+#include "rifle.qh"
#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ RIFLE,
-/* function */ W_Rifle,
-/* ammotype */ ammo_nails,
-/* impulse */ 7,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '0.5 1 0',
-/* modelname */ "campingrifle",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairrifle 0.6",
-/* wepimg */ "weaponrifle",
-/* refname */ "rifle",
-/* wepname */ _("Rifle")
-);
+CLASS(Rifle, Weapon)
+/* 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");
+#ifdef GAMEQC
+/* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
+#endif
+/* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
+/* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle");
+/* refname */ ATTRIB(Rifle, netname, string, "rifle");
+/* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bullethail, float, BOTH) \
+ P(class, prefix, burstcost, float, BOTH) \
+ P(class, prefix, bursttime, float, NONE) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload, float, SEC) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, shots, float, BOTH) \
+ P(class, prefix, solidpenetration, float, BOTH) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, tracer, float, BOTH) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Rifle, rifle)
+#undef X
+ENDCLASS(Rifle)
+REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle));
-#define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, RIFLE, rifle)
-#define RIFLE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, BOTH, ammo) \
- w_cvar(id, sn, BOTH, animtime) \
- w_cvar(id, sn, BOTH, bullethail) \
- w_cvar(id, sn, BOTH, burstcost) \
- w_cvar(id, sn, BOTH, damage) \
- w_cvar(id, sn, BOTH, force) \
- w_cvar(id, sn, BOTH, refire) \
- w_cvar(id, sn, BOTH, shots) \
- w_cvar(id, sn, BOTH, solidpenetration) \
- w_cvar(id, sn, BOTH, spread) \
- w_cvar(id, sn, BOTH, tracer) \
- w_cvar(id, sn, NONE, bursttime) \
- w_cvar(id, sn, NONE, secondary) \
- w_cvar(id, sn, SEC, reload) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifdef SVQC
-RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float rifle_accumulator;
#endif
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_rifle(void) { weapon_defaultspawnfunc(WEP_RIFLE.m_id); }
-void spawnfunc_weapon_campingrifle(void) { spawnfunc_weapon_rifle(); }
-void spawnfunc_weapon_sniperrifle(void) { spawnfunc_weapon_rifle(); }
+spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
+spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
+spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
-void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound)
-{SELFPARAM();
+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(pAmmo);
+ W_DecreaseAmmo(thiswep, actor, pAmmo, weaponentity);
- 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(self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) // 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(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
+ fireBullet(actor, weaponentity, 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(void)
+void W_Rifle_Attack(entity actor, .entity weaponentity)
{
- W_Rifle_FireBullet(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), W_Sound("campingrifle_fire"));
+ 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(void)
+void W_Rifle_Attack2(entity actor, .entity weaponentity)
{
- W_Rifle_FireBullet(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), W_Sound("campingrifle_fire2"));
+ 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(void) rifle_bullethail_attackfunc;
-.float rifle_bullethail_frame;
+.void(entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
+.WFRAME rifle_bullethail_frame;
.float rifle_bullethail_animtime;
.float rifle_bullethail_refire;
-void W_Rifle_BulletHail_Continue(void)
-{SELFPARAM();
- float r, sw, af;
+void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+ float r, af;
- sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
- af = ATTACK_FINISHED(self);
- self.switchweapon = self.weapon;
- ATTACK_FINISHED(self) = time;
- LOG_INFO(ftos(self.WEP_AMMO(RIFLE)), "\n");
- r = weapon_prepareattack(self.rifle_bullethail_frame == WFRAME_FIRE2, self.rifle_bullethail_refire);
- if(self.switchweapon == self.weapon)
- self.switchweapon = sw;
+ Weapon sw = actor.(weaponentity).m_switchweapon; // make it not detect weapon changes as reason to abort firing
+ int slot = weaponslot(weaponentity);
+ af = ATTACK_FINISHED(actor, slot);
+ actor.(weaponentity).m_switchweapon = actor.(weaponentity).m_weapon;
+ ATTACK_FINISHED(actor, slot) = time;
+ r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
+ if(actor.(weaponentity).m_switchweapon == actor.(weaponentity).m_weapon)
+ actor.(weaponentity).m_switchweapon = sw;
if(r)
{
- self.rifle_bullethail_attackfunc();
- weapon_thinkf(self.rifle_bullethail_frame, self.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
- LOG_INFO("thinkf set\n");
+ actor.rifle_bullethail_attackfunc(actor, weaponentity);
+ weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
}
else
{
- ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
- LOG_INFO("out of ammo... ", ftos(self.weaponentity.state), "\n");
+ ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
}
}
-void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire)
-{SELFPARAM();
+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();
+ 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(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(fr, animtime, w_ready);
+ weapon_thinkf(actor, weaponentity, fr, animtime, w_ready);
}
}
.float bot_secondary_riflemooth;
-bool W_Rifle(int req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
- {
- self.BUTTON_ATCK=false;
- self.BUTTON_ATCK2=false;
- if(vlen(self.origin-self.enemy.origin) > 1000)
- self.bot_secondary_riflemooth = 0;
- if(self.bot_secondary_riflemooth == 0)
- {
- if(bot_aim(1000000, 0, 0.001, false))
- {
- self.BUTTON_ATCK = true;
- if(random() < 0.01) self.bot_secondary_riflemooth = 1;
- }
- }
- else
- {
- if(bot_aim(1000000, 0, 0.001, false))
- {
- self.BUTTON_ATCK2 = true;
- if(random() < 0.03) self.bot_secondary_riflemooth = 0;
- }
- }
-
- return true;
- }
- case WR_THINK:
- {
- if(autocvar_g_balance_rifle_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) // forced reload
