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Move weapon frame handling to the client side
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okshotgun.qc
1 #include "okshotgun.qh"
2
3 #ifdef SVQC
4 METHOD(OverkillShotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
5 {
6         if (vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_PRI(okshotgun, bot_range)))
7         {
8                 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
9         }
10         else
11         {
12                 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
13         }
14 }
15
16 METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
17 {
18         if ((WEP_CVAR_SEC(okshotgun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
19         {
20                 // Secondary uses it's own refire timer if refire_type is 1.
21                 actor.jump_interval = time + WEP_CVAR_SEC(okshotgun, refire) * W_WeaponRateFactor(actor);
22                 BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
23                 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
24                         (actor.(weaponentity).wframe == WFRAME_FIRE2))
25                 {
26                         // Set secondary fire animation.
27                         actor.(weaponentity).wframe = WFRAME_FIRE2;
28                         FOREACH_CLIENT(true, LAMBDA(
29                                 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
30                                 {
31                                         wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true);
32                                 }
33                         ));
34                         animdecide_setaction(actor, ANIMACTION_SHOOT, true);
35                 }
36         }
37         if (WEP_CVAR(okshotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okshotgun, ammo))
38         {
39                 // Forced reload
40                 thiswep.wr_reload(thiswep, actor, weaponentity);
41                 return;
42         }
43         if (fire & 1) // Primary attack
44         {
45                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, refire)))
46                 {
47                         return;
48                 }
49                 W_Shotgun_Attack(thiswep, actor, weaponentity, true,
50                         WEP_CVAR_PRI(okshotgun, ammo),
51                         WEP_CVAR_PRI(okshotgun, damage),
52                         WEP_CVAR_PRI(okshotgun, bullets),
53                         WEP_CVAR_PRI(okshotgun, spread),
54                         WEP_CVAR_PRI(okshotgun, solidpenetration),
55                         WEP_CVAR_PRI(okshotgun, force),
56                         EFFECT_RIFLE_WEAK);
57                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
58                 return;
59         }
60         if ((fire & 2) && (WEP_CVAR_SEC(okshotgun, refire_type) == 0)) // Secondary attack
61         {
62                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okshotgun, refire)))
63                 {
64                         return;
65                 }
66                 BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
67                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
68         }
69 }
70
71 METHOD(OverkillShotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
72 {
73         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okshotgun, ammo);
74         ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_PRI(okshotgun, ammo);
75         return ammo_amount;
76 }
77
78 METHOD(OverkillShotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
79 {
80         return true; // Blaster secondary is unlimited.
81 }
82
83 METHOD(OverkillShotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
84 {
85         W_Reload(actor, weaponentity, WEP_CVAR_PRI(okshotgun, ammo), SND_RELOAD); // WEAPONTODO
86 }
87
88 METHOD(OverkillShotgun, wr_suicidemessage, Notification(entity thiswep))
89 {
90         return WEAPON_THINKING_WITH_PORTALS;
91 }
92
93 METHOD(OverkillShotgun, wr_killmessage, Notification(entity thiswep))
94 {
95         return WEAPON_OVERKILL_SHOTGUN_MURDER;
96 }
97
98 #endif
99 #ifdef CSQC
100 .float prevric;
101
102 METHOD(OverkillShotgun, wr_impacteffect, void(entity thiswep, entity actor))
103 {
104         vector org2 = w_org + w_backoff * 2;
105         pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
106         if(!w_issilent && time - actor.prevric > 0.25)
107         {
108                 if(w_random < 0.05)
109                         sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
110                 actor.prevric = time;
111         }
112 }
113
114 #endif