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First reload functionality for the shotgun (requires the player to have nails until...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
3 #else
4 #ifdef SVQC
5 void W_Shotgun_Attack (void)
6 {
7         float   sc;
8         float   ammoamount;
9         float   bullets;
10         float   d;
11         float   f;
12         float   spread;
13         float   bulletspeed;
14         float   bulletconstant;
15         local entity flash;
16
17         W_SniperRifle_CheckReloadAndReady();
18         if(self.sniperrifle_bulletcounter < 0)
19                 return; // reloading, so we are done
20
21         ammoamount = autocvar_g_balance_shotgun_primary_ammo;
22         bullets = autocvar_g_balance_shotgun_primary_bullets;
23         d = autocvar_g_balance_shotgun_primary_damage;
24         f = autocvar_g_balance_shotgun_primary_force;
25         spread = autocvar_g_balance_shotgun_primary_spread;
26         bulletspeed = autocvar_g_balance_shotgun_primary_speed;
27         bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
28
29         W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
30         for (sc = 0;sc < bullets;sc = sc + 1)
31                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
32         endFireBallisticBullet();
33         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
34                 self.ammo_shells = self.ammo_shells - ammoamount;
35
36         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
37
38         // casing code
39         if (autocvar_g_casings >= 1)
40                 for (sc = 0;sc < ammoamount;sc = sc + 1)
41                         SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
42
43         // muzzle flash for 1st person view
44         flash = spawn();
45         setmodel(flash, "models/uziflash.md3"); // precision set below
46         flash.think = SUB_Remove;
47         flash.nextthink = time + 0.06;
48         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
49         W_AttachToShotorg(flash, '5 0 0');
50
51         self.sniperrifle_bulletcounter = self.sniperrifle_bulletcounter - 1;
52 }
53
54 void shotgun_meleethink (void)
55 {
56         // store time when we started swinging down inside self.cnt
57         if(!self.cnt)
58                 self.cnt = time;
59
60         makevectors(self.owner.v_angle);
61         vector angle;
62         angle = v_forward;
63
64         float meleetime;
65         meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
66
67         // perform trace
68         float f;
69         f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
70         vector targpos;
71         targpos = self.owner.origin + self.owner.view_ofs + angle * autocvar_g_balance_shotgun_secondary_melee_range + v_right * f * autocvar_g_balance_shotgun_secondary_melee_swing + v_up * f * autocvar_g_balance_shotgun_secondary_melee_swing;
72
73         WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
74
75         // apply the damage, also remove self
76         if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
77         {
78                 vector force;
79                 force = angle * autocvar_g_balance_shotgun_secondary_force;
80                 if(accuracy_isgooddamage(self.owner, trace_ent))
81                         accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
82                 Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
83                 remove(self);
84         }
85         else if(time >= self.cnt + meleetime) // missed, remove ent
86                 remove(self);
87         else // continue swinging the weapon in hope of hitting someone :)
88                 self.nextthink = time;
89 }
90
91 void W_Shotgun_Attack2 (void)
92 {
93         sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
94         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
95
96         entity meleetemp;
97         meleetemp = spawn();
98         meleetemp.owner = self;
99         meleetemp.think = shotgun_meleethink;
100         meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
101         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
102 }
103
104 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
105
106 .float shotgun_primarytime;
107
108 float w_shotgun(float req)
109 {
110         if (req == WR_AIM)
111                 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
112                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
113                 else
114                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
115         else if (req == WR_THINK)
116         {
117                 if(self.sniperrifle_bulletcounter < 0) // forced reload (e.g. because interrupted)
118             self.wish_reload = 1;
119                 else
120                 {
121                         if (self.BUTTON_ATCK)
122                         {
123                                 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
124                                 {
125                                         if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
126                                         {
127                                                 W_Shotgun_Attack();
128                                                 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
129                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
130                                         }
131                                 }
132                         }
133                         if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
134                         if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
135                         {
136                                 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
137                                 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
138                         }
139                 }
140         if(self.wish_reload)
141         {
142             if(self.switchweapon == self.weapon)
143             {
144                 if(self.weaponentity.state == WS_READY)
145                 {
146                     self.wish_reload = 0;
147                     W_SniperRifle_Reload();
148                 }
149             }
150         }
151         }
152         else if (req == WR_PRECACHE)
153         {
154                 precache_model ("models/uziflash.md3");
155                 precache_model ("models/weapons/g_shotgun.md3");
156                 precache_model ("models/weapons/v_shotgun.md3");
157                 precache_model ("models/weapons/h_shotgun.iqm");
158                 precache_sound ("misc/itempickup.wav");
159                 precache_sound ("weapons/shotgun_fire.wav");
160                 precache_sound ("weapons/shotgun_melee.wav");
161         }
162         else if (req == WR_SETUP)
163                 weapon_setup(WEP_SHOTGUN);
164         else if (req == WR_CHECKAMMO1)
165                 return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
166         else if (req == WR_CHECKAMMO2)
167         {
168                 return TRUE;
169         }
170         return TRUE;
171 };
172 #endif
173 #ifdef CSQC
174 .float prevric;
175 float w_shotgun(float req)
176 {
177         if(req == WR_IMPACTEFFECT)
178         {
179                 vector org2;
180                 org2 = w_org + w_backoff * 2;
181                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
182                 if(!w_issilent && time - self.prevric > 0.25)
183                 {
184                         if(w_random < 0.0165)
185                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
186                         else if(w_random < 0.033)
187                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
188                         else if(w_random < 0.05)
189                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
190                         self.prevric = time;
191                 }
192         }
193         else if(req == WR_PRECACHE)
194         {
195                 precache_sound("weapons/ric1.wav");
196                 precache_sound("weapons/ric2.wav");
197                 precache_sound("weapons/ric3.wav");
198         }
199         else if (req == WR_SUICIDEMESSAGE)
200                 w_deathtypestring = "%s did the impossible";
201         else if (req == WR_KILLMESSAGE)
202         {
203                 if(w_deathtype & HITTYPE_SECONDARY)
204                         w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
205                 else
206                         w_deathtypestring = "%s was gunned by %s";
207         }
208         return TRUE;
209 }
210 #endif
211 #endif