2 REGISTER_WEAPON(RIFLE, w_rifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "rifle", _("Rifle"))
6 .float rifle_accumulator;
8 void W_Rifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant, float pTracer, float pShots, string pSound)
12 W_DecreaseAmmo(ammo_nails, pAmmo, autocvar_g_balance_rifle_reload_ammo);
14 W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, pSound, CH_WEAPON_A, (pDamage + pHeadshotAddedDamage) * pShots);
16 pointparticles(particleeffectnum("rifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
18 if(self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) // if zoomed, shoot from the eye
20 w_shotdir = v_forward;
21 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
24 for(i = 0; i < pShots; ++i)
25 fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE), 1, pBulletConstant);
26 endFireBallisticBullet();
28 if (autocvar_g_casings >= 2)
29 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);
34 W_Rifle_FireBullet(autocvar_g_balance_rifle_primary_spread, autocvar_g_balance_rifle_primary_damage, autocvar_g_balance_rifle_primary_headshotaddeddamage, autocvar_g_balance_rifle_primary_force, autocvar_g_balance_rifle_primary_speed, autocvar_g_balance_rifle_primary_lifetime, autocvar_g_balance_rifle_primary_ammo, WEP_RIFLE, autocvar_g_balance_rifle_primary_bulletconstant, autocvar_g_balance_rifle_primary_tracer, autocvar_g_balance_rifle_primary_shots, "weapons/campingrifle_fire.wav");
37 void W_Rifle_Attack2()
39 W_Rifle_FireBullet(autocvar_g_balance_rifle_secondary_spread, autocvar_g_balance_rifle_secondary_damage, autocvar_g_balance_rifle_secondary_headshotaddeddamage, autocvar_g_balance_rifle_secondary_force, autocvar_g_balance_rifle_secondary_speed, autocvar_g_balance_rifle_secondary_lifetime, autocvar_g_balance_rifle_secondary_ammo, WEP_RIFLE | HITTYPE_SECONDARY, autocvar_g_balance_rifle_secondary_bulletconstant, autocvar_g_balance_rifle_secondary_tracer, autocvar_g_balance_rifle_secondary_shots, "weapons/campingrifle_fire2.wav");
42 void spawnfunc_weapon_rifle (void)
44 weapon_defaultspawnfunc(WEP_RIFLE);
47 // compatibility alias
48 void spawnfunc_weapon_campingrifle (void)
50 spawnfunc_weapon_rifle();
52 void spawnfunc_weapon_sniperrifle (void)
54 spawnfunc_weapon_rifle();
57 .void(void) rifle_bullethail_attackfunc;
58 .float rifle_bullethail_frame;
59 .float rifle_bullethail_animtime;
60 .float rifle_bullethail_refire;
61 void W_Rifle_BulletHail_Continue()
65 sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
66 af = ATTACK_FINISHED(self);
67 self.switchweapon = self.weapon;
68 ATTACK_FINISHED(self) = time;
69 print(ftos(self.ammo_nails), "\n");
70 r = weapon_prepareattack(self.rifle_bullethail_frame == WFRAME_FIRE2, self.rifle_bullethail_refire);
71 if(self.switchweapon == self.weapon)
72 self.switchweapon = sw;
75 self.rifle_bullethail_attackfunc();
76 weapon_thinkf(self.rifle_bullethail_frame, self.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
77 print("thinkf set\n");
81 ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
82 print("out of ammo... ", ftos(self.weaponentity.state), "\n");
86 void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire)
88 // if we get here, we have at least one bullet to fire
93 self.rifle_bullethail_attackfunc = AttackFunc;
94 self.rifle_bullethail_frame = fr;
95 self.rifle_bullethail_animtime = animtime;
96 self.rifle_bullethail_refire = refire;
97 weapon_thinkf(fr, animtime, W_Rifle_BulletHail_Continue);
102 weapon_thinkf(fr, animtime, w_ready);
106 .float bot_secondary_riflemooth;
107 float w_rifle(float req)
113 self.BUTTON_ATCK=FALSE;
114 self.BUTTON_ATCK2=FALSE;
115 if(vlen(self.origin-self.enemy.origin) > 1000)
116 self.bot_secondary_riflemooth = 0;
117 if(self.bot_secondary_riflemooth == 0)
119 if(bot_aim(autocvar_g_balance_rifle_primary_speed, 0, autocvar_g_balance_rifle_primary_lifetime, TRUE))
121 self.BUTTON_ATCK = TRUE;
122 if(random() < 0.01) self.bot_secondary_riflemooth = 1;
127 if(bot_aim(autocvar_g_balance_rifle_secondary_speed, 0, autocvar_g_balance_rifle_secondary_lifetime, TRUE))
129 self.BUTTON_ATCK2 = TRUE;
