6{
7 float okmachinegun_spread;
8
9 if(!(fire & 1))
10 {
11 w_ready(thiswep, actor, weaponentity, fire);
12 return;
13 }
14
17 {
19 w_ready(thiswep, actor, weaponentity, fire);
20 return;
21 }
22
24
27 {
28 actor.punchangle_x =
random() - 0.5;
29 actor.punchangle_y =
random() - 0.5;
30 }
31
32 okmachinegun_spread =
bound(
WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, spread_min),
WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, spread_min) + (
WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, spread_add) * actor.(weaponentity).misc_bulletcounter),
WEP_CVAR_PRI(WEP_OVERKILL_MACHINEGUN, spread_max));
33
37 WEP_CVAR(WEP_OVERKILL_MACHINEGUN, damagefalloff_halflife),
38 WEP_CVAR(WEP_OVERKILL_MACHINEGUN, damagefalloff_mindist),
39 WEP_CVAR(WEP_OVERKILL_MACHINEGUN, damagefalloff_maxdist),
40 0,
42 WEP_CVAR(WEP_OVERKILL_MACHINEGUN, damagefalloff_forcehalflife),
43 WEP_OVERKILL_MACHINEGUN.m_id, EFFECT_RIFLE, true);
44
46
48
50 {
53 }
54
57}
void SpawnCasing(vector vel, vector ang, int casingtype, entity casingowner,.entity weaponentity)
virtual void wr_checkammo1()
(SERVER) checks ammo for weapon primary
const int IT_UNLIMITED_AMMO
float W_WeaponRateFactor(entity this)
void W_SwitchWeapon_Force(Player this, Weapon w,.entity weaponentity)
void W_OverkillMachineGun_Attack_Auto(Weapon thiswep, entity actor,.entity weaponentity, int fire)
#define w_getbestweapon(ent, wepent)
void fireBullet_falloff(entity this,.entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float falloff_halflife, float falloff_mindist, float falloff_maxdist, float headshot_multiplier, float force, float falloff_forcehalflife, float dtype, entity tracer_effect, bool do_antilag)
#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype)
void W_MuzzleFlash(Weapon thiswep, entity actor,.entity weaponentity, vector shotorg, vector shotdir)
#define WEP_CVAR_PRI(wep, name)
#define WEP_CVAR(wep, name)
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use,.entity weaponentity)
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)
#define ATTACK_FINISHED(ent, w)