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shotgun melee should be easier to hit now, (tracing for hit until end of swing in...
[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         ammoamount = cvar("g_balance_shotgun_primary_ammo");
18         bullets = cvar("g_balance_shotgun_primary_bullets");
19         d = cvar("g_balance_shotgun_primary_damage");
20         f = cvar("g_balance_shotgun_primary_force");
21         spread = cvar("g_balance_shotgun_primary_spread");
22         bulletspeed = cvar("g_balance_shotgun_primary_speed");
23         bulletconstant = cvar("g_balance_shotgun_primary_bulletconstant");
24
25         W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_primary_damage"));
26         for (sc = 0;sc < bullets;sc = sc + 1)
27                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
28         endFireBallisticBullet();
29         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
30                 self.ammo_shells = self.ammo_shells - ammoamount;
31
32         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_primary_ammo"));
33
34         // casing code
35         if (cvar("g_casings") >= 1)
36                 for (sc = 0;sc < ammoamount;sc = sc + 1)
37                         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);
38
39         // muzzle flash for 1st person view
40         flash = spawn();
41         setmodel(flash, "models/uziflash.md3"); // precision set below
42         flash.think = SUB_Remove;
43         flash.nextthink = time + 0.06;
44         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
45         W_AttachToShotorg(flash, '5 0 0');
46
47 }
48
49 void W_Shotgun_Attack2 (void)
50 {
51         float   sc;
52         float   ammoamount;
53         float   bullets;
54         float   d;
55         float   f;
56         float   spread;
57         float   bulletspeed;
58         float   bulletconstant;
59         local entity flash;
60
61         ammoamount = cvar("g_balance_shotgun_secondary_ammo");
62         bullets = cvar("g_balance_shotgun_secondary_bullets");
63         d = cvar("g_balance_shotgun_secondary_damage");
64         f = cvar("g_balance_shotgun_secondary_force");
65         spread = cvar("g_balance_shotgun_secondary_spread");
66         bulletspeed = cvar("g_balance_shotgun_secondary_speed");
67         bulletconstant = cvar("g_balance_shotgun_secondary_bulletconstant");
68
69         W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_secondary_damage"));
70         for (sc = 0;sc < bullets;sc = sc + 1)
71                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN | HITTYPE_SECONDARY, 0, 1, bulletconstant);
72         endFireBallisticBullet();
73         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
74                 self.ammo_shells = self.ammo_shells - ammoamount;
75
76         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_secondary_ammo"));
77
78         // casing code
79         if (cvar("g_casings") >= 1)
80                 for (sc = 0;sc < ammoamount;sc = sc + 1)
81                         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);
82
83         flash = spawn();
84         setmodel(flash, "models/uziflash.md3"); // precision set below
85         flash.scale = 1.2;
86         flash.think = SUB_Remove;
87         flash.nextthink = time + 0.06;
88         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
89         W_AttachToShotorg(flash, '5 0 0');
90 }
91
92 void shotgun_meleethink (void)
93 {
94         // store time when we started swinging down inside self.cnt
95         if(!self.cnt)
96                 self.cnt = time;
97
98         makevectors(self.owner.v_angle);
99         vector angle;
100         angle = v_forward;
101
102         // broken? fix, needs to be easier to hit EDIT: maybe not :)
103         //WarpZone_tracebox_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_shotgun_secondary_melee_range") - (v_right + v_up) * cvar("g_balance_shotgun_secondary_melee_size"), self.owner.origin + self.owner.view_ofs + (v_right + v_up) * cvar("g_balance_shotgun_secondary_melee_size"), self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_shotgun_secondary_melee_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
104         float f;
105         f = (self.cnt + cvar("g_balance_shotgun_secondary_melee_time") - time) / cvar("g_balance_shotgun_secondary_melee_time") * 2 - 1;
106         vector targpos;
107         targpos = self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_shotgun_secondary_melee_range") + v_right * f * cvar("g_balance_shotgun_secondary_melee_swing") + v_up * f * cvar("g_balance_shotgun_secondary_melee_swing");
108         WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
109
110         // apply the damage, also remove self
111         if(trace_fraction < 1)
112         {
113                 vector force;
114                 force = angle * cvar("g_balance_shotgun_secondary_force");
