4 /* function */ w_rifle,
5 /* ammotype */ IT_NAILS,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_MID,
9 /* model */ "campingrifle",
10 /* netname */ "rifle",
11 /* fullname */ _("Rifle")
14 #define RIFLE_SETTINGS(weapon) \
15 WEP_ADD_CVAR(weapon, MO_BOTH, ammo) \
16 WEP_ADD_CVAR(weapon, MO_BOTH, animtime) \
17 WEP_ADD_CVAR(weapon, MO_BOTH, bulletconstant) \
18 WEP_ADD_CVAR(weapon, MO_BOTH, bullethail) \
19 WEP_ADD_CVAR(weapon, MO_BOTH, burstcost) \
20 WEP_ADD_CVAR(weapon, MO_BOTH, damage) \
21 WEP_ADD_CVAR(weapon, MO_BOTH, force) \
22 WEP_ADD_CVAR(weapon, MO_BOTH, lifetime) \
23 WEP_ADD_CVAR(weapon, MO_BOTH, refire) \
24 WEP_ADD_CVAR(weapon, MO_BOTH, shots) \
25 WEP_ADD_CVAR(weapon, MO_BOTH, speed) \
26 WEP_ADD_CVAR(weapon, MO_BOTH, spread) \
27 WEP_ADD_CVAR(weapon, MO_BOTH, tracer) \
28 WEP_ADD_CVAR(weapon, MO_NONE, bursttime) \
29 WEP_ADD_CVAR(weapon, MO_NONE, secondary) \
30 WEP_ADD_CVAR(weapon, MO_SEC, reload) \
31 WEP_ADD_PROP(weapon, reloading_ammo, reload_ammo) \
32 WEP_ADD_PROP(weapon, reloading_time, reload_time) \
33 WEP_ADD_PROP(weapon, switchdelay_raise, switchdelay_raise) \
34 WEP_ADD_PROP(weapon, switchdelay_drop, switchdelay_drop)
38 void spawnfunc_weapon_rifle (void) { weapon_defaultspawnfunc(WEP_RIFLE); }
40 // compatibility aliases
41 void spawnfunc_weapon_campingrifle (void) { spawnfunc_weapon_rifle(); }
42 void spawnfunc_weapon_sniperrifle (void) { spawnfunc_weapon_rifle(); }
44 .float rifle_accumulator;
49 void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant, float pTracer, float pShots, string pSound)
53 W_DecreaseAmmo(ammo_nails, pAmmo, autocvar_g_balance_rifle_reload_ammo);
55 W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, pSound, CH_WEAPON_A, pDamage * pShots);
57 pointparticles(particleeffectnum("rifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
59 if(self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) // if zoomed, shoot from the eye
61 w_shotdir = v_forward;
62 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
65 for(i = 0; i < pShots; ++i)
66 fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE), 1, pBulletConstant);
67 endFireBallisticBullet();
69 if (autocvar_g_casings >= 2)
70 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, self);
75 W_Rifle_FireBullet(WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, speed), WEP_CVAR_PRI(rifle, lifetime), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE, WEP_CVAR_PRI(rifle, bulletconstant), WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), "weapons/campingrifle_fire.wav");
78 void W_Rifle_Attack2()
80 W_Rifle_FireBullet(WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, speed), WEP_CVAR_SEC(rifle, lifetime), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, bulletconstant), WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), "weapons/campingrifle_fire2.wav");
83 .void(void) rifle_bullethail_attackfunc;
84 .float rifle_bullethail_frame;
85 .float rifle_bullethail_animtime;
86 .float rifle_bullethail_refire;
87 void W_Rifle_BulletHail_Continue()
91 sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
92 af = ATTACK_FINISHED(self);
93 self.switchweapon = self.weapon;
94 ATTACK_FINISHED(self) = time;
95 print(ftos(self.ammo_nails), "\n");
96 r = weapon_prepareattack(self.rifle_bullethail_frame == WFRAME_FIRE2, self.rifle_bullethail_refire);
97 if(self.switchweapon == self.weapon)
98 self.switchweapon = sw;
101 self.rifle_bullethail_attackfunc();
102 weapon_thinkf(self.rifle_bullethail_frame, self.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
103 print("thinkf set\n");
107 ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
108 print("out of ammo... ", ftos(self.weaponentity.state), "\n");
112 void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire)
114 // if we get here, we have at least one bullet to fire
