#include "rifle.qh"
-#ifndef IMPLEMENTATION
-CLASS(Rifle, Weapon)
-/* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails);
-/* impulse */ ATTRIB(Rifle, impulse, int, 7);
-/* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
-/* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
-/* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
-/* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
-#ifdef GAMEQC
-/* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
-#endif
-/* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
-/* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
-/* reticle */ ATTRIB(Rifle, w_reticle, string, "gfx/reticle_nex");
-/* 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, rifle, NEW(Rifle));
-
-#ifdef SVQC
-.float rifle_accumulator;
-#endif
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
-spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
-spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
-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)
+void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, float pDamage, float pHeadshotDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
{
float i;
W_DecreaseAmmo(thiswep, actor, pAmmo, weaponentity);
- W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
+ W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots, deathtype);
- Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir * 2);
if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
{
}
for(i = 0; i < pShots; ++i)
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pHeadshotDamage, pForce, deathtype, (pTracer ? EFFECT_RIFLE : EFFECT_RIFLE_WEAK));
if(autocvar_g_casings >= 2)
- {
- makevectors(actor.v_angle); // for some reason, this is lost
+ {
+ makevectors(actor.v_angle); // for some reason, this is lost
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);
- }
+ }
}
-void W_Rifle_Attack(entity actor, .entity weaponentity)
+void W_Rifle_Attack(Weapon thiswep, entity actor, .entity weaponentity)
{
- 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);
+ W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, headshot_multiplier), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), thiswep.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE, actor);
}
-void W_Rifle_Attack2(entity actor, .entity weaponentity)
+void W_Rifle_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
{
- 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);
+ W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, headshot_multiplier), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), thiswep.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2, actor);
}
-.void(entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
+.void(Weapon thiswep, entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
.WFRAME rifle_bullethail_frame;
.float rifle_bullethail_animtime;
.float rifle_bullethail_refire;
float r, af;
Weapon sw = actor.(weaponentity).m_switchweapon; // make it not detect weapon changes as reason to abort firing
- int slot = weaponslot(weaponentity);
- af = ATTACK_FINISHED(actor, slot);
+ af = ATTACK_FINISHED(actor, weaponentity);
actor.(weaponentity).m_switchweapon = actor.(weaponentity).m_weapon;
- ATTACK_FINISHED(actor, slot) = time;
+ ATTACK_FINISHED(actor, weaponentity) = time;
r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
if(actor.(weaponentity).m_switchweapon == actor.(weaponentity).m_weapon)
actor.(weaponentity).m_switchweapon = sw;
if(r)
{
- actor.rifle_bullethail_attackfunc(actor, weaponentity);
+ actor.rifle_bullethail_attackfunc(thiswep, actor, weaponentity);
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
+ ATTACK_FINISHED(actor, weaponentity) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
}
}
-void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire)
+void W_Rifle_BulletHail(Weapon thiswep, entity actor, .entity weaponentity, float mode, void(Weapon thiswep, entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire)
{
// if we get here, we have at least one bullet to fire
- AttackFunc(actor, weaponentity);
+ AttackFunc(thiswep, actor, weaponentity);
if(mode)
{
// continue hail
.float bot_secondary_riflemooth;
-METHOD(Rifle, wr_aim, void(entity thiswep, entity actor))
+METHOD(Rifle, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
PHYS_INPUT_BUTTON_ATCK(actor) = false;
PHYS_INPUT_BUTTON_ATCK2(actor) = false;
actor.bot_secondary_riflemooth = 0;
if(actor.bot_secondary_riflemooth == 0)
{
- if(bot_aim(actor, 1000000, 0, 0.001, false))
+ if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
{
PHYS_INPUT_BUTTON_ATCK(actor) = true;
if(random() < 0.01) actor.bot_secondary_riflemooth = 1;
}
else
{
- if(bot_aim(actor, 1000000, 0, 0.001, false))
+ if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
{
PHYS_INPUT_BUTTON_ATCK2(actor) = true;
if(random() < 0.03) actor.bot_secondary_riflemooth = 0;
}
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
+ if(autocvar_g_balance_rifle_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
} else
{
- actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
+ actor.(weaponentity).rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.(weaponentity).rifle_accumulator, time);
if(fire & 1)
if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
- if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
+ if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
{
weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
- 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));
- actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
+ W_Rifle_BulletHail(thiswep, actor, weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+ actor.(weaponentity).rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
}
if(fire & 2)
{
} else
{
if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
- if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
+ if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
{
weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
- 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));
- actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
+ W_Rifle_BulletHail(thiswep, actor, weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+ actor.(weaponentity).rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
}
}
}
}
METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
- ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(rifle, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
return ammo_amount;
}
METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
- ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(rifle, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
return ammo_amount;
}
METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
{
- actor.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ actor.(weaponentity).rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
+ }
}
METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
return false;
}
}
+METHOD(Rifle, wr_zoomdir, bool(entity thiswep))
+{
+ return button_attack2 && !WEP_CVAR(rifle, secondary);
+}
#endif
-#endif