130 if(random() < 0.03) self.bot_secondary_riflemooth = 0;
134 else if (req == WR_THINK)
136 if(autocvar_g_balance_rifle_reload_ammo && self.clip_load < min(autocvar_g_balance_rifle_primary_ammo, autocvar_g_balance_rifle_secondary_ammo)) // forced reload
137 weapon_action(self.weapon, WR_RELOAD);
140 self.rifle_accumulator = bound(time - autocvar_g_balance_rifle_bursttime, self.rifle_accumulator, time);
141 if (self.BUTTON_ATCK)
142 if (weapon_prepareattack_check(0, autocvar_g_balance_rifle_primary_refire))
143 if (time >= self.rifle_accumulator + autocvar_g_balance_rifle_primary_burstcost)
145 weapon_prepareattack_do(0, autocvar_g_balance_rifle_primary_refire);
146 W_Rifle_BulletHail(autocvar_g_balance_rifle_primary_bullethail, W_Rifle_Attack, WFRAME_FIRE1, autocvar_g_balance_rifle_primary_animtime, autocvar_g_balance_rifle_primary_refire);
147 self.rifle_accumulator += autocvar_g_balance_rifle_primary_burstcost;
149 if (self.BUTTON_ATCK2)
151 if (autocvar_g_balance_rifle_secondary)
153 if(autocvar_g_balance_rifle_secondary_reload)
154 weapon_action(self.weapon, WR_RELOAD);
157 if (weapon_prepareattack_check(1, autocvar_g_balance_rifle_secondary_refire))
158 if (time >= self.rifle_accumulator + autocvar_g_balance_rifle_secondary_burstcost)
160 weapon_prepareattack_do(1, autocvar_g_balance_rifle_secondary_refire);
161 W_Rifle_BulletHail(autocvar_g_balance_rifle_secondary_bullethail, W_Rifle_Attack2, WFRAME_FIRE2, autocvar_g_balance_rifle_secondary_animtime, autocvar_g_balance_rifle_primary_refire);
162 self.rifle_accumulator += autocvar_g_balance_rifle_secondary_burstcost;
169 else if (req == WR_PRECACHE)
171 precache_model ("models/weapons/g_campingrifle.md3");
172 precache_model ("models/weapons/v_campingrifle.md3");
173 precache_model ("models/weapons/h_campingrifle.iqm");
174 precache_sound ("weapons/campingrifle_fire.wav");
175 precache_sound ("weapons/campingrifle_fire2.wav");
176 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
178 else if (req == WR_SETUP)
180 weapon_setup(WEP_RIFLE);
181 self.current_ammo = ammo_nails;
183 else if (req == WR_CHECKAMMO1)
185 ammo_amount = self.ammo_nails >= autocvar_g_balance_rifle_primary_ammo;
186 ammo_amount += self.weapon_load[WEP_RIFLE] >= autocvar_g_balance_rifle_primary_ammo;
189 else if (req == WR_CHECKAMMO2)
191 ammo_amount = self.ammo_nails >= autocvar_g_balance_rifle_secondary_ammo;
192 ammo_amount += self.weapon_load[WEP_RIFLE] >= autocvar_g_balance_rifle_secondary_ammo;
195 else if (req == WR_RESETPLAYER)
197 self.rifle_accumulator = time - autocvar_g_balance_rifle_bursttime;
199 else if (req == WR_RELOAD)
201 W_Reload(min(autocvar_g_balance_rifle_primary_ammo, autocvar_g_balance_rifle_secondary_ammo), autocvar_g_balance_rifle_reload_ammo, autocvar_g_balance_rifle_reload_time, "weapons/reload.wav");
207 float w_rifle(float req)
209 if(req == WR_IMPACTEFFECT)
212 org2 = w_org + w_backoff * 2;
213 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
217 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
218 else if(w_random < 0.4)
219 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
220 else if(w_random < 0.5)
221 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
224 else if(req == WR_PRECACHE)
226 precache_sound("weapons/ric1.wav");
227 precache_sound("weapons/ric2.wav");
228 precache_sound("weapons/ric3.wav");
230 else if (req == WR_SUICIDEMESSAGE)
232 if(w_deathtype & HITTYPE_SECONDARY)
233 w_deathtypestring = _("%s shot themself automatically");
235 w_deathtypestring = _("%s sniped themself somehow");
237 else if (req == WR_KILLMESSAGE)
239 if(w_deathtype & HITTYPE_SECONDARY)
241 if(w_deathtype & HITTYPE_BOUNCE)
242 w_deathtypestring = _("%s failed to hide from %s's bullet hail");
244 w_deathtypestring = _("%s died in %s's bullet hail");
248 if(w_deathtype & HITTYPE_BOUNCE)
250 // TODO special headshot message here too?
251 w_deathtypestring = _("%s failed to hide from %s's rifle");
255 if(w_deathtype & HITTYPE_HEADSHOT)
256 w_deathtypestring = _("%s got hit in the head by %s");
258 w_deathtypestring = _("%s was sniped by %s");