/* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle");
/* refname */ ATTRIB(Rifle, netname, string, "rifle");
/* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, ammo, float, BOTH) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bullethail, float, BOTH) \
+ P(class, prefix, burstcost, float, BOTH) \
+ P(class, prefix, bursttime, float, NONE) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload, float, SEC) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, shots, float, BOTH) \
+ P(class, prefix, solidpenetration, float, BOTH) \
+ P(class, prefix, spread, float, BOTH) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, tracer, float, BOTH) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Rifle, rifle)
+#undef X
ENDCLASS(Rifle)
-REGISTER_WEAPON(RIFLE, NEW(Rifle));
+REGISTER_WEAPON(RIFLE, rifle, NEW(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
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)
+void W_Rifle_Attack()
{
W_Rifle_FireBullet(WEP_RIFLE, 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));
}
-void W_Rifle_Attack2(void)
+void W_Rifle_Attack2()
{
W_Rifle_FireBullet(WEP_RIFLE, 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));
}
-.void(void) rifle_bullethail_attackfunc;
-.float rifle_bullethail_frame;
+.void() rifle_bullethail_attackfunc;
+.WFRAME rifle_bullethail_frame;
.float rifle_bullethail_animtime;
.float rifle_bullethail_refire;
-void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, int slot, int fire)
+void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
- float r, sw, af;
+ float r, af;
- sw = actor.switchweapon; // make it not detect weapon changes as reason to abort firing
+ Weapon sw = PS(actor).m_switchweapon; // make it not detect weapon changes as reason to abort firing
+ int slot = weaponslot(weaponentity);
af = ATTACK_FINISHED(actor, slot);
- actor.switchweapon = actor.weapon;
+ PS(actor).m_switchweapon = PS(actor).m_weapon;
ATTACK_FINISHED(actor, slot) = time;
- LOG_INFO(ftos(actor.WEP_AMMO(RIFLE)), "\n");
- r = weapon_prepareattack(thiswep, actor, slot, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
- if(actor.switchweapon == actor.weapon)
- actor.switchweapon = sw;
+ r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
+ if(PS(actor).m_switchweapon == PS(actor).m_weapon)
+ PS(actor).m_switchweapon = sw;
if(r)
{
actor.rifle_bullethail_attackfunc();
- weapon_thinkf(actor, slot, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
- LOG_INFO("thinkf set\n");
+ 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
- LOG_INFO("out of ammo... ", ftos(actor.weaponentity[slot].state), "\n");
}
}
-void W_Rifle_BulletHail(int slot, float mode, void(void) AttackFunc, float fr, float animtime, float refire)
+void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFRAME fr, float animtime, float refire)
{SELFPARAM();
// if we get here, we have at least one bullet to fire
AttackFunc();
self.rifle_bullethail_frame = fr;
self.rifle_bullethail_animtime = animtime;
self.rifle_bullethail_refire = refire;
- weapon_thinkf(self, slot, fr, animtime, W_Rifle_BulletHail_Continue);
+ weapon_thinkf(self, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
}
else
{
// just one shot
- weapon_thinkf(self, slot, fr, animtime, w_ready);
+ weapon_thinkf(self, weaponentity, fr, animtime, w_ready);
}
}
}
}
}
- METHOD(Rifle, wr_think, void(entity thiswep, entity actor, int slot, int fire))
+ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
+ thiswep.wr_reload(thiswep);
} else
{
actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
if(fire & 1)
- if(weapon_prepareattack_check(thiswep, actor, slot, false, WEP_CVAR_PRI(rifle, refire)))
+ if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
{
- weapon_prepareattack_do(actor, slot, false, WEP_CVAR_PRI(rifle, refire));
- W_Rifle_BulletHail(slot, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+ weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
+ W_Rifle_BulletHail(weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
}
if(fire & 2)
if(WEP_CVAR(rifle, secondary))
{
if(WEP_CVAR_SEC(rifle, reload)) {
- Weapon w = get_weaponinfo(actor.weapon);
- w.wr_reload(w);
+ thiswep.wr_reload(thiswep);
} else
{
- if(weapon_prepareattack_check(thiswep, actor, slot, true, WEP_CVAR_SEC(rifle, refire)))
+ if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
{
- weapon_prepareattack_do(actor, slot, true, WEP_CVAR_SEC(rifle, refire));
- W_Rifle_BulletHail(slot, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+ weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
+ W_Rifle_BulletHail(weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
}
}
}
}
}
- METHOD(Rifle, wr_init, void(entity thiswep))
- {
- RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- }
METHOD(Rifle, wr_checkammo1, bool(entity thiswep))
{
- float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo);
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
return ammo_amount;
}
METHOD(Rifle, wr_checkammo2, bool(entity thiswep))
{
- float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_SEC(rifle, ammo);
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
return ammo_amount;
}
- METHOD(Rifle, wr_config, void(entity thiswep))
- {
- RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
METHOD(Rifle, wr_resetplayer, void(entity thiswep))
{
self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
{
vector org2;
org2 = w_org + w_backoff * 2;
- pointparticles(particleeffectnum(EFFECT_RIFLE_IMPACT), org2, w_backoff * 1000, 1);
+ pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent)
{
- if(w_random < 0.2)
- sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM);
- else if(w_random < 0.4)
- sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
- else if(w_random < 0.5)
- sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
}
}
METHOD(Rifle, wr_init, void(entity thiswep))