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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / rifle.qc
1 #ifndef IMPLEMENTATION
2 CLASS(Rifle, Weapon)
3 /* ammotype  */ ATTRIB(Rifle, ammo_field, .int, ammo_nails);
4 /* impulse   */ ATTRIB(Rifle, impulse, int, 7);
5 /* flags     */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
6 /* rating    */ ATTRIB(Rifle, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color     */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
8 /* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
13 /* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
14 /* wepimg    */ ATTRIB(Rifle, model2, string, "weaponrifle");
15 /* refname   */ ATTRIB(Rifle, netname, string, "rifle");
16 /* wepname   */ ATTRIB(Rifle, m_name, string, _("Rifle"));
17
18 #define X(BEGIN, P, END, class, prefix) \
19         BEGIN(class) \
20                 P(class, prefix, ammo, float, BOTH) \
21                 P(class, prefix, animtime, float, BOTH) \
22                 P(class, prefix, bullethail, float, BOTH) \
23                 P(class, prefix, burstcost, float, BOTH) \
24                 P(class, prefix, bursttime, float, NONE) \
25                 P(class, prefix, damage, float, BOTH) \
26                 P(class, prefix, force, float, BOTH) \
27                 P(class, prefix, refire, float, BOTH) \
28                 P(class, prefix, reload, float, SEC) \
29                 P(class, prefix, reload_ammo, float, NONE) \
30         P(class, prefix, reload_time, float, NONE) \
31                 P(class, prefix, secondary, float, NONE) \
32                 P(class, prefix, shots, float, BOTH) \
33                 P(class, prefix, solidpenetration, float, BOTH) \
34                 P(class, prefix, spread, float, BOTH) \
35         P(class, prefix, switchdelay_drop, float, NONE) \
36         P(class, prefix, switchdelay_raise, float, NONE) \
37                 P(class, prefix, tracer, float, BOTH) \
38         P(class, prefix, weaponreplace, string, NONE) \
39         P(class, prefix, weaponstartoverride, float, NONE) \
40         P(class, prefix, weaponstart, float, NONE) \
41         P(class, prefix, weaponthrowable, float, NONE) \
42         END()
43     W_PROPS(X, Rifle, rifle)
44 #undef X
45 ENDCLASS(Rifle)
46 REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle));
47
48
49 #ifdef SVQC
50 .float rifle_accumulator;
51 #endif
52 #endif
53 #ifdef IMPLEMENTATION
54 #ifdef SVQC
55 spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
56 spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
57 spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
58
59 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)
60 {
61         float i;
62
63         W_DecreaseAmmo(thiswep, actor, pAmmo);
64
65         W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
66
67         Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
68
69         if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
70         {
71                 w_shotdir = v_forward;
72                 w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
73         }
74
75         for(i = 0; i < pShots; ++i)
76                 fireBullet(actor, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
77
78         if(autocvar_g_casings >= 2)
79     {
80         makevectors(actor.v_angle); // for some reason, this is lost
81                 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);
82     }
83 }
84
85 void W_Rifle_Attack(entity actor, .entity weaponentity)
86 {
87         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);
88 }
89
90 void W_Rifle_Attack2(entity actor, .entity weaponentity)
91 {
92         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);
93 }
94
95 .void(entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
96 .WFRAME rifle_bullethail_frame;
97 .float rifle_bullethail_animtime;
98 .float rifle_bullethail_refire;
99 void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
100 {
101         float r, af;
102
103         Weapon sw = PS(actor).m_switchweapon; // make it not detect weapon changes as reason to abort firing
104         int slot = weaponslot(weaponentity);
105         af = ATTACK_FINISHED(actor, slot);
106         PS(actor).m_switchweapon = PS(actor).m_weapon;
107         ATTACK_FINISHED(actor, slot) = time;
108         r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
109         if(PS(actor).m_switchweapon == PS(actor).m_weapon)
110                 PS(actor).m_switchweapon = sw;
111         if(r)
112         {
113                 actor.rifle_bullethail_attackfunc(actor, weaponentity);
114                 weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
115         }
116         else
117         {
118                 ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
119         }
120 }
121
122 void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire)
123 {
124         // if we get here, we have at least one bullet to fire
125         AttackFunc(actor, weaponentity);
126         if(mode)
127         {
128                 // continue hail
