Xonotic
rifle.qc
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1 #include "rifle.qh"
2 
3 #ifdef SVQC
4 
5 void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, float pDamage, float pHeadshotDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
6 {
7  float i;
8 
9  W_DecreaseAmmo(thiswep, actor, pAmmo, weaponentity);
10 
11  W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots, deathtype);
12 
13  W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir * 2);
14 
15  if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
16  {
18  w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
19  }
20 
21  for(i = 0; i < pShots; ++i)
22  fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pHeadshotDamage, pForce, deathtype, (pTracer ? EFFECT_RIFLE : EFFECT_RIFLE_WEAK));
23 
24  if(autocvar_g_casings >= 2)
25  {
26  makevectors(actor.v_angle); // for some reason, this is lost
27  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, actor, weaponentity);
28  }
29 }
30 
31 void W_Rifle_Attack(Weapon thiswep, entity actor, .entity weaponentity)
32 {
33  W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, headshot_multiplier), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), thiswep.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE, actor);
34 }
35 
36 void W_Rifle_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
37 {
38  W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, headshot_multiplier), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), thiswep.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2, actor);
39 }
40 
41 .void(Weapon thiswep, entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
42 .WFRAME rifle_bullethail_frame;
43 .float rifle_bullethail_animtime;
44 .float rifle_bullethail_refire;
45 void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponentity, int fire)
46 {
47  float r, af;
48 
49  Weapon sw = actor.(weaponentity).m_switchweapon; // make it not detect weapon changes as reason to abort firing
50  af = ATTACK_FINISHED(actor, weaponentity);
51  actor.(weaponentity).m_switchweapon = actor.(weaponentity).m_weapon;
52  ATTACK_FINISHED(actor, weaponentity) = time;
53  r = weapon_prepareattack(thiswep, actor, weaponentity, actor.rifle_bullethail_frame == WFRAME_FIRE2, actor.rifle_bullethail_refire);
54  if(actor.(weaponentity).m_switchweapon == actor.(weaponentity).m_weapon)
55  actor.(weaponentity).m_switchweapon = sw;
56  if(r)
57  {
58  actor.rifle_bullethail_attackfunc(thiswep, actor, weaponentity);
59  weapon_thinkf(actor, weaponentity, actor.rifle_bullethail_frame, actor.rifle_bullethail_animtime, W_Rifle_BulletHail_Continue);
60  }
61  else
62  {
63  ATTACK_FINISHED(actor, weaponentity) = af; // reset attack_finished if we didn't fire, so the last shot enforces the refire time
64  }
65 }
66 
67 void W_Rifle_BulletHail(Weapon thiswep, entity actor, .entity weaponentity, float mode, void(Weapon thiswep, entity actor, .entity weaponentity) AttackFunc, WFRAME fr, float animtime, float refire)
68 {
69  // if we get here, we have at least one bullet to fire
70  AttackFunc(thiswep, actor, weaponentity);
71  if(mode)
72  {
73  // continue hail
74  actor.rifle_bullethail_attackfunc = AttackFunc;
75  actor.rifle_bullethail_frame = fr;
76  actor.rifle_bullethail_animtime = animtime;
77  actor.rifle_bullethail_refire = refire;
78  weapon_thinkf(actor, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
79  }
80  else
81  {
82  // just one shot
83  weapon_thinkf(actor, weaponentity, fr, animtime, w_ready);
84  }
85 }
86 
87 .float bot_secondary_riflemooth;
88 
89 METHOD(Rifle, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
90 {
91  PHYS_INPUT_BUTTON_ATCK(actor) = false;
92  PHYS_INPUT_BUTTON_ATCK2(actor) = false;
