From: Martin Taibr Date: Mon, 2 Jul 2018 08:00:12 +0000 (+0200) Subject: stupid git, it clearly said removed X-Git-Tag: xonotic-v0.8.5~1797^2~1^2~12 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=964dda9fa2ca5153d161102a2ad15ab0b733b04a;p=xonotic%2Fxonotic-data.pk3dir.git stupid git, it clearly said removed --- diff --git a/qcsrc/common/mutators/mutator/overkill/hmg.qc b/qcsrc/common/mutators/mutator/overkill/hmg.qc deleted file mode 100644 index c44740876..000000000 --- a/qcsrc/common/mutators/mutator/overkill/hmg.qc +++ /dev/null @@ -1,132 +0,0 @@ -#include "hmg.qh" - -#ifdef SVQC - -REGISTER_MUTATOR(hmg_nadesupport, true); -MUTATOR_HOOKFUNCTION(hmg_nadesupport, Nade_Damage) -{ - if (M_ARGV(1, entity) != WEP_HMG) return; - return = true; - M_ARGV(3, float) /* damage */ = (M_ARGV(0, entity)).max_health * 0.1; -} - -void W_HeavyMachineGun_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_HMG, actor, WEP_CVAR(hmg, ammo), weaponentity); - - W_SetupShot (actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(hmg, damage)); - - if(!autocvar_g_norecoil) - { - actor.punchangle_x = random () - 0.5; - actor.punchangle_y = random () - 0.5; - } - - float hmg_spread = bound(WEP_CVAR(hmg, spread_min), WEP_CVAR(hmg, spread_min) + (WEP_CVAR(hmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(hmg, spread_max)); - fireBullet(actor, weaponentity, w_shotorg, w_shotdir, hmg_spread, WEP_CVAR(hmg, solidpenetration), WEP_CVAR(hmg, damage), WEP_CVAR(hmg, force), WEP_HMG.m_id, EFFECT_RIFLE_WEAK); - - 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(hmg, refire) * W_WeaponRateFactor(actor); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto); -} - -METHOD(HeavyMachineGun, 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(HeavyMachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) -{ - if(WEP_CVAR(hmg, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR(hmg, ammo)) { // forced reload - thiswep.wr_reload(thiswep, actor, weaponentity); - } else - { - if (fire & 1) - if (weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) - { - actor.(weaponentity).misc_bulletcounter = 0; - W_HeavyMachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); - } - } -} - -METHOD(HeavyMachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) -{ - float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(hmg, ammo); - - if(autocvar_g_balance_hmg_reload_ammo) - ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); - - return ammo_amount; -} - -METHOD(HeavyMachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) -{ - float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(hmg, ammo); - - if(autocvar_g_balance_hmg_reload_ammo) - ammo_amount += actor.(weaponentity).(weapon_load[WEP_HMG.m_id]) >= WEP_CVAR(hmg, ammo); - - return ammo_amount; -} - -METHOD(HeavyMachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) -{ - W_Reload(actor, weaponentity, WEP_CVAR(hmg, ammo), SND_RELOAD); -} - -METHOD(HeavyMachineGun, wr_suicidemessage, Notification(entity thiswep)) -{ - return WEAPON_THINKING_WITH_PORTALS; -} - -METHOD(HeavyMachineGun, wr_killmessage, Notification(entity thiswep)) -{ - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_HMG_MURDER_SNIPE; - else - return WEAPON_HMG_MURDER_SPRAY; -} - -#endif -#ifdef CSQC - -METHOD(HeavyMachineGun, 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