X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Frifle.qc;h=b290728e588d61c7d8e4b61fbbfecd107d7f08a2;hb=931d24d4337e58557fa82a68aa8a740e523c2f22;hp=be7e34abfe8da8378891c062b2e1de0528c1496c;hpb=6934dfd60d93f449ce426b2ff52daa6cc03cef52;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/rifle.qc b/qcsrc/common/weapons/weapon/rifle.qc index be7e34abf..b290728e5 100644 --- a/qcsrc/common/weapons/weapon/rifle.qc +++ b/qcsrc/common/weapons/weapon/rifle.qc @@ -1,12 +1,13 @@ +#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"); @@ -14,36 +15,39 @@ CLASS(Rifle, Weapon) /* 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, NEW(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 @@ -53,234 +57,224 @@ 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(Weapon thiswep, 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(thiswep, self, 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_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)); + 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_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)); + 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(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - float r, sw, af; + float r, af; - sw = actor.switchweapon; // make it not detect weapon changes as reason to abort firing + 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.switchweapon = actor.weapon; + actor.(weaponentity).m_switchweapon = actor.(weaponentity).m_weapon; ATTACK_FINISHED(actor, slot) = time; - LOG_INFO(ftos(actor.WEP_AMMO(RIFLE)), "\n"); r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire); - if(actor.switchweapon == actor.weapon) - actor.switchweapon = sw; + if(actor.(weaponentity).m_switchweapon == actor.(weaponentity).m_weapon) + actor.(weaponentity).m_switchweapon = sw; if(r) { - actor.rifle_bullethail_attackfunc(); + actor.rifle_bullethail_attackfunc(actor, weaponentity); weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue); - LOG_INFO("thinkf set\n"); } else { ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time - LOG_INFO("out of ammo... ", ftos(actor.(weaponentity).state), "\n"); } } -void W_Rifle_BulletHail(.entity weaponentity, 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(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); } } .float bot_secondary_riflemooth; - METHOD(Rifle, wr_aim, void(entity thiswep)) - { - 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; - } - } - } - 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 - Weapon w = get_weaponinfo(actor.weapon); - w.wr_reload(w); - } 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(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)) { - Weapon w = get_weaponinfo(actor.weapon); - w.wr_reload(w); - } 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(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_init, void(entity thiswep)) - { - RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - } - METHOD(Rifle, wr_checkammo1, bool(entity thiswep)) - { - float 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; - } - METHOD(Rifle, wr_checkammo2, bool(entity thiswep)) - { - float 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; - } - METHOD(Rifle, wr_config, void(entity thiswep)) - { - RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - } - METHOD(Rifle, wr_resetplayer, void(entity thiswep)) - { - self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime); - } - METHOD(Rifle, wr_reload, void(entity thiswep)) - { - W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD)); - } - METHOD(Rifle, wr_suicidemessage, int(entity thiswep)) - { - return WEAPON_THINKING_WITH_PORTALS; - } - METHOD(Rifle, wr_killmessage, int(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_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)) +{ + 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)) +{ + 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; + } +} #endif #ifdef CSQC - METHOD(Rifle, wr_impacteffect, void(entity thiswep)) - { - 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); - } - } - METHOD(Rifle, wr_init, void(entity thiswep)) - { - if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) - { - precache_pic("gfx/reticle_nex"); - } - } - METHOD(Rifle, wr_zoomreticle, bool(entity thiswep)) - { - if(button_zoom || zoomscript_caught) - { - reticle_image = "gfx/reticle_nex"; - return true; - } - else - { - // no weapon specific image for this weapon - 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_zoomreticle, bool(entity thiswep)) +{ + if(button_zoom || zoomscript_caught) + { + reticle_image = "gfx/reticle_nex"; + return true; + } + else + { + // no weapon specific image for this weapon + return false; + } +} #endif #endif