4 /* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails);
5 /* impulse */ ATTRIB(Rifle, impulse, int, 7);
6 /* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
7 /* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, 7000);
8 /* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
9 /* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
11 /* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
13 /* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
14 /* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
15 /* reticle */ ATTRIB(Rifle, w_reticle, string, "gfx/reticle_nex");
16 /* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle");
17 /* refname */ ATTRIB(Rifle, netname, string, "rifle");
18 /* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle"));
20 #define X(BEGIN, P, END, class, prefix) \
22 P(class, prefix, ammo, float, BOTH) \
23 P(class, prefix, animtime, float, BOTH) \
24 P(class, prefix, bullethail, float, BOTH) \
25 P(class, prefix, burstcost, float, BOTH) \
26 P(class, prefix, bursttime, float, NONE) \
27 P(class, prefix, damage, float, BOTH) \
28 P(class, prefix, force, float, BOTH) \
29 P(class, prefix, refire, float, BOTH) \
30 P(class, prefix, reload, float, SEC) \
31 P(class, prefix, reload_ammo, float, NONE) \
32 P(class, prefix, reload_time, float, NONE) \
33 P(class, prefix, secondary, float, NONE) \
34 P(class, prefix, shots, float, BOTH) \
35 P(class, prefix, solidpenetration, float, BOTH) \
36 P(class, prefix, spread, float, BOTH) \
37 P(class, prefix, switchdelay_drop, float, NONE) \
38 P(class, prefix, switchdelay_raise, float, NONE) \
39 P(class, prefix, tracer, float, BOTH) \
40 P(class, prefix, weaponreplace, string, NONE) \
41 P(class, prefix, weaponstartoverride, float, NONE) \
42 P(class, prefix, weaponstart, float, NONE) \
43 P(class, prefix, weaponthrowable, float, NONE) \
45 W_PROPS(X, Rifle, rifle)
48 REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle));
52 .float rifle_accumulator;
57 spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
58 spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
59 spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
61 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)
65 W_DecreaseAmmo(thiswep, actor, pAmmo, weaponentity);
67 W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
69 Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
71 if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
73 w_shotdir = v_forward;
74 w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
77 for(i = 0; i < pShots; ++i)
78 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
80 if(autocvar_g_casings >= 2)
82 makevectors(actor.v_angle); // for some reason, this is lost
83 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);
87 void W_Rifle_Attack(entity actor, .entity weaponentity)
89 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);
92 void W_Rifle_Attack2(entity actor, .entity weaponentity)
94 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);
97 .void(entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
98 .WFRAME rifle_bullethail_frame;
99 .float rifle_bullethail_animtime;
100 .float rifle_bullethail_refire;
101 void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
105 Weapon sw = actor.(weaponentity).m_switchweapon; // make it not detect weapon changes as reason to abort firing
106 int slot = weaponslot(weaponentity);
107 af = ATTACK_FINISHED(actor, slot);
108 actor.(weaponentity).m_switchweapon = actor.(weaponentity).m_weapon;
109 ATTACK_FINISHED(actor, slot) = time;
110 r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
111 if(actor.(weaponentity).m_switchweapon == actor.(weaponentity).m_weapon)
112 actor.(weaponentity).m_switchweapon = sw;
115 actor.rifle_bullethail_attackfunc(actor, weaponentity);
116 weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
120 ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
124 void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire)
126 // if we get here, we have at least one bullet to fire
127 AttackFunc(actor, weaponentity);
131 actor.rifle_bullethail_attackfunc = AttackFunc;
132 actor.rifle_bullethail_frame = fr;
133 actor.rifle_bullethail_animtime = animtime;
134 actor.rifle_bullethail_refire = refire;
135 weapon_thinkf(actor, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
140 weapon_thinkf(actor, weaponentity, fr, animtime, w_ready);
144 .float bot_secondary_riflemooth;
146 METHOD(Rifle, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
148 PHYS_INPUT_BUTTON_ATCK(actor) = false;
149 PHYS_INPUT_BUTTON_ATCK2(actor) = false;
150 if(vdist(actor.origin - actor.enemy.origin, >, 1000))
151 actor.bot_secondary_riflemooth = 0;
152 if(actor.bot_secondary_riflemooth == 0)
154 if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
156 PHYS_INPUT_BUTTON_ATCK(actor) = true;
157 if(random() < 0.01) actor.bot_secondary_riflemooth = 1;
162 if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
164 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
165 if(random() < 0.03) actor.bot_secondary_riflemooth = 0;
169 METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
171 if(autocvar_g_balance_rifle_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
172 thiswep.wr_reload(thiswep, actor, weaponentity);
175 actor.(weaponentity).rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.(weaponentity).rifle_accumulator, time);
177 if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
178 if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
180 weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
181 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));
182 actor.(weaponentity).rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
186 if(WEP_CVAR(rifle, secondary))
188 if(WEP_CVAR_SEC(rifle, reload)) {
189 thiswep.wr_reload(thiswep, actor, weaponentity);
192 if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
193 if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
195 weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
196 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));
197 actor.(weaponentity).rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
204 METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
206 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
207 ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
210 METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
212 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
213 ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
216 METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
218 actor.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
220 METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
222 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
224 METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep))
226 return WEAPON_THINKING_WITH_PORTALS;
228 METHOD(Rifle, wr_killmessage, Notification(entity thiswep))
230 if(w_deathtype & HITTYPE_SECONDARY)
232 if(w_deathtype & HITTYPE_BOUNCE)
233 return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
235 return WEAPON_RIFLE_MURDER_HAIL;
239 if(w_deathtype & HITTYPE_BOUNCE)
240 return WEAPON_RIFLE_MURDER_PIERCING;
242 return WEAPON_RIFLE_MURDER;
245 METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
247 return PHYS_INPUT_BUTTON_ATCK2(actor) && WEP_CVAR(rifle, secondary) == 0;
253 METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor))
256 org2 = w_org + w_backoff * 2;
257 pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
260 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
263 METHOD(Rifle, wr_init, void(entity thiswep))
265 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
267 precache_pic("gfx/reticle_nex");
270 METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
272 if(button_zoom || zoomscript_caught)
278 // no weapon specific image for this weapon