X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_rifle.qc;h=79c029355192835b8449f490718a6d9e2ac57323;hb=c66fc18b4a36dad6b90b8a6fc2fa99f5c27d43d1;hp=a7433b47cd151b8ca2cf2322043028debc177d45;hpb=1322163d80b16cd7d19098667a545999cd96de7d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_rifle.qc b/qcsrc/common/weapons/w_rifle.qc index a7433b47c..79c029355 100644 --- a/qcsrc/common/weapons/w_rifle.qc +++ b/qcsrc/common/weapons/w_rifle.qc @@ -1,33 +1,34 @@ #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, +/* color */ '0.5 1 0', /* model */ "campingrifle", +/* crosshair */ "gfx/crosshairrifle", /* netname */ "rifle", /* fullname */ _("Rifle") ); -#define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, WEP_RIFLE, 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) \ - w_cvar(id, sn, MO_BOTH, ammo) \ - w_cvar(id, sn, MO_BOTH, animtime) \ - w_cvar(id, sn, MO_BOTH, bulletconstant) \ - w_cvar(id, sn, MO_BOTH, bullethail) \ - w_cvar(id, sn, MO_BOTH, burstcost) \ - w_cvar(id, sn, MO_BOTH, damage) \ - w_cvar(id, sn, MO_BOTH, force) \ - w_cvar(id, sn, MO_BOTH, lifetime) \ - w_cvar(id, sn, MO_BOTH, refire) \ - w_cvar(id, sn, MO_BOTH, shots) \ - w_cvar(id, sn, MO_BOTH, speed) \ - w_cvar(id, sn, MO_BOTH, spread) \ - w_cvar(id, sn, MO_BOTH, tracer) \ - w_cvar(id, sn, MO_NONE, bursttime) \ - w_cvar(id, sn, MO_NONE, secondary) \ - w_cvar(id, sn, MO_SEC, reload) \ + 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) \ @@ -46,11 +47,11 @@ 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, TRUE, 2, pSound, CH_WEAPON_A, pDamage * pShots); @@ -63,8 +64,7 @@ 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), 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); @@ -72,12 +72,12 @@ void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSpeed 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, 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"); + 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() { - 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"); + 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; @@ -92,7 +92,7 @@ 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; @@ -130,7 +130,7 @@ 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; @@ -144,7 +144,7 @@ float w_rifle(float req) self.bot_secondary_riflemooth = 0; if(self.bot_secondary_riflemooth == 0) { - if(bot_aim(WEP_CVAR_PRI(rifle, speed), 0, WEP_CVAR_PRI(rifle, lifetime), FALSE)) + if(bot_aim(1000000, 0, 0.001, FALSE)) { self.BUTTON_ATCK = TRUE; if(random() < 0.01) self.bot_secondary_riflemooth = 1; @@ -152,7 +152,7 @@ float w_rifle(float req) } else { - if(bot_aim(WEP_CVAR_SEC(rifle, speed), 0, WEP_CVAR_SEC(rifle, lifetime), FALSE)) + if(bot_aim(1000000, 0, 0.001, FALSE)) { self.BUTTON_ATCK2 = TRUE; if(random() < 0.03) self.bot_secondary_riflemooth = 0; @@ -208,20 +208,15 @@ float w_rifle(float req) RIFLE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP) return TRUE; } - case WR_SETUP: - { - self.current_ammo = ammo_nails; - return TRUE; - } case WR_CHECKAMMO1: { - ammo_amount = self.ammo_nails >= WEP_CVAR_PRI(rifle, 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 >= WEP_CVAR_SEC(rifle, 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; } @@ -266,7 +261,7 @@ float w_rifle(float req) } #endif #ifdef CSQC -float w_rifle(float req) +float W_Rifle(float req) { switch(req) { @@ -292,8 +287,25 @@ float w_rifle(float req) precache_sound("weapons/ric1.wav"); precache_sound("weapons/ric2.wav"); precache_sound("weapons/ric3.wav"); + 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;