4 /* function */ W_Rifle,
5 /* ammotype */ ammo_nails,
7 /* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* modelname */ "campingrifle",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairrifle 0.6",
13 /* wepimg */ "weaponrifle",
14 /* refname */ "rifle",
15 /* wepname */ _("Rifle")
18 #define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, RIFLE, rifle)
19 #define RIFLE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, BOTH, ammo) \
21 w_cvar(id, sn, BOTH, animtime) \
22 w_cvar(id, sn, BOTH, bullethail) \
23 w_cvar(id, sn, BOTH, burstcost) \
24 w_cvar(id, sn, BOTH, damage) \
25 w_cvar(id, sn, BOTH, force) \
26 w_cvar(id, sn, BOTH, refire) \
27 w_cvar(id, sn, BOTH, shots) \
28 w_cvar(id, sn, BOTH, solidpenetration) \
29 w_cvar(id, sn, BOTH, spread) \
30 w_cvar(id, sn, BOTH, tracer) \
31 w_cvar(id, sn, NONE, bursttime) \
32 w_cvar(id, sn, NONE, secondary) \
33 w_cvar(id, sn, SEC, reload) \
34 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
35 w_prop(id, sn, float, reloading_time, reload_time) \
36 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
37 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
38 w_prop(id, sn, string, weaponreplace, weaponreplace) \
39 w_prop(id, sn, float, weaponstart, weaponstart) \
40 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
41 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
44 RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
45 .float rifle_accumulator;
49 void spawnfunc_weapon_rifle(void) { weapon_defaultspawnfunc(WEP_RIFLE); }
50 void spawnfunc_weapon_campingrifle(void) { spawnfunc_weapon_rifle(); }
51 void spawnfunc_weapon_sniperrifle(void) { spawnfunc_weapon_rifle(); }
53 void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, float deathtype, float pTracer, float pShots, string pSound)
57 W_DecreaseAmmo(pAmmo);
59 W_SetupShot(self, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
61 pointparticles(particleeffectnum("rifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
63 if(self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) // if zoomed, shoot from the eye
65 w_shotdir = v_forward;
66 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
69 for(i = 0; i < pShots; ++i)
70 fireBullet(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
72 if(autocvar_g_casings >= 2)
73 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);
76 void W_Rifle_Attack(void)
78 W_Rifle_FireBullet(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, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), "weapons/campingrifle_fire.wav");
81 void W_Rifle_Attack2(void)
83 W_Rifle_FireBullet(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 | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), "weapons/campingrifle_fire2.wav");
86 .void(void) rifle_bullethail_attackfunc;
87 .float rifle_bullethail_frame;
88 .float rifle_bullethail_animtime;
89 .float rifle_bullethail_refire;
90 void W_Rifle_BulletHail_Continue(void)
94 sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
95 af = ATTACK_FINISHED(self);
96 self.switchweapon = self.weapon;
97 ATTACK_FINISHED(self) = time;
98 print(ftos(self.WEP_AMMO(RIFLE)), "\n");
99 r = weapon_prepareattack(self.rifle_bullethail_frame == WFRAME_FIRE2, self.rifle_bullethail_refire);
100 if(self.switchweapon == self.weapon)
101 self.switchweapon = sw;
104 self.rifle_bullethail_attackfunc();
105 weapon_thinkf(self.rifle_bullethail_frame, self.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
106 print("thinkf set\n");
110 ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
111 print("out of ammo... ", ftos(self.weaponentity.state), "\n");
115 void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire)
117 // if we get here, we have at least one bullet to fire
122 self.rifle_bullethail_attackfunc = AttackFunc;
123 self.rifle_bullethail_frame = fr;
124 self.rifle_bullethail_animtime = animtime;
125 self.rifle_bullethail_refire = refire;
126 weapon_thinkf(fr, animtime, W_Rifle_BulletHail_Continue);
131 weapon_thinkf(fr, animtime, w_ready);
135 .float bot_secondary_riflemooth;
136 float W_Rifle(float req)
144 self.BUTTON_ATCK=false;
145 self.BUTTON_ATCK2=false;
146 if(vlen(self.origin-self.enemy.origin) > 1000)
147 self.bot_secondary_riflemooth = 0;
148 if(self.bot_secondary_riflemooth == 0)
150 if(bot_aim(1000000, 0, 0.001, false))
152 self.BUTTON_ATCK = true;
153 if(random() < 0.01) self.bot_secondary_riflemooth = 1;
158 if(bot_aim(1000000, 0, 0.001, false))
160 self.BUTTON_ATCK2 = true;
161 if(random() < 0.03) self.bot_secondary_riflemooth = 0;
169 if(autocvar_g_balance_rifle_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) // forced reload
170 WEP_ACTION(self.weapon, WR_RELOAD);
173 self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time);
175 if(weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire)))
176 if(time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
178 weapon_prepareattack_do(0, WEP_CVAR_PRI(rifle, refire));
179 W_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
180 self.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
182 if(self.BUTTON_ATCK2)
184 if(WEP_CVAR(rifle, secondary))
186 if(WEP_CVAR_SEC(rifle, reload))
187 WEP_ACTION(self.weapon, WR_RELOAD);
190 if(weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
191 if(time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
193 weapon_prepareattack_do(1, WEP_CVAR_SEC(rifle, refire));
194 W_Rifle_BulletHail(WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
195 self.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
206 precache_model("models/weapons/g_campingrifle.md3");
207 precache_model("models/weapons/v_campingrifle.md3");
208 precache_model("models/weapons/h_campingrifle.iqm");
209 precache_sound("weapons/campingrifle_fire.wav");
210 precache_sound("weapons/campingrifle_fire2.wav");
211 RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
216 ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo);
217 ammo_amount += self.(weapon_load[WEP_RIFLE]) >= WEP_CVAR_PRI(rifle, ammo);
222 ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_SEC(rifle, ammo);
223 ammo_amount += self.(weapon_load[WEP_RIFLE]) >= WEP_CVAR_SEC(rifle, ammo);
228 RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
233 self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
238 W_Reload(min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), "weapons/reload.wav");
241 case WR_SUICIDEMESSAGE:
243 return WEAPON_THINKING_WITH_PORTALS;
247 if(w_deathtype & HITTYPE_SECONDARY)
249 if(w_deathtype & HITTYPE_BOUNCE)
250 return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
252 return WEAPON_RIFLE_MURDER_HAIL;
256 if(w_deathtype & HITTYPE_BOUNCE)
257 return WEAPON_RIFLE_MURDER_PIERCING;
259 return WEAPON_RIFLE_MURDER;
267 float W_Rifle(float req)
271 case WR_IMPACTEFFECT:
274 org2 = w_org + w_backoff * 2;
275 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
279 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
280 else if(w_random < 0.4)
281 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
282 else if(w_random < 0.5)
283 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
290 precache_sound("weapons/ric1.wav");
291 precache_sound("weapons/ric2.wav");
292 precache_sound("weapons/ric3.wav");
293 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
295 precache_pic("gfx/reticle_nex");
301 if(button_zoom || zoomscript_caught)
303 reticle_image = "gfx/reticle_nex";
308 // no weapon specific image for this weapon