#include "machinegun.qh" #ifdef SVQC .float machinegun_spread_accumulation; .float spreadUpdateTime; ERASEABLE void MachineGun_Update_Spread(entity actor, .entity weaponentity) { float spread_accum = actor.(weaponentity).machinegun_spread_accumulation; // time based spread decay if (WEP_CVAR(WEP_MACHINEGUN, spread_decay)) { float spreadSpectrumDistance = fabs(WEP_CVAR(WEP_MACHINEGUN, spread_max) - WEP_CVAR(WEP_MACHINEGUN, spread_min)); float timediff = time - actor.(weaponentity).spreadUpdateTime; spread_accum = bound(0, spread_accum - (timediff * WEP_CVAR(WEP_MACHINEGUN, spread_decay)), spreadSpectrumDistance); } else // legacy behavior for Nexuiz weapon balance { spread_accum = bound(WEP_CVAR(WEP_MACHINEGUN, spread_min), (WEP_CVAR(WEP_MACHINEGUN, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(WEP_MACHINEGUN, spread_max)); } actor.(weaponentity).machinegun_spread_accumulation = spread_accum; actor.(weaponentity).spreadUpdateTime = time; } ERASEABLE float MachineGun_Heat(float spread_accum) { // function for reducing mg's damage with no spread and adding damage with // heated up barrel or vice versa depending on the values of exposed cvars float heatMultiplierApplicationPercent = 0.5; float coldMultiplierApplicationPercent = 0.5; float spreadSpectrumDistance = fabs(WEP_CVAR(WEP_MACHINEGUN, spread_max) - WEP_CVAR(WEP_MACHINEGUN, spread_min)); if (spreadSpectrumDistance > 0) // avoid division by 0, can never be < 0 either due to how it is set when defined { heatMultiplierApplicationPercent = spread_accum / spreadSpectrumDistance; coldMultiplierApplicationPercent = 1 - heatMultiplierApplicationPercent; } // example where low end has halved damage and high end has tripled damage: // with 50% spread accumulation: heat = (0.5 * 0.5) + (0.5 * 3) = 0.25 + 1.5 = 1.75 damage multiplier // with 90% spread accumulation: heat = (0.1 * 0.5) + (0.9 * 3) = 0.05 + 2.7 = 2.75 damage multiplier float heat = (coldMultiplierApplicationPercent * WEP_CVAR(WEP_MACHINEGUN, spread_cold_damagemultiplier)) + (heatMultiplierApplicationPercent * WEP_CVAR(WEP_MACHINEGUN, spread_heat_damagemultiplier)); return heat; } void W_MachineGun_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(WEP_MACHINEGUN, first_damage) : WEP_CVAR(WEP_MACHINEGUN, sustained_damage)), deathtype); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; actor.punchangle_y = random() - 0.5; } // this attack_finished just enforces a cooldown at the end of a burst ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(WEP_MACHINEGUN, first_refire) * W_WeaponRateFactor(actor); if(actor.(weaponentity).misc_bulletcounter == 1) fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(WEP_MACHINEGUN, first_spread), WEP_CVAR(WEP_MACHINEGUN, solidpenetration), WEP_CVAR(WEP_MACHINEGUN, first_damage), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_halflife), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_mindist), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_maxdist), 0, WEP_CVAR(WEP_MACHINEGUN, first_force), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_forcehalflife), deathtype, EFFECT_BULLET, true); else fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(WEP_MACHINEGUN, sustained_spread), WEP_CVAR(WEP_MACHINEGUN, solidpenetration), WEP_CVAR(WEP_MACHINEGUN, sustained_damage), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_halflife), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_mindist), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_maxdist), 0, WEP_CVAR(WEP_MACHINEGUN, sustained_force), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_forcehalflife), deathtype, EFFECT_BULLET, true); W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); // 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), vectoangles(v_forward), 3, actor, weaponentity); } if(actor.(weaponentity).misc_bulletcounter == 1) W_DecreaseAmmo(thiswep, actor, WEP_CVAR(WEP_MACHINEGUN, first_ammo), weaponentity); else W_DecreaseAmmo(thiswep, actor, WEP_CVAR(WEP_MACHINEGUN, sustained_ammo), weaponentity); } // weapon frames void W_MachineGun_Attack_Frame(Weapon thiswep, entity actor, .entity weaponentity, int fire) { if(actor.(weaponentity).m_weapon != actor.(weaponentity).m_switchweapon || !weapon_prepareattack_check(thiswep, actor, weaponentity, (fire & 2), -1)) // 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_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } ++actor.