#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ RIFLE,
-/* function */ W_Rifle,
-/* ammotype */ ammo_nails,
-/* impulse */ 7,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '0.5 1 0',
-/* modelname */ "campingrifle",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairrifle 0.6",
-/* wepimg */ "weaponrifle",
-/* refname */ "rifle",
-/* wepname */ _("Rifle")
-);
+CLASS(Rifle, Weapon)
+/* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails)
+/* impulse */ ATTRIB(Rifle, impulse, int, 7)
+/* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
+/* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
+/* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
+#ifndef MENUQC
+/* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
+#endif
+/* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
+/* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
+/* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle");
+/* refname */ ATTRIB(Rifle, netname, string, "rifle");
+/* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle"));
+ENDCLASS(Rifle)
+REGISTER_WEAPON(RIFLE, NEW(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) \
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_rifle(void) { weapon_defaultspawnfunc(WEP_RIFLE.m_id); }
-void spawnfunc_weapon_campingrifle(void) { spawnfunc_weapon_rifle(); }
-void spawnfunc_weapon_sniperrifle(void) { spawnfunc_weapon_rifle(); }
+spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
+spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
+spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
-void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound)
+void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound)
{SELFPARAM();
float i;
- W_DecreaseAmmo(pAmmo);
+ W_DecreaseAmmo(thiswep, self, pAmmo);
W_SetupShot(self, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
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)
+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, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), W_Sound("campingrifle_fire"));
+ W_Rifle_FireBullet(WEP_RIFLE, 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.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND(CAMPINGRIFLE_FIRE));
}
-void W_Rifle_Attack2(void)
+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, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), W_Sound("campingrifle_fire2"));
+ W_Rifle_FireBullet(WEP_RIFLE, 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.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND(CAMPINGRIFLE_FIRE2));
}
-.void(void) rifle_bullethail_attackfunc;
+.void() rifle_bullethail_attackfunc;
.float rifle_bullethail_frame;
.float rifle_bullethail_animtime;
.float rifle_bullethail_refire;
-void W_Rifle_BulletHail_Continue(void)
-{SELFPARAM();
+void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
float r, sw, af;
- sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
- af = ATTACK_FINISHED(self);
- self.switchweapon = self.weapon;
- ATTACK_FINISHED(self) = time;
- LOG_INFO(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;
+ sw = actor.switchweapon; // make it not detect weapon changes as reason to abort firing
+ int slot = weaponslot(weaponentity);
+ af = ATTACK_FINISHED(actor, slot);
+ actor.switchweapon = actor.weapon;
+ ATTACK_FINISHED(actor, slot) = time;
+ r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
+ if(actor.switchweapon == actor.weapon)
+ actor.switchweapon = sw;
if(r)
{
- self.rifle_bullethail_attackfunc();
- weapon_thinkf(self.rifle_bullethail_frame, self.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
- LOG_INFO("thinkf set\n");
+ actor.rifle_bullethail_attackfunc();
+ weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
}
else
{
- ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
- LOG_INFO("out of ammo... ", ftos(self.weaponentity.state), "\n");
+ ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
}
}
-void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire)
+void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, float fr, float animtime, float refire)
{SELFPARAM();
// if we get here, we have at least one bullet to fire
AttackFunc();
self.rifle_bullethail_frame = fr;
self.rifle_bullethail_animtime = animtime;
self.rifle_bullethail_refire = refire;
- weapon_thinkf(fr, animtime, W_Rifle_BulletHail_Continue);
+ weapon_thinkf(self, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
}
else
{
// just one shot
- weapon_thinkf(fr, animtime, w_ready);
+ weapon_thinkf(self, weaponentity, fr, animtime, w_ready);
}
}
.float bot_secondary_riflemooth;
-bool W_Rifle(int req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
+ METHOD(Rifle, wr_aim, void(entity thiswep))
{
self.BUTTON_ATCK=false;
self.BUTTON_ATCK2=false;
if(random() < 0.03) self.bot_secondary_riflemooth = 0;
}
}
-
- return true;
}
- case WR_THINK:
+ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- 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
+ if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else
{
- 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))
+ actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
+ if(fire & 1)
+ if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
+ if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, 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);
+ weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
+ W_Rifle_BulletHail(weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+ actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
}
- if(self.BUTTON_ATCK2)
+ if(fire & 2)
{
if(WEP_CVAR(rifle, secondary))
{
- if(WEP_CVAR_SEC(rifle, reload))
- WEP_ACTION(self.weapon, WR_RELOAD);
- else
+ if(WEP_CVAR_SEC(rifle, reload)) {
+ Weapon w = get_weaponinfo(actor.weapon);
+ w.wr_reload(w);
+ } else
{
- if(weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire)))
- if(time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
+ if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
+ if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, 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);
+ weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
+ W_Rifle_BulletHail(weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+ actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
}
}
}
}
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Rifle, wr_init, void(entity thiswep))
{
- precache_model(W_Model("g_sniperrifle.md3"));
- precache_model(W_Model("v_sniperrifle.md3"));
- precache_model(W_Model("h_sniperrifle.iqm"));
- precache_sound(W_Sound("campingrifle_fire"));
- precache_sound(W_Sound("campingrifle_fire2"));
RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
}
- case WR_CHECKAMMO1:
+ METHOD(Rifle, wr_checkammo1, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo);
+ float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo);
ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
return ammo_amount;
}
- case WR_CHECKAMMO2:
+ METHOD(Rifle, wr_checkammo2, bool(entity thiswep))
{
- ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_SEC(rifle, ammo);
+ float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_SEC(rifle, ammo);
ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
return ammo_amount;
}
- case WR_CONFIG:
+ METHOD(Rifle, wr_config, void(entity thiswep))
{
RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
}
- case WR_RESETPLAYER:
+ METHOD(Rifle, wr_resetplayer, void(entity thiswep))
{
self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
- return true;
}
- case WR_RELOAD:
+ METHOD(Rifle, wr_reload, void(entity thiswep))
{
- W_Reload(min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), W_Sound("reload"));
- return true;
+ W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD));
}
- case WR_SUICIDEMESSAGE:
+ METHOD(Rifle, wr_suicidemessage, int(entity thiswep))
{
return WEAPON_THINKING_WITH_PORTALS;
}
- case WR_KILLMESSAGE:
+ METHOD(Rifle, wr_killmessage, int(entity thiswep))
{
if(w_deathtype & HITTYPE_SECONDARY)
{
return WEAPON_RIFLE_MURDER;
}
}
- }
- return false;
-}
+
#endif
#ifdef CSQC
-bool W_Rifle(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
+
+ METHOD(Rifle, wr_impacteffect, void(entity thiswep))
{
vector org2;
org2 = w_org + w_backoff * 2;
- pointparticles(particleeffectnum(EFFECT_RIFLE_IMPACT), org2, w_backoff * 1000, 1);
+ pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent)
{
- if(w_random < 0.2)
- sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTN_NORM);
- else if(w_random < 0.4)
- sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTN_NORM);
- else if(w_random < 0.5)
- sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
}
-
- return true;
}
- case WR_INIT:
+ METHOD(Rifle, wr_init, void(entity thiswep))
{
- precache_sound(W_Sound("ric1"));
- precache_sound(W_Sound("ric2"));
- precache_sound(W_Sound("ric3"));
if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
{
precache_pic("gfx/reticle_nex");
}
- return true;
}
- case WR_ZOOMRETICLE:
+ METHOD(Rifle, wr_zoomreticle, bool(entity thiswep))
{
if(button_zoom || zoomscript_caught)
{
return false;
}
}
- }
- return false;
-}
+
#endif
#endif