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1 #include "rifle.qh"
2
3 #ifdef SVQC
4
5 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)
6 {
7         float i;
8
9         W_DecreaseAmmo(thiswep, actor, pAmmo, weaponentity);
10
11         W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots, deathtype);
12
13         Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
14
15         if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
16         {
17                 w_shotdir = v_forward;
18                 w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
19         }
20
21         for(i = 0; i < pShots; ++i)
22                 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EFFECT_RIFLE : EFFECT_RIFLE_WEAK));
23
24         if(autocvar_g_casings >= 2)
25     {
26         makevectors(actor.v_angle); // for some reason, this is lost
27                 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);
28     }
29 }
30
31 void W_Rifle_Attack(Weapon thiswep, entity actor, .entity weaponentity)
32 {
33         W_Rifle_FireBullet(thiswep, 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), thiswep.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE, actor);
34 }
35
36 void W_Rifle_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
37 {
38         W_Rifle_FireBullet(thiswep, 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), thiswep.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2, actor);
39 }
40
41 .void(Weapon thiswep, entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
42 .WFRAME rifle_bullethail_frame;
43 .float rifle_bullethail_animtime;
44 .float rifle_bullethail_refire;
45 void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
46 {
47         float r, af;
48
49         Weapon sw = actor.(weaponentity).m_switchweapon; // make it not detect weapon changes as reason to abort firing
50         af = ATTACK_FINISHED(actor, weaponentity);
51         actor.(weaponentity).m_switchweapon = actor.(weaponentity).m_weapon;
52         ATTACK_FINISHED(actor, weaponentity) = time;
53         r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
54         if(actor.(weaponentity).m_switchweapon == actor.(weaponentity).m_weapon)
55                 actor.(weaponentity).m_switchweapon = sw;
56         if(r)
57         {
58                 actor.rifle_bullethail_attackfunc(thiswep, actor, weaponentity);
59                 weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
60         }
61         else
62         {
63                 ATTACK_FINISHED(actor, weaponentity) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
64         }
65 }
66
67 void W_Rifle_BulletHail(Weapon thiswep, entity actor, .entity weaponentity, float mode, void(Weapon thiswep, entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire)
68 {
69         // if we get here, we have at least one bullet to fire
70         AttackFunc(thiswep, actor, weaponentity);
71         if(mode)
72         {
73                 // continue hail
74                 actor.rifle_bullethail_attackfunc = AttackFunc;
75                 actor.rifle_bullethail_frame = fr;
76                 actor.rifle_bullethail_animtime = animtime;
77                 actor.rifle_bullethail_refire = refire;
78                 weapon_thinkf(actor, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
79         }
80         else
81         {
82                 // just one shot
83                 weapon_thinkf(actor, weaponentity, fr, animtime, w_ready);
84         }
85 }
86
87 .float bot_secondary_riflemooth;
88
89 METHOD(Rifle, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
90 {
91     PHYS_INPUT_BUTTON_ATCK(actor) = false;
92     PHYS_INPUT_BUTTON_ATCK2(actor) = false;
93     if(vdist(actor.origin - actor.enemy.origin, >, 1000))
94         actor.bot_secondary_riflemooth = 0;
95     if(actor.bot_secondary_riflemooth == 0)
96     {
97         if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
98         {
99             PHYS_INPUT_BUTTON_ATCK(actor) = true;
100             if(random() < 0.01) actor.bot_secondary_riflemooth = 1;
101         }
102     }
103     else
104     {
105         if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
106         {
107             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
108             if(random() < 0.03) actor.bot_secondary_riflemooth = 0;
109         }
110     }
111 }
112 METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
113 {
114     if(autocvar_g_balance_rifle_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
115         thiswep.wr_reload(thiswep, actor, weaponentity);
116     } else
117     {
118         actor.(weaponentity).rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.(weaponentity).rifle_accumulator, time);
119         if(fire & 1)
120         if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
121         if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
122         {
123             weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
124             W_Rifle_BulletHail(thiswep, actor, weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
125             actor.(weaponentity).rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
126         }
127         if(fire & 2)
128         {
129             if(WEP_CVAR(rifle, secondary))
130             {
131                 if(WEP_CVAR_SEC(rifle, reload)) {
132                     thiswep.wr_reload(thiswep, actor, weaponentity);
133                 } else
134                 {
135                     if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
136                     if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
137                     {
138                         weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
139                         W_Rifle_BulletHail(thiswep, actor, weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
140                         actor.(weaponentity).rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
141                     }
142                 }
143             }
144         }
145     }
146 }
147 METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
148 {
149     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(rifle, ammo);
150     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
151     return ammo_amount;
152 }
153 METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
154 {
155     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(rifle, ammo);
156     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
157     return ammo_amount;
158 }
159 METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
160 {
161     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
162     {
163         .entity weaponentity = weaponentities[slot];
164         actor.(weaponentity).rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
165     }
166 }
167 METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
168 {
169     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
170 }
171 METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep))
172 {
173     return WEAPON_THINKING_WITH_PORTALS;
174 }
175 METHOD(Rifle, wr_killmessage, Notification(entity thiswep))
176 {
177     if(w_deathtype & HITTYPE_SECONDARY)
178     {
179         if(w_deathtype & HITTYPE_BOUNCE)
180             return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
181         else
182             return WEAPON_RIFLE_MURDER_HAIL;
183     }
184     else
185     {
186         if(w_deathtype & HITTYPE_BOUNCE)
187             return WEAPON_RIFLE_MURDER_PIERCING;
188         else
189             return WEAPON_RIFLE_MURDER;
190     }
191 }
192 METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
193 {
194     return PHYS_INPUT_BUTTON_ATCK2(actor) && WEP_CVAR(rifle, secondary) == 0;
195 }
196
197 #endif
198 #ifdef CSQC
199
200 METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor))
201 {
202     vector org2;
203     org2 = w_org + w_backoff * 2;
204     pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
205     if(!w_issilent)
206     {
207         sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
208     }
209 }
210 METHOD(Rifle, wr_init, void(entity thiswep))
211 {
212     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
213     {
214         precache_pic("gfx/reticle_nex");
215     }
216 }
217 METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
218 {
219     if(button_zoom || zoomscript_caught)
220     {
221         return true;
222     }
223     else
224     {
225         // no weapon specific image for this weapon
226         return false;
227     }
228 }
229 METHOD(Rifle, wr_zoomdir, bool(entity thiswep))
230 {
231     return button_attack2 && !WEP_CVAR(rifle, secondary);
232 }
233
234 #endif