4 /* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails);
5 /* impulse */ ATTRIB(Rifle, impulse, int, 7);
6 /* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
7 /* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
8 /* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
9 /* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
11 /* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
13 /* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
14 /* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
15 /* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle");
16 /* refname */ ATTRIB(Rifle, netname, string, "rifle");
17 /* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, ammo, float, BOTH) \
22 P(class, prefix, animtime, float, BOTH) \
23 P(class, prefix, bullethail, float, BOTH) \
24 P(class, prefix, burstcost, float, BOTH) \
25 P(class, prefix, bursttime, float, NONE) \
26 P(class, prefix, damage, float, BOTH) \
27 P(class, prefix, force, float, BOTH) \
28 P(class, prefix, refire, float, BOTH) \
29 P(class, prefix, reload, float, SEC) \
30 P(class, prefix, reload_ammo, float, NONE) \
31 P(class, prefix, reload_time, float, NONE) \
32 P(class, prefix, secondary, float, NONE) \
33 P(class, prefix, shots, float, BOTH) \
34 P(class, prefix, solidpenetration, float, BOTH) \
35 P(class, prefix, spread, float, BOTH) \
36 P(class, prefix, switchdelay_drop, float, NONE) \
37 P(class, prefix, switchdelay_raise, float, NONE) \
38 P(class, prefix, tracer, float, BOTH) \
39 P(class, prefix, weaponreplace, string, NONE) \
40 P(class, prefix, weaponstartoverride, float, NONE) \
41 P(class, prefix, weaponstart, float, NONE) \
42 P(class, prefix, weaponthrowable, float, NONE) \
44 W_PROPS(X, Rifle, rifle)
47 REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle));
51 .float rifle_accumulator;
56 spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
57 spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
58 spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
60 void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
64 W_DecreaseAmmo(thiswep, actor, pAmmo, weaponentity);
66 W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
68 Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
70 if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
72 w_shotdir = v_forward;
73 w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
76 for(i = 0; i < pShots; ++i)
77 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
79 if(autocvar_g_casings >= 2)
81 makevectors(actor.v_angle); // for some reason, this is lost
82 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);
86 void W_Rifle_Attack(entity actor, .entity weaponentity)
88 W_Rifle_FireBullet(WEP_RIFLE, weaponentity, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE, actor);
91 void W_Rifle_Attack2(entity actor, .entity weaponentity)
93 W_Rifle_FireBullet(WEP_RIFLE, weaponentity, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2, actor);
96 .void(entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
97 .WFRAME rifle_bullethail_frame;
98 .float rifle_bullethail_animtime;
99 .float rifle_bullethail_refire;
100 void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
104 Weapon sw = actor.(weaponentity).m_switchweapon; // make it not detect weapon changes as reason to abort firing
105 int slot = weaponslot(weaponentity);
106 af = ATTACK_FINISHED(actor, slot);
107 actor.(weaponentity).m_switchweapon = actor.(weaponentity).m_weapon;
108 ATTACK_FINISHED(actor, slot) = time;
109 r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
110 if(actor.(weaponentity).m_switchweapon == actor.(weaponentity).m_weapon)
111 actor.(weaponentity).m_switchweapon = sw;
114 actor.rifle_bullethail_attackfunc(actor, weaponentity);
115 weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
119 ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
123 void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire)
125 // if we get here, we have at least one bullet to fire
126 AttackFunc(actor, weaponentity);
130 actor.rifle_bullethail_attackfunc = AttackFunc;
131 actor.rifle_bullethail_frame = fr;
132 actor.rifle_bullethail_animtime = animtime;
133 actor.rifle_bullethail_refire = refire;
134 weapon_thinkf(actor, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
139 weapon_thinkf(actor, weaponentity, fr, animtime, w_ready);
143 .float bot_secondary_riflemooth;
145 METHOD(Rifle, wr_aim, void(entity thiswep, entity actor))
147 PHYS_INPUT_BUTTON_ATCK(actor) = false;
148 PHYS_INPUT_BUTTON_ATCK2(actor) = false;
149 if(vdist(actor.origin - actor.enemy.origin, >, 1000))
150 actor.bot_secondary_riflemooth = 0;
151 if(actor.bot_secondary_riflemooth == 0)
153 if(bot_aim(actor, 1000000, 0, 0.001, false))
155 PHYS_INPUT_BUTTON_ATCK(actor) = true;
156 if(random() < 0.01) actor.bot_secondary_riflemooth = 1;
161 if(bot_aim(actor, 1000000, 0, 0.001, false))
163 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
164 if(random() < 0.03) actor.bot_secondary_riflemooth = 0;
168 METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
170 if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
171 thiswep.wr_reload(thiswep, actor, weaponentity);
174 actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
176 if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
177 if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
179 weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
180 W_Rifle_BulletHail(actor, weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
181 actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
185 if(WEP_CVAR(rifle, secondary))
187 if(WEP_CVAR_SEC(rifle, reload)) {
188 thiswep.wr_reload(thiswep, actor, weaponentity);
191 if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
192 if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
194 weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
195 W_Rifle_BulletHail(actor, weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
196 actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
203 METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
205 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
206 ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
209 METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
211 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
212 ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
215 METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
217 actor.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
219 METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
221 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
223 METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep))
225 return WEAPON_THINKING_WITH_PORTALS;
227 METHOD(Rifle, wr_killmessage, Notification(entity thiswep))
229 if(w_deathtype & HITTYPE_SECONDARY)
231 if(w_deathtype & HITTYPE_BOUNCE)
232 return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
234 return WEAPON_RIFLE_MURDER_HAIL;
238 if(w_deathtype & HITTYPE_BOUNCE)
239 return WEAPON_RIFLE_MURDER_PIERCING;
241 return WEAPON_RIFLE_MURDER;
248 METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor))
251 org2 = w_org + w_backoff * 2;
252 pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
255 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
258 METHOD(Rifle, wr_init, void(entity thiswep))
260 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
262 precache_pic("gfx/reticle_nex");
265 METHOD(Rifle, wr_zoomreticle, bool(entity thiswep))
267 if(button_zoom || zoomscript_caught)
269 reticle_image = "gfx/reticle_nex";
274 // no weapon specific image for this weapon