/* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
/* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle");
/* refname */ ATTRIB(Rifle, netname, string, "rifle");
-/* wepname */ ATTRIB(Rifle, message, string, _("Rifle"));
+/* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle"));
ENDCLASS(Rifle)
REGISTER_WEAPON(RIFLE, NEW(Rifle));
#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(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(thiswep, 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_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_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(Weapon thiswep, bool fire1, bool fire2)
-{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);
}
}
}
}
}
- METHOD(Rifle, wr_think, void(entity thiswep, bool fire1, bool fire2))
+ 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
- Weapon w = get_weaponinfo(self.weapon);
+ 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(fire1)
- if(weapon_prepareattack_check(false, 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(false, 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(fire2)
+ if(fire & 2)
{
if(WEP_CVAR(rifle, secondary))
{
if(WEP_CVAR_SEC(rifle, reload)) {
- Weapon w = get_weaponinfo(self.weapon);
+ Weapon w = get_weaponinfo(actor.weapon);
w.wr_reload(w);
} else
{
- if(weapon_prepareattack_check(true, 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(true, 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);
}
}
}
}
METHOD(Rifle, wr_reload, void(entity thiswep))
{
- W_Reload(min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD));
+ W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD));
}
METHOD(Rifle, wr_suicidemessage, int(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, SND_RIC1, VOL_BASE, ATTN_NORM);
- else if(w_random < 0.4)
- sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
- else if(w_random < 0.5)
- sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
}
}
METHOD(Rifle, wr_init, void(entity thiswep))