119 self.rifle_bullethail_attackfunc = AttackFunc;
120 self.rifle_bullethail_frame = fr;
121 self.rifle_bullethail_animtime = animtime;
122 self.rifle_bullethail_refire = refire;
123 weapon_thinkf(fr, animtime, W_Rifle_BulletHail_Continue);
128 weapon_thinkf(fr, animtime, w_ready);
132 .float bot_secondary_riflemooth;
133 float w_rifle(float req)
141 self.BUTTON_ATCK=FALSE;
142 self.BUTTON_ATCK2=FALSE;
143 if(vlen(self.origin-self.enemy.origin) > 1000)
144 self.bot_secondary_riflemooth = 0;
145 if(self.bot_secondary_riflemooth == 0)
147 if(bot_aim(WEP_CVAR_PRI(rifle, speed), 0, WEP_CVAR_PRI(rifle, lifetime), FALSE))
149 self.BUTTON_ATCK = TRUE;
150 if(random() < 0.01) self.bot_secondary_riflemooth = 1;
155 if(bot_aim(WEP_CVAR_SEC(rifle, speed), 0, WEP_CVAR_SEC(rifle, lifetime), FALSE))
157 self.BUTTON_ATCK2 = TRUE;
158 if(random() < 0.03) self.bot_secondary_riflemooth = 0;
166 if(autocvar_g_balance_rifle_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) // forced reload
167 WEP_ACTION(self.weapon, WR_RELOAD);
170 self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time);
171 if (self.BUTTON_ATCK)
172 if (weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire)))
173 if (time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
175 weapon_prepareattack_do(0, WEP_CVAR_PRI(rifle, refire));
176 W_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
177 self.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
179 if (self.BUTTON_ATCK2)
181 if (WEP_CVAR(rifle, secondary))
183 if(WEP_CVAR_SEC(rifle, reload))
184 WEP_ACTION(self.weapon, WR_RELOAD);
187 if (weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
188 if (time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
190 weapon_prepareattack_do(1, WEP_CVAR_SEC(rifle, refire));
191 W_Rifle_BulletHail(WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
192 self.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
203 precache_model ("models/weapons/g_campingrifle.md3");
204 precache_model ("models/weapons/v_campingrifle.md3");
205 precache_model ("models/weapons/h_campingrifle.iqm");
206 precache_sound ("weapons/campingrifle_fire.wav");
207 precache_sound ("weapons/campingrifle_fire2.wav");
208 #define WEP_ADD_CVAR(weapon,mode,name) /*nothing*/
209 #define WEP_ADD_PROP(weapon,prop,name) WEP_SET_PROP(WEP_RIFLE,weapon,prop,name)
210 RIFLE_SETTINGS(rifle)
217 weapon_setup(WEP_RIFLE);
218 self.current_ammo = ammo_nails;
223 ammo_amount = self.ammo_nails >= WEP_CVAR_PRI(rifle, ammo);
224 ammo_amount += self.(weapon_load[WEP_RIFLE]) >= WEP_CVAR_PRI(rifle, ammo);
229 ammo_amount = self.ammo_nails >= WEP_CVAR_SEC(rifle, ammo);
230 ammo_amount += self.(weapon_load[WEP_RIFLE]) >= WEP_CVAR_SEC(rifle, ammo);
235 WEP_CONFIG_SETTINGS(RIFLE_SETTINGS(rifle))
240 self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
245 W_Reload(min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), autocvar_g_balance_rifle_reload_ammo, autocvar_g_balance_rifle_reload_time, "weapons/reload.wav");
248 case WR_SUICIDEMESSAGE:
250 return WEAPON_THINKING_WITH_PORTALS;
254 if(w_deathtype & HITTYPE_SECONDARY)
256 if(w_deathtype & HITTYPE_BOUNCE)
257 return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
259 return WEAPON_RIFLE_MURDER_HAIL;
263 if(w_deathtype & HITTYPE_BOUNCE)
264 return WEAPON_RIFLE_MURDER_PIERCING;
266 return WEAPON_RIFLE_MURDER;
274 float w_rifle(float req)
278 case WR_IMPACTEFFECT:
281 org2 = w_org + w_backoff * 2;
282 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
286 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
287 else if(w_random < 0.4)
288 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
289 else if(w_random < 0.5)
290 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
297 precache_sound("weapons/ric1.wav");
298 precache_sound("weapons/ric2.wav");
299 precache_sound("weapons/ric3.wav");