3 /* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails)
4 /* impulse */ ATTRIB(Rifle, impulse, int, 7)
5 /* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
6 /* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
8 /* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
10 /* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
12 /* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
13 /* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle");
15 /* refname */ ATTRIB(Rifle, netname, string, "rifle");
16 /* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, ammo, float, BOTH) \
21 P(class, prefix, animtime, float, BOTH) \
22 P(class, prefix, bullethail, float, BOTH) \
23 P(class, prefix, burstcost, float, BOTH) \
24 P(class, prefix, bursttime, float, NONE) \
25 P(class, prefix, damage, float, BOTH) \
26 P(class, prefix, force, float, BOTH) \
27 P(class, prefix, refire, float, BOTH) \
28 P(class, prefix, reload, float, SEC) \
29 P(class, prefix, reload_ammo, float, NONE) \
30 P(class, prefix, reload_time, float, NONE) \
31 P(class, prefix, secondary, float, NONE) \
32 P(class, prefix, shots, float, BOTH) \
33 P(class, prefix, solidpenetration, float, BOTH) \
34 P(class, prefix, spread, float, BOTH) \
35 P(class, prefix, switchdelay_drop, float, NONE) \
36 P(class, prefix, switchdelay_raise, float, NONE) \
37 P(class, prefix, tracer, float, BOTH) \
38 P(class, prefix, weaponreplace, string, NONE) \
39 P(class, prefix, weaponstartoverride, float, NONE) \
40 P(class, prefix, weaponstart, float, NONE) \
41 P(class, prefix, weaponthrowable, float, NONE) \
43 W_PROPS(X, Rifle, rifle)
46 REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle));
50 .float rifle_accumulator;
55 spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
56 spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
57 spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
59 void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
63 W_DecreaseAmmo(thiswep, self, pAmmo);
65 W_SetupShot(self, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
67 Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
69 if(PHYS_INPUT_BUTTON_ZOOM(self) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(self)) // if zoomed, shoot from the eye
71 w_shotdir = v_forward;
72 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
75 for(i = 0; i < pShots; ++i)
76 fireBullet(self, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
78 if(autocvar_g_casings >= 2)
79 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);
82 void W_Rifle_Attack(entity actor)
84 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, actor);
87 void W_Rifle_Attack2(entity actor)
89 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, actor);
92 .void(entity actor) rifle_bullethail_attackfunc;
93 .WFRAME rifle_bullethail_frame;
94 .float rifle_bullethail_animtime;
95 .float rifle_bullethail_refire;
96 void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
100 Weapon sw = PS(actor).m_switchweapon; // make it not detect weapon changes as reason to abort firing
101 int slot = weaponslot(weaponentity);
102 af = ATTACK_FINISHED(actor, slot);
103 PS(actor).m_switchweapon = PS(actor).m_weapon;
104 ATTACK_FINISHED(actor, slot) = time;
105 r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
106 if(PS(actor).m_switchweapon == PS(actor).m_weapon)
107 PS(actor).m_switchweapon = sw;
110 actor.rifle_bullethail_attackfunc(actor);
111 weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
115 ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
119 void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor) AttackFunc, WFRAME fr, float animtime, float refire)
120 {entity this = actor;
121 // if we get here, we have at least one bullet to fire
126 self.rifle_bullethail_attackfunc = AttackFunc;
127 self.rifle_bullethail_frame = fr;
128 self.rifle_bullethail_animtime = animtime;
129 self.rifle_bullethail_refire = refire;
130 weapon_thinkf(self, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
135 weapon_thinkf(self, weaponentity, fr, animtime, w_ready);
139 .float bot_secondary_riflemooth;
141 METHOD(Rifle, wr_aim, void(entity thiswep, entity actor))
144 PHYS_INPUT_BUTTON_ATCK(self) = false;
145 PHYS_INPUT_BUTTON_ATCK2(self) = false;
146 if(vdist(self.origin - self.enemy.origin, >, 1000))
147 self.bot_secondary_riflemooth = 0;
148 if(self.bot_secondary_riflemooth == 0)
150 if(bot_aim(self, 1000000, 0, 0.001, false))
152 PHYS_INPUT_BUTTON_ATCK(self) = true;
153 if(random() < 0.01) self.bot_secondary_riflemooth = 1;
158 if(bot_aim(self, 1000000, 0, 0.001, false))
160 PHYS_INPUT_BUTTON_ATCK2(self) = true;
161 if(random() < 0.03) self.bot_secondary_riflemooth = 0;
165 METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
167 if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
168 thiswep.wr_reload(thiswep, actor, weaponentity);
171 actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
173 if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
174 if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
176 weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
177 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));
178 actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
182 if(WEP_CVAR(rifle, secondary))
184 if(WEP_CVAR_SEC(rifle, reload)) {
185 thiswep.wr_reload(thiswep, actor, weaponentity);
188 if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
189 if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
191 weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
192 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));
193 actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
200 METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor))
202 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
203 ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
206 METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor))
208 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
209 ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
212 METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
215 self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
217 METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
219 W_Reload(actor, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
221 METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep))
223 return WEAPON_THINKING_WITH_PORTALS;
225 METHOD(Rifle, wr_killmessage, Notification(entity thiswep))
227 if(w_deathtype & HITTYPE_SECONDARY)
229 if(w_deathtype & HITTYPE_BOUNCE)
230 return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
232 return WEAPON_RIFLE_MURDER_HAIL;
236 if(w_deathtype & HITTYPE_BOUNCE)
237 return WEAPON_RIFLE_MURDER_PIERCING;
239 return WEAPON_RIFLE_MURDER;
246 METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor))
250 org2 = w_org + w_backoff * 2;
251 pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
254 sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
257 METHOD(Rifle, wr_init, void(entity thiswep))
259 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
261 precache_pic("gfx/reticle_nex");
264 METHOD(Rifle, wr_zoomreticle, bool(entity thiswep))
266 if(button_zoom || zoomscript_caught)
268 reticle_image = "gfx/reticle_nex";
273 // no weapon specific image for this weapon