2 REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "sniperrifle", "Sniper Rifle");
5 //Sniper rifle Primary mode: manually operated bolt*, Secondary: full automatic**
6 //* 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.
7 //** In fully automatic mode some of the gas is used to extract and reload the next cartrige, thus there is less power and range.
9 .float sniperrifle_accumulator;
11 float W_SniperRifle_CheckMaxBullets(float checkammo)
14 maxbulls = autocvar_g_balance_sniperrifle_magazinecapacity;
16 maxbulls = 8; // match HUD
18 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
19 maxbulls = min(maxbulls, floor(self.ammo_nails / min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)));
20 if(self.sniperrifle_bulletcounter > maxbulls || !autocvar_g_balance_sniperrifle_magazinecapacity)
21 self.sniperrifle_bulletcounter = maxbulls;
22 return (self.sniperrifle_bulletcounter == maxbulls);
25 void W_SniperRifle_ReloadedAndReady()
28 self.sniperrifle_bulletcounter = autocvar_g_balance_sniperrifle_magazinecapacity;
29 W_SniperRifle_CheckMaxBullets(TRUE);
30 t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reloadtime - 1;
31 ATTACK_FINISHED(self) = t;
35 float W_SniperRifle_Reload()
39 W_SniperRifle_CheckMaxBullets(TRUE);
41 if(self.ammo_nails < min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)) // when we get here, bulletcounter must be 0 or -1
43 print("cannot reload... not enough bullets\n");
44 self.sniperrifle_bulletcounter = -1; // reload later
45 W_SwitchToOtherWeapon(self);
49 if (self.sniperrifle_bulletcounter >= autocvar_g_balance_sniperrifle_magazinecapacity)
52 if (self.weaponentity)
54 if (self.weaponentity.wframe == WFRAME_RELOAD)
57 // allow to switch away while reloading, but this will cause a new reload!
58 self.weaponentity.state = WS_READY;
61 sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
63 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reloadtime + 1;
64 ATTACK_FINISHED(self) = t;
66 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reloadtime, W_SniperRifle_ReloadedAndReady);
68 self.sniperrifle_bulletcounter = -1;
73 void W_SniperRifle_CheckReloadAndReady()
76 if(self.sniperrifle_bulletcounter <= 0)
77 if(W_SniperRifle_Reload())
81 void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant)
83 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
84 self.ammo_nails -= pAmmo;
86 if(deathtype & HITTYPE_SECONDARY)
87 W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire2.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_secondary_damage + autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage);
89 W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_primary_damage + autocvar_g_balance_sniperrifle_primary_headshotaddeddamage);
91 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
93 if(self.BUTTON_ZOOM) // if zoomed, shoot from the eye
95 w_shotdir = v_forward;
96 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
99 if(deathtype & HITTYPE_SECONDARY)
100 fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, (autocvar_g_balance_sniperrifle_secondary_tracer ? EF_RED : EF_BLUE), 1, pBulletConstant);
102 fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, (autocvar_g_balance_sniperrifle_primary_tracer ? EF_RED : EF_BLUE), 1, pBulletConstant);
103 endFireBallisticBullet();
105 if (autocvar_g_casings >= 2)
106 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);
108 self.sniperrifle_bulletcounter = self.sniperrifle_bulletcounter - 1;
109 W_SniperRifle_CheckMaxBullets(TRUE);
112 void W_SniperRifle_Attack()
