]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_rifle.qc
Further cleanup of laser, plus remove useless mode declarations
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_rifle.qc
index 2c45ec3f57b411076ea3d2ebd44d9685f28f564f..96f755183ca5040a0983bfb1adb61598244c3b4e 100644 (file)
@@ -1,19 +1,47 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id  */ RIFLE,
-/* function  */ w_rifle,
-/* ammotype  */ IT_NAILS,
-/* impulse   */ 7,
-/* flags     */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating    */ BOT_PICKUP_RATING_MID,
-/* model     */ "campingrifle",
-/* shortname */ "rifle",
-/* fullname  */ _("Rifle")
+/* WEP_##id */ RIFLE,
+/* function */ w_rifle,
+/* ammotype */ IT_NAILS,
+/* impulse  */ 7,
+/* flags    */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* rating   */ BOT_PICKUP_RATING_MID,
+/* model    */ "campingrifle",
+/* netname  */ "rifle",
+/* fullname */ _("Rifle")
 );
-#else
-#ifdef SVQC
 
+#define RIFLE_SETTINGS(w_cvar,w_prop) \
+       w_cvar(WEP_RIFLE, rifle, MO_BOTH, ammo) \
+       w_cvar(WEP_RIFLE, rifle, MO_BOTH, animtime) \
+       w_cvar(WEP_RIFLE, rifle, MO_BOTH, bulletconstant) \
+       w_cvar(WEP_RIFLE, rifle, MO_BOTH, bullethail) \
+       w_cvar(WEP_RIFLE, rifle, MO_BOTH, burstcost) \
+       w_cvar(WEP_RIFLE, rifle, MO_BOTH, damage) \
+       w_cvar(WEP_RIFLE, rifle, MO_BOTH, force) \
+       w_cvar(WEP_RIFLE, rifle, MO_BOTH, lifetime) \
+       w_cvar(WEP_RIFLE, rifle, MO_BOTH, refire) \
+       w_cvar(WEP_RIFLE, rifle, MO_BOTH, shots) \
+       w_cvar(WEP_RIFLE, rifle, MO_BOTH, speed) \
+       w_cvar(WEP_RIFLE, rifle, MO_BOTH, spread) \
+       w_cvar(WEP_RIFLE, rifle, MO_BOTH, tracer) \
+       w_cvar(WEP_RIFLE, rifle, MO_NONE, bursttime) \
+       w_cvar(WEP_RIFLE, rifle, MO_NONE, secondary) \
+       w_cvar(WEP_RIFLE, rifle, MO_SEC,  reload) \
+       w_prop(WEP_RIFLE, rifle, reloading_ammo, reload_ammo) \
+       w_prop(WEP_RIFLE, rifle, reloading_time, reload_time) \
+       w_prop(WEP_RIFLE, rifle, switchdelay_raise, switchdelay_raise) \
+       w_prop(WEP_RIFLE, rifle, switchdelay_drop, switchdelay_drop)
+
+#ifdef SVQC
+RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float rifle_accumulator;
+#endif
+#else
+#ifdef SVQC
+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)
 {
@@ -21,7 +49,7 @@ void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSpeed
 
        W_DecreaseAmmo(ammo_nails, pAmmo, autocvar_g_balance_rifle_reload_ammo);
 
-       W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, pSound, CH_WEAPON_A, pDamage * pShots);
+       W_SetupShot (self, TRUE, 2, pSound, CH_WEAPON_A, pDamage * pShots);
 
        pointparticles(particleeffectnum("rifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
 
