X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=b26fca2b7a16944fadc7dc47a6788998d5c6da3e;hb=a7794afc2db05650096d9c22e55cb1ca6d82aa9b;hp=7d175e55ba55249b94f1df02afaabd951082342b;hpb=6ec50d2b480d38a5b9e46618ca957aa46d1f7d1b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index 7d175e55b..b26fca2b7 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -1,5 +1,15 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun")) +REGISTER_WEAPON( +/* WEP_##id */ SHOTGUN, +/* function */ w_shotgun, +/* ammotype */ IT_SHELLS, +/* impulse */ 2, +/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, +/* rating */ BOT_PICKUP_RATING_LOW, +/* model */ "shotgun", +/* shortname */ "shotgun", +/* fullname */ _("Shotgun") +); #else #ifdef SVQC @@ -27,7 +37,7 @@ void W_Shotgun_Attack (void) W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets); for (sc = 0;sc < bullets;sc = sc + 1) - fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant); + fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, 1, bulletconstant); endFireBallisticBullet(); pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo); @@ -85,13 +95,13 @@ 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, self.realowner, ANTILAG_LATENCY(self.realowner)); + 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 = (trace_ent.classname == "player" || trace_ent.classname == "body"); + is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body"); if((trace_fraction < 1) // if trace is good, apply the damage and remove self && (trace_ent.takedamage == DAMAGE_AIM) @@ -146,12 +156,12 @@ void shotgun_meleethink (void) void W_Shotgun_Attack2 (void) { - sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM); weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready); entity meleetemp; meleetemp = spawn(); - meleetemp.owner = meleetemp.realowner = self; + meleetemp.realowner = self; meleetemp.think = shotgun_meleethink; meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor(); W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range); @@ -199,7 +209,7 @@ 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.crouch) // no crouchmelee please if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary) if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire)) { @@ -264,11 +274,11 @@ float w_shotgun(float req) if(!w_issilent && time - self.prevric > 0.25) { if(w_random < 0.0165) - sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM); else if(w_random < 0.033) - sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM); else if(w_random < 0.05) - sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM); self.prevric = time; } }