X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Frifle.qc;h=be9788fcc7414649398387b3be54be5685c4a990;hb=43eba8ca70f00458db385630f86009f6d7fa849a;hp=66be38175f19fbabf8e57fde0e58ae93860411ae;hpb=a4594d94df1eb60aca616cccd45df07e561ffa01;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/rifle.qc b/qcsrc/common/weapons/weapon/rifle.qc index 66be38175..be9788fcc 100644 --- a/qcsrc/common/weapons/weapon/rifle.qc +++ b/qcsrc/common/weapons/weapon/rifle.qc @@ -1,19 +1,21 @@ #ifndef IMPLEMENTATION -REGISTER_WEAPON( -/* WEP_##id */ RIFLE, -/* function */ W_Rifle, -/* ammotype */ ammo_nails, -/* impulse */ 7, -/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, -/* rating */ BOT_PICKUP_RATING_MID, -/* color */ '0.5 1 0', -/* modelname */ "campingrifle", -/* simplemdl */ "foobar", -/* crosshair */ "gfx/crosshairrifle 0.6", -/* wepimg */ "weaponrifle", -/* refname */ "rifle", -/* wepname */ _("Rifle") -); +CLASS(Rifle, Weapon) +/* ammotype */ ATTRIB(Rifle, ammo_field, .int, ammo_nails) +/* impulse */ ATTRIB(Rifle, impulse, int, 7) +/* flags */ ATTRIB(Rifle, spawnflags, int, WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN); +/* rating */ ATTRIB(Rifle, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID); +/* color */ ATTRIB(Rifle, wpcolor, vector, '0.5 1 0'); +/* modelname */ ATTRIB(Rifle, mdl, string, "campingrifle"); +#ifndef MENUQC +/* model */ ATTRIB(Rifle, m_model, Model, MDL_RIFLE_ITEM); +#endif +/* crosshair */ ATTRIB(Rifle, w_crosshair, string, "gfx/crosshairrifle"); +/* crosshair */ ATTRIB(Rifle, w_crosshair_size, float, 0.6); +/* wepimg */ ATTRIB(Rifle, model2, string, "weaponrifle"); +/* refname */ ATTRIB(Rifle, netname, string, "rifle"); +/* wepname */ ATTRIB(Rifle, m_name, string, _("Rifle")); +ENDCLASS(Rifle) +REGISTER_WEAPON(RIFLE, NEW(Rifle)); #define RIFLE_SETTINGS(w_cvar,w_prop) RIFLE_SETTINGS_LIST(w_cvar, w_prop, RIFLE, rifle) #define RIFLE_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ @@ -47,15 +49,15 @@ RIFLE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #ifdef IMPLEMENTATION #ifdef SVQC -void spawnfunc_weapon_rifle(void) { weapon_defaultspawnfunc(WEP_RIFLE.m_id); } -void spawnfunc_weapon_campingrifle(void) { spawnfunc_weapon_rifle(); } -void spawnfunc_weapon_sniperrifle(void) { spawnfunc_weapon_rifle(); } +spawnfunc(weapon_rifle) { weapon_defaultspawnfunc(this, WEP_RIFLE); } +spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); } +spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); } -void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound) +void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, string pSound) {SELFPARAM(); float i; - W_DecreaseAmmo(pAmmo); + W_DecreaseAmmo(thiswep, self, pAmmo); W_SetupShot(self, true, 2, pSound, CH_WEAPON_A, pDamage * pShots); @@ -74,46 +76,44 @@ void W_Rifle_FireBullet(float pSpread, float pDamage, float pForce, float pSolid 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_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), W_Sound("campingrifle_fire")); + 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_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), W_Sound("campingrifle_fire2")); + 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(void) -{SELFPARAM(); +void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire) +{ float r, sw, af; - sw = self.switchweapon; // make it not detect weapon changes as reason to abort firing - af = ATTACK_FINISHED(self); - self.switchweapon = self.weapon; - ATTACK_FINISHED(self) = time; - LOG_INFO(ftos(self.WEP_AMMO(RIFLE)), "\n"); - r = weapon_prepareattack(self.rifle_bullethail_frame == WFRAME_FIRE2, self.rifle_bullethail_refire); - if(self.switchweapon == self.weapon) - self.switchweapon = sw; + sw = actor.switchweapon; // make it not detect weapon changes as reason to abort firing + int slot = weaponslot(weaponentity); + af = ATTACK_FINISHED(actor, slot); + actor.switchweapon = actor.weapon; + 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) { - self.rifle_bullethail_attackfunc(); - weapon_thinkf(self.rifle_bullethail_frame, self.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue); - LOG_INFO("thinkf set\n"); + actor.rifle_bullethail_attackfunc(); + weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue); } else { - ATTACK_FINISHED(self) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time - LOG_INFO("out of ammo... ", ftos(self.