]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_shotgun.qc
Merge branch 'mirceakitsune/damage_effects' of git://de.git.xonotic.org/xonotic/xonot...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
index a6aaae0af4ae5007f4763a764ecb4d4d221aae52..fcf9a27c27482a25432747d58cc37ee974fae513 100644 (file)
@@ -13,7 +13,7 @@ void W_Shotgun_Attack (void)
        float   spread;
        float   bulletspeed;
        float   bulletconstant;
-       local entity flash;
+       entity flash;
 
        ammoamount = autocvar_g_balance_shotgun_primary_ammo;
        bullets = autocvar_g_balance_shotgun_primary_bullets;
@@ -52,19 +52,24 @@ void shotgun_meleethink (void)
 {
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
+       entity target_victim;
        vector targpos;
 
-       if(!self.cnt) { self.cnt = time; } // set start time of melee
+       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 = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
-       swing = bound(0, (self.cnt + meleetime - time) / meleetime, 1);
+       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(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap))
+       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
        {
                remove(self);
                return;
@@ -80,11 +85,11 @@ void shotgun_meleethink (void)
                        + (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, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
-
+               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');
+               //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");
 
@@ -92,26 +97,29 @@ void shotgun_meleethink (void)
                        && (trace_ent.takedamage == DAMAGE_AIM)  
                        && (trace_ent != self.swing_alreadyhit)
                        && (is_player || autocvar_g_balance_shotgun_secondary_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 = (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, 
+                       //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 | 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);
+                       if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
                                
                        // draw large red flash for debugging
-                       // te_customflash(targpos, 200, 2, '15 0 0');
+                       //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;
+                               self.swing_alreadyhit = target_victim;
                                continue; // move along to next trace
                        }
                        else
@@ -122,14 +130,23 @@ void shotgun_meleethink (void)
                }
        }
        
-       // set up next frame 
-       self.swing_prev = i;
-       self.nextthink = time;
+       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 (void)
 {
-       sound (self, CH_SHOTS, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+       sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
        weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
 
        entity meleetemp;
@@ -182,6 +199,7 @@ float w_shotgun(float req)
                        }
                }
                if (self.clip_load >= 0) // we are not currently reloading
+               if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
                if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
                if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
                {
@@ -208,7 +226,7 @@ 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)
@@ -221,7 +239,7 @@ float w_shotgun(float req)
                W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
        }
        return TRUE;
-};
+}
 #endif
 #ifdef CSQC
 .float prevric;
@@ -254,9 +272,9 @@ float w_shotgun(float req)
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
+                       w_deathtypestring = _("%2$s slapped %1$s around a bit with a large shotgun");
                else
-                       w_deathtypestring = _("%s was gunned by %s");
+                       w_deathtypestring = _("%s was gunned down with a shotgun by %s");
        }
        return TRUE;
 }