2 REGISTER_WEAPON(SNIPERRIFLE, w_sniperrifle, IT_NAILS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_MID, "campingrifle", "sniperrifle", _("Sniper Rifle"))
5 //Sniper rifle Primary mode: manually operated bolt*, Secondary: full automatic**
6 //* Manually operating the bolt means that all the power of the gas is used to propell the bullet. In this mode the bolt is prevented from moving backwards in response to the firing of the bullet.
7 //** In fully automatic mode some of the gas is used to extract and reload the next cartrige, thus there is less power and range.
9 .float sniperrifle_accumulator;
11 void W_SniperRifle_SetAmmoCounter()
13 // set clip_load to the weapon we have switched to, if the gun uses reloading
14 if(!autocvar_g_balance_sniperrifle_reload_ammo)
15 self.clip_load = 0; // also keeps crosshair ammo from displaying
18 self.clip_load = self.sniperrifle_load;
19 self.clip_size = autocvar_g_balance_sniperrifle_reload_ammo; // for the crosshair ammo display
23 void W_SniperRifle_ReloadedAndReady()
27 // now do the ammo transfer
28 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
29 while(self.clip_load < autocvar_g_balance_sniperrifle_reload_ammo && self.ammo_nails) // make sure we don't add more ammo than we have
34 self.sniperrifle_load = self.clip_load;
36 t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reload_time - 1;
37 ATTACK_FINISHED(self) = t;
41 void W_SniperRifle_Reload()
43 // return if reloading is disabled for this weapon
44 if(!autocvar_g_balance_sniperrifle_reload_ammo)
47 if(!W_ReloadCheck(self.ammo_nails, min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)))
52 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
54 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reload_time + 1;
55 ATTACK_FINISHED(self) = t;
57 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reload_time, W_SniperRifle_ReloadedAndReady);
59 self.old_clip_load = self.clip_load;
63 void W_SniperRifle_FireBullet(float pSpread, float pDamage, float pHeadshotAddedDamage, float pForce, float pSpeed, float pLifetime, float pAmmo, float deathtype, float pBulletConstant)
65 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
66 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
68 if(autocvar_g_balance_sniperrifle_reload_ammo)
70 self.clip_load -= pAmmo;
71 self.sniperrifle_load = self.clip_load;
74 self.ammo_nails -= pAmmo;
77 if(deathtype & HITTYPE_SECONDARY)
78 W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire2.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_secondary_damage + autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage);
80 W_SetupShot (self, autocvar_g_antilag_bullets && pSpeed >= autocvar_g_antilag_bullets, 2, "weapons/campingrifle_fire.wav", CHAN_WEAPON, autocvar_g_balance_sniperrifle_primary_damage + autocvar_g_balance_sniperrifle_primary_headshotaddeddamage);
82 pointparticles(particleeffectnum("sniperrifle_muzzleflash"), w_shotorg, w_shotdir * 2000, 1);
84 if(self.BUTTON_ZOOM) // if zoomed, shoot from the eye
86 w_shotdir = v_forward;
87 w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
90 if(deathtype & HITTYPE_SECONDARY)
91 fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, (autocvar_g_balance_sniperrifle_secondary_tracer ? EF_RED : EF_BLUE), 1, pBulletConstant);
93 fireBallisticBullet(w_shotorg, w_shotdir, pSpread, pSpeed, pLifetime, pDamage, pHeadshotAddedDamage / pDamage, pForce, deathtype, (autocvar_g_balance_sniperrifle_primary_tracer ? EF_RED : EF_BLUE), 1, pBulletConstant);
94 endFireBallisticBullet();
96 if (autocvar_g_casings >= 2)
97 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);
100 void W_SniperRifle_Attack()
