]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_rifle.qc
Begin moving per-weapon crosshair selection as weapon specific info
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_rifle.qc
index a7433b47cd151b8ca2cf2322043028debc177d45..79c029355192835b8449f490718a6d9e2ac57323 100644 (file)
@@ -1,33 +1,34 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
 /* WEP_##id */ RIFLE,
-/* function */ w_rifle,
-/* ammotype */ IT_NAILS,
+/* function */ W_Rifle,
+/* ammotype */ ammo_nails,
 /* impulse  */ 7,
-/* flags    */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* flags    */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
 /* rating   */ BOT_PICKUP_RATING_MID,
+/* color       */ '0.5 1 0',
 /* model    */ "campingrifle",
+/* crosshair */ "gfx/crosshairrifle",
 /* netname  */ "rifle",
 /* fullname */ _("Rifle")
 );
-#define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, WEP_RIFLE, rifle)
+
+#define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, RIFLE, rifle)
 #define RIFLE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, MO_BOTH, ammo) \
-       w_cvar(id, sn, MO_BOTH, animtime) \
-       w_cvar(id, sn, MO_BOTH, bulletconstant) \
-       w_cvar(id, sn, MO_BOTH, bullethail) \
-       w_cvar(id, sn, MO_BOTH, burstcost) \
-       w_cvar(id, sn, MO_BOTH, damage) \
-       w_cvar(id, sn, MO_BOTH, force) \
-       w_cvar(id, sn, MO_BOTH, lifetime) \
-       w_cvar(id, sn, MO_BOTH, refire) \
-       w_cvar(id, sn, MO_BOTH, shots) \
-       w_cvar(id, sn, MO_BOTH, speed) \
-       w_cvar(id, sn, MO_BOTH, spread) \
-       w_cvar(id, sn, MO_BOTH, tracer) \
-       w_cvar(id, sn, MO_NONE, bursttime) \
-       w_cvar(id, sn, MO_NONE, secondary) \
-       w_cvar(id, sn, MO_SEC,  reload) \
+       w_cvar(id, sn, BOTH, ammo) \
+       w_cvar(id, sn, BOTH, animtime) \
+       w_cvar(id, sn, BOTH, bullethail) \
+       w_cvar(id, sn, BOTH, burstcost) \
+       w_cvar(id, sn, BOTH, damage) \
+       w_cvar(id, sn, BOTH, force) \
+       w_cvar(id, sn, BOTH, refire) \
+       w_cvar(id, sn, BOTH, shots) \
+       w_cvar(id, sn, BOTH, solidpenetration) \
+       w_cvar(id, sn, BOTH, spread) \
+       w_cvar(id, sn, BOTH, tracer) \
+       w_cvar(id, sn, NONE, bursttime) \
+       w_cvar(id, sn, NONE, secondary) \
+       w_cvar(id, sn, SEC,  reload) \
        w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
        w_prop(id, sn, float,  reloading_time, reload_time) \
        w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
@@ -46,11 +47,11 @@ void spawnfunc_weapon_rifle (void) { weapon_defaultspawnfunc(WEP_RIFLE); }
 void spawnfunc_weapon_campingrifle (void) { spawnfunc_weapon_rifle(); }
 void spawnfunc_weapon_sniperrifle (void) { spawnfunc_weapon_rifle(); }
 
-void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant, float pTracer, float pShots, string pSound)
+void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, float deathtype, float pTracer, float pShots, string pSound)
 {
        float i;
 
-       W_DecreaseAmmo(ammo_nails, pAmmo, autocvar_g_balance_rifle_reload_ammo);
+       W_DecreaseAmmo(pAmmo);
 
        W_SetupShot (self, TRUE, 2, pSound, CH_WEAPON_A, pDamage * pShots);
 
