3 /* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails)
4 /* impulse */ ATTRIB(Rifle, impulse, int, 7)
5 /* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
6 /* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
8 /* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
10 /* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
12 /* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
13 /* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
14 /* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle");
15 /* refname */ ATTRIB(Rifle, netname, string, "rifle");
16 /* wepname */ ATTRIB(Rifle, message, string, _("Rifle"));
18 REGISTER_WEAPON(RIFLE, NEW(Rifle));
20 #define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, RIFLE, rifle)
21 #define RIFLE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, BOTH, ammo) \
23 w_cvar(id, sn, BOTH, animtime) \
24 w_cvar(id, sn, BOTH, bullethail) \
25 w_cvar(id, sn, BOTH, burstcost) \
26 w_cvar(id, sn, BOTH, damage) \
27 w_cvar(id, sn, BOTH, force) \
28 w_cvar(id, sn, BOTH, refire) \
29 w_cvar(id, sn, BOTH, shots) \
30 w_cvar(id, sn, BOTH, solidpenetration) \
31 w_cvar(id, sn, BOTH, spread) \
32 w_cvar(id, sn, BOTH, tracer) \
33 w_cvar(id, sn, NONE, bursttime) \
34 w_cvar(id, sn, NONE, secondary) \
35 w_cvar(id, sn, SEC, reload) \
36 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
37 w_prop(id, sn, float, reloading_time, reload_time) \
38 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
39 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
40 w_prop(id, sn, string, weaponreplace, weaponreplace) \
41 w_prop(id, sn, float, weaponstart, weaponstart) \
42 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
43 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
46 RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
47 .float rifle_accumulator;
52 void spawnfunc_weapon_rifle(void) { weapon_defaultspawnfunc(WEP_RIFLE.m_id); }
53 void spawnfunc_weapon_campingrifle(void) { spawnfunc_weapon_rifle(); }
54 void spawnfunc_weapon_sniperrifle(void) { spawnfunc_weapon_rifle(); }
56 void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound)
60 W_DecreaseAmmo(thiswep, pAmmo);
62 W_SetupShot(self, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
64 Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
66 if(self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) // if zoomed, shoot from the eye
68 w_shotdir = v_forward;
69 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
72 for(i = 0; i < pShots; ++i)
73 fireBullet(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
75 if(autocvar_g_casings >= 2)
76 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);
79 void W_Rifle_Attack(void)
81 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));
84 void W_Rifle_Attack2(void)
86 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));
89 .void(void) rifle_bullethail_attackfunc;
90 .float rifle_bullethail_frame;
91 .float rifle_bullethail_animtime;
92 .float rifle_bullethail_refire;
93 void W_Rifle_BulletHail_Continue(Weapon thiswep, bool fire1, bool fire2)
97 sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
98 af = ATTACK_FINISHED(self);
99 self.switchweapon = self.weapon;
100 ATTACK_FINISHED(self) = time;
101 LOG_INFO(ftos(self.WEP_AMMO(RIFLE)), "\n");
102 r = weapon_prepareattack(self.rifle_bullethail_frame == WFRAME_FIRE2, self.rifle_bullethail_refire);
103 if(self.switchweapon == self.weapon)
104 self.switchweapon = sw;
107 self.rifle_bullethail_attackfunc();
108 weapon_thinkf(self.rifle_bullethail_frame, self.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
109 LOG_INFO("thinkf set\n");
113 ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
114 LOG_INFO("out of ammo... ", ftos(self.weaponentity.state), "\n");
118 void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire)
120 // if we get here, we have at least one bullet to fire
125 self.rifle_bullethail_attackfunc = AttackFunc;
126 self.rifle_bullethail_frame = fr;
127 self.rifle_bullethail_animtime = animtime;
128 self.rifle_bullethail_refire = refire;
129 weapon_thinkf(fr, animtime, W_Rifle_BulletHail_Continue);
134 weapon_thinkf(fr, animtime, w_ready);
138 .float bot_secondary_riflemooth;
140 METHOD(Rifle, wr_aim, bool(entity thiswep))
142 self.BUTTON_ATCK=false;
143 self.BUTTON_ATCK2=false;
144 if(vlen(self.origin-self.enemy.origin) > 1000)
145 self.bot_secondary_riflemooth = 0;
146 if(self.bot_secondary_riflemooth == 0)
148 if(bot_aim(1000000, 0, 0.001, false))
150 self.BUTTON_ATCK = true;
151 if(random() < 0.01) self.bot_secondary_riflemooth = 1;
156 if(bot_aim(1000000, 0, 0.001, false))
158 self.BUTTON_ATCK2 = true;
159 if(random() < 0.03) self.bot_secondary_riflemooth = 0;
165 METHOD(Rifle, wr_think, bool(entity thiswep, bool fire1, bool fire2))
167 if(autocvar_g_balance_rifle_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
168 Weapon w = get_weaponinfo(self.weapon);
172 self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time);
174 if(weapon_prepareattack_check(false, WEP_CVAR_PRI(rifle, refire)))
175 if(time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
177 weapon_prepareattack_do(false, WEP_CVAR_PRI(rifle, refire));
178 W_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
179 self.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
183 if(WEP_CVAR(rifle, secondary))
185 if(WEP_CVAR_SEC(rifle, reload)) {
186 Weapon w = get_weaponinfo(self.weapon);
190 if(weapon_prepareattack_check(true, WEP_CVAR_SEC(rifle, refire)))
191 if(time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
193 weapon_prepareattack_do(true, 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);
204 METHOD(Rifle, wr_init, bool(entity thiswep))
206 RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
209 METHOD(Rifle, wr_checkammo1, bool(entity thiswep))
211 float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo);
212 ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
215 METHOD(Rifle, wr_checkammo2, bool(entity thiswep))
217 float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_SEC(rifle, ammo);
218 ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
221 METHOD(Rifle, wr_config, bool(entity thiswep))
223 RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
226 METHOD(Rifle, wr_resetplayer, bool(entity thiswep))
228 self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
231 METHOD(Rifle, wr_reload, bool(entity thiswep))
233 W_Reload(min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD));
236 METHOD(Rifle, wr_suicidemessage, bool(entity thiswep))
238 return WEAPON_THINKING_WITH_PORTALS;
240 METHOD(Rifle, wr_killmessage, bool(entity thiswep))
242 if(w_deathtype & HITTYPE_SECONDARY)
244 if(w_deathtype & HITTYPE_BOUNCE)
245 return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
247 return WEAPON_RIFLE_MURDER_HAIL;
251 if(w_deathtype & HITTYPE_BOUNCE)
252 return WEAPON_RIFLE_MURDER_PIERCING;
254 return WEAPON_RIFLE_MURDER;
261 METHOD(Rifle, wr_impacteffect, bool(entity thiswep))
264 org2 = w_org + w_backoff * 2;
265 pointparticles(particleeffectnum(EFFECT_RIFLE_IMPACT), org2, w_backoff * 1000, 1);
269 sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM);
270 else if(w_random < 0.4)
271 sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
272 else if(w_random < 0.5)
273 sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
278 METHOD(Rifle, wr_init, bool(entity thiswep))
280 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
282 precache_pic("gfx/reticle_nex");
286 METHOD(Rifle, wr_zoomreticle, bool(entity thiswep))
288 if(button_zoom || zoomscript_caught)
290 reticle_image = "gfx/reticle_nex";
295 // no weapon specific image for this weapon