+#include "rifle.qh"
#ifndef IMPLEMENTATION
CLASS(Rifle, Weapon)
-/* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails)
-/* impulse */ ATTRIB(Rifle, impulse, int, 7)
+/* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails);
+/* impulse */ ATTRIB(Rifle, impulse, int, 7);
/* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
/* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
/* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
/* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
-#ifndef MENUQC
+#ifdef GAMEQC
/* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
#endif
/* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
-void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
-{entity this = actor;
+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)
+{
float i;
- W_DecreaseAmmo(thiswep, self, pAmmo);
+ W_DecreaseAmmo(thiswep, actor, pAmmo);
- W_SetupShot(self, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
+ W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
- if(PHYS_INPUT_BUTTON_ZOOM(self) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(self)) // if zoomed, shoot from the eye
+ if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
{
w_shotdir = v_forward;
- w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
+ w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
}
for(i = 0; i < pShots; ++i)
- fireBullet(self, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
+ fireBullet(actor, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
if(autocvar_g_casings >= 2)
- 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);
+ {
+ makevectors(actor.v_angle); // for some reason, this is lost
+ 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);
+ }
}
-void W_Rifle_Attack(entity actor)
+void W_Rifle_Attack(entity actor, .entity weaponentity)
{
- W_Rifle_FireBullet(WEP_RIFLE, 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);
+ 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);
}
-void W_Rifle_Attack2(entity actor)
+void W_Rifle_Attack2(entity actor, .entity weaponentity)
{
- W_Rifle_FireBullet(WEP_RIFLE, 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);
+ 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);
}
-.void(entity actor) rifle_bullethail_attackfunc;
+.void(entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
.WFRAME rifle_bullethail_frame;
.float rifle_bullethail_animtime;
.float rifle_bullethail_refire;
PS(actor).m_switchweapon = sw;
if(r)
{
- actor.rifle_bullethail_attackfunc(actor);
+ actor.rifle_bullethail_attackfunc(actor, weaponentity);
weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
}
else
}
}
-void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor) AttackFunc, WFRAME fr, float animtime, float refire)
-{entity this = actor;
+void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire)
+{
// if we get here, we have at least one bullet to fire
- AttackFunc(actor);
+ AttackFunc(actor, weaponentity);
if(mode)
{
// continue hail
- self.rifle_bullethail_attackfunc = AttackFunc;
- self.rifle_bullethail_frame = fr;
- self.rifle_bullethail_animtime = animtime;
- self.rifle_bullethail_refire = refire;
- weapon_thinkf(self, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
+ actor.rifle_bullethail_attackfunc = AttackFunc;
+ actor.rifle_bullethail_frame = fr;
+ actor.rifle_bullethail_animtime = animtime;
+ actor.rifle_bullethail_refire = refire;
+ weapon_thinkf(actor, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
}
else
{
// just one shot
- weapon_thinkf(self, weaponentity, fr, animtime, w_ready);
+ weapon_thinkf(actor, weaponentity, fr, animtime, w_ready);
}
}
METHOD(Rifle, wr_aim, void(entity thiswep, entity actor))
{
- entity this = actor;
- PHYS_INPUT_BUTTON_ATCK(self) = false;
- PHYS_INPUT_BUTTON_ATCK2(self) = false;
- if(vdist(self.origin - self.enemy.origin, >, 1000))
- self.bot_secondary_riflemooth = 0;
- if(self.bot_secondary_riflemooth == 0)
+ PHYS_INPUT_BUTTON_ATCK(actor) = false;
+ PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+ if(vdist(actor.origin - actor.enemy.origin, >, 1000))
+ actor.bot_secondary_riflemooth = 0;
+ if(actor.bot_secondary_riflemooth == 0)
{
- if(bot_aim(self, 1000000, 0, 0.001, false))
+ if(bot_aim(actor, 1000000, 0, 0.001, false))
{
- PHYS_INPUT_BUTTON_ATCK(self) = true;
- if(random() < 0.01) self.bot_secondary_riflemooth = 1;
+ PHYS_INPUT_BUTTON_ATCK(actor) = true;
+ if(random() < 0.01) actor.bot_secondary_riflemooth = 1;
}
}
else
{
- if(bot_aim(self, 1000000, 0, 0.001, false))
+ if(bot_aim(actor, 1000000, 0, 0.001, false))
{
- PHYS_INPUT_BUTTON_ATCK2(self) = true;
- if(random() < 0.03) self.bot_secondary_riflemooth = 0;
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ if(random() < 0.03) actor.bot_secondary_riflemooth = 0;
}
}
}
}
METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
{
- entity this = actor;
- self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
+ actor.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
}
METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- W_Reload(actor, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
+ W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
}
METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep))
{
METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor))
{
- entity this = actor;
vector org2;
org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent)
{
- sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
+ sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
}
}
METHOD(Rifle, wr_init, void(entity thiswep))