]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_campingrifle.qc
merge some changes from my autocvarizer branch that change nothing but make code...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_campingrifle.qc
index 8f6a9104946ce3f6dc263191d5520853f1065e57..1347fc88c94baae7678661584e54be2c68c2be15 100644 (file)
@@ -1,6 +1,7 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(CAMPINGRIFLE, w_campingrifle, IT_NAILS, 3, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "campingrifle", "Rifle");
+REGISTER_WEAPON(CAMPINGRIFLE, w_campingrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "campingrifle", "Sniper Rifle");
 #else
+#ifdef SVQC
 //Camping rifle Primary mode: manually operated bolt*, Secondary: full automatic**
 //* Manually operating the bolt means that all the power of the gas is used to propell the bullet. In this mode the bolt is prevented from moving backwards in response to the firing of the bullet.
 //** In fully automatic mode some of the gas is used to extract and reload the next cartrige, thus there is less power and range.
@@ -83,9 +84,9 @@ void W_CampingRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAdde
                self.ammo_nails -= pAmmo;
 
        if(deathtype & HITTYPE_SECONDARY)
-               W_SetupShot (self, cvar("g_antilag_bullets") && pSpeed >= cvar("g_antilag_bullets"), 2, "weapons/campingrifle_fire2.wav", cvar("g_balance_campingrifle_secondary_damage"));
+               W_SetupShot (self, cvar("g_antilag_bullets") && pSpeed >= cvar("g_antilag_bullets"), 2, "weapons/campingrifle_fire2.wav", CHAN_WEAPON, cvar("g_balance_campingrifle_secondary_damage") + cvar("g_balance_campingrifle_secondary_headshotaddeddamage"));
        else
-               W_SetupShot (self, cvar("g_antilag_bullets") && pSpeed >= cvar("g_antilag_bullets"), 2, "weapons/campingrifle_fire.wav", cvar("g_balance_campingrifle_primary_damage"));
+               W_SetupShot (self, cvar("g_antilag_bullets") && pSpeed >= cvar("g_antilag_bullets"), 2, "weapons/campingrifle_fire.wav", CHAN_WEAPON, cvar("g_balance_campingrifle_primary_damage") + cvar("g_balance_campingrifle_primary_headshotaddeddamage"));
 
        pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
 
@@ -95,7 +96,10 @@ void W_CampingRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAdde
                w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
        }
 
-       fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, (cvar("g_balance_campingrifle_tracer") ? EF_RED : EF_BLUE), 1, pBulletConstant);
+       if(deathtype & HITTYPE_SECONDARY)
+               fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, (cvar("g_balance_campingrifle_secondary_tracer") ? EF_RED : EF_BLUE), 1, pBulletConstant);
+       else
+               fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, (cvar("g_balance_campingrifle_primary_tracer") ? EF_RED : EF_BLUE), 1, pBulletConstant);
        endFireBallisticBullet();
 
        if (cvar("g_casings") >= 2)
@@ -218,17 +222,22 @@ float w_campingrifle(float req)
                                self.campingrifle_accumulator += cvar("g_balance_campingrifle_primary_burstcost");
                        }
                        if (self.BUTTON_ATCK2)
-                       if (weapon_prepareattack_check(1, cvar("g_balance_campingrifle_secondary_refire")))
-                       if (time >= self.campingrifle_accumulator + cvar("g_balance_campingrifle_secondary_burstcost"))
-                       {
-                               weapon_prepareattack_do(1, cvar("g_balance_campingrifle_secondary_refire"));
-                               W_CampingRifle_BulletHail(cvar("g_balance_campingrifle_secondary_bullethail"), W_CampingRifle_Attack2, WFRAME_FIRE2, cvar("g_balance_campingrifle_secondary_animtime"), cvar("g_balance_campingrifle_primary_refire"));
-                               self.campingrifle_accumulator += cvar("g_balance_campingrifle_secondary_burstcost");
+                       {       
+                               if (cvar("g_balance_campingrifle_secondary"))
+                               {
+                                       if (weapon_prepareattack_check(1, cvar("g_balance_campingrifle_secondary_refire")))
+                                       if (time >= self.campingrifle_accumulator + cvar("g_balance_campingrifle_secondary_burstcost"))
+                                       {
+                                               weapon_prepareattack_do(1, cvar("g_balance_campingrifle_secondary_refire"));
+                                               W_CampingRifle_BulletHail(cvar("g_balance_campingrifle_secondary_bullethail"), W_CampingRifle_Attack2, WFRAME_FIRE2, cvar("g_balance_campingrifle_secondary_animtime"), cvar("g_balance_campingrifle_primary_refire"));
+                                               self.campingrifle_accumulator += cvar("g_balance_campingrifle_secondary_burstcost");
+                                       }
+                               }
                        }
                }
        }
        else if (req == WR_PRECACHE)
-       {               
+       {
                precache_model ("models/weapons/g_campingrifle.md3");
                precache_model ("models/weapons/v_campingrifle.md3");
                precache_model ("models/weapons/h_campingrifle.iqm");
@@ -241,7 +250,7 @@ float w_campingrifle(float req)
                weapon_setup(WEP_CAMPINGRIFLE);
 
