4 /* function */ W_Rifle,
5 /* ammotype */ ammo_nails,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* modelname */ "campingrifle",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairrifle 0.5",
13 /* wepimg */ "weaponrifle",
14 /* refname */ "rifle",
15 /* wepname */ _("Rifle")
18 #define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, RIFLE, rifle)
19 #define RIFLE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, BOTH, ammo) \
21 w_cvar(id, sn, BOTH, animtime) \
22 w_cvar(id, sn, BOTH, bullethail) \
23 w_cvar(id, sn, BOTH, burstcost) \
24 w_cvar(id, sn, BOTH, damage) \
25 w_cvar(id, sn, BOTH, force) \
26 w_cvar(id, sn, BOTH, refire) \
27 w_cvar(id, sn, BOTH, shots) \
28 w_cvar(id, sn, BOTH, solidpenetration) \
29 w_cvar(id, sn, BOTH, spread) \
30 w_cvar(id, sn, BOTH, tracer) \
31 w_cvar(id, sn, NONE, bursttime) \
32 w_cvar(id, sn, NONE, secondary) \
33 w_cvar(id, sn, SEC, reload) \
34 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
35 w_prop(id, sn, float, reloading_time, reload_time) \
36 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
37 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
38 w_prop(id, sn, string, weaponreplace, weaponreplace) \
39 w_prop(id, sn, float, weaponstart, weaponstart) \
40 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
43 RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
44 .float rifle_accumulator;
48 void spawnfunc_weapon_rifle (void) { weapon_defaultspawnfunc(WEP_RIFLE); }
49 void spawnfunc_weapon_campingrifle (void) { spawnfunc_weapon_rifle(); }
50 void spawnfunc_weapon_sniperrifle (void) { spawnfunc_weapon_rifle(); }
52 void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, float deathtype, float pTracer, float pShots, string pSound)
56 W_DecreaseAmmo(pAmmo);
58 W_SetupShot (self, TRUE, 2, pSound, CH_WEAPON_A, pDamage * pShots);
60 pointparticles(particleeffectnum("rifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
62 if(self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) // if zoomed, shoot from the eye
64 w_shotdir = v_forward;
65 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
68 for(i = 0; i < pShots; ++i)
69 fireBullet(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
71 if (autocvar_g_casings >= 2)
72 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);
77 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, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), "weapons/campingrifle_fire.wav");
80 void W_Rifle_Attack2()
82 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 | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), "weapons/campingrifle_fire2.wav");
85 .void(void) rifle_bullethail_attackfunc;
86 .float rifle_bullethail_frame;
87 .float rifle_bullethail_animtime;
88 .float rifle_bullethail_refire;
89 void W_Rifle_BulletHail_Continue()
93 sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
94 af = ATTACK_FINISHED(self);
95 self.switchweapon = self.weapon;
96 ATTACK_FINISHED(self) = time;
97 print(ftos(self.WEP_AMMO(RIFLE)), "\n");
98 r = weapon_prepareattack(self.rifle_bullethail_frame == WFRAME_FIRE2, self.rifle_bullethail_refire);
99 if(self.switchweapon == self.weapon)
100 self.switchweapon = sw;
103 self.rifle_bullethail_attackfunc();
104 weapon_thinkf(self.rifle_bullethail_frame, self.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
105 print("thinkf set\n");
109 ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
110 print("out of ammo... ", ftos(self.weaponentity.state), "\n");
114 void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire)
116 // if we get here, we have at least one bullet to fire
121 self.rifle_bullethail_attackfunc = AttackFunc;
122 self.rifle_bullethail_frame = fr;
123 self.rifle_bullethail_animtime = animtime;
124 self.rifle_bullethail_refire = refire;
125 weapon_thinkf(fr, animtime, W_Rifle_BulletHail_Continue);
130 weapon_thinkf(fr, animtime, w_ready);
134 .float bot_secondary_riflemooth;
135 float W_Rifle(float req)
143 self.BUTTON_ATCK=FALSE;
144 self.BUTTON_ATCK2=FALSE;
145 if(vlen(self.origin-self.enemy.origin) > 1000)
146 self.bot_secondary_riflemooth = 0;
147 if(self.bot_secondary_riflemooth == 0)
149 if(bot_aim(1000000, 0, 0.001, FALSE))
151 self.BUTTON_ATCK = TRUE;
152 if(random() < 0.01) self.bot_secondary_riflemooth = 1;
157 if(bot_aim(1000000, 0, 0.001, FALSE))
159 self.BUTTON_ATCK2 = TRUE;
160 if(random() < 0.03) self.bot_secondary_riflemooth = 0;
168 if(autocvar_g_balance_rifle_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) // forced reload
169 WEP_ACTION(self.weapon, WR_RELOAD);
172 self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time);
173 if (self.BUTTON_ATCK)
174 if (weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire)))
175 if (time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
177 weapon_prepareattack_do(0, WEP_CVAR_PRI(rifle, refire));
178 W_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
179 self.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
181 if (self.BUTTON_ATCK2)
183 if (WEP_CVAR(rifle, secondary))
185 if(WEP_CVAR_SEC(rifle, reload))
186 WEP_ACTION(self.weapon, WR_RELOAD);
189 if (weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
190 if (time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
192 weapon_prepareattack_do(1, WEP_CVAR_SEC(rifle, refire));
193 W_Rifle_BulletHail(WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
194 self.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
205 precache_model ("models/weapons/g_campingrifle.md3");
206 precache_model ("models/weapons/v_campingrifle.md3");
207 precache_model ("models/weapons/h_campingrifle.iqm");
208 precache_sound ("weapons/campingrifle_fire.wav");
209 precache_sound ("weapons/campingrifle_fire2.wav");
210 RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
215 ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo);
216 ammo_amount += self.(weapon_load[WEP_RIFLE]) >= WEP_CVAR_PRI(rifle, ammo);
221 ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_SEC(rifle, ammo);
222 ammo_amount += self.(weapon_load[WEP_RIFLE]) >= WEP_CVAR_SEC(rifle, ammo);
227 RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
232 self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
237 W_Reload(min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), "weapons/reload.wav");
240 case WR_SUICIDEMESSAGE:
242 return WEAPON_THINKING_WITH_PORTALS;
246 if(w_deathtype & HITTYPE_SECONDARY)
248 if(w_deathtype & HITTYPE_BOUNCE)
249 return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
251 return WEAPON_RIFLE_MURDER_HAIL;
255 if(w_deathtype & HITTYPE_BOUNCE)
256 return WEAPON_RIFLE_MURDER_PIERCING;
258 return WEAPON_RIFLE_MURDER;
266 float W_Rifle(float req)
270 case WR_IMPACTEFFECT:
273 org2 = w_org + w_backoff * 2;
274 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
278 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
279 else if(w_random < 0.4)
280 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
281 else if(w_random < 0.5)
282 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
289 precache_sound("weapons/ric1.wav");
290 precache_sound("weapons/ric2.wav");
291 precache_sound("weapons/ric3.wav");
292 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
294 precache_pic("gfx/reticle_nex");
300 if(button_zoom || zoomscript_caught)
302 reticle_image = "gfx/reticle_nex";
307 // no weapon specific image for this weapon