#ifndef IMPLEMENTATION 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, /* color */ '0.5 1 0', /* modelname */ "campingrifle", /* simplemdl */ "foobar", /* crosshair */ "gfx/crosshairrifle 0.6", /* wepimg */ "weaponrifle", /* refname */ "rifle", /* wepname */ _("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 #ifdef IMPLEMENTATION #ifdef SVQC void spawnfunc_weapon_rifle(void) { weapon_defaultspawnfunc(WEP_RIFLE.m_id); } 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 pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound) {SELFPARAM(); float i; W_DecreaseAmmo(pAmmo); W_SetupShot(self, 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 { 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) fireBullet(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); } void W_Rifle_Attack(void) { W_Rifle_FireBullet(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), W_Sound("campingrifle_fire")); } void W_Rifle_Attack2(void) { W_Rifle_FireBullet(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), W_Sound("campingrifle_fire2")); } .void(void) rifle_bullethail_attackfunc; .float rifle_bullethail_frame; .float rifle_bullethail_animtime; .float rifle_bullethail_refire; void W_Rifle_BulletHail_Continue(void) {SELFPARAM(); 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; LOG_INFO(ftos(self.WEP_AMMO(RIFLE)), "\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); LOG_INFO("thinkf set\n"); } else { ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time LOG_INFO("out of ammo... ", ftos(self.weaponentity.state), "\n"); } } void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire) {SELFPARAM(); // 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; bool W_Rifle(int req) {SELFPARAM(); 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(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; } } 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(W_Model("g_sniperrifle.md3")); precache_model(W_Model("v_sniperrifle.md3")); precache_model(W_Model("h_sniperrifle.iqm")); precache_sound(W_Sound("campingrifle_fire")); precache_sound(W_Sound("campingrifle_fire2")); RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); return true; } case WR_CHECKAMMO1: { 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; } case WR_CHECKAMMO2: { 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; } 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)), W_Sound("reload")); 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 false; } #endif #ifdef CSQC bool W_Rifle(int req) {SELFPARAM(); switch(req) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 2; pointparticles(particleeffectnum(EFFECT_RIFLE_IMPACT), org2, w_backoff * 1000, 1); if(!w_issilent) { if(w_random < 0.2) sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTN_NORM); else if(w_random < 0.4) sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTN_NORM); else if(w_random < 0.5) sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTN_NORM); } return true; } case WR_INIT: { precache_sound(W_Sound("ric1")); precache_sound(W_Sound("ric2")); precache_sound(W_Sound("ric3")); if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) { precache_pic("gfx/reticle_nex"); } return true; } case WR_ZOOMRETICLE: { if(button_zoom || zoomscript_caught) { reticle_image = "gfx/reticle_nex"; return true; } else { // no weapon specific image for this weapon return false; } } } return false; } #endif #endif