#ifdef REGISTER_WEAPON 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")) #else #ifdef SVQC .float rifle_accumulator; 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) { float i; W_DecreaseAmmo(ammo_nails, pAmmo, autocvar_g_balance_rifle_reload_ammo); W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, pSound, CH_WEAPON_A, (pDamage + pHeadshotAddedDamage) * 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, pHeadshotAddedDamage / pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE), 1, 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(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"); } void W_Rifle_Attack2() { 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"); } void spawnfunc_weapon_rifle (void) { weapon_defaultspawnfunc(WEP_RIFLE); } // compatibility alias void spawnfunc_weapon_campingrifle (void) { spawnfunc_weapon_rifle(); } void spawnfunc_weapon_sniperrifle (void) { spawnfunc_weapon_rifle(); } .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; if (req == 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(autocvar_g_balance_rifle_primary_speed, 0, autocvar_g_balance_rifle_primary_lifetime, FALSE)) { self.BUTTON_ATCK = TRUE; if(random() < 0.01) self.bot_secondary_riflemooth = 1; } } else { if(bot_aim(autocvar_g_balance_rifle_secondary_speed, 0, autocvar_g_balance_rifle_secondary_lifetime, FALSE)) { self.BUTTON_ATCK2 = TRUE; if(random() < 0.03) self.bot_secondary_riflemooth = 0; } } } else if (req == WR_THINK) { 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 weapon_action(self.weapon, WR_RELOAD); else { self.rifle_accumulator = bound(time - autocvar_g_balance_rifle_bursttime, self.rifle_accumulator, time); if (self.BUTTON_ATCK) if (weapon_prepareattack_check(0, autocvar_g_balance_rifle_primary_refire)) if (time >= self.rifle_accumulator + autocvar_g_balance_rifle_primary_burstcost) { weapon_prepareattack_do(0, autocvar_g_balance_rifle_primary_refire); 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); self.rifle_accumulator += autocvar_g_balance_rifle_primary_burstcost; } if (self.BUTTON_ATCK2) { if (autocvar_g_balance_rifle_secondary) { if(autocvar_g_balance_rifle_secondary_reload) weapon_action(self.weapon, WR_RELOAD); else { if (weapon_prepareattack_check(1, autocvar_g_balance_rifle_secondary_refire)) if (time >= self.rifle_accumulator + autocvar_g_balance_rifle_secondary_burstcost) { weapon_prepareattack_do(1, autocvar_g_balance_rifle_secondary_refire); 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); self.rifle_accumulator += autocvar_g_balance_rifle_secondary_burstcost; } } } } } } else if (req == WR_PRECACHE) { 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"); //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else } else if (req == WR_SETUP) { weapon_setup(WEP_RIFLE); self.current_ammo = ammo_nails; } else if (req == WR_CHECKAMMO1) { ammo_amount = self.ammo_nails >= autocvar_g_balance_rifle_primary_ammo; ammo_amount += self.(weapon_load[WEP_RIFLE]) >= autocvar_g_balance_rifle_primary_ammo; return ammo_amount; } else if (req == WR_CHECKAMMO2) { ammo_amount = self.ammo_nails >= autocvar_g_balance_rifle_secondary_ammo; ammo_amount += self.(weapon_load[WEP_RIFLE]) >= autocvar_g_balance_rifle_secondary_ammo; return ammo_amount; } else if (req == WR_RESETPLAYER) { self.rifle_accumulator = time - autocvar_g_balance_rifle_bursttime; } else if (req == WR_RELOAD) { 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"); } else if (req == WR_SUICIDEMESSAGE) { return WEAPON_THINKING_WITH_PORTALS; } else if (req == 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 { if(w_deathtype & HITTYPE_HEADSHOT) return WEAPON_RIFLE_MURDER_HEADSHOT; else return WEAPON_RIFLE_MURDER; } } } return TRUE; } #endif #ifdef CSQC float w_rifle(float req) { if(req == 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); } } else if(req == WR_PRECACHE) { precache_sound("weapons/ric1.wav"); precache_sound("weapons/ric2.wav"); precache_sound("weapons/ric3.wav"); } return TRUE; } #endif #endif