@@ -32,7 +60,7 @@ 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), 1, pBulletConstant);
+               fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE), pBulletConstant);
        endFireBallisticBullet();
 
        if (autocvar_g_casings >= 2)
@@ -41,27 +69,12 @@ void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSpeed
 
 void W_Rifle_Attack()
 {
-       W_Rifle_FireBullet(autocvar_g_balance_rifle_primary_spread, autocvar_g_balance_rifle_primary_damage, autocvar_g_balance_rifle_primary_force, autocvar_g_balance_rifle_primary_speed, autocvar_g_balance_rifle_primary_lifetime, autocvar_g_balance_rifle_primary_ammo, WEP_RIFLE, autocvar_g_balance_rifle_primary_bulletconstant, autocvar_g_balance_rifle_primary_tracer, autocvar_g_balance_rifle_primary_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, 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");
 }
 
 void W_Rifle_Attack2()
 {
-       W_Rifle_FireBullet(autocvar_g_balance_rifle_secondary_spread, autocvar_g_balance_rifle_secondary_damage, autocvar_g_balance_rifle_secondary_force, autocvar_g_balance_rifle_secondary_speed, autocvar_g_balance_rifle_secondary_lifetime, autocvar_g_balance_rifle_secondary_ammo, WEP_RIFLE | HITTYPE_SECONDARY, autocvar_g_balance_rifle_secondary_bulletconstant, autocvar_g_balance_rifle_secondary_tracer, autocvar_g_balance_rifle_secondary_shots, "weapons/campingrifle_fire2.wav");
-}
-
-void spawnfunc_weapon_rifle (void)
-{
-       weapon_defaultspawnfunc(WEP_RIFLE);
-}
-
-// compatibility alias
-void spawnfunc_weapon_campingrifle (void)
-{
-       spawnfunc_weapon_rifle();
-}
-void spawnfunc_weapon_sniperrifle (void)
-{
-       spawnfunc_weapon_rifle();
+       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");
 }
 
 .void(void) rifle_bullethail_attackfunc;
@@ -128,7 +141,7 @@ float w_rifle(float req)
                                self.bot_secondary_riflemooth = 0;
                        if(self.bot_secondary_riflemooth == 0)
                        {
-                               if(bot_aim(autocvar_g_balance_rifle_primary_speed, 0, autocvar_g_balance_rifle_primary_lifetime, FALSE))
+                               if(bot_aim(WEP_CVAR_PRI(rifle, speed), 0, WEP_CVAR_PRI(rifle, lifetime), FALSE))
                                {
                                        self.BUTTON_ATCK = TRUE;
                                        if(random() < 0.01) self.bot_secondary_riflemooth = 1;
@@ -136,7 +149,7 @@ float w_rifle(float req)
                        }
                        else
                        {
-                               if(bot_aim(autocvar_g_balance_rifle_secondary_speed, 0, autocvar_g_balance_rifle_secondary_lifetime, FALSE))
+                               if(bot_aim(WEP_CVAR_SEC(rifle, speed), 0, WEP_CVAR_SEC(rifle, lifetime), FALSE))
                                {
                                        self.BUTTON_ATCK2 = TRUE;
                                        if(random() < 0.03) self.bot_secondary_riflemooth = 0;
@@ -147,33 +160,33 @@ float w_rifle(float req)
                }
                case WR_THINK:
                {
-                       if(autocvar_g_balance_rifle_reload_ammo && self.clip_load < min(autocvar_g_balance_rifle_primary_ammo, autocvar_g_balance_rifle_secondary_ammo)) // forced reload
-                               weapon_action(self.weapon, WR_RELOAD);
+                       if(autocvar_g_balance_rifle_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) // forced reload
+                               WEP_ACTION(self.weapon, WR_RELOAD);
                        else
                        {
-                               self.rifle_accumulator = bound(time - autocvar_g_balance_rifle_bursttime, self.rifle_accumulator, time);
+                               self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time);
                                if (self.BUTTON_ATCK)
-                               if (weapon_prepareattack_check(0, autocvar_g_balance_rifle_primary_refire))
-                               if (time >= self.rifle_accumulator + autocvar_g_balance_rifle_primary_burstcost)
+                               if (weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire)))
+                               if (time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
                                {
-                                       weapon_prepareattack_do(0, autocvar_g_balance_rifle_primary_refire);
-                                       W_Rifle_BulletHail(autocvar_g_balance_rifle_primary_bullethail, W_Rifle_Attack, WFRAME_FIRE1, autocvar_g_balance_rifle_primary_animtime, autocvar_g_balance_rifle_primary_refire);
-                                       self.rifle_accumulator += autocvar_g_balance_rifle_primary_burstcost;
+                                       weapon_prepareattack_do(0, WEP_CVAR_PRI(rifle, refire));
+                                       W_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+                                       self.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
                                }
                                if (self.BUTTON_ATCK2)
                                {
-                                       if (autocvar_g_balance_rifle_secondary)
+                                       if (WEP_CVAR(rifle, secondary))
                                        {
-                                               if(autocvar_g_balance_rifle_secondary_reload)
-                                                       weapon_action(self.weapon, WR_RELOAD);
+                                               if(WEP_CVAR_SEC(rifle, reload))
+                                                       WEP_ACTION(self.weapon, WR_RELOAD);
                                                else
                                                {
-                                                       if (weapon_prepareattack_check(1, autocvar_g_balance_rifle_secondary_refire))
-                                                       if (time >= self.rifle_accumulator + autocvar_g_balance_rifle_secondary_burstcost)
+                                                       if (weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
+                                                       if (time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
                                                        {
-                                                               weapon_prepareattack_do(1, autocvar_g_balance_rifle_secondary_refire);
-                                                               W_Rifle_BulletHail(autocvar_g_balance_rifle_secondary_bullethail, W_Rifle_Attack2, WFRAME_FIRE2, autocvar_g_balance_rifle_secondary_animtime, autocvar_g_balance_rifle_primary_refire);
-                                                               self.rifle_accumulator += autocvar_g_balance_rifle_secondary_burstcost;
+                                                               weapon_prepareattack_do(1, WEP_CVAR_SEC(rifle, refire));
+                                                               W_Rifle_BulletHail(WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+                                                               self.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
                                                        }
                                                }
                                        }
@@ -182,41 +195,46 @@ float w_rifle(float req)
                        
