]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_shotgun.qc
Merge remote-tracking branch 'origin/fruitiex/animations'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
index a9d1ba056aca2f2691e731acccf9257161009425..b21a5f50a745581435c0012bd2fcb9605678a021 100644 (file)
@@ -46,47 +46,98 @@ void W_Shotgun_Attack (void)
        W_AttachToShotorg(flash, '5 0 0');
 }
 
-entity lgbeam_owner_ent;
+.float swing_prev;
+.entity swing_alreadyhit;
 void shotgun_meleethink (void)
 {
-       // store time when we started swinging down inside self.cnt
-       if(!self.cnt)
-               self.cnt = time;
-
-       makevectors(self.realowner.v_angle);
-       vector angle;
-       angle = v_forward;
-
-       float meleetime;
-       meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
-
-       // perform trace
-       float f;
-       f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
+       // declarations
+       float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
        vector targpos;
-       targpos = self.realowner.origin + self.realowner.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;
 
-       if(!lgbeam_owner_ent)
+       if(!self.cnt) // set start time of melee
        {
-               lgbeam_owner_ent = spawn();
-               lgbeam_owner_ent.classname = "lgbeam_owner_ent";
+               self.cnt = time; 
+               W_PlayStrengthSound(self.realowner);
        }
-       WarpZone_traceline_antilag(lgbeam_owner_ent, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
 
-       // apply the damage, also remove self
-       if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
+       makevectors(self.realowner.v_angle); // update values for v_* vectors
+       
+       // calculate swing percentage based on time
+       meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
+       swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
+       f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
+       
+       // check to see if we can still continue, otherwise give up now
+       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
        {
-               vector force;
-               force = angle * autocvar_g_balance_shotgun_secondary_force;
-               if(accuracy_isgooddamage(self.realowner, trace_ent))
-                       accuracy_add(self.realowner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
-               Damage (trace_ent, self.realowner, self.realowner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.realowner.origin + self.realowner.view_ofs, force);
                remove(self);
+               return;
        }
-       else if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, remove ent
+       
+       // if okay, perform the traces needed for this frame 
+       for(i=self.swing_prev; i < f; ++i)
+       {
+               swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
+               
+               targpos = (self.realowner.origin + self.realowner.view_ofs 
+                       + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
+                       + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
+                       + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
+
+               WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, 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 = (trace_ent.classname == "player" || trace_ent.classname == "body");
+
+               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 || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
+               {       
+                       if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
+                               swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
+                       else
+                               swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
+                       
+                       Damage(trace_ent, self.realowner, self.realowner, 
+                               swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY, 
+                               self.realowner.origin + self.realowner.view_ofs, 
+                               v_forward * autocvar_g_balance_shotgun_secondary_force);
+                               
+                       if(accuracy_isgooddamage(self.realowner, trace_ent))
+                               accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage);
+                               
+                       // draw large red flash for debugging
+                       //te_customflash(targpos, 200, 2, '15 0 0');
+                       
+                       if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+                       {
+                               self.swing_alreadyhit = trace_ent;
+                               continue; // move along to next trace
+                       }
+                       else
+                       {
+                               remove(self);
+                               return;
+                       }
+               }
+       }
+       
+       if(time >= self.cnt + meleetime)
+       {
+               // melee is finished
                remove(self);
-       else // continue swinging the weapon in hope of hitting someone :)
+               return;
+       }
+       else
+       {
+               // set up next frame 
+               self.swing_prev = i;
                self.nextthink = time;
+       }
 }
 
 void W_Shotgun_Attack2 (void)
@@ -171,7 +222,7 @@ float w_shotgun(float req)
        else if (req == WR_CHECKAMMO1)
        {
                ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
-               ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo;
+               ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
                return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)