102 W_SniperRifle_FireBullet(autocvar_g_balance_sniperrifle_primary_spread, autocvar_g_balance_sniperrifle_primary_damage, autocvar_g_balance_sniperrifle_primary_headshotaddeddamage, autocvar_g_balance_sniperrifle_primary_force, autocvar_g_balance_sniperrifle_primary_speed, autocvar_g_balance_sniperrifle_primary_lifetime, autocvar_g_balance_sniperrifle_primary_ammo, WEP_SNIPERRIFLE, autocvar_g_balance_sniperrifle_primary_bulletconstant);
105 void W_SniperRifle_Attack2()
107 W_SniperRifle_FireBullet(autocvar_g_balance_sniperrifle_secondary_spread, autocvar_g_balance_sniperrifle_secondary_damage, autocvar_g_balance_sniperrifle_secondary_headshotaddeddamage, autocvar_g_balance_sniperrifle_secondary_force, autocvar_g_balance_sniperrifle_secondary_speed, autocvar_g_balance_sniperrifle_secondary_lifetime, autocvar_g_balance_sniperrifle_secondary_ammo, WEP_SNIPERRIFLE | HITTYPE_SECONDARY, autocvar_g_balance_sniperrifle_secondary_bulletconstant);
110 void spawnfunc_weapon_sniperrifle (void)
112 weapon_defaultspawnfunc(WEP_SNIPERRIFLE);
115 // compatibility alias
116 void spawnfunc_weapon_campingrifle (void)
118 spawnfunc_weapon_sniperrifle();
121 .void(void) sniperrifle_bullethail_attackfunc;
122 .float sniperrifle_bullethail_frame;
123 .float sniperrifle_bullethail_animtime;
124 .float sniperrifle_bullethail_refire;
125 void W_SniperRifle_BulletHail_Continue()
129 sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing
130 af = ATTACK_FINISHED(self);
131 self.switchweapon = self.weapon;
132 ATTACK_FINISHED(self) = time;
133 print(ftos(self.ammo_nails), "\n");
134 r = weapon_prepareattack(self.sniperrifle_bullethail_frame == WFRAME_FIRE2, self.sniperrifle_bullethail_refire);
135 if(self.switchweapon == self.weapon)
136 self.switchweapon = sw;
139 self.sniperrifle_bullethail_attackfunc();
140 weapon_thinkf(self.sniperrifle_bullethail_frame, self.sniperrifle_bullethail_animtime, W_SniperRifle_BulletHail_Continue);
141 print("thinkf set\n");
145 ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
146 print("out of ammo... ", ftos(self.weaponentity.state), "\n");
150 void W_SniperRifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire)
152 // if we get here, we have at least one bullet to fire
157 self.sniperrifle_bullethail_attackfunc = AttackFunc;
158 self.sniperrifle_bullethail_frame = fr;
159 self.sniperrifle_bullethail_animtime = animtime;
160 self.sniperrifle_bullethail_refire = refire;
161 weapon_thinkf(fr, animtime, W_SniperRifle_BulletHail_Continue);
166 weapon_thinkf(fr, animtime, w_ready);
170 .float bot_secondary_sniperriflemooth;
171 float w_sniperrifle(float req)
175 self.BUTTON_ATCK=FALSE;
176 self.BUTTON_ATCK2=FALSE;
177 if(vlen(self.origin-self.enemy.origin) > 1000)
178 self.bot_secondary_sniperriflemooth = 0;
179 if(self.bot_secondary_sniperriflemooth == 0)
181 if(bot_aim(autocvar_g_balance_sniperrifle_primary_speed, 0, autocvar_g_balance_sniperrifle_primary_lifetime, TRUE))
183 self.BUTTON_ATCK = TRUE;
184 if(random() < 0.01) self.bot_secondary_sniperriflemooth = 1;
189 if(bot_aim(autocvar_g_balance_sniperrifle_secondary_speed, 0, autocvar_g_balance_sniperrifle_secondary_lifetime, TRUE))
191 self.BUTTON_ATCK2 = TRUE;
192 if(random() < 0.03) self.bot_secondary_sniperriflemooth = 0;
196 else if (req == WR_THINK)
198 if(autocvar_g_balance_sniperrifle_reload_ammo && self.clip_load < min(autocvar_g_balance_sniperrifle_primary_ammo, autocvar_g_balance_sniperrifle_secondary_ammo)) // forced reload
199 W_SniperRifle_Reload();
202 self.sniperrifle_accumulator = bound(time - autocvar_g_balance_sniperrifle_bursttime, self.sniperrifle_accumulator, time);
203 if (self.BUTTON_ATCK)
204 if (weapon_prepareattack_check(0, autocvar_g_balance_sniperrifle_primary_refire))
205 if (time >= self.sniperrifle_accumulator + autocvar_g_balance_sniperrifle_primary_burstcost)