114 W_SniperRifle_FireBullet(autocvar_g_balance_sniperrifle_primary_spread, autocvar_g_balance_sniperrifle_primary_damage, autocvar_g_balance_sniperrifle_primary_headshotaddeddamage, autocvar_g_balance_sniperrifle_primary_force, autocvar_g_balance_sniperrifle_primary_speed, autocvar_g_balance_sniperrifle_primary_lifetime, autocvar_g_balance_sniperrifle_primary_ammo, WEP_SNIPERRIFLE, autocvar_g_balance_sniperrifle_primary_bulletconstant);
117 void W_SniperRifle_Attack2()
119 W_SniperRifle_FireBullet(autocvar_g_balance_sniperrifle_secondary_spread, autocvar_g_balance_sniperrifle_secondary_damage, autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage, autocvar_g_balance_sniperrifle_secondary_force, autocvar_g_balance_sniperrifle_secondary_speed, autocvar_g_balance_sniperrifle_secondary_lifetime, autocvar_g_balance_sniperrifle_secondary_ammo, WEP_SNIPERRIFLE | HITTYPE_SECONDARY, autocvar_g_balance_sniperrifle_secondary_bulletconstant);
122 void spawnfunc_weapon_sniperrifle (void)
124 weapon_defaultspawnfunc(WEP_SNIPERRIFLE);
127 // compatibility alias
128 void spawnfunc_weapon_campingrifle (void)
130 spawnfunc_weapon_sniperrifle();
133 .void(void) sniperrifle_bullethail_attackfunc;
134 .float sniperrifle_bullethail_frame;
135 .float sniperrifle_bullethail_animtime;
136 .float sniperrifle_bullethail_refire;
137 void W_SniperRifle_BulletHail_Continue()
140 W_SniperRifle_CheckReloadAndReady();
141 if(self.sniperrifle_bulletcounter < 0)
142 return; // reloading, so we are done
143 sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
144 af = ATTACK_FINISHED(self);
145 self.switchweapon = self.weapon;
146 ATTACK_FINISHED(self) = time;
147 print(ftos(self.ammo_nails), "\n");
148 r = weapon_prepareattack(self.sniperrifle_bullethail_frame == WFRAME_FIRE2, self.sniperrifle_bullethail_refire);
149 if(self.switchweapon == self.weapon)
150 self.switchweapon = sw;
153 self.sniperrifle_bullethail_attackfunc();
154 weapon_thinkf(self.sniperrifle_bullethail_frame, self.sniperrifle_bullethail_animtime, W_SniperRifle_BulletHail_Continue);
155 print("thinkf set\n");
159 ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
160 print("out of ammo... ", ftos(self.weaponentity.state), "\n");
164 void W_SniperRifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire)
166 // if we get here, we have at least one bullet to fire
171 self.sniperrifle_bullethail_attackfunc = AttackFunc;
172 self.sniperrifle_bullethail_frame = fr;
173 self.sniperrifle_bullethail_animtime = animtime;
174 self.sniperrifle_bullethail_refire = refire;
175 weapon_thinkf(fr, animtime, W_SniperRifle_BulletHail_Continue);
180 weapon_thinkf(fr, animtime, W_SniperRifle_CheckReloadAndReady);
184 .float bot_secondary_sniperriflemooth;
185 float w_sniperrifle(float req)
190 self.BUTTON_ATCK=FALSE;
191 self.BUTTON_ATCK2=FALSE;
192 if(vlen(self.origin-self.enemy.origin) > 1000)
193 self.bot_secondary_sniperriflemooth = 0;
194 if(self.bot_secondary_sniperriflemooth == 0)
196 if(bot_aim(autocvar_g_balance_sniperrifle_primary_speed, 0, autocvar_g_balance_sniperrifle_primary_lifetime, TRUE))
198 self.BUTTON_ATCK = TRUE;
199 if(random() < 0.01) self.bot_secondary_sniperriflemooth = 1;
204 if(bot_aim(autocvar_g_balance_sniperrifle_secondary_speed, 0, autocvar_g_balance_sniperrifle_secondary_lifetime, TRUE))
206 self.BUTTON_ATCK2 = TRUE;
207 if(random() < 0.03) self.bot_secondary_sniperriflemooth = 0;
211 else if (req == WR_THINK)
213 if(self.sniperrifle_bulletcounter < 0) // forced reload (e.g. because interrupted)
215 if(self.switchweapon == self.weapon)
216 if(self.weaponentity.state == WS_READY)
217 W_SniperRifle_Reload();
