#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,
-/* model */ "campingrifle",
-/* shortname */ "rifle",
-/* fullname */ _("Rifle")
+/* color */ '0.5 1 0',
+/* modelname */ "campingrifle",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairrifle 0.5",
+/* wepimg */ "weaponrifle",
+/* refname */ "rifle",
+/* wepname */ _("Rifle")
);
-#else
-#ifdef SVQC
+#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, 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) \
+ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
+ w_prop(id, sn, string, weaponreplace, weaponreplace) \
+ w_prop(id, sn, float, weaponstart, weaponstart) \
+ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
+ w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+
+#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)
+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, 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);
}
for(i = 0; i < pShots; ++i)
- fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE), 1, 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);
+ 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);
}
-void W_Rifle_Attack()
+void W_Rifle_Attack(void)
{
- 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, 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()
+void W_Rifle_Attack2(void)
{
- 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, 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;
.float rifle_bullethail_frame;
.float rifle_bullethail_animtime;
.float rifle_bullethail_refire;
-void W_Rifle_BulletHail_Continue()
+void W_Rifle_BulletHail_Continue(void)
{
float r, sw, af;
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;
}
.float bot_secondary_riflemooth;
-float w_rifle(float req)
+float W_Rifle(float req)
{
float ammo_amount;
-
+
switch(req)
{
case WR_AIM:
{
- self.BUTTON_ATCK=FALSE;
- self.BUTTON_ATCK2=FALSE;
+ self.BUTTON_ATCK=false;
+ self.BUTTON_ATCK2=false;
if(vlen(self.origin-self.enemy.origin) > 1000)
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(1000000, 0, 0.001, false))
{
- self.BUTTON_ATCK = TRUE;
+ self.BUTTON_ATCK = true;
if(random() < 0.01) self.bot_secondary_riflemooth = 1;
}
}
else
{
- if(bot_aim(autocvar_g_balance_rifle_secondary_speed, 0, autocvar_g_balance_rifle_secondary_lifetime, FALSE))
+ if(bot_aim(1000000, 0, 0.001, false))
{
- self.BUTTON_ATCK2 = TRUE;
+ self.BUTTON_ATCK2 = true;
if(random() < 0.03) self.bot_secondary_riflemooth = 0;
}
}
-
- return TRUE;
+
+ return true;
}
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);
- 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)
+ self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time);
+ if(self.BUTTON_ATCK)
+ 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(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);
}
}
}
}
}
-
- return TRUE;
- }
- case WR_PRECACHE:
- {
- 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");
- return TRUE;
+
+ return true;
}
- case WR_SETUP:
+ case WR_INIT:
{
- weapon_setup(WEP_RIFLE);
- self.current_ammo = ammo_nails;
- return TRUE;
+ 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_SKIP_CVAR, WEP_SET_PROP);
+ 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.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 >= autocvar_g_balance_rifle_secondary_ammo;
- ammo_amount += self.(weapon_load[WEP_RIFLE]) >= autocvar_g_balance_rifle_secondary_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;
}
+ 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;
- return TRUE;
+ 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");
- return TRUE;
+ W_Reload(min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), "weapons/reload.wav");
+ return true;
}
case WR_SUICIDEMESSAGE:
{
}
}
}
- return TRUE;
+ return false;
}
#endif
#ifdef CSQC
-float w_rifle(float req)
+float W_Rifle(float req)
{
switch(req)
{
else if(w_random < 0.5)
sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
}
-
- return TRUE;
+
+ return true;
}
- case WR_PRECACHE:
+ case WR_INIT:
{
precache_sound("weapons/ric1.wav");
precache_sound("weapons/ric2.wav");
precache_sound("weapons/ric3.wav");
- return TRUE;
+ 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;
+ return false;
}
#endif
#endif