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, m_name, 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 spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
53 spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
54 spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
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, self, 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, entity actor, .entity weaponentity, int fire)
97 sw = actor.switchweapon; // make it not detect weapon changes as reason to abort firing
98 int slot = weaponslot(weaponentity);
99 af = ATTACK_FINISHED(actor, slot);
100 actor.switchweapon = actor.weapon;
101 ATTACK_FINISHED(actor, slot) = time;
102 LOG_INFO(ftos(actor.WEP_AMMO(RIFLE)), "\n");
103 r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
104 if(actor.switchweapon == actor.weapon)
105 actor.switchweapon = sw;
108 actor.rifle_bullethail_attackfunc();
109 weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
110 LOG_INFO("thinkf set\n");
114 ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
115 LOG_INFO("out of ammo... ", ftos(actor.(weaponentity).state), "\n");
119 void W_Rifle_BulletHail(.entity weaponentity, float mode, void(void) AttackFunc, float fr, float animtime, float refire)
121 // if we get here, we have at least one bullet to fire
126 self.rifle_bullethail_attackfunc = AttackFunc;
127 self.rifle_bullethail_frame = fr;
128 self.rifle_bullethail_animtime = animtime;
129 self.rifle_bullethail_refire = refire;
130 weapon_thinkf(self, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
135 weapon_thinkf(self, weaponentity, fr, animtime, w_ready);
139 .float bot_secondary_riflemooth;
141 METHOD(Rifle, wr_aim, void(entity thiswep))
143 self.BUTTON_ATCK=false;
144 self.BUTTON_ATCK2=false;
145 if(vlen(self.origin-self.enemy.origin) > 1000)
146 self.bot_secondary_riflemooth = 0;
147 if(self.bot_secondary_riflemooth == 0)
149 if(bot_aim(1000000, 0, 0.001, false))
151 self.BUTTON_ATCK = true;
152 if(random() < 0.01) self.bot_secondary_riflemooth = 1;
157 if(bot_aim(1000000, 0, 0.001, false))
159 self.BUTTON_ATCK2 = true;
160 if(random() < 0.03) self.bot_secondary_riflemooth = 0;
164 METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
166 if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
167 Weapon w = get_weaponinfo(actor.weapon);
171 actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
173 if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
174 if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
176 weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
177 W_Rifle_BulletHail(weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
178 actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
182 if(WEP_CVAR(rifle, secondary))
184 if(WEP_CVAR_SEC(rifle, reload)) {
185 Weapon w = get_weaponinfo(actor.weapon);
189 if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
190 if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
192 weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
193 W_Rifle_BulletHail(weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
194 actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
201 METHOD(Rifle, wr_init, void(entity thiswep))
203 RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
205 METHOD(Rifle, wr_checkammo1, bool(entity thiswep))
207 float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo);
208 ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
211 METHOD(Rifle, wr_checkammo2, bool(entity thiswep))
213 float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_SEC(rifle, ammo);
214 ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
217 METHOD(Rifle, wr_config, void(entity thiswep))
219 RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
221 METHOD(Rifle, wr_resetplayer, void(entity thiswep))
223 self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
225 METHOD(Rifle, wr_reload, void(entity thiswep))
227 W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD));
229 METHOD(Rifle, wr_suicidemessage, int(entity thiswep))
231 return WEAPON_THINKING_WITH_PORTALS;
233 METHOD(Rifle, wr_killmessage, int(entity thiswep))
235 if(w_deathtype & HITTYPE_SECONDARY)
237 if(w_deathtype & HITTYPE_BOUNCE)
238 return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
240 return WEAPON_RIFLE_MURDER_HAIL;
244 if(w_deathtype & HITTYPE_BOUNCE)
245 return WEAPON_RIFLE_MURDER_PIERCING;
247 return WEAPON_RIFLE_MURDER;
254 METHOD(Rifle, wr_impacteffect, void(entity thiswep))
257 org2 = w_org + w_backoff * 2;
258 pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
262 sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM);
263 else if(w_random < 0.4)
264 sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
265 else if(w_random < 0.5)
266 sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
269 METHOD(Rifle, wr_init, void(entity thiswep))
271 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
273 precache_pic("gfx/reticle_nex");
276 METHOD(Rifle, wr_zoomreticle, bool(entity thiswep))
278 if(button_zoom || zoomscript_caught)
280 reticle_image = "gfx/reticle_nex";
285 // no weapon specific image for this weapon