#ifndef IMPLEMENTATION 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, message, 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) \ 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 #endif #ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(WEP_RIFLE.m_id); } 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, self, pAmmo); W_SetupShot(self, true, 2, pSound, CH_WEAPON_A, pDamage * pShots); Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1); if(self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) // if zoomed, shoot from the eye { w_shotdir = v_forward; w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward; } for(i = 0; i < pShots; ++i) 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); } void W_Rifle_Attack(void) { 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) { 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; .float rifle_bullethail_frame; .float rifle_bullethail_animtime; .float rifle_bullethail_refire; void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, int slot, int fire) { float r, sw, af; sw = actor.switchweapon; // make it not detect weapon changes as reason to abort firing af = ATTACK_FINISHED(actor); actor.switchweapon = actor.weapon; ATTACK_FINISHED(actor) = time; LOG_INFO(ftos(actor.WEP_AMMO(RIFLE)), "\n"); r = weapon_prepareattack(thiswep, actor, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire); if(actor.switchweapon == actor.weapon) actor.switchweapon = sw; if(r) { actor.rifle_bullethail_attackfunc(); weapon_thinkf(actor, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue); LOG_INFO("thinkf set\n"); } else { ATTACK_FINISHED(actor) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time LOG_INFO("out of ammo... ", ftos(actor.weaponentity.state), "\n"); } } void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire) {SELFPARAM(); // if we get here, we have at least one bullet to fire AttackFunc(); if(mode) { // continue hail self.rifle_bullethail_attackfunc = AttackFunc; self.rifle_bullethail_frame = fr; self.rifle_bullethail_animtime = animtime; self.rifle_bullethail_refire = refire; weapon_thinkf(self, fr, animtime, W_Rifle_BulletHail_Continue); } else { // just one shot weapon_thinkf(self, fr, animtime, w_ready); } } .float bot_secondary_riflemooth; METHOD(Rifle, wr_aim, void(entity thiswep)) { 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(1000000, 0, 0.001, false)) { self.BUTTON_ATCK = true; if(random() < 0.01) self.bot_secondary_riflemooth = 1; } } else { if(bot_aim(1000000, 0, 0.001, false)) { self.BUTTON_ATCK2 = true; if(random() < 0.03) self.bot_secondary_riflemooth = 0; } } } METHOD(Rifle, wr_think, void(entity thiswep, entity actor, int slot, 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 Weapon w = get_weaponinfo(actor.weapon); w.wr_reload(w); } else { actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time); if(fire & 1) if(weapon_prepareattack_check(thiswep, actor, false, WEP_CVAR_PRI(rifle, refire))) if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost)) { weapon_prepareattack_do(actor, 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)); actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost); } if(fire & 2) { if(WEP_CVAR(rifle, secondary)) { if(WEP_CVAR_SEC(rifle, reload)) { Weapon w = get_weaponinfo(actor.weapon); w.wr_reload(w); } else { if(weapon_prepareattack_check(thiswep, actor, true, WEP_CVAR_SEC(rifle, refire))) if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost)) { weapon_prepareattack_do(actor, 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)); actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost); } } } } } } METHOD(Rifle, wr_init, void(entity thiswep)) { RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); } METHOD(Rifle, wr_checkammo1, bool(entity thiswep)) { 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; } METHOD(Rifle, wr_checkammo2, bool(entity thiswep)) { 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; } METHOD(Rifle, wr_config, void(entity thiswep)) { RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); } METHOD(Rifle, wr_resetplayer, void(entity thiswep)) { self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime); } METHOD(Rifle, wr_reload, void(entity thiswep)) { 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; } } #endif #ifdef CSQC 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); 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); } } 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