(weaponentity).misc_bulletcounter; W_MachineGun_Attack(thiswep, thiswep.m_id, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(WEP_MACHINEGUN, sustained_refire), W_MachineGun_Attack_Frame); } else weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(WEP_MACHINEGUN, sustained_refire), w_ready); } void W_MachineGun_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire) { if(!(fire & 1) || !weapon_prepareattack_check(thiswep, actor, weaponentity, false, -1)) { w_ready(thiswep, actor, weaponentity, fire); return; } if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity)) if(!(actor.items & IT_UNLIMITED_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } W_DecreaseAmmo(thiswep, actor, WEP_CVAR(WEP_MACHINEGUN, sustained_ammo), weaponentity); W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(WEP_MACHINEGUN, sustained_damage), thiswep.m_id); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; actor.punchangle_y = random() - 0.5; } MachineGun_Update_Spread(actor, weaponentity); float spread_accum = actor.(weaponentity).machinegun_spread_accumulation; float heat = MachineGun_Heat(spread_accum); float spread_accuracy; if (WEP_CVAR(WEP_MACHINEGUN, spread_min) < WEP_CVAR(WEP_MACHINEGUN, spread_max)) spread_accuracy = WEP_CVAR(WEP_MACHINEGUN, spread_min) + spread_accum; else // inverted spread_accuracy = WEP_CVAR(WEP_MACHINEGUN, spread_min) - spread_accum; fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir, spread_accuracy, WEP_CVAR(WEP_MACHINEGUN, solidpenetration), WEP_CVAR(WEP_MACHINEGUN, sustained_damage) * heat, WEP_CVAR(WEP_MACHINEGUN, damagefalloff_halflife), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_mindist), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_maxdist), 0, WEP_CVAR(WEP_MACHINEGUN, sustained_force), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_forcehalflife), thiswep.m_id, EFFECT_BULLET, true); ++actor.(weaponentity).misc_bulletcounter; spread_accum += WEP_CVAR(WEP_MACHINEGUN, spread_add); actor.(weaponentity).machinegun_spread_accumulation = spread_accum; W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); 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), vectoangles(v_forward), 3, actor, weaponentity); } ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(WEP_MACHINEGUN, first_refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(WEP_MACHINEGUN, sustained_refire), W_MachineGun_Attack_Auto); } void W_MachineGun_Attack_Burst(Weapon thiswep, entity actor, .entity weaponentity, int fire) { W_SetupShot(actor, weaponentity, true, 0, SND_UZI_FIRE, CH_WEAPON_A, WEP_CVAR(WEP_MACHINEGUN, sustained_damage), thiswep.m_id); if(!autocvar_g_norecoil) { actor.punchangle_x = random() - 0.5; actor.punchangle_y = random() - 0.5; } MachineGun_Update_Spread(actor, weaponentity); float spread_accum = actor.(weaponentity).machinegun_spread_accumulation; float heat = MachineGun_Heat(spread_accum); fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(WEP_MACHINEGUN, burst_spread), WEP_CVAR(WEP_MACHINEGUN, solidpenetration), WEP_CVAR(WEP_MACHINEGUN, sustained_damage) * heat, WEP_CVAR(WEP_MACHINEGUN, damagefalloff_halflife), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_mindist), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_maxdist), 0, WEP_CVAR(WEP_MACHINEGUN, sustained_force), WEP_CVAR(WEP_MACHINEGUN, damagefalloff_forcehalflife), thiswep.m_id, EFFECT_BULLET, true); W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); 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), vectoangles(v_forward), 3, actor, weaponentity); } spread_accum += WEP_CVAR(WEP_MACHINEGUN, spread_add); actor.(weaponentity).machinegun_spread_accumulation = spread_accum; ++actor.(weaponentity).misc_bulletcounter; if(actor.(weaponentity).misc_bulletcounter == 0) { ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(WEP_MACHINEGUN, burst_refire2) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(WEP_MACHINEGUN, burst_animtime), w_ready); } else { weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(WEP_MACHINEGUN, burst_refire), W_MachineGun_Attack_Burst); } } METHOD(MachineGun, 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, true); else PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, true); } METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { // forced reload - wait until the bulletcounter is 0 so a burst loop can finish if (WEP_CVAR(WEP_MACHINEGUN, reload_ammo) && actor.