X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=fcf9a27c27482a25432747d58cc37ee974fae513;hb=773883ab5d3e9d165fe2ee5784c96720e0cd392c;hp=a6aaae0af4ae5007f4763a764ecb4d4d221aae52;hpb=23239f55697a9b18884b9857313c758dc95f4372;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index a6aaae0af..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; @@ -52,19 +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; }