE) \
- P(class, prefix, spread_min, float, NONE) \
- P(class, prefix, sustained_ammo, float, NONE) \
- P(class, prefix, sustained_damage, float, NONE) \
- P(class, prefix, sustained_force, float, NONE) \
- P(class, prefix, sustained_refire, float, NONE) \
- P(class, prefix, sustained_spread, float, NONE) \
- P(class, prefix, switchdelay_drop, float, NONE) \
- P(class, prefix, switchdelay_raise, float, NONE) \
- P(class, prefix, weaponreplace, string,NONE) \
- P(class, prefix, weaponstartoverride, float, NONE) \
- P(class, prefix, weaponstart, float, NONE) \
- P(class, prefix, weaponthrowable, float, NONE) \
- P(class, prefix, ammo, float, SEC) \
+ P(class, prefix, ammo, float, PRI) \
+ P(class, prefix, damage, float, PRI) \
+ P(class, prefix, force, float, PRI) \
+ P(class, prefix, refire, float, PRI) \
+ P(class, prefix, solidpenetration, float, PRI) \
+ P(class, prefix, spread_add, float, PRI) \
+ P(class, prefix, spread_max, float, PRI) \
+ P(class, prefix, spread_min, float, PRI) \
P(class, prefix, animtime, float, SEC) \
P(class, prefix, damage, float, SEC) \
P(class, prefix, delay, float, SEC) \
P(class, prefix, shotangle, float, SEC) \
P(class, prefix, speed, float, SEC) \
P(class, prefix, spread, float, SEC) \
- P(class, prefix, type, float, SEC) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
END()
W_PROPS(X, OverkillMachineGun, okmachinegun)
#undef X
{
return;
}
- // ugly instagib hack to reuse the fire mode of the laser
+ // 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;
METHOD(OverkillShotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
- if (WEP_CVAR_SEC(okshotgun, ammo) == 0)
- {
- return true;
- }
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okshotgun, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_SEC(okshotgun, ammo);
- return ammo_amount;
+ return true; // Blaster secondary is unlimited.
}
METHOD(OverkillShotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
P(class, prefix, refire, float, PRI) \
P(class, prefix, solidpenetration, float, PRI) \
P(class, prefix, spread, float, PRI) \
- P(class, prefix, ammo, float, SEC) \
P(class, prefix, animtime, float, SEC) \
P(class, prefix, damage, float, SEC) \
P(class, prefix, delay, float, SEC) \