X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fshotgun.qc;h=8928ec21c165a0ef981ebe10d7453decc36d37e5;hb=19c09c8cfc6a4cb71c07e63bf739b7720ec6b0a0;hp=e163df4bc61d1958c0ff203bbd8937005abaddef;hpb=05776c4204bf73c8ebc84e615ad088af45ebe5ed;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/shotgun.qc b/qcsrc/common/weapons/weapon/shotgun.qc index e163df4bc..8928ec21c 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@ -1,17 +1,37 @@ #include "shotgun.qh" #ifdef SVQC -spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); } -void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary) +// enable to debug melee range +//#define SHOTGUN_MELEEDEBUG + +METHOD(Shotgun, m_spawnfunc_hookreplace, Weapon(Shotgun this, entity e)) +{ + if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e)) + { + return WEP_MACHINEGUN; + } + return this; +} + +void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force, entity bullet_trail_effect) { - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity); + W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity); + + W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id); + + // TRICK: do the antilag outside the regular fireBullet function, so it isn't performed unnecessarily on every single bullet! + float lag = antilag_getlag(actor); + if(lag && bullets > 0) + antilag_takeback_all(actor, lag); - W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets)); - for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1) - fireBullet(actor, weaponentity, 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); + for(int sc = 0;sc < bullets;sc = sc + 1) + fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect, false); + + if(lag && bullets > 0) + antilag_restore_all(actor); - Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo)); + W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); // casing code if(autocvar_g_casings >= 1) @@ -20,14 +40,6 @@ void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float //for(int 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, actor, weaponentity); } - - // muzzle flash for 1st person view - entity flash = spawn(); - setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below - setthink(flash, SUB_Remove); - flash.nextthink = time + 0.06; - flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - W_AttachToShotorg(actor, weaponentity, flash, '5 0 0'); } .float swing_prev; @@ -69,16 +81,18 @@ void W_Shotgun_Melee_Think(entity this) + (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(this, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0)); + WarpZone_traceline_antilag(this.realowner, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0)); // draw lightning beams for debugging - //te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5); - //te_customflash(targpos, 40, 2, '1 1 1'); + #ifdef SHOTGUN_MELEEDEBUG + te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5); + te_customflash(targpos, 40, 2, '1 1 1'); + #endif 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 this - && (trace_ent.takedamage == DAMAGE_AIM) + && (trace_ent.takedamage != DAMAGE_NO) && (trace_ent != this.swing_alreadyhit) && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage))) { @@ -92,14 +106,16 @@ void W_Shotgun_Melee_Think(entity this) //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n")); Damage(target_victim, this.realowner, this.realowner, - swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, + swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld, this.realowner.origin + this.realowner.view_ofs, v_forward * WEP_CVAR_SEC(shotgun, force)); - if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); } + if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); } // draw large red flash for debugging - //te_customflash(targpos, 200, 2, '15 0 0'); + #ifdef SHOTGUN_MELEEDEBUG + te_customflash(targpos, 200, 2, '15 0 0'); + #endif if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice. { @@ -137,14 +153,15 @@ void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int f meleetemp.realowner = actor; setthink(meleetemp, W_Shotgun_Melee_Think); meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor); - W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range)); + meleetemp.weaponentity_fld = weaponentity; + W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range), WEP_SHOTGUN.m_id | HITTYPE_SECONDARY); } // alternate secondary weapon frames void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire) { if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity)) - if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + if (!(actor.items & IT_UNLIMITED_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); @@ -152,20 +169,34 @@ void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity } sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound - W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true); // actually is secondary, but we trick the last shot into playing full reload sound + W_Shotgun_Attack(thiswep, actor, weaponentity, true, + WEP_CVAR_PRI(shotgun, ammo), + WEP_CVAR_PRI(shotgun, damage), + WEP_CVAR_PRI(shotgun, bullets), + WEP_CVAR_PRI(shotgun, spread), + WEP_CVAR_PRI(shotgun, solidpenetration), + WEP_CVAR_PRI(shotgun, force), + EFFECT_BULLET_WEAK); // 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) { if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity)) - if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + if (!(actor.items & IT_UNLIMITED_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } - W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false); + W_Shotgun_Attack(thiswep, actor, weaponentity, false, + WEP_CVAR_PRI(shotgun, ammo), + WEP_CVAR_PRI(shotgun, damage), + WEP_CVAR_PRI(shotgun, bullets), + WEP_CVAR_PRI(shotgun, spread), + WEP_CVAR_PRI(shotgun, solidpenetration), + WEP_CVAR_PRI(shotgun, force), + EFFECT_BULLET_WEAK); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2); } @@ -178,6 +209,7 @@ METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity) else PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 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.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload @@ -195,7 +227,14 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime))) { - W_Shotgun_Attack(thiswep, actor, weaponentity, true); + W_Shotgun_Attack(thiswep, actor, weaponentity, true, + WEP_CVAR_PRI(shotgun, ammo), + WEP_CVAR_PRI(shotgun, damage), + WEP_CVAR_PRI(shotgun, bullets), + WEP_CVAR_PRI(shotgun, spread), + WEP_CVAR_PRI(shotgun, solidpenetration), + WEP_CVAR_PRI(shotgun, force), + EFFECT_BULLET_WEAK); actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready); } @@ -207,7 +246,14 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime))) { - W_Shotgun_Attack(thiswep, actor, weaponentity, false); + W_Shotgun_Attack(thiswep, actor, weaponentity, false, + WEP_CVAR_PRI(shotgun, ammo), + WEP_CVAR_PRI(shotgun, damage), + WEP_CVAR_PRI(shotgun, bullets), + WEP_CVAR_PRI(shotgun, spread), + WEP_CVAR_PRI(shotgun, solidpenetration), + WEP_CVAR_PRI(shotgun, force), + EFFECT_BULLET_WEAK); actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1); } @@ -216,7 +262,7 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit } if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading if(WEP_CVAR(shotgun, secondary) == 1) - if(((fire & 1) && GetResourceAmount(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2)) + if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_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... @@ -225,8 +271,8 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit } METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { - float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo); - ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); + float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); return ammo_amount; } METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) @@ -239,8 +285,8 @@ METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapon case 1: return true; // melee does not use ammo case 2: // secondary triple shot { - float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo); - ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); + float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); return ammo_amount; } default: return false; // secondary unavailable