--- /dev/null
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okhmg_spread, WEP_CVAR_PRI(okhmg, solidpenetration), WEP_CVAR_PRI(okhmg, damage), WEP_CVAR_PRI(okhmg, force), WEP_OVERKILL_HMG.m_id, 0);
+ #include "okhmg.qh"
+
+ #ifdef SVQC
+
+ REGISTER_MUTATOR(okhmg_nadesupport, true);
+ MUTATOR_HOOKFUNCTION(okhmg_nadesupport, Nade_Damage)
+ {
+ if (M_ARGV(1, entity) != WEP_OVERKILL_HMG) return;
+ return = true;
+ M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).max_health * 0.1;
+ }
+
+ void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+ {
+ if (!PHYS_INPUT_BUTTON_ATCK(actor))
+ {
+ w_ready(thiswep, actor, weaponentity, fire);
+ return;
+ }
+
+ if((!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (!(actor.items & IT_SUPERWEAPON) && !(actor.items & IT_UNLIMITED_SUPERWEAPONS)))
+ {
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
+ w_ready(thiswep, actor, weaponentity, fire);
+ return;
+ }
+
+ W_DecreaseAmmo(WEP_OVERKILL_HMG, actor, WEP_CVAR_PRI(okhmg, ammo), weaponentity);
+
+ W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okhmg, damage), WEP_OVERKILL_HMG.m_id);
+
+ if(!autocvar_g_norecoil)
+ {
+ actor.punchangle_x = random () - 0.5;
+ actor.punchangle_y = random () - 0.5;
+ }
+
+ 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));
++ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okhmg_spread, WEP_CVAR_PRI(okhmg, solidpenetration), WEP_CVAR_PRI(okhmg, damage), WEP_CVAR_PRI(okhmg, force), WEP_OVERKILL_HMG.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_MachineGun_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);
+ }
+
+ int slot = weaponslot(weaponentity);
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(okhmg, refire) * W_WeaponRateFactor(actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okhmg, refire), W_OverkillHeavyMachineGun_Attack_Auto);
+ }
+
+ METHOD(OverkillHeavyMachineGun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
+ {
+ 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(OverkillHeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+ {
+ if ((WEP_CVAR_SEC(okhmg, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
+ {
+ // Secondary uses it's own refire timer if refire_type is 1.
+ actor.jump_interval = time + WEP_CVAR_SEC(okhmg, refire) * W_WeaponRateFactor(actor);
+ BLASTER_SECONDARY_ATTACK(okhmg, 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);
+ }
+ ));
+ animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+ }
+ }
+ if (WEP_CVAR(okhmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okhmg, ammo))
+ {
+ // Forced reload.
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ return;
+ }
+ if (fire & 1) // Primary attack
+ {
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, false, 0))
+ {
+ return;
+ }
+ actor.(weaponentity).misc_bulletcounter = 0;
+ W_OverkillHeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire);
+ return;
+ }
+ if ((fire & 2) && (WEP_CVAR_SEC(okhmg, refire_type) == 0)) // Secondary attack
+ {
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okhmg, refire)))
+ {
+ return;
+ }
+ BLASTER_SECONDARY_ATTACK(okhmg, actor, weaponentity);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okhmg, animtime), w_ready);
+ }
+ }
+
+ METHOD(OverkillHeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+ {
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okhmg, ammo);
+ if (autocvar_g_balance_okhmg_reload_ammo)
+ {
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_PRI(okhmg, ammo);
+ }
+ return ammo_amount;
+ }
+
+ METHOD(OverkillHeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+ {
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(okhmg, ammo);
+ if (autocvar_g_balance_okhmg_reload_ammo)
+ {
+ ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_HMG.m_id]) >= WEP_CVAR_SEC(okhmg, ammo);
+ }
+ return ammo_amount;
+ }
+
+ METHOD(OverkillHeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+ {
+ W_Reload(actor, weaponentity, WEP_CVAR_PRI(okhmg, ammo), SND_RELOAD);
+ }
+
+ METHOD(OverkillHeavyMachineGun, wr_suicidemessage, Notification(entity thiswep))
+ {
+ return WEAPON_THINKING_WITH_PORTALS;
+ }
+
+ METHOD(OverkillHeavyMachineGun, wr_killmessage, Notification(entity thiswep))
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_OVERKILL_HMG_MURDER_SNIPE;
+ else
+ return WEAPON_OVERKILL_HMG_MURDER_SPRAY;
+ }
+
+ #endif
+ #ifdef CSQC
+
+ METHOD(OverkillHeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 2;
+ pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent)
+ sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+ }
+
+ #endif
--- /dev/null
- 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);
+ #include "okmachinegun.qh"
+
+ #ifdef SVQC
+
+ void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+ {
+ float okmachinegun_spread;
+
+ if(!(fire & 1))
+ {
+ w_ready(thiswep, actor, weaponentity, fire);
+ return;
+ }
+
+ if(!thiswep.wr_checkammo1(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(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), WEP_OVERKILL_MACHINEGUN.m_id);
+ if(!autocvar_g_norecoil)
+ {
+ actor.punchangle_x = random() - 0.5;
+ actor.punchangle_y = random() - 0.5;
+ }
+
+ 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, EFFECT_RIFLE);
+
+ actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
+
+ 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');
+
+ 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);
+ }
+
+ int slot = weaponslot(weaponentity);
+ 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))
+ {
+ 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))
+ {
+ if ((WEP_CVAR_SEC(okmachinegun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
+ {
+ // Secondary uses it's own refire timer if refire_type is 1.
+ actor.jump_interval = time + WEP_CVAR_SEC(okmachinegun, refire) * W_WeaponRateFactor(actor);
+ 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);
+ }
+ ));
+ animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+ }
+ }
+ 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 (fire & 1) // Primary attack
+ {
+ 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;
+ }
+ BLASTER_SECONDARY_ATTACK(okmachinegun, actor, weaponentity);
+ 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;
+ ammo_amount = GetResourceAmount(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);
+ }
+ return ammo_amount;
+ }
+
+ METHOD(OverkillMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+ {
+ return true; // Blaster secondary is unlimited.
+ }
+
+ METHOD(OverkillMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+ {
+ W_Reload(actor, weaponentity, WEP_CVAR_PRI(okmachinegun, ammo), SND_RELOAD);
+ }
+
+ METHOD(OverkillMachineGun, wr_suicidemessage, Notification(entity thiswep))
+ {
+ return WEAPON_THINKING_WITH_PORTALS;
+ }
+
+ METHOD(OverkillMachineGun, wr_killmessage, Notification(entity thiswep))
+ {
+ return WEAPON_OVERKILL_MACHINEGUN_MURDER;
+ }
+
+ #endif
+ #ifdef CSQC
+
+ METHOD(OverkillMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 2;
+ pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent)
+ sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
+ }
+
+ #endif
#ifdef SVQC
- void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
+ void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force)
{
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity);
+ W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
- W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
- for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, EFFECT_RIFLE_WEAK);
+ W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, WEP_SHOTGUN.m_id);
+ for(int sc = 0;sc < bullets;sc = sc + 1)
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, 0);
++ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, EFFECT_RIFLE_WEAK);
- Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
+
+ Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
// casing code
if(autocvar_g_casings >= 1)