X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Frifle.qc;h=b008f8a1b8fb23ac7abcd2c0901b103c483c8e1f;hb=02f618451f5c061d2b1e407fac81fed18a636726;hp=97bcac8bb5d7de7833b4ec32409188354bf1cfd9;hpb=cb6b4b889a27536efb9fdaa86a2fbc928da872c8;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/rifle.qc b/qcsrc/common/weapons/weapon/rifle.qc index 97bcac8bb..b008f8a1b 100644 --- a/qcsrc/common/weapons/weapon/rifle.qc +++ b/qcsrc/common/weapons/weapon/rifle.qc @@ -56,7 +56,7 @@ 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, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound) +void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound) {SELFPARAM(); float i; @@ -66,7 +66,7 @@ void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pFor Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1); - if(self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) // if zoomed, shoot from the eye + if(PHYS_INPUT_BUTTON_ZOOM(self) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(self)) // if zoomed, shoot from the eye { w_shotdir = v_forward; w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward; @@ -81,12 +81,12 @@ void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pFor 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)); + 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() { - 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)); + 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() rifle_bullethail_attackfunc; @@ -138,139 +138,139 @@ void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFR .float bot_secondary_riflemooth; - METHOD(Rifle, wr_aim, void(entity thiswep)) - { - self.BUTTON_ATCK=false; - self.BUTTON_ATCK2=false; - if(vlen(self.origin-self.enemy.origin) > 1000) - self.bot_secondary_riflemooth = 0; - if(self.bot_secondary_riflemooth == 0) - { - if(bot_aim(1000000, 0, 0.001, false)) - { - self.BUTTON_ATCK = true; - if(random() < 0.01) self.bot_secondary_riflemooth = 1; - } - } - else - { - if(bot_aim(1000000, 0, 0.001, false)) - { - self.BUTTON_ATCK2 = true; - if(random() < 0.03) self.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 - thiswep.wr_reload(thiswep); - } else - { - actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.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)) - { - weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)); - W_Rifle_BulletHail(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); - } - if(fire & 2) - { - if(WEP_CVAR(rifle, secondary)) - { - if(WEP_CVAR_SEC(rifle, reload)) { - thiswep.wr_reload(thiswep); - } else - { - if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire))) - if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost)) - { - weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)); - W_Rifle_BulletHail(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); - } - } - } - } - } - } - METHOD(Rifle, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo); - ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo); - return ammo_amount; - } - METHOD(Rifle, wr_checkammo2, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo); - ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo); - return ammo_amount; - } - METHOD(Rifle, wr_resetplayer, void(entity thiswep)) - { - self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime); - } - METHOD(Rifle, wr_reload, void(entity thiswep)) - { - W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD)); - } - METHOD(Rifle, wr_suicidemessage, int(entity thiswep)) - { - return WEAPON_THINKING_WITH_PORTALS; - } - METHOD(Rifle, wr_killmessage, int(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - { - if(w_deathtype & HITTYPE_BOUNCE) - return WEAPON_RIFLE_MURDER_HAIL_PIERCING; - else - return WEAPON_RIFLE_MURDER_HAIL; - } - else - { - if(w_deathtype & HITTYPE_BOUNCE) - return WEAPON_RIFLE_MURDER_PIERCING; - else - return WEAPON_RIFLE_MURDER; - } - } +METHOD(Rifle, wr_aim, void(entity thiswep)) +{ + PHYS_INPUT_BUTTON_ATCK(self) = false; + PHYS_INPUT_BUTTON_ATCK2(self) = false; + if(vdist(self.origin - self.enemy.origin, >, 1000)) + self.bot_secondary_riflemooth = 0; + if(self.bot_secondary_riflemooth == 0) + { + if(bot_aim(1000000, 0, 0.001, false)) + { + PHYS_INPUT_BUTTON_ATCK(self) = true; + if(random() < 0.01) self.bot_secondary_riflemooth = 1; + } + } + else + { + if(bot_aim(1000000, 0, 0.001, false)) + { + PHYS_INPUT_BUTTON_ATCK2(self) = true; + if(random() < 0.03) self.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 + thiswep.wr_reload(thiswep, actor, weaponentity); + } else + { + actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.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)) + { + weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)); + W_Rifle_BulletHail(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); + } + if(fire & 2) + { + if(WEP_CVAR(rifle, secondary)) + { + if(WEP_CVAR_SEC(rifle, reload)) { + thiswep.wr_reload(thiswep, actor, weaponentity); + } else + { + if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire))) + if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost)) + { + weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)); + W_Rifle_BulletHail(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); + } + } + } + } + } +} +METHOD(Rifle, wr_checkammo1, bool(entity thiswep)) +{ + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo); + ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo); + return ammo_amount; +} +METHOD(Rifle, wr_checkammo2, bool(entity thiswep)) +{ + float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo); + ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo); + return ammo_amount; +} +METHOD(Rifle, wr_resetplayer, void(entity thiswep)) +{ + self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime); +} +METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD); +} +METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_THINKING_WITH_PORTALS; +} +METHOD(Rifle, wr_killmessage, Notification(entity thiswep)) +{ + if(w_deathtype & HITTYPE_SECONDARY) + { + if(w_deathtype & HITTYPE_BOUNCE) + return WEAPON_RIFLE_MURDER_HAIL_PIERCING; + else + return WEAPON_RIFLE_MURDER_HAIL; + } + else + { + if(w_deathtype & HITTYPE_BOUNCE) + return WEAPON_RIFLE_MURDER_PIERCING; + else + return WEAPON_RIFLE_MURDER; + } +} #endif #ifdef CSQC - METHOD(Rifle, wr_impacteffect, void(entity thiswep)) - { - vector org2; - org2 = w_org + w_backoff * 2; - pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1); - if(!w_issilent) - { - sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM); - } - } - METHOD(Rifle, wr_init, void(entity thiswep)) - { - if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) - { - precache_pic("gfx/reticle_nex"); - } - } - METHOD(Rifle, wr_zoomreticle, bool(entity thiswep)) - { - if(button_zoom || zoomscript_caught) - { - reticle_image = "gfx/reticle_nex"; - return true; - } - else - { - // no weapon specific image for this weapon - return false; - } - } +METHOD(Rifle, wr_impacteffect, void(entity thiswep)) +{ + vector org2; + org2 = w_org + w_backoff * 2; + pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1); + if(!w_issilent) + { + sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM); + } +} +METHOD(Rifle, wr_init, void(entity thiswep)) +{ + if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) + { + precache_pic("gfx/reticle_nex"); + } +} +METHOD(Rifle, wr_zoomreticle, bool(entity thiswep)) +{ + if(button_zoom || zoomscript_caught) + { + reticle_image = "gfx/reticle_nex"; + return true; + } + else + { + // no weapon specific image for this weapon + return false; + } +} #endif #endif