115                 Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * ((f + 1) / 2), WEP_SHOTGUN, self.owner.origin + self.owner.view_ofs, force);
116                 remove(self);
117         }
118         else if(time >= self.cnt + cvar("g_balance_shotgun_secondary_melee_time")) // missed, remove ent
119                 remove(self);
120         else // continue swinging the weapon in hope of hitting someone :)
121                 self.nextthink = time;
122 }
123
124 void W_Shotgun_Attack3 (void)
125 {
126         sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
127         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
128
129         entity meleetemp;
130         meleetemp = spawn();
131         meleetemp.owner = self;
132         meleetemp.think = shotgun_meleethink;
133         meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
134 }
135
136 // weapon frames
137 void shotgun_fire2_03()
138 {
139         W_Shotgun_Attack2();
140         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
141 }
142 void shotgun_fire2_02()
143 {
144         W_Shotgun_Attack2();
145         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_03);
146 }
147
148 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
149
150 float w_shotgun(float req)
151 {
152         if (req == WR_AIM)
153                 if(vlen(self.origin-self.enemy.origin)>200)
154                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
155                 else
156                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
157         else if (req == WR_THINK)
158         {
159                 if (self.BUTTON_ATCK)
160                 if (weapon_prepareattack(0, cvar("g_balance_shotgun_primary_refire")))
161                 {
162                         W_Shotgun_Attack();
163                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
164                 }
165                 if (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary"))
166                 if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
167                 {
168                         if(cvar("g_balance_shotgun_secondary_melee"))
169                         {
170                                 // force playback of the anim by switching to another anim (that we never play) here...
171                                 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack3);
172                         }
173                         else
174                         {
175                                 W_Shotgun_Attack2();
176                                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_02);
177                         }
178                 }
179         }
180         else if (req == WR_PRECACHE)
181         {
182                 precache_model ("models/uziflash.md3");
183                 precache_model ("models/weapons/g_shotgun.md3");
184                 precache_model ("models/weapons/v_shotgun.md3");
185                 precache_model ("models/weapons/h_shotgun.iqm");
186                 precache_sound ("misc/itempickup.wav");
187                 precache_sound ("weapons/shotgun_fire.wav");
188                 precache_sound ("weapons/shotgun_melee.wav");
189         }
190         else if (req == WR_SETUP)
191                 weapon_setup(WEP_SHOTGUN);
192         else if (req == WR_CHECKAMMO1)
193                 return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
194         else if (req == WR_CHECKAMMO2)
195         {
196                 if(cvar("g_balance_shotgun_secondary_melee"))
197                         return TRUE;
198                 return self.ammo_shells >= cvar("g_balance_shotgun_secondary_ammo") * 3;
199         }
200         return TRUE;
201 };
202 #endif
203 #ifdef CSQC
204 float w_shotgun(float req)
205 {
206         if(req == WR_IMPACTEFFECT)
207         {
208                 vector org2;
209                 org2 = w_org + w_backoff * 2;
210                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
211                 if(!w_issilent)
212                 {
213                         if(w_random < 0.05)
214                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
215                         else if(w_random < 0.1)
216                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
217                         else if(w_random < 0.2)
218                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
219                 }
220         }
221         else if(req == WR_PRECACHE)
222         {
223                 precache_sound("weapons/ric1.wav");
224                 precache_sound("weapons/ric2.wav");
225                 precache_sound("weapons/ric3.wav");
226         }
227         else if (req == WR_SUICIDEMESSAGE)
228                 w_deathtypestring = "did the impossible";
229         else if (req == WR_KILLMESSAGE)
230         {
231                 w_deathtypestring = "was gunned by"; // unchecked: SECONDARY
232         }
233         return TRUE;
234 }
235 #endif
236 #endif