set g_balance_rifle_primary_burstcost 0
set g_balance_rifle_primary_damage 80
set g_balance_rifle_primary_force 100
+set g_balance_rifle_primary_headshot_multiplier 0
set g_balance_rifle_primary_refire 1.2
set g_balance_rifle_primary_shots 1
set g_balance_rifle_primary_solidpenetration 62.2
set g_balance_rifle_secondary_burstcost 0
set g_balance_rifle_secondary_damage 20
set g_balance_rifle_secondary_force 50
+set g_balance_rifle_secondary_headshot_multiplier 0
set g_balance_rifle_secondary_refire 0.9
set g_balance_rifle_secondary_reload 0
set g_balance_rifle_secondary_shots 4
set g_balance_rifle_primary_burstcost 0
set g_balance_rifle_primary_damage 80
set g_balance_rifle_primary_force 100
+set g_balance_rifle_primary_headshot_multiplier 1.25
set g_balance_rifle_primary_refire 1.2
set g_balance_rifle_primary_shots 1
set g_balance_rifle_primary_solidpenetration 62.2
set g_balance_rifle_secondary_burstcost 0
set g_balance_rifle_secondary_damage 20
set g_balance_rifle_secondary_force 50
+set g_balance_rifle_secondary_headshot_multiplier 0.1875
set g_balance_rifle_secondary_refire 0.9
set g_balance_rifle_secondary_reload 0
set g_balance_rifle_secondary_shots 4
set g_balance_rifle_primary_burstcost 0
set g_balance_rifle_primary_damage 80
set g_balance_rifle_primary_force 100
+set g_balance_rifle_primary_headshot_multiplier 0
set g_balance_rifle_primary_refire 1.2
set g_balance_rifle_primary_shots 1
set g_balance_rifle_primary_solidpenetration 62.2
set g_balance_rifle_secondary_bullethail 0
set g_balance_rifle_secondary_burstcost 0
set g_balance_rifle_secondary_damage 20
+set g_balance_rifle_secondary_headshot_multiplier 0
set g_balance_rifle_secondary_force 50
set g_balance_rifle_secondary_refire 0.9
set g_balance_rifle_secondary_reload 0
set g_balance_rifle_primary_burstcost 0
set g_balance_rifle_primary_damage 80
set g_balance_rifle_primary_force 100
+set g_balance_rifle_primary_headshot_multiplier 0
set g_balance_rifle_primary_refire 1.2
set g_balance_rifle_primary_shots 1
set g_balance_rifle_primary_solidpenetration 62.2
set g_balance_rifle_secondary_burstcost 0
set g_balance_rifle_secondary_damage 20
set g_balance_rifle_secondary_force 50
+set g_balance_rifle_secondary_headshot_multiplier 0
set g_balance_rifle_secondary_refire 0.9
set g_balance_rifle_secondary_reload 0
set g_balance_rifle_secondary_shots 4
set g_balance_rifle_primary_burstcost 0
set g_balance_rifle_primary_damage 80
set g_balance_rifle_primary_force 100
+set g_balance_rifle_primary_headshot_multiplier 0
set g_balance_rifle_primary_refire 1.2
set g_balance_rifle_primary_shots 1
set g_balance_rifle_primary_solidpenetration 62.2
set g_balance_rifle_secondary_bullethail 0
set g_balance_rifle_secondary_burstcost 0
set g_balance_rifle_secondary_damage 20
+set g_balance_rifle_secondary_headshot_multiplier 0
set g_balance_rifle_secondary_force 50
set g_balance_rifle_secondary_refire 0.9
set g_balance_rifle_secondary_reload 0
}
float okhmg_spread = bound(WEP_CVAR_PRI(okhmg, spread_min), WEP_CVAR_PRI(okhmg, spread_min) + (WEP_CVAR_PRI(okhmg, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okhmg, spread_max));
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okhmg_spread, WEP_CVAR_PRI(okhmg, solidpenetration), WEP_CVAR_PRI(okhmg, damage), WEP_CVAR_PRI(okhmg, force), WEP_OVERKILL_HMG.m_id, EFFECT_RIFLE);
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okhmg_spread, WEP_CVAR_PRI(okhmg, solidpenetration), WEP_CVAR_PRI(okhmg, damage), 0, WEP_CVAR_PRI(okhmg, force), WEP_OVERKILL_HMG.m_id, EFFECT_RIFLE);
actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
}
okmachinegun_spread = bound(WEP_CVAR_PRI(okmachinegun, spread_min), WEP_CVAR_PRI(okmachinegun, spread_min) + (WEP_CVAR_PRI(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okmachinegun, spread_max));
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, EFFECT_RIFLE);
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), 0, WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, EFFECT_RIFLE);
actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
actor.tur_head = actor;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
}
- fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, EFFECT_BULLET);
+ fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, 0, actor.shot_force, DEATH_TURRET_MACHINEGUN.m_id, EFFECT_BULLET);
W_MachineGun_MuzzleFlash(actor, weaponentity);
setattachment(actor.(weaponentity).muzzle_flash, actor.tur_head, "tag_fire");
}
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
sound (actor, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
- fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_WALK_GUN.m_id, EFFECT_BULLET);
+ fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, 0, actor.shot_force, DEATH_TURRET_WALK_GUN.m_id, EFFECT_BULLET);
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
}
}
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
fireBullet(this, weaponentity, v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_solidpenetration,
- autocvar_g_vehicle_spiderbot_minigun_damage, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN.m_id, EFFECT_BULLET);
+ autocvar_g_vehicle_spiderbot_minigun_damage, 0, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN.m_id, EFFECT_BULLET);
sound (gun, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
//trailparticles(this, _particleeffectnum("spiderbot_minigun_trail"), v, trace_endpos);
ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(machinegun, first_refire) * W_WeaponRateFactor(actor);
if(actor.(weaponentity).misc_bulletcounter == 1)
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), WEP_CVAR(machinegun, first_force), deathtype, EFFECT_BULLET);
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, first_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, first_damage), 0, WEP_CVAR(machinegun, first_force), deathtype, EFFECT_BULLET);
else
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, EFFECT_BULLET);
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), 0, WEP_CVAR(machinegun, sustained_force), deathtype, EFFECT_BULLET);
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
}
machinegun_spread = bound(WEP_CVAR(machinegun, spread_min), WEP_CVAR(machinegun, spread_min) + (WEP_CVAR(machinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR(machinegun, spread_max));
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, machinegun_spread, WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), 0, WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
actor.punchangle_y = random() - 0.5;
}
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), 0, WEP_CVAR(machinegun, sustained_force), thiswep.m_id, EFFECT_BULLET);
Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
#ifdef SVQC
-void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
+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)
{
float i;
}
for(i = 0; i < pShots; ++i)
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EFFECT_RIFLE : EFFECT_RIFLE_WEAK));
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pHeadshotDamage, pForce, deathtype, (pTracer ? EFFECT_RIFLE : EFFECT_RIFLE_WEAK));
if(autocvar_g_casings >= 2)
{
void W_Rifle_Attack(Weapon thiswep, entity actor, .entity weaponentity)
{
- W_Rifle_FireBullet(thiswep, weaponentity, 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), thiswep.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE, actor);
+ 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);
}
void W_Rifle_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
{
- W_Rifle_FireBullet(thiswep, weaponentity, 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), thiswep.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2, actor);
+ 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);
}
.void(Weapon thiswep, entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
P(class, prefix, bursttime, float, NONE) \
P(class, prefix, damage, float, BOTH) \
P(class, prefix, force, float, BOTH) \
+ P(class, prefix, headshot_multiplier, float, BOTH) \
P(class, prefix, refire, float, BOTH) \
P(class, prefix, reload, float, SEC) \
P(class, prefix, reload_ammo, float, NONE) \
antilag_takeback_all(actor, lag);
for(int sc = 0;sc < bullets;sc = sc + 1)
- fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect, false);
+ fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, 0, force, thiswep.m_id, bullet_trail_effect, false);
if(lag && bullets > 0)
antilag_restore_all(actor);
// Ballistics Tracing
// ====================
+bool Headshot(entity targ, entity ent, vector start, vector end)
+{
+ if(!IS_PLAYER(targ) || IS_DEAD(targ) || STAT(FROZEN, targ) || !targ.takedamage)
+ return false;
+ vector org = targ.origin; // antilag is already taken into consideration //antilag_takebackorigin(targ, CS(targ), time - ANTILAG_LATENCY(ent));
+ vector headmins = org + '0.6 0 0' * targ.mins_x + '0 0.6 0' * targ.mins_y + '0 0 1' * (1.3 * targ.view_ofs_z - 0.3 * targ.maxs_z);
+ vector headmaxs = org + '0.6 0 0' * targ.maxs_x + '0 0.6 0' * targ.maxs_y + '0 0 1' * targ.maxs_z;
+
+ return trace_hits_box(start, end, headmins, headmaxs);
+}
+
void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
{
vector dir = normalize(end - start);
fireBullet_last_hit = NULL;
}
-void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect, bool do_antilag)
+void fireBullet_antilag(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, bool do_antilag)
{
dir = normalize(dir + randomvec() * spread);
vector end = start + dir * max_shot_distance;
yoda = 0;
MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
damage = M_ARGV(4, float);
+ if(headshot_multiplier && Headshot(hit, this, start, end))
+ {
+ damage *= headshot_multiplier;
+ // TODO: sound/announcement
+ }
bool gooddamage = accuracy_isgooddamage(this, hit);
Damage(hit, this, this, damage * damage_fraction, dtype, weaponentity, start, force * dir * damage_fraction);
// calculate hits for ballistic weapons
this.dphitcontentsmask = oldsolid;
}
-void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect)
+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)
{
- fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, force, dtype, tracer_effect, true);
+ fireBullet_antilag(this, weaponentity, start, dir, spread, max_solid_penetration, damage, headshot_multiplier, force, dtype, tracer_effect, true);
}
entity fireBullet_trace_callback_eff;
entity fireBullet_last_hit;
void fireBullet_trace_callback(vector start, vector hit, vector end);
-void fireBullet_antilag(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect, bool do_antilag);
-void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect);
+void fireBullet_antilag(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, bool do_antilag);
+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);