4 spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
5 spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
6 spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
8 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)
12 W_DecreaseAmmo(thiswep, actor, pAmmo, weaponentity);
14 W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
16 Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
18 if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
20 w_shotdir = v_forward;
21 w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
24 for(i = 0; i < pShots; ++i)
25 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
27 if(autocvar_g_casings >= 2)
29 makevectors(actor.v_angle); // for some reason, this is lost
30 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);
34 void W_Rifle_Attack(entity actor, .entity weaponentity)
36 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);
39 void W_Rifle_Attack2(entity actor, .entity weaponentity)
41 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);
44 .void(entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
45 .WFRAME rifle_bullethail_frame;
46 .float rifle_bullethail_animtime;
47 .float rifle_bullethail_refire;
48 void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
52 Weapon sw = actor.(weaponentity).m_switchweapon; // make it not detect weapon changes as reason to abort firing
53 int slot = weaponslot(weaponentity);
54 af = ATTACK_FINISHED(actor, slot);
55 actor.(weaponentity).m_switchweapon = actor.(weaponentity).m_weapon;
56 ATTACK_FINISHED(actor, slot) = time;
57 r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
58 if(actor.(weaponentity).m_switchweapon == actor.(weaponentity).m_weapon)
59 actor.(weaponentity).m_switchweapon = sw;
62 actor.rifle_bullethail_attackfunc(actor, weaponentity);
63 weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
67 ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
71 void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire)
73 // if we get here, we have at least one bullet to fire
74 AttackFunc(actor, weaponentity);
78 actor.rifle_bullethail_attackfunc = AttackFunc;
79 actor.rifle_bullethail_frame = fr;
80 actor.rifle_bullethail_animtime = animtime;
81 actor.rifle_bullethail_refire = refire;
82 weapon_thinkf(actor, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
87 weapon_thinkf(actor, weaponentity, fr, animtime, w_ready);
91 .float bot_secondary_riflemooth;
93 METHOD(Rifle, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
95 PHYS_INPUT_BUTTON_ATCK(actor) = false;
96 PHYS_INPUT_BUTTON_ATCK2(actor) = false;
97 if(vdist(actor.origin - actor.enemy.origin, >, 1000))
98 actor.bot_secondary_riflemooth = 0;
99 if(actor.bot_secondary_riflemooth == 0)
101 if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
103 PHYS_INPUT_BUTTON_ATCK(actor) = true;
104 if(random() < 0.01) actor.bot_secondary_riflemooth = 1;
109 if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
111 PHYS_INPUT_BUTTON_ATCK2(actor) = true;
112 if(random() < 0.03) actor.bot_secondary_riflemooth = 0;
116 METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
118 if(autocvar_g_balance_rifle_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
119 thiswep.wr_reload(thiswep, actor, weaponentity);
122 actor.(weaponentity).rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.(weaponentity).rifle_accumulator, time);
124 if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
125 if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
127 weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
128 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));
129 actor.(weaponentity).rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
133 if(WEP_CVAR(rifle, secondary))
135 if(WEP_CVAR_SEC(rifle, reload)) {
136 thiswep.wr_reload(thiswep, actor, weaponentity);
139 if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
140 if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
142 weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
143 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));
144 actor.(weaponentity).rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
151 METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
153 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
154 ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
157 METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
159 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
160 ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
163 METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
165 actor.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
167 METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
169 W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
171 METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep))
173 return WEAPON_THINKING_WITH_PORTALS;
175 METHOD(Rifle, wr_killmessage, Notification(entity thiswep))
177 if(w_deathtype & HITTYPE_SECONDARY)
179 if(w_deathtype & HITTYPE_BOUNCE)
180 return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
182 return WEAPON_RIFLE_MURDER_HAIL;
186 if(w_deathtype & HITTYPE_BOUNCE)
187 return WEAPON_RIFLE_MURDER_PIERCING;
189 return WEAPON_RIFLE_MURDER;
192 METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
194 return PHYS_INPUT_BUTTON_ATCK2(actor) && WEP_CVAR(rifle, secondary) == 0;
200 METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor))
203 org2 = w_org + w_backoff * 2;
204 pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
207 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
210 METHOD(Rifle, wr_init, void(entity thiswep))
212 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
214 precache_pic("gfx/reticle_nex");
217 METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
219 if(button_zoom || zoomscript_caught)
225 // no weapon specific image for this weapon