#ifdef REGISTER_WEAPON 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, /* model */ "campingrifle", /* netname */ "rifle", /* fullname */ _("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, bulletconstant) \ 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, lifetime) \ w_cvar(id, sn, BOTH, refire) \ w_cvar(id, sn, BOTH, shots) \ w_cvar(id, sn, BOTH, speed) \ 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) #ifdef SVQC RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) .float rifle_accumulator; #endif #else #ifdef SVQC void spawnfunc_weapon_rifle (void) { weapon_defaultspawnfunc(WEP_RIFLE); } void spawnfunc_weapon_campingrifle (void) { spawnfunc_weapon_rifle(); } void spawnfunc_weapon_sniperrifle (void) { spawnfunc_weapon_rifle(); } void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant, float pTracer, float pShots, string pSound) { float i; W_DecreaseAmmo(pAmmo); W_SetupShot (self, TRUE, 2, pSound, CH_WEAPON_A, pDamage * pShots); pointparticles(particleeffectnum("rifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1); if(self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) // 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; } for(i = 0; i < pShots; ++i) fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE), pBulletConstant); endFireBallisticBullet(); 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); } void W_Rifle_Attack() { W_Rifle_FireBullet(WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, speed), WEP_CVAR_PRI(rifle, lifetime), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE, WEP_CVAR_PRI(rifle, bulletconstant), WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), "weapons/campingrifle_fire.wav"); } void W_Rifle_Attack2() { W_Rifle_FireBullet(WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, speed), WEP_CVAR_SEC(rifle, lifetime), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, bulletconstant), WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), "weapons/campingrifle_fire2.wav"); } .void(void) rifle_bullethail_attackfunc; .float rifle_bullethail_frame; .float rifle_bullethail_animtime; .float rifle_bullethail_refire; void W_Rifle_BulletHail_Continue() { float r, sw, 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; print(ftos(self.ammo_nails), "\n"); r = weapon_prepareattack(self.rifle_bullethail_frame == WFRAME_FIRE2, self.rifle_bullethail_refire); if(self.switchweapon == self.weapon) self.switchweapon = sw; if(r) { self.rifle_bullethail_attackfunc(); weapon_thinkf(self.rifle_bullethail_frame, self.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue); print("thinkf set\n"); } else { ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time print("out of ammo... ", ftos(self.weaponentity.state), "\n"); } } void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire) { // if we get here, we have at least one bullet to fire AttackFunc(); 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); } else { // just one shot weapon_thinkf(fr, animtime, w_ready); } } .float bot_secondary_riflemooth; float W_Rifle(float req) { 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(WEP_CVAR_PRI(rifle, speed), 0, WEP_CVAR_PRI(rifle, lifetime), FALSE)) { self.BUTTON_ATCK = TRUE; if(random() < 0.01) self.bot_secondary_riflemooth = 1; } } else { if(bot_aim(WEP_CVAR_SEC(rifle, speed), 0, WEP_CVAR_SEC(rifle, lifetime), 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_model ("models/weapons/g_campingrifle.md3"); precache_model ("models/weapons/v_campingrifle.md3"); precache_model ("models/weapons/h_campingrifle.iqm"); precache_sound ("weapons/campingrifle_fire.wav"); precache_sound ("weapons/campingrifle_fire2.wav"); RIFLE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP) return TRUE; } case WR_SETUP: { self.current_ammo = ammo_nails; return TRUE; } case WR_CHECKAMMO1: { ammo_amount = self.ammo_nails >= WEP_CVAR_PRI(rifle, ammo); ammo_amount += self.(weapon_load[WEP_RIFLE]) >= WEP_CVAR_PRI(rifle, ammo); return ammo_amount; } case WR_CHECKAMMO2: { ammo_amount = self.ammo_nails >= WEP_CVAR_SEC(rifle, ammo); ammo_amount += self.(weapon_load[WEP_RIFLE]) >= 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)), "weapons/reload.wav"); 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 TRUE; } #endif #ifdef CSQC float W_Rifle(float req) { switch(req) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 2; pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1); if(!w_issilent) { if(w_random < 0.2) sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); else if(w_random < 0.4) sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); else if(w_random < 0.5) sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); } return TRUE; } case WR_INIT: { precache_sound("weapons/ric1.wav"); precache_sound("weapons/ric2.wav"); precache_sound("weapons/ric3.wav"); return TRUE; } } return TRUE; } #endif #endif