(weaponentity).clip_load < min(max(WEP_CVAR(WEP_MACHINEGUN, sustained_ammo), WEP_CVAR(WEP_MACHINEGUN, first_ammo)), WEP_CVAR(WEP_MACHINEGUN, burst_ammo)) && actor.(weaponentity).misc_bulletcounter >= 0) { thiswep.wr_reload(thiswep, actor, weaponentity); } else if(WEP_CVAR(WEP_MACHINEGUN, mode) == 1) { if(fire & 1) if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) { actor.(weaponentity).misc_bulletcounter = 0; W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); } // You can "shoot" more rounds than what's "used", and vice versa. if(fire & 2) if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0)) { if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity)) if(!(actor.items & IT_UNLIMITED_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } float ammo_available; if (WEP_CVAR(WEP_MACHINEGUN, reload_ammo) > 0) { ammo_available = actor.(weaponentity).clip_load; } else { ammo_available = GetResource(actor, thiswep.ammo_type); } int to_shoot = WEP_CVAR(WEP_MACHINEGUN, burst); if(!(actor.items & IT_UNLIMITED_AMMO)) { // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction. // Also keep the fraction <= 1 otherwise we'd mag dump in one burst. float burst_fraction = min(1, ammo_available / WEP_CVAR(WEP_MACHINEGUN, burst_ammo)); to_shoot = floor(to_shoot * burst_fraction); // We also don't want to use 3 rounds if there's only 2 left. int to_use = min(WEP_CVAR(WEP_MACHINEGUN, burst_ammo), ammo_available); W_DecreaseAmmo(thiswep, actor, to_use, weaponentity); } // Bursting counts up to 0 from a negative. actor.(weaponentity).misc_bulletcounter = -to_shoot; W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire); } } else { if(fire & 1) if(weapon_prepareattack(thiswep, actor, weaponentity, false, 0)) { actor.(weaponentity).misc_bulletcounter = 1; W_MachineGun_Attack(thiswep, thiswep.m_id, actor, weaponentity); // sets attack_finished weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(WEP_MACHINEGUN, sustained_refire), W_MachineGun_Attack_Frame); } if((fire & 2) && WEP_CVAR(WEP_MACHINEGUN, first)) if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0)) { actor.(weaponentity).misc_bulletcounter = 1; W_MachineGun_Attack(thiswep, thiswep.m_id | HITTYPE_SECONDARY, actor, weaponentity); // sets attack_finished weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR(WEP_MACHINEGUN, first_refire), w_ready); } } } METHOD(MachineGun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount; if(WEP_CVAR(WEP_MACHINEGUN, mode) == 1) ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(WEP_MACHINEGUN, sustained_ammo); else ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(WEP_MACHINEGUN, first_ammo); if(WEP_CVAR(WEP_MACHINEGUN, reload_ammo)) { if(WEP_CVAR(WEP_MACHINEGUN, mode) == 1) ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(WEP_MACHINEGUN, sustained_ammo); else ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(WEP_MACHINEGUN, first_ammo); } return ammo_amount; } METHOD(MachineGun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount; float burst_ammo_per_shot = WEP_CVAR(WEP_MACHINEGUN, burst_ammo) / WEP_CVAR(WEP_MACHINEGUN, burst); if(WEP_CVAR(WEP_MACHINEGUN, mode) == 1) ammo_amount = GetResource(actor, thiswep.ammo_type) >= burst_ammo_per_shot; else ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(WEP_MACHINEGUN, first_ammo); if(WEP_CVAR(WEP_MACHINEGUN, reload_ammo)) { if(WEP_CVAR(WEP_MACHINEGUN, mode) == 1) ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= burst_ammo_per_shot; else ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(WEP_MACHINEGUN, first_ammo); } return ammo_amount; } METHOD(MachineGun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { if(actor.(weaponentity).misc_bulletcounter < 0) return; W_Reload(actor, weaponentity, min(max(WEP_CVAR(WEP_MACHINEGUN, sustained_ammo), WEP_CVAR(WEP_MACHINEGUN, first_ammo)), WEP_CVAR(WEP_MACHINEGUN, burst_ammo)), SND_RELOAD); } METHOD(MachineGun, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } METHOD(MachineGun, wr_killmessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_MACHINEGUN_MURDER_SNIPE; else return WEAPON_MACHINEGUN_MURDER_SPRAY; } #endif #ifdef CSQC METHOD(MachineGun, wr_impacteffect, void(entity thiswep, entity actor)) { vector 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