221 self.sniperrifle_accumulator = bound(time - autocvar_g_balance_sniperrifle_bursttime, self.sniperrifle_accumulator, time);
222 if (self.BUTTON_ATCK)
223 if (weapon_prepareattack_check(0, autocvar_g_balance_sniperrifle_primary_refire))
224 if (time >= self.sniperrifle_accumulator + autocvar_g_balance_sniperrifle_primary_burstcost)
226 weapon_prepareattack_do(0, autocvar_g_balance_sniperrifle_primary_refire);
227 W_SniperRifle_BulletHail(autocvar_g_balance_sniperrifle_primary_bullethail, W_SniperRifle_Attack, WFRAME_FIRE1, autocvar_g_balance_sniperrifle_primary_animtime, autocvar_g_balance_sniperrifle_primary_refire);
228 self.sniperrifle_accumulator += autocvar_g_balance_sniperrifle_primary_burstcost;
230 if (self.BUTTON_ATCK2)
232 if (autocvar_g_balance_sniperrifle_secondary)
234 if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
235 if (time >= self.sniperrifle_accumulator + autocvar_g_balance_sniperrifle_secondary_burstcost)
237 weapon_prepareattack_do(1, autocvar_g_balance_sniperrifle_secondary_refire);
238 W_SniperRifle_BulletHail(autocvar_g_balance_sniperrifle_secondary_bullethail, W_SniperRifle_Attack2, WFRAME_FIRE2, autocvar_g_balance_sniperrifle_secondary_animtime, autocvar_g_balance_sniperrifle_primary_refire);
239 self.sniperrifle_accumulator += autocvar_g_balance_sniperrifle_secondary_burstcost;
245 else if (req == WR_PRECACHE)
247 precache_model ("models/weapons/g_campingrifle.md3");
248 precache_model ("models/weapons/v_campingrifle.md3");
249 precache_model ("models/weapons/h_campingrifle.iqm");
250 precache_sound ("weapons/campingrifle_reload.wav");
251 precache_sound ("weapons/campingrifle_fire.wav");
252 precache_sound ("weapons/campingrifle_fire2.wav");
254 else if (req == WR_SETUP)
256 weapon_setup(WEP_SNIPERRIFLE);
258 full = W_SniperRifle_CheckMaxBullets(TRUE);
259 if(autocvar_g_balance_sniperrifle_auto_reload_on_switch)
261 self.sniperrifle_bulletcounter = -1;
263 else if (req == WR_CHECKAMMO1)
264 return self.ammo_nails >= autocvar_g_balance_sniperrifle_primary_ammo;
265 else if (req == WR_CHECKAMMO2)
266 return self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
267 else if (req == WR_RELOAD)
269 W_SniperRifle_Reload();
271 else if (req == WR_RESETPLAYER)
273 self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime;
274 self.sniperrifle_bulletcounter = autocvar_g_balance_sniperrifle_magazinecapacity;
275 W_SniperRifle_CheckMaxBullets(FALSE);
281 float w_sniperrifle(float req)
283 if(req == WR_IMPACTEFFECT)
286 org2 = w_org + w_backoff * 2;
287 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
291 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
292 else if(w_random < 0.4)
293 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
294 else if(w_random < 0.5)
295 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
298 else if(req == WR_PRECACHE)
300 precache_sound("weapons/ric1.wav");
301 precache_sound("weapons/ric2.wav");
302 precache_sound("weapons/ric3.wav");
304 else if (req == WR_SUICIDEMESSAGE)
306 if(w_deathtype & HITTYPE_SECONDARY)
307 w_deathtypestring = "%s shot themself automatically";
309 w_deathtypestring = "%s sniped themself somehow";
311 else if (req == WR_KILLMESSAGE)
313 if(w_deathtype & HITTYPE_SECONDARY)
315 if(w_deathtype & HITTYPE_BOUNCE)
316 w_deathtypestring = "%s failed to hide from %s's bullet hail";
318 w_deathtypestring = "%s died in %s's bullet hail";
322 if(w_deathtype & HITTYPE_BOUNCE)
324 // TODO special headshot message here too?
325 w_deathtypestring = "%s failed to hide from %s's rifle";
329 if(w_deathtype & HITTYPE_HEADSHOT)
330 w_deathtypestring = "%s got hit in the head by %s";
332 w_deathtypestring = "%s was sniped by %s";