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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(RIFLE, w_rifle, IT_NAILS, 7, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "rifle", _("Rifle"))
3 #else
4 #ifdef SVQC
5
6 .float rifle_accumulator;
7
8 void W_Rifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant, float pTracer, float pShots, string pSound)
9 {
10         float i;
11
12         W_DecreaseAmmo(ammo_nails, pAmmo, autocvar_g_balance_rifle_reload_ammo);
13
14         W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, pSound, CH_WEAPON_A, (pDamage + pHeadshotAddedDamage) * pShots);
15
16         pointparticles(particleeffectnum("rifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
17
18         if(self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) // if zoomed, shoot from the eye
19         {
20                 w_shotdir = v_forward;
21                 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
22         }
23
24         for(i = 0; i < pShots; ++i)
25                 fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE), 1, pBulletConstant);
26         endFireBallisticBullet();
27
28         if (autocvar_g_casings >= 2)
29                 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);
30 }
31
32 void W_Rifle_Attack()
33 {
34         W_Rifle_FireBullet(autocvar_g_balance_rifle_primary_spread, autocvar_g_balance_rifle_primary_damage, autocvar_g_balance_rifle_primary_headshotaddeddamage, autocvar_g_balance_rifle_primary_force, autocvar_g_balance_rifle_primary_speed, autocvar_g_balance_rifle_primary_lifetime, autocvar_g_balance_rifle_primary_ammo, WEP_RIFLE, autocvar_g_balance_rifle_primary_bulletconstant, autocvar_g_balance_rifle_primary_tracer, autocvar_g_balance_rifle_primary_shots, "weapons/campingrifle_fire.wav");
35 }
36
37 void W_Rifle_Attack2()
38 {
39         W_Rifle_FireBullet(autocvar_g_balance_rifle_secondary_spread, autocvar_g_balance_rifle_secondary_damage, autocvar_g_balance_rifle_secondary_headshotaddeddamage, autocvar_g_balance_rifle_secondary_force, autocvar_g_balance_rifle_secondary_speed, autocvar_g_balance_rifle_secondary_lifetime, autocvar_g_balance_rifle_secondary_ammo, WEP_RIFLE | HITTYPE_SECONDARY, autocvar_g_balance_rifle_secondary_bulletconstant, autocvar_g_balance_rifle_secondary_tracer, autocvar_g_balance_rifle_secondary_shots, "weapons/campingrifle_fire2.wav");
40 }
41
42 void spawnfunc_weapon_rifle (void)
43 {
44         weapon_defaultspawnfunc(WEP_RIFLE);
45 }
46
47 // compatibility alias
48 void spawnfunc_weapon_campingrifle (void)
49 {
50         spawnfunc_weapon_rifle();
51 }
52 void spawnfunc_weapon_sniperrifle (void)
53 {
54         spawnfunc_weapon_rifle();
55 }
56
57 .void(void) rifle_bullethail_attackfunc;
58 .float rifle_bullethail_frame;
59 .float rifle_bullethail_animtime;
60 .float rifle_bullethail_refire;
61 void W_Rifle_BulletHail_Continue()
62 {
63         float r, sw, af;
64
65         sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
66         af = ATTACK_FINISHED(self);
67         self.switchweapon = self.weapon;
68         ATTACK_FINISHED(self) = time;
69         print(ftos(self.ammo_nails), "\n");
70         r = weapon_prepareattack(self.rifle_bullethail_frame == WFRAME_FIRE2, self.rifle_bullethail_refire);
71         if(self.switchweapon == self.weapon)
72                 self.switchweapon = sw;
73         if(r)
74         {
75                 self.rifle_bullethail_attackfunc();
76                 weapon_thinkf(self.rifle_bullethail_frame, self.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
77                 print("thinkf set\n");
78         }
79         else
80         {
81                 ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
82                 print("out of ammo... ", ftos(self.weaponentity.state), "\n");
83         }
84 }
85
86 void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire)
87 {
88         // if we get here, we have at least one bullet to fire
89         AttackFunc();
90         if(mode)
91         {
92                 // continue hail
93                 self.rifle_bullethail_attackfunc = AttackFunc;
