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);
}
-void W_Rifle_Attack(void)
+void W_Rifle_Attack()
{
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));
}
-void W_Rifle_Attack2(void)
+void W_Rifle_Attack2()
{
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));
}
-.void(void) rifle_bullethail_attackfunc;
+.void() rifle_bullethail_attackfunc;
.WFRAME rifle_bullethail_frame;
.float rifle_bullethail_animtime;
.float rifle_bullethail_refire;
af = ATTACK_FINISHED(actor, slot);
actor.switchweapon = actor.weapon;
ATTACK_FINISHED(actor, slot) = time;
- LOG_INFO(ftos(actor.WEP_AMMO(RIFLE)), "\n");
r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
if(actor.switchweapon == actor.weapon)
actor.switchweapon = sw;
{
actor.rifle_bullethail_attackfunc();
weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
- LOG_INFO("thinkf set\n");
}
else
{
ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
- LOG_INFO("out of ammo... ", ftos(actor.(weaponentity).state), "\n");
}
}
-void W_Rifle_BulletHail(.entity weaponentity, float mode, void(void) AttackFunc, WFRAME fr, float animtime, float refire)
+void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFRAME fr, float animtime, float refire)
{SELFPARAM();
// if we get here, we have at least one bullet to fire
AttackFunc();
pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent)
{
- if(w_random < 0.2)
- sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM);
- else if(w_random < 0.4)
- sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
- else if(w_random < 0.5)
- sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
}
}
METHOD(Rifle, wr_init, void(entity thiswep))