17 w_ready(thiswep, actor, weaponentity, fire);
24 w_ready(thiswep, actor, weaponentity, fire);
34 actor.punchangle_x =
random () - 0.5;
35 actor.punchangle_y =
random () - 0.5;
39 fireBullet(actor, weaponentity,
w_shotorg,
w_shotdir, okhmg_spread,
WEP_CVAR_PRI(WEP_OVERKILL_HMG, solidpenetration),
WEP_CVAR_PRI(WEP_OVERKILL_HMG, damage), 0,
WEP_CVAR_PRI(WEP_OVERKILL_HMG, force), WEP_OVERKILL_HMG.m_id, EFFECT_RIFLE);
57 if(
vdist(actor.origin - actor.enemy.origin, <, 3000 -
bound(0,
skill, 10) * 200))
63 if ((
WEP_CVAR_SEC(WEP_OVERKILL_HMG, refire_type) == 1) && (fire & 2) && (
time >= actor.jump_interval))
69 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
70 (actor.(weaponentity).wframe == WFRAME_FIRE2))
73 actor.(weaponentity).
wframe = WFRAME_FIRE2;
75 if (it == actor || (
IS_SPEC(it) && it.enemy == actor))
77 wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
83 if (
WEP_CVAR(WEP_OVERKILL_HMG, reload_ammo) && actor.(weaponentity).clip_load <
WEP_CVAR_PRI(WEP_OVERKILL_HMG,
ammo))
86 thiswep.wr_reload(thiswep, actor, weaponentity);
99 if ((fire & 2) && (
WEP_CVAR_SEC(WEP_OVERKILL_HMG, refire_type) == 0))
114 if (autocvar_g_balance_okhmg_reload_ammo)
124 if (autocvar_g_balance_okhmg_reload_ammo)
138 return WEAPON_THINKING_WITH_PORTALS;
143 return WEAPON_OVERKILL_HMG_MURDER_SPRAY;
167 PAR(_(
"The %s is a superweapon that rapidly fires harmful bullets with a small degree of spread."),
COLORED_NAME(
this));
168 PAR(_(
"Like with all %s weapons, the secondary fire shoots a laser which doesn't damage or push enemies, but can be used to push yourself around."),
COLORED_NAME(MUTATOR_ok));
169 PAR(_(
"It is a superweapon found on some maps, meaning that it breaks down after some time."));
170 PAR(_(
"The primary fire consumes %s ammo, although you spawn with an infinite amount of it in %s. "
171 "It has a limited magazine size, so needs reloading after several shots."),
COLORED_NAME(ITEM_Bullets),
COLORED_NAME(MUTATOR_ok));
172 PAR(_(
"The %s can be used in a lot of situations, and it works particularly well at long ranges since the bullets pierce the sky instantaneously."),
COLORED_NAME(
this));
173 PAR(_(
"Since its bullets deal a lot more damage than the %s bullets, it is often heavily contested when it spawns in."),
COLORED_NAME(WEP_OVERKILL_MACHINEGUN));
void animdecide_setaction(entity e, float action, float restart)
const int ANIMACTION_SHOOT
bool bot_aim(entity this,.entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, float applygravity, bool shot_accurate)
#define REGISTER_MUTATOR(...)
#define MUTATOR_HOOKFUNCTION(...)
void W_Blaster_Attack(entity actor,.entity weaponentity)
void SpawnCasing(vector vel, vector ang, int casingtype, entity casingowner,.entity weaponentity)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
virtual void wr_checkammo1()
(SERVER) checks ammo for weapon primary
#define COLORED_NAME(this)
const int IT_UNLIMITED_AMMO
const int IT_UNLIMITED_SUPERWEAPONS
#define PHYS_INPUT_BUTTON_ATCK(s)
float W_WeaponRateFactor(entity this)
void W_SwitchWeapon_Force(Player this, Weapon w,.entity weaponentity)
#define pointparticles(effect, org, vel, howmany)
entity Notification
always last
void W_OverkillHeavyMachineGun_Attack_Auto(Weapon thiswep, entity actor,.entity weaponentity, int fire)
#define METHOD(cname, name, prototype)
#define w_getbestweapon(ent, wepent)
#define sound(e, c, s, v, a)
bool StatusEffects_active(StatusEffect this, entity actor)
#define PAR(...)
Adds an individually translatable paragraph to PAGE_TEXT without having to deal with strcat and sprin...
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)
#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype)
#define FOREACH_CLIENT(cond, body)
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
string W_Guide_Keybinds(Weapon wep)
void W_MuzzleFlash(Weapon thiswep, entity actor,.entity weaponentity, vector shotorg, vector shotdir)
string W_Guide_DPS_onlyOne(string name, string fire)
#define WEP_CVAR_PRI(wep, name)
#define WEP_CVAR(wep, name)
#define WEP_CVAR_SEC(wep, name)
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use,.entity weaponentity)
void W_Reload(entity actor,.entity weaponentity, float sent_ammo_min, Sound sent_sound)
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)
#define ATTACK_FINISHED(ent, w)
float weapon_load[REGISTRY_MAX(Weapons)]