]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_shotgun.qc
Update the sniper as well
[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
6 .float shotgun_load;
7
8 void W_Shotgun_SetAmmoCounter()
9 {
10         // set ammo counter to the weapon we have switched to
11         if(!autocvar_g_balance_shotgun_reload_ammo)
12                 self.ammo_counter = 0; // also keeps the crosshair ammo from displaying
13         else
14                 self.ammo_counter = self.shotgun_load;
15 }
16
17 void W_Shotgun_ReloadedAndReady()
18 {
19         float t;
20
21         // now do the ammo maths
22         self.ammo_counter = 0; // when we get here it's -1
23         while(self.ammo_counter < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more than the amount of ammo we have
24         {
25                 self.ammo_counter += 1;
26                 self.ammo_shells -= 1;
27         }
28         self.shotgun_load = self.ammo_counter;
29
30         t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reloadtime - 1;
31         ATTACK_FINISHED(self) = t;
32         w_ready();
33 }
34
35 void W_Shotgun_Reload()
36 {
37         // reloading is disabled for this weapon
38         if(!autocvar_g_balance_shotgun_reload_ammo)
39                 return;
40
41         float t;
42
43         if(!W_ReloadCheck(self.ammo_shells))
44                 return;
45
46         sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
47
48         t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reloadtime + 1;
49         ATTACK_FINISHED(self) = t;
50
51         weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reloadtime, W_Shotgun_ReloadedAndReady);
52
53         self.ammo_counter = -1;
54 }
55
56 void W_Shotgun_Attack (void)
57 {
58         float   sc;
59         float   ammoamount;
60         float   bullets;
61         float   d;
62         float   f;
63         float   spread;
64         float   bulletspeed;
65         float   bulletconstant;
66         local entity flash;
67
68         if(self.ammo_counter <= 0)
69         {
70                 W_Shotgun_Reload();
71                 return; // reloading, so we are done
72         }
73
74         ammoamount = autocvar_g_balance_shotgun_primary_ammo;
75         bullets = autocvar_g_balance_shotgun_primary_bullets;
76         d = autocvar_g_balance_shotgun_primary_damage;
77         f = autocvar_g_balance_shotgun_primary_force;
78         spread = autocvar_g_balance_shotgun_primary_spread;
79         bulletspeed = autocvar_g_balance_shotgun_primary_speed;
80         bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
81
82         W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
83         for (sc = 0;sc < bullets;sc = sc + 1)
84                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
85         endFireBallisticBullet();
86         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
87         {
88                 if(!autocvar_g_balance_shotgun_reload_ammo)
89                         self.ammo_shells = self.ammo_shells - ammoamount;
90                 else
91                         self.shotgun_load -= ammoamount;
92         }
93
94         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
95
96         // casing code
97         if (autocvar_g_casings >= 1)
98                 for (sc = 0;sc < ammoamount;sc = sc + 1)
99                         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);
100
101         // muzzle flash for 1st person view
102         flash = spawn();
103         setmodel(flash, "models/uziflash.md3"); // precision set below
104         flash.think = SUB_Remove;
105         flash.nextthink = time + 0.06;
106         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
107         W_AttachToShotorg(flash, '5 0 0');
108
109         self.ammo_counter = self.ammo_counter - 1;
110 }
111
112 void shotgun_meleethink (void)
113 {
114         // store time when we started swinging down inside self.cnt
115         if(!self.cnt)
116                 self.cnt = time;
117
118         makevectors(self.owner.v_angle);
119         vector angle;
120         angle = v_forward;
121
122         float meleetime;
123         meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
124
125         // perform trace
126         float f;
127         f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
128         vector targpos;
129         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;
130
131         WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
132
133         // apply the damage, also remove self
134         if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
135         {
136                 vector force;
137                 force = angle * autocvar_g_balance_shotgun_secondary_force;
138                 if(accuracy_isgooddamage(self.owner, trace_ent))
139                         accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
140                 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);
141                 remove(self);
142         }
143         else if(time >= self.cnt + meleetime) // missed, remove ent
144                 remove(self);
145         else // continue swinging the weapon in hope of hitting someone :)
146                 self.nextthink = time;
147 }
148
149 void W_Shotgun_Attack2 (void)
150 {
151         sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
152         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
153
154         entity meleetemp;
155         meleetemp = spawn();
156         meleetemp.owner = self;
157         meleetemp.think = shotgun_meleethink;
158         meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
159         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
160 }
161
162 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
163
164 .float shotgun_primarytime;
165
166 float w_shotgun(float req)
167 {
168         if (req == WR_AIM)
169                 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
170                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
171                 else
172                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
173         else if (req == WR_THINK)
174         {
175                 if(self.ammo_counter < 0) // forced reload (e.g. because interrupted)
176             self.wish_reload = 1;
177                 else
178                 {
179                         if (self.BUTTON_ATCK)
180                         {
181                                 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
182                                 {
183                                         if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
184                                         {
185                                                 W_Shotgun_Attack();
186                                                 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
187                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
188                                         }
189                                 }
190                         }
191                         if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
192                         if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
193                         {
194                                 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
195                                 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
196                         }
197                 }
198         if(self.wish_reload)
199         {
200             if(self.switchweapon == self.weapon)
201             {
202                 if(self.weaponentity.state == WS_READY)
203                 {
204                     self.wish_reload = 0;
205                     W_Shotgun_Reload();
206                 }
207             }
208         }
209         }
210         else if (req == WR_PRECACHE)
211         {
212                 precache_model ("models/uziflash.md3");
213                 precache_model ("models/weapons/g_shotgun.md3");
214                 precache_model ("models/weapons/v_shotgun.md3");
215                 precache_model ("models/weapons/h_shotgun.iqm");
216                 precache_sound ("misc/itempickup.wav");
217                 precache_sound ("weapons/shotgun_fire.wav");
218                 precache_sound ("weapons/shotgun_melee.wav");
219         }
220         else if (req == WR_SETUP)
221         {
222                 weapon_setup(WEP_SHOTGUN);
223                 W_Shotgun_SetAmmoCounter();
224         }
225         else if (req == WR_CHECKAMMO1)
226                 return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
227         else if (req == WR_CHECKAMMO2)
228         {
229                 return TRUE;
230         }
231         return TRUE;
232 };
233 #endif
234 #ifdef CSQC
235 .float prevric;
236 float w_shotgun(float req)
237 {
238         if(req == WR_IMPACTEFFECT)
239         {
240                 vector org2;
241                 org2 = w_org + w_backoff * 2;
242                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
243                 if(!w_issilent && time - self.prevric > 0.25)
244                 {
245                         if(w_random < 0.0165)
246                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
247                         else if(w_random < 0.033)
248                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
249                         else if(w_random < 0.05)
250                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
251                         self.prevric = time;
252                 }
253         }
254         else if(req == WR_PRECACHE)
255         {
256                 precache_sound("weapons/ric1.wav");
257                 precache_sound("weapons/ric2.wav");
258                 precache_sound("weapons/ric3.wav");
259         }
260         else if (req == WR_SUICIDEMESSAGE)
261                 w_deathtypestring = "%s did the impossible";
262         else if (req == WR_KILLMESSAGE)
263         {
264                 if(w_deathtype & HITTYPE_SECONDARY)
265                         w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
266                 else
267                         w_deathtypestring = "%s was gunned by %s";
268         }
269         return TRUE;
270 }
271 #endif
272 #endif