93  if(vdist(actor.origin - actor.enemy.origin, >, 1000))
94  actor.bot_secondary_riflemooth = 0;
95  if(actor.bot_secondary_riflemooth == 0)
96  {
97  if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
98  {
99  PHYS_INPUT_BUTTON_ATCK(actor) = true;
100  if(random() < 0.01) actor.bot_secondary_riflemooth = 1;
101  }
102  }
103  else
104  {
105  if(bot_aim(actor, weaponentity, 1000000, 0, 0.001, false))
106  {
107  PHYS_INPUT_BUTTON_ATCK2(actor) = true;
108  if(random() < 0.03) actor.bot_secondary_riflemooth = 0;
109  }
110  }
111 }
112 METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
113 {
114  if(autocvar_g_balance_rifle_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo))) { // forced reload
115  thiswep.wr_reload(thiswep, actor, weaponentity);
116  } else
117  {
118  actor.(weaponentity).rifle_accumulator = bound(time - WEP_CVAR(rifle, bursttime), actor.(weaponentity).rifle_accumulator, time);
119  if(fire & 1)
120  if(weapon_prepareattack_check(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire)))
121  if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_PRI(rifle, burstcost))
122  {
123  weapon_prepareattack_do(actor, weaponentity, false, WEP_CVAR_PRI(rifle, refire));
124  W_Rifle_BulletHail(thiswep, actor, weaponentity, WEP_CVAR_PRI(rifle, bullethail), W_Rifle_Attack, WFRAME_FIRE1, WEP_CVAR_PRI(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
125  actor.(weaponentity).rifle_accumulator += WEP_CVAR_PRI(rifle, burstcost);
126  }
127  if(fire & 2)
128  {
129  if(WEP_CVAR(rifle, secondary))
130  {
131  if(WEP_CVAR_SEC(rifle, reload)) {
132  thiswep.wr_reload(thiswep, actor, weaponentity);
133  } else
134  {
135  if(weapon_prepareattack_check(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire)))
136  if(time >= actor.(weaponentity).rifle_accumulator + WEP_CVAR_SEC(rifle, burstcost))
137  {
138  weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(rifle, refire));
139  W_Rifle_BulletHail(thiswep, actor, weaponentity, WEP_CVAR_SEC(rifle, bullethail), W_Rifle_Attack2, WFRAME_FIRE2, WEP_CVAR_SEC(rifle, animtime), WEP_CVAR_PRI(rifle, refire));
140  actor.(weaponentity).rifle_accumulator += WEP_CVAR_SEC(rifle, burstcost);
141  }
142  }
143  }
144  }
145  }
146 }
147 METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
148 {
149  float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(rifle, ammo);
150  ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
151  return ammo_amount;
152 }
153 METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
154 {
155  float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(rifle, ammo);
156  ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
157  return ammo_amount;
158 }
159 METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
160 {
161  for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
162  {
163  .entity weaponentity = weaponentities[slot];
164  actor.(weaponentity).rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
165  }
166 }
167 METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
168 {
169  W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(rifle, ammo), WEP_CVAR_SEC(rifle, ammo)), SND_RELOAD);
170 }
171 METHOD(Rifle, wr_suicidemessage, Notification(entity thiswep))
172 {
173  return WEAPON_THINKING_WITH_PORTALS;
174 }
175 METHOD(Rifle, wr_killmessage, Notification(entity thiswep))
176 {
178  {
180  return WEAPON_RIFLE_MURDER_HAIL_PIERCING;
181  else
182  return WEAPON_RIFLE_MURDER_HAIL;
183  }
184  else
185  {
187  return WEAPON_RIFLE_MURDER_PIERCING;
188  else
189  return WEAPON_RIFLE_MURDER;
190  }
191 }
192 METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
193 {
194  return PHYS_INPUT_BUTTON_ATCK2(actor) && WEP_CVAR(rifle, secondary) == 0;
195 }
196 
197 #endif
198 #ifdef CSQC
199 
