#ifndef IMPLEMENTATION CLASS(Shotgun, Weapon) /* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells) /* impulse */ ATTRIB(Shotgun, impulse, int, 2) /* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN); /* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW); /* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0'); /* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun"); #ifndef MENUQC /* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM); #endif /* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun"); /* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65); /* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun"); /* refname */ ATTRIB(Shotgun, netname, string, "shotgun"); /* wepname */ ATTRIB(Shotgun, m_name, string, _("Shotgun")); ENDCLASS(Shotgun) REGISTER_WEAPON(SHOTGUN, NEW(Shotgun)); #define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun) #define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ w_cvar(id, sn, PRI, ammo) \ w_cvar(id, sn, BOTH, animtime) \ w_cvar(id, sn, BOTH, refire) \ w_cvar(id, sn, PRI, bullets) \ w_cvar(id, sn, BOTH, damage) \ w_cvar(id, sn, BOTH, force) \ w_cvar(id, sn, PRI, solidpenetration) \ w_cvar(id, sn, PRI, spread) \ w_cvar(id, sn, NONE, secondary) \ w_cvar(id, sn, SEC, melee_time) \ w_cvar(id, sn, SEC, melee_no_doubleslap) \ w_cvar(id, sn, SEC, melee_traces) \ w_cvar(id, sn, SEC, melee_swing_up) \ w_cvar(id, sn, SEC, melee_swing_side) \ w_cvar(id, sn, SEC, melee_nonplayerdamage) \ w_cvar(id, sn, SEC, melee_multihit) \ w_cvar(id, sn, SEC, melee_delay) \ w_cvar(id, sn, SEC, melee_range) \ w_cvar(id, sn, SEC, alt_animtime) \ w_cvar(id, sn, SEC, alt_refire) \ w_prop(id, sn, float, reloading_ammo, reload_ammo) \ w_prop(id, sn, float, reloading_time, reload_time) \ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ w_prop(id, sn, string, weaponreplace, weaponreplace) \ w_prop(id, sn, float, weaponstart, weaponstart) \ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #endif #ifdef IMPLEMENTATION #ifdef SVQC spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); } void W_Shotgun_Attack(Weapon thiswep, float isprimary) {SELFPARAM(); float sc; entity flash; W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(shotgun, ammo)); W_SetupShot(self, true, 5, SND(SHOTGUN_FIRE), ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets)); for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1) fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0); Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo)); // casing code if(autocvar_g_casings >= 1) for(sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1) 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); // muzzle flash for 1st person view flash = spawn(); setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below flash.think = SUB_Remove; flash.nextthink = time + 0.06; flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(self, flash, '5 0 0'); } .float swing_prev; .entity swing_alreadyhit; void W_Shotgun_Melee_Think(void) {SELFPARAM(); // declarations float i, f, swing, swing_factor, swing_damage, meleetime, is_player; entity target_victim; vector targpos; if(!self.cnt) // set start time of melee { self.cnt = time; W_PlayStrengthSound(self.realowner); } makevectors(self.realowner.v_angle); // update values for v_* vectors // calculate swing percentage based on time meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(); swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10); f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces)); // check to see if we can still continue, otherwise give up now if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap)) { remove(self); return; } // if okay, perform the traces needed for this frame for(i=self.swing_prev; i < f; ++i) { swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1); targpos = (self.realowner.origin + self.realowner.view_ofs + (v_forward * WEP_CVAR_SEC(shotgun, melee_range)) + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up)) + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side))); WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, false, self, ANTILAG_LATENCY(self.realowner)); // draw lightning beams for debugging //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); //te_customflash(targpos, 40, 2, '1 1 1'); is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent)); if((trace_fraction < 1) // if trace is good, apply the damage and remove self && (trace_ent.takedamage == DAMAGE_AIM) && (trace_ent != self.swing_alreadyhit) && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage))) { target_victim = trace_ent; // so it persists through other calls if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught. swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1)); else swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1)); //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n")); Damage(target_victim, self.realowner, self.realowner, swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, self.realowner.origin + self.realowner.view_ofs, v_forward * WEP_CVAR_SEC(shotgun, force)); if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); } // draw large red flash for debugging //te_customflash(targpos, 200, 2, '15 0 0'); if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice. { self.swing_alreadyhit = target_victim; continue; // move along to next trace } else { remove(self); return; } } } if(time >= self.cnt + meleetime) { // melee is finished remove(self); return; } else { // set up next frame self.swing_prev = i; self.nextthink = time; } } void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire) { sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready); entity meleetemp; meleetemp = spawn(); meleetemp.realowner = actor; meleetemp.think = W_Shotgun_Melee_Think; meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(); W_SetupShot_Range(actor, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range)); } // alternate secondary weapon frames void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire) { Weapon w = get_weaponinfo(actor.weapon); if (!w.wr_checkammo2(w)) if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); w_ready(thiswep, actor, weaponentity, fire); return; } sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound W_Shotgun_Attack(WEP_SHOTGUN, true); // actually is secondary, but we trick the last shot into playing full reload sound weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready); } void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire) { Weapon w = get_weaponinfo(actor.weapon); if (!w.wr_checkammo2(w)) if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); w_ready(thiswep, actor, weaponentity, fire); return; } W_Shotgun_Attack(WEP_SHOTGUN, false); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2); } .float shotgun_primarytime; METHOD(Shotgun, wr_aim, void(entity thiswep)) { if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range)) self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false); else self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false); } METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload { // don't force reload an empty shotgun if its melee attack is active if(WEP_CVAR(shotgun, secondary) < 2) { Weapon w = get_weaponinfo(actor.weapon); w.wr_reload(w); } } else { if(fire & 1) { if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime))) { W_Shotgun_Attack(thiswep, true); actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready); } } } else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2) { if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime))) { W_Shotgun_Attack(thiswep, false); actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1); } } } } if(actor.clip_load >= 0) // we are not currently reloading if(!actor.crouch) // no crouchmelee please if(WEP_CVAR(shotgun, secondary) == 1) if(((fire & 1) && actor.WEP_AMMO(SHOTGUN) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2)) if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire))) { // attempt forcing playback of the anim by switching to another anim (that we never play) here... weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2); } } METHOD(Shotgun, wr_init, void(entity thiswep)) { SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP); } METHOD(Shotgun, wr_setup, void(entity thiswep)) { self.ammo_field = ammo_none; } METHOD(Shotgun, wr_checkammo1, bool(entity thiswep)) { float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo); ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); return ammo_amount; } METHOD(Shotgun, wr_checkammo2, bool(entity thiswep)) { if(IS_BOT_CLIENT(self)) if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range)) return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo) switch(WEP_CVAR(shotgun, secondary)) { case 1: return true; // melee does not use ammo case 2: // secondary triple shot { float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo); ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); return ammo_amount; } default: return false; // secondary unavailable } } METHOD(Shotgun, wr_config, void(entity thiswep)) { SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS); } METHOD(Shotgun, wr_reload, void(entity thiswep)) { W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO } METHOD(Shotgun, wr_suicidemessage, int(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } METHOD(Shotgun, wr_killmessage, int(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_SHOTGUN_MURDER_SLAP; else return WEAPON_SHOTGUN_MURDER; } #endif #ifdef CSQC .float prevric; METHOD(Shotgun, wr_impacteffect, void(entity thiswep)) { vector org2 = w_org + w_backoff * 2; pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent && time - self.prevric > 0.25) { sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM); self.prevric = time; } } #endif #endif