@@ -63,8 +64,7 @@ void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSpeed
        }
 
        for(i = 0; i < pShots; ++i)
-               fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE), pBulletConstant);
-       endFireBallisticBullet();
+               fireBullet(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
 
        if (autocvar_g_casings >= 2)
                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);
@@ -72,12 +72,12 @@ void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSpeed
 
 void W_Rifle_Attack()
 {
-       W_Rifle_FireBullet(WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, speed), WEP_CVAR_PRI(rifle, lifetime), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE, WEP_CVAR_PRI(rifle, bulletconstant), WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), "weapons/campingrifle_fire.wav");
+       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");
 }
 
 void W_Rifle_Attack2()
 {
-       W_Rifle_FireBullet(WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, speed), WEP_CVAR_SEC(rifle, lifetime), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, bulletconstant), WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), "weapons/campingrifle_fire2.wav");
+       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");
 }
 
 .void(void) rifle_bullethail_attackfunc;
@@ -92,7 +92,7 @@ void W_Rifle_BulletHail_Continue()
        af = ATTACK_FINISHED(self);
        self.switchweapon = self.weapon;
        ATTACK_FINISHED(self) = time;
-       print(ftos(self.ammo_nails), "\n");
+       print(ftos(self.WEP_AMMO(RIFLE)), "\n");
        r = weapon_prepareattack(self.rifle_bullethail_frame == WFRAME_FIRE2, self.rifle_bullethail_refire);
        if(self.switchweapon == self.weapon)
                self.switchweapon = sw;
@@ -130,7 +130,7 @@ void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animt
 }
 
 .float bot_secondary_riflemooth;
-float w_rifle(float req)
+float W_Rifle(float req)
 {
        float ammo_amount;
        
@@ -144,7 +144,7 @@ float w_rifle(float req)
                                self.bot_secondary_riflemooth = 0;
                        if(self.bot_secondary_riflemooth == 0)
                        {
-                               if(bot_aim(WEP_CVAR_PRI(rifle, speed), 0, WEP_CVAR_PRI(rifle, lifetime), FALSE))
+                               if(bot_aim(1000000, 0, 0.001, FALSE))
                                {
                                        self.BUTTON_ATCK = TRUE;
                                        if(random() < 0.01) self.bot_secondary_riflemooth = 1;
@@ -152,7 +152,7 @@ float w_rifle(float req)
                        }
                        else
                        {
-                               if(bot_aim(WEP_CVAR_SEC(rifle, speed), 0, WEP_CVAR_SEC(rifle, lifetime), FALSE))
+                               if(bot_aim(1000000, 0, 0.001, FALSE))
                                {
                                        self.BUTTON_ATCK2 = TRUE;
                                        if(random() < 0.03) self.bot_secondary_riflemooth = 0;
@@ -208,20 +208,15 @@ float w_rifle(float req)
                        RIFLE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
                        return TRUE;
                }
-               case WR_SETUP:
-               {
-                       self.current_ammo = ammo_nails;
-                       return TRUE;
-               }
                case WR_CHECKAMMO1:
                {
-                       ammo_amount = self.ammo_nails >= WEP_CVAR_PRI(rifle, ammo);
+                       ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo);
                        ammo_amount += self.(weapon_load[WEP_RIFLE]) >= WEP_CVAR_PRI(rifle, ammo);
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
                {
-                       ammo_amount = self.ammo_nails >= WEP_CVAR_SEC(rifle, ammo);
+                       ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_SEC(rifle, ammo);
                        ammo_amount += self.(weapon_load[WEP_RIFLE]) >= WEP_CVAR_SEC(rifle, ammo);
                        return ammo_amount;
                }
@@ -266,7 +261,7 @@ float w_rifle(float req)
 }
 #endif
 #ifdef CSQC
-float w_rifle(float req)
+float W_Rifle(float req)
 {
        switch(req)
        {
@@ -292,8 +287,25 @@ float w_rifle(float req)
                        precache_sound("weapons/ric1.wav");
                        precache_sound("weapons/ric2.wav");
                        precache_sound("weapons/ric3.wav");
+                       if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
+                       {
+                               precache_pic("gfx/reticle_nex");
+                       }
                        return TRUE;
                }
+               case WR_ZOOMRETICLE:
+               {
+                       if(button_zoom || zoomscript_caught)
+                       {
+                               reticle_image = "gfx/reticle_nex";
+                               return TRUE;
+                       }
+                       else
+                       {
+                               // no weapon specific image for this weapon
+                               return FALSE;
+                       }
+               }
        }
 
        return TRUE;