X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_rifle.qc;h=ccc87fdc72601598be2990578afc25e4ca6b0423;hb=244e5081c5c503c307e557c98ac864f6c9731475;hp=2c45ec3f57b411076ea3d2ebd44d9685f28f564f;hpb=2319ba1ea3a3c808a2833d6fdc34492898fbc7ce;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_rifle.qc b/qcsrc/common/weapons/w_rifle.qc index 2c45ec3f5..ccc87fdc7 100644 --- a/qcsrc/common/weapons/w_rifle.qc +++ b/qcsrc/common/weapons/w_rifle.qc @@ -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