]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/rifle.qc
Merge branch 'master' into Lyberta/WaypointIcons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / rifle.qc
index d6996042dc56967ebf02c29a946329ea40ce4323..9f4bdc15e63d1ba3c6ef9e14177ce084952f97d7 100644 (file)
@@ -2,7 +2,7 @@
 
 #ifdef SVQC
 
-void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
+void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, float pDamage, float pHeadshotDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
 {
        float i;
 
@@ -10,7 +10,7 @@ void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, flo
 
        W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots, deathtype);
 
-       Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir * 2);
 
        if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
        {
@@ -19,7 +19,7 @@ void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, flo
        }
 
        for(i = 0; i < pShots; ++i)
-               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
+               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pHeadshotDamage, pForce, deathtype, (pTracer ? EFFECT_RIFLE : EFFECT_RIFLE_WEAK));
 
        if(autocvar_g_casings >= 2)
     {
@@ -28,17 +28,17 @@ void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, flo
     }
 }
 
-void W_Rifle_Attack(entity actor, .entity weaponentity)
+void W_Rifle_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 {
-       W_Rifle_FireBullet(WEP_RIFLE, weaponentity, 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);
+       W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, headshot_multiplier), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), thiswep.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE, actor);
 }
 
-void W_Rifle_Attack2(entity actor, .entity weaponentity)
+void W_Rifle_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 {
-       W_Rifle_FireBullet(WEP_RIFLE, weaponentity, 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);
+       W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, headshot_multiplier), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), thiswep.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2, actor);
 }
 
-.void(entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
+.void(Weapon thiswep, entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
 .WFRAME rifle_bullethail_frame;
 .float rifle_bullethail_animtime;
 .float rifle_bullethail_refire;
@@ -47,28 +47,27 @@ void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponent
        float r, af;
 
        Weapon sw = actor.(weaponentity).m_switchweapon; // make it not detect weapon changes as reason to abort firing
-       int slot = weaponslot(weaponentity);
-       af = ATTACK_FINISHED(actor, slot);
+       af = ATTACK_FINISHED(actor, weaponentity);
        actor.(weaponentity).m_switchweapon = actor.(weaponentity).m_weapon;
-       ATTACK_FINISHED(actor, slot) = time;
+       ATTACK_FINISHED(actor, weaponentity) = time;
        r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
        if(actor.(weaponentity).m_switchweapon == actor.(weaponentity).m_weapon)
                actor.(weaponentity).m_switchweapon = sw;
        if(r)
        {
-               actor.rifle_bullethail_attackfunc(actor, weaponentity);
+               actor.rifle_bullethail_attackfunc(thiswep, actor, weaponentity);
                weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
        }
        else
        {
-               ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
+               ATTACK_FINISHED(actor, weaponentity) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
        }
 }
 
-void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire)
+void W_Rifle_BulletHail(Weapon thiswep, entity actor, .entity weaponentity, float mode, void(Weapon thiswep, entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire)
 {
        // if we get here, we have at least one bullet to fire
-       AttackFunc(actor, weaponentity);
+       AttackFunc(thiswep, actor, weaponentity);
        if(mode)
        {
                // continue hail
@@ -122,7 +121,7 @@ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
         if(time >= actor.(weaponentity).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));
+            W_Rifle_BulletHail(thiswep, actor, weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
             actor.(weaponentity).rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
         }
         if(fire & 2)
@@ -137,7 +136,7 @@ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
                     if(time >= actor.(weaponentity).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));
+                        W_Rifle_BulletHail(thiswep, actor, weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
                         actor.(weaponentity).rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
                     }
                 }
@@ -147,14 +146,14 @@ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
 }
 METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(rifle, ammo);
-    ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(rifle, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
     return ammo_amount;
 }
 METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(rifle, ammo);
-    ammo_amount += actor.(weaponentity).(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(rifle, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
     return ammo_amount;
 }
 METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))