]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/rifle.qc
Merge branch 'master' into TimePath/csqc_viewmodels
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / rifle.qc
index c78e76736c3bd8d44642ebe6cf7db5590cd0941b..be9788fcc7414649398387b3be54be5685c4a990 100644 (file)
@@ -13,7 +13,7 @@ CLASS(Rifle, Weapon)
 /* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6);
 /* wepimg    */ ATTRIB(Rifle, model2, string, "weaponrifle");
 /* refname   */ ATTRIB(Rifle, netname, string, "rifle");
-/* wepname   */ ATTRIB(Rifle, message, string, _("Rifle"));
+/* wepname   */ ATTRIB(Rifle, m_name, string, _("Rifle"));
 ENDCLASS(Rifle)
 REGISTER_WEAPON(RIFLE, NEW(Rifle));
 
@@ -76,46 +76,44 @@ void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pFor
                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);
 }
 
-void W_Rifle_Attack(void)
+void W_Rifle_Attack()
 {
        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));
 }
 
-void W_Rifle_Attack2(void)
+void W_Rifle_Attack2()
 {
        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));
 }
 
-.void(void) rifle_bullethail_attackfunc;
-.float rifle_bullethail_frame;
+.void() rifle_bullethail_attackfunc;
+.WFRAME rifle_bullethail_frame;
 .float rifle_bullethail_animtime;
 .float rifle_bullethail_refire;
-void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        float r, sw, af;
 
        sw = actor.switchweapon; // make it not detect weapon changes as reason to abort firing
-       af = ATTACK_FINISHED(actor);
+       int slot = weaponslot(weaponentity);
+       af = ATTACK_FINISHED(actor, slot);
        actor.switchweapon = actor.weapon;
-       ATTACK_FINISHED(actor) = time;
-       LOG_INFO(ftos(actor.WEP_AMMO(RIFLE)), "\n");
-       r = weapon_prepareattack(thiswep, actor, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
+       ATTACK_FINISHED(actor, slot) = time;
+       r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
        if(actor.switchweapon == actor.weapon)
                actor.switchweapon = sw;
        if(r)
        {
                actor.rifle_bullethail_attackfunc();
-               weapon_thinkf(actor, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
-               LOG_INFO("thinkf set\n");
+               weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
        }
        else
        {
-               ATTACK_FINISHED(actor) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
-               LOG_INFO("out of ammo... ", ftos(actor.weaponentity.state), "\n");
+               ATTACK_FINISHED(actor, slot) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
        }
 }
 
-void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animtime, float refire)
+void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, WFRAME fr, float animtime, float refire)
 {SELFPARAM();
        // if we get here, we have at least one bullet to fire
        AttackFunc();
@@ -126,12 +124,12 @@ void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animt
                self.rifle_bullethail_frame = fr;
                self.rifle_bullethail_animtime = animtime;
                self.rifle_bullethail_refire = refire;
-               weapon_thinkf(self, fr, animtime, W_Rifle_BulletHail_Continue);
+               weapon_thinkf(self, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
        }
        else
        {
                // just one shot
-               weapon_thinkf(self, fr, animtime, w_ready);
+               weapon_thinkf(self, weaponentity, fr, animtime, w_ready);
        }
 }
 
@@ -160,7 +158,7 @@ void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animt
                                }
                        }
                }
-               METHOD(Rifle, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+               METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
                        if(autocvar_g_balance_rifle_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
                                Weapon w = get_weaponinfo(actor.weapon);
@@ -168,15 +166,15 @@ void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animt
                        } else
                        {
                                actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time);
-                               if(fire1)
-                               if(weapon_prepareattack_check(thiswep, actor, false, WEP_CVAR_PRI(rifle, refire)))
+                               if(fire & 1)
+                               if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
                                if(time >= actor.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
                                {
-                                       weapon_prepareattack_do(actor, false, WEP_CVAR_PRI(rifle, refire));
-                                       W_Rifle_BulletHail(WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+                                       weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
+                                       W_Rifle_BulletHail(weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
                                        actor.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
                                }
-                               if(fire2)
+                               if(fire & 2)
                                {
                                        if(WEP_CVAR(rifle, secondary))
                                        {
@@ -185,11 +183,11 @@ void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animt
                                                        w.wr_reload(w);
                                                } else
                                                {
-                                                       if(weapon_prepareattack_check(thiswep, actor, true, WEP_CVAR_SEC(rifle, refire)))
+                                                       if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
                                                        if(time >= actor.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
                                                        {
-                                                               weapon_prepareattack_do(actor, true, WEP_CVAR_SEC(rifle, refire));
-                                                               W_Rifle_BulletHail(WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
+                                                               weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
+                                                               W_Rifle_BulletHail(weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
                                                                actor.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
                                                        }
                                                }
@@ -254,15 +252,10 @@ void W_Rifle_BulletHail(float mode, void(void) AttackFunc, float fr, float animt
                {
                        vector org2;
                        org2 = w_org + w_backoff * 2;
-                       pointparticles(particleeffectnum(EFFECT_RIFLE_IMPACT), org2, w_backoff * 1000, 1);
+                       pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
                        if(!w_issilent)
                        {
-                               if(w_random < 0.2)
-                                       sound(self, CH_SHOTS, SND_RIC1, VOL_BASE, ATTN_NORM);
-                               else if(w_random < 0.4)
-                                       sound(self, CH_SHOTS, SND_RIC2, VOL_BASE, ATTN_NORM);
-                               else if(w_random < 0.5)
-                                       sound(self, CH_SHOTS, SND_RIC3, VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
                        }
                }
                METHOD(Rifle, wr_init, void(entity thiswep))