207 weapon_prepareattack_do(0, autocvar_g_balance_sniperrifle_primary_refire);
208 W_SniperRifle_BulletHail(autocvar_g_balance_sniperrifle_primary_bullethail, W_SniperRifle_Attack, WFRAME_FIRE1, autocvar_g_balance_sniperrifle_primary_animtime, autocvar_g_balance_sniperrifle_primary_refire);
209 self.sniperrifle_accumulator += autocvar_g_balance_sniperrifle_primary_burstcost;
211 if (self.BUTTON_ATCK2)
213 if (autocvar_g_balance_sniperrifle_secondary)
215 if(autocvar_g_balance_sniperrifle_secondary_reload)
216 W_SniperRifle_Reload();
219 if (weapon_prepareattack_check(1, autocvar_g_balance_sniperrifle_secondary_refire))
220 if (time >= self.sniperrifle_accumulator + autocvar_g_balance_sniperrifle_secondary_burstcost)
222 weapon_prepareattack_do(1, autocvar_g_balance_sniperrifle_secondary_refire);
223 W_SniperRifle_BulletHail(autocvar_g_balance_sniperrifle_secondary_bullethail, W_SniperRifle_Attack2, WFRAME_FIRE2, autocvar_g_balance_sniperrifle_secondary_animtime, autocvar_g_balance_sniperrifle_primary_refire);
224 self.sniperrifle_accumulator += autocvar_g_balance_sniperrifle_secondary_burstcost;
232 if(self.switchweapon == self.weapon)
234 if(self.weaponentity.state == WS_READY)
236 self.wish_reload = 0;
237 W_SniperRifle_Reload();
242 else if (req == WR_PRECACHE)
244 precache_model ("models/weapons/g_campingrifle.md3");
245 precache_model ("models/weapons/v_campingrifle.md3");
246 precache_model ("models/weapons/h_campingrifle.iqm");
247 precache_sound ("weapons/campingrifle_fire.wav");
248 precache_sound ("weapons/campingrifle_fire2.wav");
249 precache_sound ("weapons/reload.wav");
251 else if (req == WR_SETUP)
253 weapon_setup(WEP_SNIPERRIFLE);
254 W_SniperRifle_SetAmmoCounter();
256 else if (req == WR_CHECKAMMO1)
258 if(autocvar_g_balance_sniperrifle_reload_ammo)
259 return self.sniperrifle_load >= autocvar_g_balance_sniperrifle_primary_ammo;
261 return self.ammo_nails >= autocvar_g_balance_sniperrifle_primary_ammo;
263 else if (req == WR_CHECKAMMO2)
265 if(autocvar_g_balance_sniperrifle_reload_ammo)
266 return self.sniperrifle_load >= autocvar_g_balance_sniperrifle_secondary_ammo;
268 return self.ammo_nails >= autocvar_g_balance_sniperrifle_secondary_ammo;
270 else if (req == WR_RELOAD)
272 W_SniperRifle_Reload();
274 else if (req == WR_RESETPLAYER)
276 self.sniperrifle_accumulator = time - autocvar_g_balance_sniperrifle_bursttime;
277 self.clip_load = autocvar_g_balance_sniperrifle_reload_ammo;
283 float w_sniperrifle(float req)
285 if(req == WR_IMPACTEFFECT)
288 org2 = w_org + w_backoff * 2;
289 pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
293 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
294 else if(w_random < 0.4)
295 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
296 else if(w_random < 0.5)
297 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
300 else if(req == WR_PRECACHE)
302 precache_sound("weapons/ric1.wav");
303 precache_sound("weapons/ric2.wav");
304 precache_sound("weapons/ric3.wav");
306 else if (req == WR_SUICIDEMESSAGE)
308 if(w_deathtype & HITTYPE_SECONDARY)
309 w_deathtypestring = "%s shot themself automatically";
311 w_deathtypestring = "%s sniped themself somehow";
313 else if (req == WR_KILLMESSAGE)
315 if(w_deathtype & HITTYPE_SECONDARY)
317 if(w_deathtype & HITTYPE_BOUNCE)
318 w_deathtypestring = "%s failed to hide from %s's bullet hail";
320 w_deathtypestring = "%s died in %s's bullet hail";
324 if(w_deathtype & HITTYPE_BOUNCE)
326 // TODO special headshot message here too?
327 w_deathtypestring = "%s failed to hide from %s's rifle";
331 if(w_deathtype & HITTYPE_HEADSHOT)
332 w_deathtypestring = "%s got hit in the head by %s";
334 w_deathtypestring = "%s was sniped by %s";