94                 self.rifle_bullethail_frame = fr;
95                 self.rifle_bullethail_animtime = animtime;
96                 self.rifle_bullethail_refire = refire;
97                 weapon_thinkf(fr, animtime, W_Rifle_BulletHail_Continue);
98         }
99         else
100         {
101                 // just one shot
102                 weapon_thinkf(fr, animtime, w_ready);
103         }
104 }
105
106 .float bot_secondary_riflemooth;
107 float w_rifle(float req)
108 {
109         float ammo_amount;
110
111         if (req == WR_AIM)
112         {
113                 self.BUTTON_ATCK=FALSE;
114                 self.BUTTON_ATCK2=FALSE;
115                 if(vlen(self.origin-self.enemy.origin) > 1000)
116                         self.bot_secondary_riflemooth = 0;
117                 if(self.bot_secondary_riflemooth == 0)
118                 {
119                         if(bot_aim(autocvar_g_balance_rifle_primary_speed, 0, autocvar_g_balance_rifle_primary_lifetime, FALSE))
120                         {
121                                 self.BUTTON_ATCK = TRUE;
122                                 if(random() < 0.01) self.bot_secondary_riflemooth = 1;
123                         }
124                 }
125                 else
126                 {
127                         if(bot_aim(autocvar_g_balance_rifle_secondary_speed, 0, autocvar_g_balance_rifle_secondary_lifetime, FALSE))
128                         {
129                                 self.BUTTON_ATCK2 = TRUE;
130                                 if(random() < 0.03) self.bot_secondary_riflemooth = 0;
131                         }
132                 }
133         }
134         else if (req == WR_THINK)
135         {
136                 if(autocvar_g_balance_rifle_reload_ammo && self.clip_load < min(autocvar_g_balance_rifle_primary_ammo, autocvar_g_balance_rifle_secondary_ammo)) // forced reload
137             weapon_action(self.weapon, WR_RELOAD);
138                 else
139                 {
140                         self.rifle_accumulator = bound(time - autocvar_g_balance_rifle_bursttime, self.rifle_accumulator, time);
141                         if (self.BUTTON_ATCK)
142                         if (weapon_prepareattack_check(0, autocvar_g_balance_rifle_primary_refire))
143                         if (time >= self.rifle_accumulator + autocvar_g_balance_rifle_primary_burstcost)
144                         {
145                                 weapon_prepareattack_do(0, autocvar_g_balance_rifle_primary_refire);
146                                 W_Rifle_BulletHail(autocvar_g_balance_rifle_primary_bullethail, W_Rifle_Attack, WFRAME_FIRE1, autocvar_g_balance_rifle_primary_animtime, autocvar_g_balance_rifle_primary_refire);
147                                 self.rifle_accumulator += autocvar_g_balance_rifle_primary_burstcost;
148                         }
149                         if (self.BUTTON_ATCK2)
150                         {
151                                 if (autocvar_g_balance_rifle_secondary)
152                                 {
153                     if(autocvar_g_balance_rifle_secondary_reload)
154                         weapon_action(self.weapon, WR_RELOAD);
155                     else
156                     {
157                         if (weapon_prepareattack_check(1, autocvar_g_balance_rifle_secondary_refire))
158                         if (time >= self.rifle_accumulator + autocvar_g_balance_rifle_secondary_burstcost)
159                         {
160                             weapon_prepareattack_do(1, autocvar_g_balance_rifle_secondary_refire);
161                             W_Rifle_BulletHail(autocvar_g_balance_rifle_secondary_bullethail, W_Rifle_Attack2, WFRAME_FIRE2, autocvar_g_balance_rifle_secondary_animtime, autocvar_g_balance_rifle_primary_refire);
162                             self.rifle_accumulator += autocvar_g_balance_rifle_secondary_burstcost;
163                         }
164                     }
165                                 }
166                         }
167                 }
168         }
169         else if (req == WR_PRECACHE)
170         {