200 METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor))
201 {
202  vector org2;
203  org2 = w_org + w_backoff * 2;
204  pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
205  if(!w_issilent)
206  {
208  }
209 }
210 METHOD(Rifle, wr_init, void(entity thiswep))
211 {
213  {
214  precache_pic("gfx/reticle_nex");
215  }
216 }
217 METHOD(Rifle, wr_zoom, bool(entity thiswep, entity actor))
218 {
220  {
221  return true;
222  }
223  else
224  {
225  // no weapon specific image for this weapon
226  return false;
227  }
228 }
229 METHOD(Rifle, wr_zoomdir, bool(entity thiswep))
230 {
231  return button_attack2 && !WEP_CVAR(rifle, secondary);
232 }
233 
234 #endif
#define WEP_CVAR_PRI(wepname, name)
Definition: all.qh:300
#define PHYS_INPUT_BUTTON_ATCK2(s)
Definition: player.qh:148
bool bot_aim(entity this,.entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
#define WEP_CVAR_SEC(wepname, name)
Definition: all.qh:301
float weapon_load[REGISTRY_MAX(Weapons)]
Definition: weaponsystem.qh:29
const int HITTYPE_BOUNCE
Definition: all.qh:28
vector w_shotorg
Definition: tracing.qh:18
float zoomscript_caught
Definition: view.qh:117
entity() spawn
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)
#define PHYS_INPUT_BUTTON_ZOOM(s)
Definition: player.qh:149
Definition: rifle.qh:3
#define WEP_CVAR(wepname, name)
Definition: all.qh:299
Sound SND_RIC_RANDOM()
Definition: all.inc:84
vector w_shotdir
Definition: tracing.qh:19
bool weapon_prepareattack_check(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
#define METHOD(cname, name, prototype)
Definition: oo.qh:257
bool autocvar_cl_reticle
Definition: crosshair.qh:3
const float ATTN_NORM
Definition: csprogsdefs.qc:226
float ammo
Definition: sv_turrets.qh:44
const int CH_WEAPON_A
Definition: sound.qh:7
void fireBullet(entity this,.entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float headshot_multiplier, float force, float dtype, entity tracer_effect)
Definition: tracing.qc:503
bool button_attack2
Definition: main.qh:99
vector v_up
Definition: csprogsdefs.qc:31
const int MAX_WEAPONSLOTS
Definition: weapon.qh:13
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
#define pointparticles
Definition: csprogsdefs.qh:13
#define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s)
Definition: player.qh:157
const float VOL_BASE
Definition: sound.qh:36
#define PHYS_INPUT_BUTTON_ATCK(s)
Definition: player.qh:146
const int HITTYPE_SECONDARY
Definition: all.qh:25
#define W_SetupShot(ent, wepent, antilag, recoil, snd, chan, maxdamage, deathtype)
Definition: tracing.qh:33
Definition: sound.qh:119
bool autocvar_cl_reticle_weapon
Definition: crosshair.qh:5
bool button_zoom
Definition: main.qh:97
const int CH_SHOTS
Definition: sound.qh:14
float w_deathtype
Definition: damage.qh:97
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
Definition: cl_resources.qc:10
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition: vector.qh:8
entity Notification
always last
Definition: all.qh:82
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
vector v_right
Definition: csprogsdefs.qc:31
entity weaponentities[MAX_WEAPONSLOTS]
Definition: weapon.qh:14
#define ATTACK_FINISHED(ent, w)
Definition: weaponsystem.qh:42
void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use,.entity weaponentity)
#define sound(e, c, s, v, a)
Definition: sound.qh:52
void weapon_prepareattack_do(entity actor,.entity weaponentity, bool secondary, float attacktime)
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
Definition: weapon.qh:41
float time
Definition: csprogsdefs.qc:16
int m_id
Definition: weapon.qh:42
#define makevectors
Definition: post.qh:21
vector v_forward
Definition: csprogsdefs.qc:31
void W_Reload(entity actor,.entity weaponentity, float sent_ammo_min, Sound sent_sound)