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Merge branch 'master' into Lyberta/RandomItems
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / rifle.qc
1 #include "rifle.qh"
2
3 #ifdef SVQC
4
5 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)
6 {
7         float i;
8
9         W_DecreaseAmmo(thiswep, actor, pAmmo, weaponentity);
10
11         W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
12
13         Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
14
15         if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
16         {
17                 w_shotdir = v_forward;
18                 w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
19         }
20
21         for(i = 0; i < pShots; ++i)
22                 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
23
24         if(autocvar_g_casings >= 2)
25     {
26         makevectors(actor.v_angle); // for some reason, this is lost
27                 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);
28     }
29 }
30
31 void W_Rifle_Attack(entity actor, .entity weaponentity)
32 {
33         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);
34 }
35
36 void W_Rifle_Attack2(entity actor, .entity weaponentity)
37 {
38         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);
39 }
40
41 .void(entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
42 .WFRAME rifle_bullethail_frame;
43 .float rifle_bullethail_animtime;
44 .float rifle_bullethail_refire;
45 void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
46 {
47         float r, af;
48
49         Weapon sw = actor.(weaponentity).m_switchweapon; // make it not detect weapon changes as reason to abort firing
50         int slot = weaponslot(weaponentity);
51         af = ATTACK_FINISHED(actor, slot);
52         actor.(weaponentity).m_switchweapon = actor.(weaponentity).m_weapon;
53         ATTACK_FINISHED(actor, slot) = time;
54         r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
55         if(actor.(weaponentity).m_switchweapon == actor.(weaponentity).m_weapon)
56                 actor.(weaponentity).m_switchweapon = sw;
57         if(r)
58         {
59                 actor.rifle_bullethail_attackfunc(actor, weaponentity);
60                 weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
61         }
62         else
63         {
64                 ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
65         }
66 }
67
68 void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire)
69 {
70         // if we get here, we have at least one bullet to fire
71         AttackFunc(actor, weaponentity);
72         if(mode)
73         {
74                 // continue hail
75                 actor.rifle_bullethail_attackfunc = AttackFunc;
76                 actor.rifle_bullethail_frame = fr;
77                 actor.rifle_bullethail_animtime = animtime;
78                 actor.rifle_bullethail_refire = refire;
79                 weapon_thinkf(actor, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
80         }
81         else
82         {
83                 // just one shot
84                 weapon_thinkf(actor, weaponentity, fr, animtime, w_ready);
85         }
86 }
87
88 .float bot_secondary_riflemooth;
89
90 METHOD(Rifle, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
91 {
92     PHYS_INPUT_BUTTON_ATCK(actor) = false;
93     PHYS_INPUT_BUTTON_ATCK2(actor) = false;
94     if(vdist(actor.origin - actor.enemy.origin, >, 1000))
95         actor.bot_secondary_riflemooth = 0;
96     if(actor.bot_secondary_riflemooth == 0)
97     {
98         if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
99         {
100             PHYS_INPUT_BUTTON_ATCK(actor) = true;
101             if(random() < 0.01) actor.bot_secondary_riflemooth = 1;
102         }
103     }
104     else
105     {
106         if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
107         {
108             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
109             if(random() < 0.03) actor.bot_secondary_riflemooth = 0;
110         }
111     }
112 }
113 METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
114 {
115     if(autocvar_g_balance_rifle_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
116         thiswep.wr_reload(thiswep, actor, weaponentity);
117     } else
118     {
119         actor.(weaponentity).rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.(weaponentity).rifle_accumulator, time);
120         if(fire & 1)
121         if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
122         if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
123         {
124             weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
125             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));
126             actor.(weaponentity).rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
127         }
128         if(fire & 2)
129         {
130             if(WEP_CVAR(rifle, secondary))
131             {
132                 if(WEP_CVAR_SEC(rifle, reload)) {
133                     thiswep.wr_reload(thiswep, actor, weaponentity);
134                 } else
135                 {
136                     if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
137                     if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
138                     {
139                         weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
140                         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));
141                         actor.(weaponentity).rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
142                     }
143                 }
144             }
145         }
146     }
147 }
148 METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
149 {
150     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(rifle, ammo);
151     ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
152     return ammo_amount;
153 }
154 METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
155 {
156     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(rifle, ammo);
157     ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
158     return ammo_amount;
159 }
160 METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
161 {
162     actor.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
163 }
164 METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
165 {
166     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
167 }
168 METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep))
169 {
170     return WEAPON_THINKING_WITH_PORTALS;
171 }
172 METHOD(Rifle, wr_killmessage, Notification(entity thiswep))
173 {
174     if(w_deathtype & HITTYPE_SECONDARY)
175     {
176         if(w_deathtype & HITTYPE_BOUNCE)
177             return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
178         else
179             return WEAPON_RIFLE_MURDER_HAIL;
180     }
181     else
182     {
183         if(w_deathtype & HITTYPE_BOUNCE)
184             return WEAPON_RIFLE_MURDER_PIERCING;
185         else
186             return WEAPON_RIFLE_MURDER;
187     }
188 }
189 METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
190 {
191     return PHYS_INPUT_BUTTON_ATCK2(actor) && WEP_CVAR(rifle, secondary) == 0;
192 }
193
194 #endif
195 #ifdef CSQC
196
197 METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor))
198 {
199     vector org2;
200     org2 = w_org + w_backoff * 2;
201     pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
202     if(!w_issilent)
203     {
204         sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
205     }
206 }
207 METHOD(Rifle, wr_init, void(entity thiswep))
208 {
209     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
210     {
211         precache_pic("gfx/reticle_nex");
212     }
213 }
214 METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
215 {
216     if(button_zoom || zoomscript_caught)
217     {
218         return true;
219     }
220     else
221     {
222         // no weapon specific image for this weapon
223         return false;
224     }
225 }
226
227 #endif