]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/rifle.qc
Merge branch 'master' into Mario/invasion_types
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / rifle.qc
1 #include "rifle.qh"
2
3 #ifdef SVQC
4 spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
5 spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
6 spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
7
8 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)
9 {
10         float i;
11
12         W_DecreaseAmmo(thiswep, actor, pAmmo, weaponentity);
13
14         W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
15
16         Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
17
18         if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
19         {
20                 w_shotdir = v_forward;
21                 w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
22         }
23
24         for(i = 0; i < pShots; ++i)
25                 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
26
27         if(autocvar_g_casings >= 2)
28     {
29         makevectors(actor.v_angle); // for some reason, this is lost
30                 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);
31     }
32 }
33
34 void W_Rifle_Attack(entity actor, .entity weaponentity)
35 {
36         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);
37 }
38
39 void W_Rifle_Attack2(entity actor, .entity weaponentity)
40 {
41         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);
42 }
43
44 .void(entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
45 .WFRAME rifle_bullethail_frame;
46 .float rifle_bullethail_animtime;
47 .float rifle_bullethail_refire;
48 void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
49 {
50         float r, af;
51
52         Weapon sw = actor.(weaponentity).m_switchweapon; // make it not detect weapon changes as reason to abort firing
53         int slot = weaponslot(weaponentity);
54         af = ATTACK_FINISHED(actor, slot);
55         actor.(weaponentity).m_switchweapon = actor.(weaponentity).m_weapon;
56         ATTACK_FINISHED(actor, slot) = time;
57         r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
58         if(actor.(weaponentity).m_switchweapon == actor.(weaponentity).m_weapon)
59                 actor.(weaponentity).m_switchweapon = sw;
60         if(r)
61         {
62                 actor.rifle_bullethail_attackfunc(actor, weaponentity);
63                 weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
64         }
65         else
66         {
67                 ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
68         }
69 }
70
71 void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire)
72 {
73         // if we get here, we have at least one bullet to fire
74         AttackFunc(actor, weaponentity);
75         if(mode)
76         {
77                 // continue hail
78                 actor.rifle_bullethail_attackfunc = AttackFunc;
79                 actor.rifle_bullethail_frame = fr;
80                 actor.rifle_bullethail_animtime = animtime;
81                 actor.rifle_bullethail_refire = refire;
82                 weapon_thinkf(actor, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
83         }
84         else
85         {
86                 // just one shot
87                 weapon_thinkf(actor, weaponentity, fr, animtime, w_ready);
88         }
89 }
90
91 .float bot_secondary_riflemooth;
92
93 METHOD(Rifle, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
94 {
95     PHYS_INPUT_BUTTON_ATCK(actor) = false;
96     PHYS_INPUT_BUTTON_ATCK2(actor) = false;
97     if(vdist(actor.origin - actor.enemy.origin, >, 1000))
98         actor.bot_secondary_riflemooth = 0;
99     if(actor.bot_secondary_riflemooth == 0)
100     {
101         if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
102         {
103             PHYS_INPUT_BUTTON_ATCK(actor) = true;
104             if(random() < 0.01) actor.bot_secondary_riflemooth = 1;
105         }
106     }
107     else
108     {
109         if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
110         {
111             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
112             if(random() < 0.03) actor.bot_secondary_riflemooth = 0;
113         }
114     }
115 }
116 METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
117 {
118     if(autocvar_g_balance_rifle_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
119         thiswep.wr_reload(thiswep, actor, weaponentity);
120     } else
121     {
122         actor.(weaponentity).rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.(weaponentity).rifle_accumulator, time);
123         if(fire & 1)
124         if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
125         if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
126         {
127             weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
128             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));
129             actor.(weaponentity).rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
130         }
131         if(fire & 2)
132         {
133             if(WEP_CVAR(rifle, secondary))
134             {
135                 if(WEP_CVAR_SEC(rifle, reload)) {
136                     thiswep.wr_reload(thiswep, actor, weaponentity);
137                 } else
138                 {
139                     if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
140                     if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
141                     {
142                         weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
143                         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));
144                         actor.(weaponentity).rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
145                     }
146                 }
147             }
148         }
149     }
150 }
151 METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
152 {
153     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
154     ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
155     return ammo_amount;
156 }
157 METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
158 {
159     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
160     ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
161     return ammo_amount;
162 }
163 METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
164 {
165     actor.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
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
230 #endif