129                 actor.rifle_bullethail_attackfunc = AttackFunc;
130                 actor.rifle_bullethail_frame = fr;
131                 actor.rifle_bullethail_animtime = animtime;
132                 actor.rifle_bullethail_refire = refire;
133                 weapon_thinkf(actor, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
134         }
135         else
136         {
137                 // just one shot
138                 weapon_thinkf(actor, weaponentity, fr, animtime, w_ready);
139         }
140 }
141
142 .float bot_secondary_riflemooth;
143
144 METHOD(Rifle, wr_aim, void(entity thiswep, entity actor))
145 {
146     PHYS_INPUT_BUTTON_ATCK(actor) = false;
147     PHYS_INPUT_BUTTON_ATCK2(actor) = false;
148     if(vdist(actor.origin - actor.enemy.origin, >, 1000))
149         actor.bot_secondary_riflemooth = 0;
150     if(actor.bot_secondary_riflemooth == 0)
151     {
152         if(bot_aim(actor, 1000000, 0, 0.001, false))
153         {
154             PHYS_INPUT_BUTTON_ATCK(actor) = true;
155             if(random() < 0.01) actor.bot_secondary_riflemooth = 1;
156         }
157     }
158     else
159     {
160         if(bot_aim(actor, 1000000, 0, 0.001, false))
161         {
162             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
163             if(random() < 0.03) actor.bot_secondary_riflemooth = 0;
164         }
165     }
166 }
167 METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
168 {
169     if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
170         thiswep.wr_reload(thiswep, actor, weaponentity);
171     } else
172     {
173         actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
174         if(fire & 1)
175         if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
176         if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
177         {
178             weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
179             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));
180             actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
181         }
182         if(fire & 2)
183         {
184             if(WEP_CVAR(rifle, secondary))
185             {
186                 if(WEP_CVAR_SEC(rifle, reload)) {
187                     thiswep.wr_reload(thiswep, actor, weaponentity);
188                 } else
189                 {
190                     if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
191                     if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
192                     {
193                         weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
194                         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));
195                         actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
196                     }
197                 }
198             }
199         }
200     }
201 }
202 METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor))
203 {
204     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
205     ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
206     return ammo_amount;
207 }
208 METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor))
209 {
210     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
211     ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
212     return ammo_amount;
213 }
214 METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
215 {
216     actor.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
217 }
218 METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
219 {
220     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
221 }
222 METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep))
223 {
224     return WEAPON_THINKING_WITH_PORTALS;
225 }
226 METHOD(Rifle, wr_killmessage, Notification(entity thiswep))
227 {
228     if(w_deathtype & HITTYPE_SECONDARY)
229     {
230         if(w_deathtype & HITTYPE_BOUNCE)
231             return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
232         else
233             return WEAPON_RIFLE_MURDER_HAIL;
234     }
235     else
236     {
237         if(w_deathtype & HITTYPE_BOUNCE)
238             return WEAPON_RIFLE_MURDER_PIERCING;
239         else
240             return WEAPON_RIFLE_MURDER;
241     }
242 }
243
244 #endif
245 #ifdef CSQC
246
247 METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor))
248 {
249     vector org2;
250     org2 = w_org + w_backoff * 2;
251     pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
252     if(!w_issilent)
253     {
254         sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
255     }
256 }
257 METHOD(Rifle, wr_init, void(entity thiswep))
258 {
259     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
260     {
261         precache_pic("gfx/reticle_nex");
262     }
263 }
264 METHOD(Rifle, wr_zoomreticle, bool(entity thiswep))
265 {
266     if(button_zoom || zoomscript_caught)
267     {
268         reticle_image = "gfx/reticle_nex";
269         return true;
270     }
271     else
272     {
273         // no weapon specific image for this weapon
274         return false;
275     }
276 }
277
278 #endif
279 #endif