X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=fcf9a27c27482a25432747d58cc37ee974fae513;hb=7dcaacba0b1be2ea93aafa83b2954c56793a3132;hp=4b4c32638e7ad015fb3af32eb302aaedaa627f34;hpb=1e926ffdd1dc18bdde7a189a54938ac205d39260;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index 4b4c32638..fcf9a27c2 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -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; @@ -52,6 +52,7 @@ void shotgun_meleethink (void) { // 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 @@ -85,7 +86,7 @@ void shotgun_meleethink (void) + (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'); @@ -96,26 +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'); 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 @@ -142,7 +146,7 @@ void shotgun_meleethink (void) 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; @@ -195,6 +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)) { @@ -221,7 +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) @@ -234,7 +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; @@ -267,9 +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; }