]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/rifle.qc
Merge branch 'terencehill/megaerebus_glow' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / rifle.qc
index 771f384361c7b6fbdbff0860452c0d48fb9ee9e9..7daf4ec40803c445f109569a9a8e73e532beb4e6 100644 (file)
@@ -1,62 +1,6 @@
 #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, 7000);
-/* 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)
 {
@@ -64,7 +8,7 @@ void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, flo
 
        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);
 
@@ -75,7 +19,7 @@ void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, flo
        }
 
        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, pForce, deathtype, (pTracer ? EFFECT_RIFLE : EFFECT_RIFLE_WEAK));
 
        if(autocvar_g_casings >= 2)
     {
@@ -84,17 +28,17 @@ void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, flo
     }
 }
 
-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, 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, 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;
@@ -103,28 +47,27 @@ void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponent
        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
@@ -178,7 +121,7 @@ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
         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));
+            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)
@@ -193,7 +136,7 @@ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
                     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));
+                        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);
                     }
                 }
@@ -203,19 +146,23 @@ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
 }
 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.(weaponentity).(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.(weaponentity).(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))
 {
@@ -279,6 +226,9 @@ METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
         return false;
     }
 }
+METHOD(Rifle, wr_zoomdir, bool(entity thiswep))
+{
+    return button_attack2 && !WEP_CVAR(rifle, secondary);
+}
 
 #endif
-#endif