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1 #ifndef IMPLEMENTATION
2 CLASS(Rifle, Weapon)
3 /* ammotype  */ ATTRIB(Rifle, ammo_field, .int, ammo_nails)
4 /* impulse   */ ATTRIB(Rifle, impulse, int, 7)
5 /* flags     */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
6 /* rating    */ ATTRIB(Rifle, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
7 /* color     */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0');
8 /* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle");
13 /* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
14 /* wepimg    */ ATTRIB(Rifle, model2, string, "weaponrifle");
15 /* refname   */ ATTRIB(Rifle, netname, string, "rifle");
16 /* wepname   */ ATTRIB(Rifle, m_name, string, _("Rifle"));
17
18 #define X(BEGIN, P, END, class, prefix) \
19         BEGIN(class) \
20                 P(class, prefix, ammo, float, BOTH) \
21                 P(class, prefix, animtime, float, BOTH) \
22                 P(class, prefix, bullethail, float, BOTH) \
23                 P(class, prefix, burstcost, float, BOTH) \
24                 P(class, prefix, bursttime, float, NONE) \
25                 P(class, prefix, damage, float, BOTH) \
26                 P(class, prefix, force, float, BOTH) \
27                 P(class, prefix, refire, float, BOTH) \
28                 P(class, prefix, reload, float, SEC) \
29                 P(class, prefix, reload_ammo, float, NONE) \
30         P(class, prefix, reload_time, float, NONE) \
31                 P(class, prefix, secondary, float, NONE) \
32                 P(class, prefix, shots, float, BOTH) \
33                 P(class, prefix, solidpenetration, float, BOTH) \
34                 P(class, prefix, spread, float, BOTH) \
35         P(class, prefix, switchdelay_drop, float, NONE) \
36         P(class, prefix, switchdelay_raise, float, NONE) \
37                 P(class, prefix, tracer, float, BOTH) \
38         P(class, prefix, weaponreplace, string, NONE) \
39         P(class, prefix, weaponstartoverride, float, NONE) \
40         P(class, prefix, weaponstart, float, NONE) \
41         P(class, prefix, weaponthrowable, float, NONE) \
42         END()
43     W_PROPS(X, Rifle, rifle)
44 #undef X
45 ENDCLASS(Rifle)
46 REGISTER_WEAPON(RIFLE, rifle, NEW(Rifle));
47
48
49 #ifdef SVQC
50 .float rifle_accumulator;
51 #endif
52 #endif
53 #ifdef IMPLEMENTATION
54 #ifdef SVQC
55 spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
56 spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
57 spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
58
59 void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound)
60 {SELFPARAM();
61         float i;
62
63         W_DecreaseAmmo(thiswep, self, pAmmo);
64
65         W_SetupShot(self, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
66
67         Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
68
69         if(PHYS_INPUT_BUTTON_ZOOM(self) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(self)) // if zoomed, shoot from the eye
70         {
71                 w_shotdir = v_forward;
72                 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
73         }
74
75         for(i = 0; i < pShots; ++i)
76                 fireBullet(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
77
78         if(autocvar_g_casings >= 2)
79                 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);
80 }
81
82 void W_Rifle_Attack()
83 {
84         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));
85 }
86
87 void W_Rifle_Attack2()
88 {
89         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));
90 }
91
92 .void() rifle_bullethail_attackfunc;
93 .WFRAME rifle_bullethail_frame;
94 .float rifle_bullethail_animtime;
95 .float rifle_bullethail_refire;
96 void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
97 {
98         float r, af;
99
100         Weapon sw = PS(actor).m_switchweapon; // make it not detect weapon changes as reason to abort firing
101         int slot = weaponslot(weaponentity);
102         af = ATTACK_FINISHED(actor, slot);
103         PS(actor).m_switchweapon = PS(actor).m_weapon;
104         ATTACK_FINISHED(actor, slot) = time;
105         r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
106         if(PS(actor).m_switchweapon == PS(actor).m_weapon)
107                 PS(actor).m_switchweapon = sw;
108         if(r)
109         {
110                 actor.rifle_bullethail_attackfunc();
111                 weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
112         }
113         else
114         {
115                 ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
116         }
117 }
118
119 void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFRAME fr, float animtime, float refire)
120 {SELFPARAM();
121         // if we get here, we have at least one bullet to fire
122         AttackFunc();
123         if(mode)
124         {
125                 // continue hail
126                 self.rifle_bullethail_attackfunc = AttackFunc;