171                 precache_model ("models/weapons/g_campingrifle.md3");
172                 precache_model ("models/weapons/v_campingrifle.md3");
173                 precache_model ("models/weapons/h_campingrifle.iqm");
174                 precache_sound ("weapons/campingrifle_fire.wav");
175                 precache_sound ("weapons/campingrifle_fire2.wav");
176                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
177         }
178         else if (req == WR_SETUP)
179         {
180                 weapon_setup(WEP_RIFLE);
181                 self.current_ammo = ammo_nails;
182         }
183         else if (req == WR_CHECKAMMO1)
184         {
185                 ammo_amount = self.ammo_nails >= autocvar_g_balance_rifle_primary_ammo;
186                 ammo_amount += self.(weapon_load[WEP_RIFLE]) >= autocvar_g_balance_rifle_primary_ammo;
187                 return ammo_amount;
188         }
189         else if (req == WR_CHECKAMMO2)
190         {
191                 ammo_amount = self.ammo_nails >= autocvar_g_balance_rifle_secondary_ammo;
192                 ammo_amount += self.(weapon_load[WEP_RIFLE]) >= autocvar_g_balance_rifle_secondary_ammo;
193                 return ammo_amount;
194         }
195         else if (req == WR_RESETPLAYER)
196         {
197                 self.rifle_accumulator = time - autocvar_g_balance_rifle_bursttime;
198         }
199         else if (req == WR_RELOAD)
200         {
201                 W_Reload(min(autocvar_g_balance_rifle_primary_ammo, autocvar_g_balance_rifle_secondary_ammo), autocvar_g_balance_rifle_reload_ammo, autocvar_g_balance_rifle_reload_time, "weapons/reload.wav");
202         }
203         return TRUE;
204 }
205 #endif
206 #ifdef CSQC
207 float w_rifle(float req)
208 {
209         if(req == WR_IMPACTEFFECT)
210         {
211                 vector org2;
212                 org2 = w_org + w_backoff * 2;
213                 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
214                 if(!w_issilent)
215                 {
216                         if(w_random < 0.2)
217                                 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
218                         else if(w_random < 0.4)
219                                 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
220                         else if(w_random < 0.5)
221                                 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
222                 }
223         }
224         else if(req == WR_PRECACHE)
225         {
226                 precache_sound("weapons/ric1.wav");
227                 precache_sound("weapons/ric2.wav");
228                 precache_sound("weapons/ric3.wav");
229         }
230         else if (req == WR_SUICIDEMESSAGE)
231         {
232                 w_deathtypestring = _("%s is now thinking with portals");
233         }
234         else if (req == WR_KILLMESSAGE)
235         {
236                 if(w_deathtype & HITTYPE_SECONDARY)
237                 {
238                         if(w_deathtype & HITTYPE_BOUNCE)
239                                 w_deathtypestring = _("%s failed to hide from %s's rifle bullet hail");
240                         else
241                                 w_deathtypestring = _("%s died in %s's rifle bullet hail");
242                 }
243                 else
244                 {
245                         if(w_deathtype & HITTYPE_BOUNCE)
246                         {
247                                 // TODO special headshot message here too?
248                                 w_deathtypestring = _("%s failed to hide from %s's rifle");
249                         }
250                         else
251                         {
252                                 if(w_deathtype & HITTYPE_HEADSHOT)
253                                         w_deathtypestring = _("%s got shot in the head with a rifle by %s");
254                                 else
255                                         w_deathtypestring = _("%s was sniped with a rifle by %s");
256                         }
257                 }
258         }
259         return TRUE;
260 }
261 #endif
262 #endif