X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Frifle.qc;h=7381172aacf48bdfd0bf19e95638bf08280ab0ac;hb=fd20a1f1eae2b2ba955ce9ddedc20cd151a6f362;hp=f3291dfe1de71ef55c396a85edc4df0e1256a80f;hpb=0ce2bdf81013a9a30117a5e3083d536ced038bb3;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/rifle.qc b/qcsrc/common/weapons/weapon/rifle.qc index f3291dfe1..7381172aa 100644 --- a/qcsrc/common/weapons/weapon/rifle.qc +++ b/qcsrc/common/weapons/weapon/rifle.qc @@ -56,8 +56,8 @@ 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(); +void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor) +{entity this = actor; float i; W_DecreaseAmmo(thiswep, self, pAmmo); @@ -73,23 +73,23 @@ void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pFor } for(i = 0; i < pShots; ++i) - fireBullet(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE)); + fireBullet(self, 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); } -void W_Rifle_Attack() +void W_Rifle_Attack(entity actor) { - 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)); + 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, actor); } -void W_Rifle_Attack2() +void W_Rifle_Attack2(entity actor) { - 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)); + 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, actor); } -.void() rifle_bullethail_attackfunc; +.void(entity actor) rifle_bullethail_attackfunc; .WFRAME rifle_bullethail_frame; .float rifle_bullethail_animtime; .float rifle_bullethail_refire; @@ -107,7 +107,7 @@ void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponent PS(actor).m_switchweapon = sw; if(r) { - actor.rifle_bullethail_attackfunc(); + actor.rifle_bullethail_attackfunc(actor); weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue); } else @@ -116,10 +116,10 @@ void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponent } } -void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFRAME fr, float animtime, float refire) -{SELFPARAM(); +void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor) AttackFunc, WFRAME fr, float animtime, float refire) +{entity this = actor; // if we get here, we have at least one bullet to fire - AttackFunc(); + AttackFunc(actor); if(mode) { // continue hail @@ -138,139 +138,142 @@ void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFR .float bot_secondary_riflemooth; - METHOD(Rifle, wr_aim, void(entity thiswep)) - { - PHYS_INPUT_BUTTON_ATCK(self) = false; - PHYS_INPUT_BUTTON_ATCK2(self) = false; - if(vdist(self.origin - self.enemy.origin, >, 1000)) - self.bot_secondary_riflemooth = 0; - if(self.bot_secondary_riflemooth == 0) - { - if(bot_aim(1000000, 0, 0.001, false)) - { - PHYS_INPUT_BUTTON_ATCK(self) = true; - if(random() < 0.01) self.bot_secondary_riflemooth = 1; - } - } - else - { - if(bot_aim(1000000, 0, 0.001, false)) - { - PHYS_INPUT_BUTTON_ATCK2(self) = true; - if(random() < 0.03) self.bot_secondary_riflemooth = 0; - } - } - } - METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) - { - if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload - thiswep.wr_reload(thiswep, actor, weaponentity); - } else - { - 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(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(fire & 2) - { - if(WEP_CVAR(rifle, secondary)) - { - if(WEP_CVAR_SEC(rifle, reload)) { - thiswep.wr_reload(thiswep, actor, weaponentity); - } else - { - 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(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_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo); - ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo); - return ammo_amount; - } - METHOD(Rifle, wr_checkammo2, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo); - ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo); - return ammo_amount; - } - METHOD(Rifle, wr_resetplayer, void(entity thiswep)) - { - self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime); - } - METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD)); - } - METHOD(Rifle, wr_suicidemessage, int(entity thiswep)) - { - return WEAPON_THINKING_WITH_PORTALS; - } - METHOD(Rifle, wr_killmessage, int(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - { - if(w_deathtype & HITTYPE_BOUNCE) - return WEAPON_RIFLE_MURDER_HAIL_PIERCING; - else - return WEAPON_RIFLE_MURDER_HAIL; - } - else - { - if(w_deathtype & HITTYPE_BOUNCE) - return WEAPON_RIFLE_MURDER_PIERCING; - else - return WEAPON_RIFLE_MURDER; - } - } +METHOD(Rifle, wr_aim, void(entity thiswep, entity actor)) +{ + entity this = actor; + PHYS_INPUT_BUTTON_ATCK(self) = false; + PHYS_INPUT_BUTTON_ATCK2(self) = false; + if(vdist(self.origin - self.enemy.origin, >, 1000)) + self.bot_secondary_riflemooth = 0; + if(self.bot_secondary_riflemooth == 0) + { + if(bot_aim(self, 1000000, 0, 0.001, false)) + { + PHYS_INPUT_BUTTON_ATCK(self) = true; + if(random() < 0.01) self.bot_secondary_riflemooth = 1; + } + } + else + { + if(bot_aim(self, 1000000, 0, 0.001, false)) + { + PHYS_INPUT_BUTTON_ATCK2(self) = true; + if(random() < 0.03) self.bot_secondary_riflemooth = 0; + } + } +} +METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload + thiswep.wr_reload(thiswep, actor, weaponentity); + } else + { + 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(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)); + W_Rifle_BulletHail(actor, 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(fire & 2) + { + if(WEP_CVAR(rifle, secondary)) + { + if(WEP_CVAR_SEC(rifle, reload)) { + thiswep.wr_reload(thiswep, actor, weaponentity); + } else + { + 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(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)); + W_Rifle_BulletHail(actor, 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_checkammo1, bool(entity thiswep, entity actor)) +{ + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo); + ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo); + return ammo_amount; +} +METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor)) +{ + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo); + ammo_amount += actor.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo); + return ammo_amount; +} +METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor)) +{ + entity this = actor; + self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime); +} +METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) +{ + W_Reload(actor, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD); +} +METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep)) +{ + return WEAPON_THINKING_WITH_PORTALS; +} +METHOD(Rifle, wr_killmessage, Notification(entity thiswep)) +{ + if(w_deathtype & HITTYPE_SECONDARY) + { + if(w_deathtype & HITTYPE_BOUNCE) + return WEAPON_RIFLE_MURDER_HAIL_PIERCING; + else + return WEAPON_RIFLE_MURDER_HAIL; + } + else + { + if(w_deathtype & HITTYPE_BOUNCE) + return WEAPON_RIFLE_MURDER_PIERCING; + else + return WEAPON_RIFLE_MURDER; + } +} #endif #ifdef CSQC - METHOD(Rifle, wr_impacteffect, void(entity thiswep)) - { - vector org2; - org2 = w_org + w_backoff * 2; - pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1); - if(!w_issilent) - { - sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM); - } - } - METHOD(Rifle, wr_init, void(entity thiswep)) - { - if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) - { - precache_pic("gfx/reticle_nex"); - } - } - METHOD(Rifle, wr_zoomreticle, bool(entity thiswep)) - { - if(button_zoom || zoomscript_caught) - { - reticle_image = "gfx/reticle_nex"; - return true; - } - else - { - // no weapon specific image for this weapon - return false; - } - } +METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor)) +{ + entity this = actor; + vector org2; + org2 = w_org + w_backoff * 2; + pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1); + if(!w_issilent) + { + sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM); + } +} +METHOD(Rifle, wr_init, void(entity thiswep)) +{ + if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) + { + precache_pic("gfx/reticle_nex"); + } +} +METHOD(Rifle, wr_zoomreticle, bool(entity thiswep)) +{ + if(button_zoom || zoomscript_caught) + { + reticle_image = "gfx/reticle_nex"; + return true; + } + else + { + // no weapon specific image for this weapon + return false; + } +} #endif #endif