127                 self.rifle_bullethail_frame = fr;
128                 self.rifle_bullethail_animtime = animtime;
129                 self.rifle_bullethail_refire = refire;
130                 weapon_thinkf(self, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
131         }
132         else
133         {
134                 // just one shot
135                 weapon_thinkf(self, weaponentity, fr, animtime, w_ready);
136         }
137 }
138
139 .float bot_secondary_riflemooth;
140
141 METHOD(Rifle, wr_aim, void(entity thiswep))
142 {
143     PHYS_INPUT_BUTTON_ATCK(self) = false;
144     PHYS_INPUT_BUTTON_ATCK2(self) = false;
145     if(vdist(self.origin - self.enemy.origin, >, 1000))
146         self.bot_secondary_riflemooth = 0;
147     if(self.bot_secondary_riflemooth == 0)
148     {
149         if(bot_aim(1000000, 0, 0.001, false))
150         {
151             PHYS_INPUT_BUTTON_ATCK(self) = true;
152             if(random() < 0.01) self.bot_secondary_riflemooth = 1;
153         }
154     }
155     else
156     {
157         if(bot_aim(1000000, 0, 0.001, false))
158         {
159             PHYS_INPUT_BUTTON_ATCK2(self) = true;
160             if(random() < 0.03) self.bot_secondary_riflemooth = 0;
161         }
162     }
163 }
164 METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
165 {
166     if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
167         thiswep.wr_reload(thiswep, actor, weaponentity);
168     } else
169     {
170         actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
171         if(fire & 1)
172         if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
173         if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
174         {
175             weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
176             W_Rifle_BulletHail(weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
177             actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
178         }
179         if(fire & 2)
180         {
181             if(WEP_CVAR(rifle, secondary))
182             {
183                 if(WEP_CVAR_SEC(rifle, reload)) {
184                     thiswep.wr_reload(thiswep, actor, weaponentity);
185                 } else
186                 {
187                     if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
188                     if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
189                     {
190                         weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
191                         W_Rifle_BulletHail(weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
192                         actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
193                     }
194                 }
195             }
196         }
197     }
198 }
199 METHOD(Rifle, wr_checkammo1, bool(entity thiswep))
200 {
201     float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(rifle, ammo);
202     ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
203     return ammo_amount;
204 }
205 METHOD(Rifle, wr_checkammo2, bool(entity thiswep))
206 {
207     float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(rifle, ammo);
208     ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
209     return ammo_amount;
210 }
211 METHOD(Rifle, wr_resetplayer, void(entity thiswep))
212 {
213     self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
214 }
215 METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
216 {
217     W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD));
218 }
219 METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep))
220 {
221     return WEAPON_THINKING_WITH_PORTALS;
222 }
223 METHOD(Rifle, wr_killmessage, Notification(entity thiswep))
224 {
225     if(w_deathtype & HITTYPE_SECONDARY)
226     {
227         if(w_deathtype & HITTYPE_BOUNCE)
228             return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
229         else
230             return WEAPON_RIFLE_MURDER_HAIL;
231     }
232     else
233     {
234         if(w_deathtype & HITTYPE_BOUNCE)
235             return WEAPON_RIFLE_MURDER_PIERCING;
236         else
237             return WEAPON_RIFLE_MURDER;
238     }
239 }
240
241 #endif
242 #ifdef CSQC
243
244 METHOD(Rifle, wr_impacteffect, void(entity thiswep))
245 {
246     vector org2;
247     org2 = w_org + w_backoff * 2;
248     pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
249     if(!w_issilent)
250     {
251         sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
252     }
253 }
254 METHOD(Rifle, wr_init, void(entity thiswep))
255 {
256     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
257     {
258         precache_pic("gfx/reticle_nex");
259     }
260 }
261 METHOD(Rifle, wr_zoomreticle, bool(entity thiswep))
262 {
263     if(button_zoom || zoomscript_caught)
264     {
265         reticle_image = "gfx/reticle_nex";
266         return true;
267     }
268     else
269     {
270         // no weapon specific image for this weapon
271         return false;
272     }
273 }
274
275 #endif
276 #endif