#include "rifle.qh" #ifdef SVQC spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); } spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); } spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); } 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) { float i; W_DecreaseAmmo(thiswep, actor, pAmmo, weaponentity); W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots); Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1); if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye { w_shotdir = v_forward; w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward; } for(i = 0; i < pShots; ++i) fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE)); if(autocvar_g_casings >= 2) { makevectors(actor.v_angle); // for some reason, this is lost 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); } } void W_Rifle_Attack(entity actor, .entity weaponentity) { 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); } void W_Rifle_Attack2(entity actor, .entity weaponentity) { 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); } .void(entity actor, .entity weaponentity) rifle_bullethail_attackfunc; .WFRAME rifle_bullethail_frame; .float rifle_bullethail_animtime; .float rifle_bullethail_refire; void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire) { float r, af; Weapon sw = actor.(weaponentity).m_switchweapon; // make it not detect weapon changes as reason to abort firing int slot = weaponslot(weaponentity); af = ATTACK_FINISHED(actor, slot); actor.(weaponentity).m_switchweapon = actor.(weaponentity).m_weapon; ATTACK_FINISHED(actor, slot) = time; r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire); if(actor.(weaponentity).m_switchweapon == actor.(weaponentity).m_weapon) actor.(weaponentity).m_switchweapon = sw; if(r) { actor.rifle_bullethail_attackfunc(actor, weaponentity); weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue); } else { ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time } } void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire) { // if we get here, we have at least one bullet to fire AttackFunc(actor, weaponentity); if(mode) { // continue hail actor.rifle_bullethail_attackfunc = AttackFunc; actor.rifle_bullethail_frame = fr; actor.rifle_bullethail_animtime = animtime; actor.rifle_bullethail_refire = refire; weapon_thinkf(actor, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue); } else { // just one shot weapon_thinkf(actor, weaponentity, fr, animtime, w_ready); } } .float bot_secondary_riflemooth; METHOD(Rifle, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { PHYS_INPUT_BUTTON_ATCK(actor) = false; PHYS_INPUT_BUTTON_ATCK2(actor) = false; if(vdist(actor.origin - actor.enemy.origin, >, 1000)) actor.bot_secondary_riflemooth = 0; if(actor.bot_secondary_riflemooth == 0) { if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false)) { PHYS_INPUT_BUTTON_ATCK(actor) = true; if(random() < 0.01) actor.bot_secondary_riflemooth = 1; } } else { if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false)) { PHYS_INPUT_BUTTON_ATCK2(actor) = true; if(random() < 0.03) actor.bot_secondary_riflemooth = 0; } } } METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(autocvar_g_balance_rifle_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } else { actor.(weaponentity).rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.(weaponentity).rifle_accumulator, time); if(fire & 1) if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire))) if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost)) { weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)); 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)); actor.(weaponentity).rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost); } if(fire & 2) { if(WEP_CVAR(rifle, secondary)) { if(WEP_CVAR_SEC(rifle, reload)) { thiswep.wr_reload(thiswep, actor, weaponentity); } else { if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire))) if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost)) { weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)); 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)); actor.(weaponentity).rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost); } } } } } } METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(rifle, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo); return ammo_amount; } METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(rifle, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo); return ammo_amount; } METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor)) { actor.rifle_accumulator = time - WEP_CVAR(rifle, bursttime); } METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD); } METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } METHOD(Rifle, wr_killmessage, Notification(entity thiswep)) { 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; } } METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor)) { return PHYS_INPUT_BUTTON_ATCK2(actor) && WEP_CVAR(rifle, secondary) == 0; } #endif #ifdef CSQC METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2; org2 = w_org + w_backoff * 2; pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent) { sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM); } } METHOD(Rifle, wr_init, void(entity thiswep)) { if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) { precache_pic("gfx/reticle_nex"); } } METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor)) { if(button_zoom || zoomscript_caught) { return true; } else { // no weapon specific image for this weapon return false; } } #endif