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(); @@ -124,23 +124,18 @@ 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(fr, animtime, W_Rifle_BulletHail_Continue); + weapon_thinkf(self, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue); } else { // just one shot - weapon_thinkf(fr, animtime, w_ready); + weapon_thinkf(self, weaponentity, fr, animtime, w_ready); } } .float bot_secondary_riflemooth; -bool W_Rifle(int req) -{SELFPARAM(); - float ammo_amount; - switch(req) - { - case WR_AIM: + METHOD(Rifle, wr_aim, void(entity thiswep)) { self.BUTTON_ATCK=false; self.BUTTON_ATCK2=false; @@ -162,85 +157,77 @@ bool W_Rifle(int req) if(random() < 0.03) self.bot_secondary_riflemooth = 0; } } - - return true; } - case WR_THINK: + METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(autocvar_g_balance_rifle_reload_ammo && self.clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) // forced reload - WEP_ACTION(self.weapon, WR_RELOAD); - else + 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); + w.wr_reload(w); + } else { - self.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), self.rifle_accumulator, time); - if(self.BUTTON_ATCK) - if(weapon_prepareattack_check(0, WEP_CVAR_PRI(rifle, refire))) - if(time >= self.rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost)) + actor.rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.rifle_accumulator, time); + 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(0, 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)); - self.rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost); + 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(self.BUTTON_ATCK2) + if(fire & 2) { if(WEP_CVAR(rifle, secondary)) { - if(WEP_CVAR_SEC(rifle, reload)) - WEP_ACTION(self.weapon, WR_RELOAD); - else + if(WEP_CVAR_SEC(rifle, reload)) { + Weapon w = get_weaponinfo(actor.weapon); + w.wr_reload(w); + } else { - if(weapon_prepareattack_check(1, WEP_CVAR_SEC(rifle, refire))) - if(time >= self.rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost)) + 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(1, 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)); - self.rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost); + 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); } } } } } - - return true; } - case WR_INIT: + METHOD(Rifle, wr_init, void(entity thiswep)) { - precache_sound(W_Sound("campingrifle_fire")); - precache_sound(W_Sound("campingrifle_fire2")); RIFLE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); - return true; } - case WR_CHECKAMMO1: + METHOD(Rifle, wr_checkammo1, bool(entity thiswep)) { - ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo); + float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_PRI(rifle, ammo); ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_PRI(rifle, ammo); return ammo_amount; } - case WR_CHECKAMMO2: + METHOD(Rifle, wr_checkammo2, bool(entity thiswep)) { - ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_SEC(rifle, ammo); + float ammo_amount = self.WEP_AMMO(RIFLE) >= WEP_CVAR_SEC(rifle, ammo); ammo_amount += self.(weapon_load[WEP_RIFLE.m_id]) >= WEP_CVAR_SEC(rifle, ammo); return ammo_amount; } - case WR_CONFIG: + METHOD(Rifle, wr_config, void(entity thiswep)) { RIFLE_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); - return true; } - case WR_RESETPLAYER: + METHOD(Rifle, wr_resetplayer, void(entity thiswep)) { self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime); - return true; } - case WR_RELOAD: + METHOD(Rifle, wr_reload, void(entity thiswep)) { - W_Reload(min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), W_Sound("reload")); - return true; + W_Reload(self, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND(RELOAD)); } - case WR_SUICIDEMESSAGE: + METHOD(Rifle, wr_suicidemessage, int(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } - case WR_KILLMESSAGE: + METHOD(Rifle, wr_killmessage, int(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) { @@ -257,44 +244,28 @@ bool W_Rifle(int req) return WEAPON_RIFLE_MURDER; } } - } - return false; -} + #endif #ifdef CSQC -bool W_Rifle(int req) -{SELFPARAM(); - switch(req) - { - case WR_IMPACTEFFECT: + + METHOD(Rifle, wr_impacteffect, void(entity thiswep)) { 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, W_Sound("ric1"), VOL_BASE, ATTN_NORM); - else if(w_random < 0.4) - sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTN_NORM); - else if(w_random < 0.5) - sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM); } - - return true; } - case WR_INIT: + METHOD(Rifle, wr_init, void(entity thiswep)) { - precache_sound(W_Sound("ric1")); - precache_sound(W_Sound("ric2")); - precache_sound(W_Sound("ric3")); if(autocvar_cl_reticle && autocvar_cl_reticle_weapon) { precache_pic("gfx/reticle_nex"); } - return true; } - case WR_ZOOMRETICLE: + METHOD(Rifle, wr_zoomreticle, bool(entity thiswep)) { if(button_zoom || zoomscript_caught) { @@ -307,8 +278,6 @@ bool W_Rifle(int req) return false; } } - } - return false; -} + #endif #endif