]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_rifle.qc
Merge branch 'Mario/qc_updates' into TimePath/csqc_prediction
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_rifle.qc
index 2c45ec3f57b411076ea3d2ebd44d9685f28f564f..ccc87fdc72601598be2990578afc25e4ca6b0423 100644 (file)
@@ -1,27 +1,62 @@
 #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);
 
@@ -32,43 +67,27 @@ 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);
-       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;
 
@@ -76,7 +95,7 @@ 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;
@@ -114,110 +133,110 @@ 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;
-       
+
        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:
                {
@@ -241,11 +260,11 @@ float w_rifle(float req)
                        }
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #ifdef CSQC
-float w_rifle(float req)
+float W_Rifle(float req)
 {
        switch(req)
        {
@@ -263,19 +282,35 @@ float w_rifle(float 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