- WEP_ACTION(self.weapon, WR_RELOAD);
- else
- {
- self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time);
- if(self.BUTTON_ATCK)
- if(weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire)))
- if(time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
- {
- weapon_prepareattack_do(0, WEP_CVAR_PRI(rifle, refire));
- W_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
- self.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
- }
- if(self.BUTTON_ATCK2)
- {
- if(WEP_CVAR(rifle, secondary))
- {
- if(WEP_CVAR_SEC(rifle, reload))
- WEP_ACTION(self.weapon, WR_RELOAD);
- else
- {
- if(weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
- if(time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
- {
- weapon_prepareattack_do(1, WEP_CVAR_SEC(rifle, refire));
- W_Rifle_BulletHail(WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
- self.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
- }
- }
- }
- }
- }
-
- return true;
- }
- case WR_INIT:
- {
- precache_sound(W_Sound("campingrifle_fire"));
- precache_sound(W_Sound("campingrifle_fire2"));
- RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
- }
- case WR_CHECKAMMO1:
- {
- ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo);
- ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
- return ammo_amount;
- }
- case WR_CHECKAMMO2:
- {
- ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_SEC(rifle, ammo);
- ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
- return ammo_amount;
- }
- case WR_CONFIG:
- {
- RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
- }
- case WR_RESETPLAYER:
- {
- self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
- return true;
- }
- case WR_RELOAD:
- {
- W_Reload(min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), W_Sound("reload"));
- return true;
- }
- case WR_SUICIDEMESSAGE:
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- case WR_KILLMESSAGE:
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- if(w_deathtype & HITTYPE_BOUNCE)
- return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
- else
- return WEAPON_RIFLE_MURDER_HAIL;
- }
- else
- {
- if(w_deathtype & HITTYPE_BOUNCE)
- return WEAPON_RIFLE_MURDER_PIERCING;
- else
- return WEAPON_RIFLE_MURDER;
- }
- }
- }
- return false;
+METHOD(Rifle, wr_aim, void(entity thiswep, entity actor))
+{
+ 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(actor, 1000000, 0, 0.001, false))
+ {
+ PHYS_INPUT_BUTTON_ATCK(actor) = true;
+ if(random() < 0.01) actor.bot_secondary_riflemooth = 1;
+ }
+ }
+ else
+ {
+ if(bot_aim(actor, 1000000, 0, 0.001, false))
+ {
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+ if(random() < 0.03) actor.bot_secondary_riflemooth = 0;
+ }
+ }
+}
+METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else
+ {
+ actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
+ if(fire & 1)
+ if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
+ if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
+ {
+ weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
+ 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));
+ actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
+ }
+ if(fire & 2)
+ {
+ if(WEP_CVAR(rifle, secondary))
+ {
+ if(WEP_CVAR_SEC(rifle, reload)) {
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ } else
+ {
+ if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
+ if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
+ {
+ weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
+ 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));
+ actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
+ }
+ }
+ }
+ }
+ }
+}
+METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
+ ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
+ return ammo_amount;
+}
+METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
+ ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
+ return ammo_amount;
+}
+METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
+{
+ actor.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
}
+METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
+}
+METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(Rifle, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
+ else
+ return WEAPON_RIFLE_MURDER_HAIL;
+ }
+ else
+ {
+ if(w_deathtype & HITTYPE_BOUNCE)
+ return WEAPON_RIFLE_MURDER_PIERCING;
+ else
+ return WEAPON_RIFLE_MURDER;
+ }
+}
+METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
+{
+ return PHYS_INPUT_BUTTON_ATCK2(actor) && WEP_CVAR(rifle, secondary) == 0;
+}
+
#endif
#ifdef CSQC
-bool W_Rifle(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- vector org2;
- org2 = w_org + w_backoff * 2;
- pointparticles(particleeffectnum(EFFECT_RIFLE_IMPACT), org2, w_backoff * 1000, 1);
- if(!w_issilent)
- {
- if(w_random < 0.2)
- sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTN_NORM);
- else if(w_random < 0.4)
- sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTN_NORM);
- else if(w_random < 0.5)
- sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTN_NORM);
- }
- return true;
- }
- case WR_INIT:
- {
- precache_sound(W_Sound("ric1"));
- precache_sound(W_Sound("ric2"));
- precache_sound(W_Sound("ric3"));
- if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
- {
- precache_pic("gfx/reticle_nex");
- }
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- if(button_zoom || zoomscript_caught)
- {
- reticle_image = "gfx/reticle_nex";
- return true;
- }
- else
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- }
- return false;
+METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor))
+{
+ vector org2;
+ org2 = w_org + w_backoff * 2;
+ pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent)
+ {
+ sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
+ }
+}
+METHOD(Rifle, wr_init, void(entity thiswep))
+{
+ if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
+ {
+ precache_pic("gfx/reticle_nex");
+ }
+}
+METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
+{
+ if(button_zoom || zoomscript_caught)
+ {
+ reticle_image = "gfx/reticle_nex";
+ return true;
+ }
+ else
+ {
+ // no weapon specific image for this weapon
+ return false;
+ }
}
+
#endif
#endif