                full = W_CampingRifle_CheckMaxBullets(TRUE);
-               if(cvar("g_balance_campingrifle_auto_reload_after_changing_weapons"))
+               if(cvar("g_balance_campingrifle_auto_reload_on_switch"))
                        if(!full)
                                self.campingrifle_bulletcounter = -1;
        }
@@ -249,48 +258,76 @@ float w_campingrifle(float req)
                return self.ammo_nails >= cvar("g_balance_campingrifle_primary_ammo");
        else if (req == WR_CHECKAMMO2)
                return self.ammo_nails >= cvar("g_balance_campingrifle_secondary_ammo");
+       else if (req == WR_RELOAD)
+       {
+               W_CampingRifle_Reload();
+       }
+       else if (req == WR_RESETPLAYER)
+       {
+               self.campingrifle_accumulator = time - cvar("g_balance_campingrifle_bursttime");
+               self.campingrifle_bulletcounter = cvar("g_balance_campingrifle_magazinecapacity");
+               W_CampingRifle_CheckMaxBullets(FALSE);
+       }
+       return TRUE;
+};
+#endif
+#ifdef CSQC
+float w_campingrifle(float req)
+{
+       if(req == WR_IMPACTEFFECT)
+       {
+               vector org2;
+               org2 = w_org + w_backoff * 2;
+               pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
+               if(!w_issilent)
+               {
+                       if(w_random < 0.2)
+                               sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+                       else if(w_random < 0.4)
+                               sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+                       else if(w_random < 0.5)
+                               sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+               }
+       }
+       else if(req == WR_PRECACHE)
+       {
+               precache_sound("weapons/ric1.wav");
+               precache_sound("weapons/ric2.wav");
+               precache_sound("weapons/ric3.wav");
+       }
        else if (req == WR_SUICIDEMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = "shot themself automatically";
+                       w_deathtypestring = "%s shot themself automatically";
                else
-                       w_deathtypestring = "sniped themself somehow";
+                       w_deathtypestring = "%s sniped themself somehow";
        }
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
                {
                        if(w_deathtype & HITTYPE_BOUNCE)
-                               w_deathtypestring = "failed to hide from #'s bullet hail";
+                               w_deathtypestring = "%s failed to hide from %s's bullet hail";
                        else
-                               w_deathtypestring = "died in #'s bullet hail";
+                               w_deathtypestring = "%s died in %s's bullet hail";
                }
                else
                {
                        if(w_deathtype & HITTYPE_BOUNCE)
                        {
                                // TODO special headshot message here too?
-                               w_deathtypestring = "failed to hide from #'s rifle";
+                               w_deathtypestring = "%s failed to hide from %s's rifle";
                        }
                        else
                        {
                                if(w_deathtype & HITTYPE_HEADSHOT)
-                                       w_deathtypestring = "got hit in the head by #";
+                                       w_deathtypestring = "%s got hit in the head by %s";
                                else
-                                       w_deathtypestring = "was sniped by #";
+                                       w_deathtypestring = "%s was sniped by %s";
                        }
                }
        }
-       else if (req == WR_RELOAD)
-       {
-               W_CampingRifle_Reload();
-       }
-       else if (req == WR_RESETPLAYER)
-       {
-               self.campingrifle_accumulator = time - cvar("g_balance_campingrifle_bursttime");
-               self.campingrifle_bulletcounter = cvar("g_balance_campingrifle_magazinecapacity");
-               W_CampingRifle_CheckMaxBullets(FALSE);
-       }
        return TRUE;
-};
+}
+#endif
 #endif