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");
10 /* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM);
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"));
18 REGISTER_WEAPON(RIFLE, NEW(Rifle));
20 #define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, RIFLE, rifle)
21 #define RIFLE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, BOTH, ammo) \
23 w_cvar(id, sn, BOTH, animtime) \
24 w_cvar(id, sn, BOTH, bullethail) \
25 w_cvar(id, sn, BOTH, burstcost) \
26 w_cvar(id, sn, BOTH, damage) \
27 w_cvar(id, sn, BOTH, force) \
28 w_cvar(id, sn, BOTH, refire) \
29 w_cvar(id, sn, BOTH, shots) \
30 w_cvar(id, sn, BOTH, solidpenetration) \
31 w_cvar(id, sn, BOTH, spread) \
32 w_cvar(id, sn, BOTH, tracer) \
33 w_cvar(id, sn, NONE, bursttime) \
34 w_cvar(id, sn, NONE, secondary) \
35 w_cvar(id, sn, SEC, reload) \
36 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
37 w_prop(id, sn, float, reloading_time, reload_time) \
38 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
39 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
40 w_prop(id, sn, string, weaponreplace, weaponreplace) \
41 w_prop(id, sn, float, weaponstart, weaponstart) \
42 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
43 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
46 RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
47 .float rifle_accumulator;
52 spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); }
53 spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
54 spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
56 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 W_DecreaseAmmo(thiswep, self, pAmmo);
62 W_SetupShot(self, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
64 Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
66 if(self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) // if zoomed, shoot from the eye
68 w_shotdir = v_forward;
69 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
72 for(i = 0; i < pShots; ++i)
73 fireBullet(w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
75 if(autocvar_g_casings >= 2)
76 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);
81 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));
84 void W_Rifle_Attack2()
86 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));
89 .void() rifle_bullethail_attackfunc;
90 .float rifle_bullethail_frame;
91 .float rifle_bullethail_animtime;
92 .float rifle_bullethail_refire;
93 void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
97 sw = actor.switchweapon; // make it not detect weapon changes as reason to abort firing
98 int slot = weaponslot(weaponentity);
99 af = ATTACK_FINISHED(actor, slot);
100 actor.switchweapon = actor.weapon;
101 ATTACK_FINISHED(actor, slot) = time;
102 r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
103 if(actor.switchweapon == actor.weapon)
104 actor.switchweapon = sw;
107 actor.rifle_bullethail_attackfunc();
108 weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
112 ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
116 void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, float fr, float animtime, float refire)
118 // if we get here, we have at least one bullet to fire
123 self.rifle_bullethail_attackfunc = AttackFunc;
124 self.rifle_bullethail_frame = fr;
125 self.rifle_bullethail_animtime = animtime;
126 self.rifle_bullethail_refire = refire;
127 weapon_thinkf(self, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
132 weapon_thinkf(self, weaponentity, fr, animtime, w_ready);
136 .float bot_secondary_riflemooth;
138 METHOD(Rifle, wr_aim, void(entity thiswep))
140 self.BUTTON_ATCK=false;
141 self.BUTTON_ATCK2=false;
142 if(vlen(self.origin-self.enemy.origin) > 1000)
143 self.bot_secondary_riflemooth = 0;
144 if(self.bot_secondary_riflemooth == 0)
146 if(bot_aim(1000000, 0, 0.001, false))
148 self.BUTTON_ATCK = true;
149 if(random() < 0.01) self.bot_secondary_riflemooth = 1;
154 if(bot_aim(1000000, 0, 0.001, false))
156 self.BUTTON_ATCK2 = true;
157 if(random() < 0.03) self.bot_secondary_riflemooth = 0;
161 METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
163 if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
164 Weapon w = get_weaponinfo(actor.weapon);
168 actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
170 if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
171 if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
173 weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
174 W_Rifle_BulletHail(weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
175 actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
179 if(WEP_CVAR(rifle, secondary))
181 if(WEP_CVAR_SEC(rifle, reload)) {
182 Weapon w = get_weaponinfo(actor.weapon);
186 if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
187 if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
189 weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
190 W_Rifle_BulletHail(weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
191 actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
198 METHOD(Rifle, wr_init, void(entity thiswep))
200 RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
202 METHOD(Rifle, wr_checkammo1, bool(entity thiswep))
204 float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo);
205 ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
208 METHOD(Rifle, wr_checkammo2, bool(entity thiswep))
210 float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_SEC(rifle, ammo);
211 ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
214 METHOD(Rifle, wr_config, void(entity thiswep))
216 RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
218 METHOD(Rifle, wr_resetplayer, void(entity thiswep))
220 self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
222 METHOD(Rifle, wr_reload, void(entity thiswep))
224 W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD));
226 METHOD(Rifle, wr_suicidemessage, int(entity thiswep))
228 return WEAPON_THINKING_WITH_PORTALS;
230 METHOD(Rifle, wr_killmessage, int(entity thiswep))
232 if(w_deathtype & HITTYPE_SECONDARY)
234 if(w_deathtype & HITTYPE_BOUNCE)
235 return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
237 return WEAPON_RIFLE_MURDER_HAIL;
241 if(w_deathtype & HITTYPE_BOUNCE)
242 return WEAPON_RIFLE_MURDER_PIERCING;
244 return WEAPON_RIFLE_MURDER;
251 METHOD(Rifle, wr_impacteffect, void(entity thiswep))
254 org2 = w_org + w_backoff * 2;
255 pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
258 sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
261 METHOD(Rifle, wr_init, void(entity thiswep))
263 if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
265 precache_pic("gfx/reticle_nex");
268 METHOD(Rifle, wr_zoomreticle, bool(entity thiswep))
270 if(button_zoom || zoomscript_caught)
272 reticle_image = "gfx/reticle_nex";
277 // no weapon specific image for this weapon