                        return TRUE;
                }
-               case WR_PRECACHE:
+               case WR_INIT:
                {
                        precache_model ("models/weapons/g_campingrifle.md3");
                        precache_model ("models/weapons/v_campingrifle.md3");
                        precache_model ("models/weapons/h_campingrifle.iqm");
                        precache_sound ("weapons/campingrifle_fire.wav");
                        precache_sound ("weapons/campingrifle_fire2.wav");
+                       RIFLE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_SETUP:
                {
-                       weapon_setup(WEP_RIFLE);
                        self.current_ammo = ammo_nails;
                        return TRUE;
                }
                case WR_CHECKAMMO1:
                {
-                       ammo_amount = self.ammo_nails >= autocvar_g_balance_rifle_primary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_RIFLE]) >= autocvar_g_balance_rifle_primary_ammo;
+                       ammo_amount = self.ammo_nails >= 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 >= autocvar_g_balance_rifle_secondary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_RIFLE]) >= autocvar_g_balance_rifle_secondary_ammo;
+                       ammo_amount = self.ammo_nails >= WEP_CVAR_SEC(rifle, ammo);
+                       ammo_amount += self.(weapon_load[WEP_RIFLE]) >= WEP_CVAR_SEC(rifle, ammo);
                        return ammo_amount;
                }
+               case WR_CONFIG:
+               {
+                       RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
+                       return TRUE;
+               }
                case WR_RESETPLAYER:
                {
-                       self.rifle_accumulator = time - autocvar_g_balance_rifle_bursttime;
+                       self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
                        return TRUE;
                }
                case WR_RELOAD:
                {
-                       W_Reload(min(autocvar_g_balance_rifle_primary_ammo, autocvar_g_balance_rifle_secondary_ammo), autocvar_g_balance_rifle_reload_ammo, autocvar_g_balance_rifle_reload_time, "weapons/reload.wav");
+                       W_Reload(min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), "weapons/reload.wav");
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE:
@@ -266,7 +284,7 @@ float w_rifle(float req)
                        
                        return TRUE;
                }
-               case WR_PRECACHE:
+               case WR_INIT:
                {
                        precache_sound("weapons/ric1.wav");
                        precache_sound("weapons/ric2.wav");