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Remove the weapon_setup function, it's stupid
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shockwave.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ SHOTGUN,
4 /* function */ w_shotgun,
5 /* ammotype */ IT_SHELLS,
6 /* impulse  */ 2,
7 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating   */ BOT_PICKUP_RATING_LOW,
9 /* model    */ "shotgun",
10 /* netname  */ "shotgun",
11 /* fullname */ _("Shotgun")
12 );
13 #else
14 #ifdef SVQC
15 void spawnfunc_weapon_shotgun()
16 {
17         if(autocvar_sv_q3acompat_machineshotgunswap)
18         if(self.classname != "droppedweapon")
19         {
20                 weapon_defaultspawnfunc(WEP_UZI);
21                 return;
22         }
23         weapon_defaultspawnfunc(WEP_SHOTGUN);
24 }
25
26
27 void W_Shotgun_Attack (void)
28 {
29         float   sc;
30         float   ammoamount;
31         float   bullets;
32         float   d;
33         float   f;
34         float   spread;
35         float   bulletspeed;
36         float   bulletconstant;
37         entity flash;
38
39         ammoamount = autocvar_g_balance_shotgun_primary_ammo;
40         bullets = autocvar_g_balance_shotgun_primary_bullets;
41         d = autocvar_g_balance_shotgun_primary_damage;
42         f = autocvar_g_balance_shotgun_primary_force;
43         spread = autocvar_g_balance_shotgun_primary_spread;
44         bulletspeed = autocvar_g_balance_shotgun_primary_speed;
45         bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
46
47         W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
48
49         W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
50         for (sc = 0;sc < bullets;sc = sc + 1)
51                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, 1, bulletconstant);
52         endFireBallisticBullet();
53
54         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
55
56         // casing code
57         if (autocvar_g_casings >= 1)
58                 for (sc = 0;sc < ammoamount;sc = sc + 1)
59                         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, self);
60
61         // muzzle flash for 1st person view
62         flash = spawn();
63         setmodel(flash, "models/uziflash.md3"); // precision set below
64         flash.think = SUB_Remove;
65         flash.nextthink = time + 0.06;
66         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
67         W_AttachToShotorg(flash, '5 0 0');
68 }
69
70 .float swing_prev;
71 .entity swing_alreadyhit;
72 void shotgun_meleethink (void)
73 {
74         // declarations
75         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
76         entity target_victim;
77         vector targpos;
78
79         if(!self.cnt) // set start time of melee
80         {
81                 self.cnt = time; 
82                 W_PlayStrengthSound(self.realowner);
83         }
84
85         makevectors(self.realowner.v_angle); // update values for v_* vectors
86         
87         // calculate swing percentage based on time
88         meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
89         swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
90         f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
91         
92         // check to see if we can still continue, otherwise give up now
93         if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
94         {
95                 remove(self);
96                 return;
97         }
98         
99         // if okay, perform the traces needed for this frame 
100         for(i=self.swing_prev; i < f; ++i)
101         {
102                 swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
103                 
104                 targpos = (self.realowner.origin + self.realowner.view_ofs 
105                         + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
106                         + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
107                         + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
108
109                 WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
110                 
111                 // draw lightning beams for debugging
112                 //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); 
113                 //te_customflash(targpos, 40,  2, '1 1 1');
114                 
115                 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
116
117                 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
118                         && (trace_ent.takedamage == DAMAGE_AIM)  
119                         && (trace_ent != self.swing_alreadyhit)
120                         && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
121                 {
122                         target_victim = trace_ent; // so it persists through other calls
123                         
124                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
125                                 swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
126                         else
127                                 swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
128                         
129                         //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
130                         
131                         Damage(target_victim, self.realowner, self.realowner, 
132                                 swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY, 
133                                 self.realowner.origin + self.realowner.view_ofs, 
134                                 v_forward * autocvar_g_balance_shotgun_secondary_force);
135                                 
136                         if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
137                                 
138                         // draw large red flash for debugging
139                         //te_customflash(targpos, 200, 2, '15 0 0');
140                         
141                         if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
142                         {
143                                 self.swing_alreadyhit = target_victim;
144                                 continue; // move along to next trace
145                         }
146                         else
147                         {
148                                 remove(self);
149                                 return;
150                         }
151                 }
152         }
153         
154         if(time >= self.cnt + meleetime)
155         {
156                 // melee is finished
157                 remove(self);
158                 return;
159         }
160         else
161         {
162                 // set up next frame 
163                 self.swing_prev = i;
164                 self.nextthink = time;
165         }
166 }
167
168 void W_Shotgun_Attack2 (void)
169 {
170         sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
171         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
172
173         entity meleetemp;
174         meleetemp = spawn();
175         meleetemp.realowner = self;
176         meleetemp.think = shotgun_meleethink;
177         meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
178         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
179 }
180
181 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
182
183 .float shotgun_primarytime;
184
185 float w_shotgun(float req)
186 {
187         float ammo_amount;
188         
189         switch(req)
190         {
191                 case WR_AIM:
192                 {
193                         if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
194                                 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
195                         else
196                         {
197                                 if(autocvar_g_antilag_bullets)
198                                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
199                                 else
200                                         self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
201                         }
202                         
203                         return TRUE;
204                 }
205                 case WR_THINK:
206                 {
207                         if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
208                         {
209                                 // don't force reload an empty shotgun if its melee attack is active
210                                 if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
211                                         WEP_ACTION(self.weapon, WR_RELOAD);
212                         }
213                         else
214                         {
215                                 if (self.BUTTON_ATCK)
216                                 {
217                                         if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
218                                         {
219                                                 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
220                                                 {
221                                                         W_Shotgun_Attack();
222                                                         self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
223                                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
224                                                 }
225                                         }
226                                 }
227                         }
228                         if (self.clip_load >= 0) // we are not currently reloading
229                         if (!self.crouch) // no crouchmelee please
230                         if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
231                         if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
232                         {
233                                 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
234                                 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
235                         }
236                         
237                         return TRUE;
238                 }
239                 case WR_INIT:
240                 {
241                         precache_model ("models/uziflash.md3");
242                         precache_model ("models/weapons/g_shotgun.md3");
243                         precache_model ("models/weapons/v_shotgun.md3");
244                         precache_model ("models/weapons/h_shotgun.iqm");
245                         precache_sound ("misc/itempickup.wav");
246                         precache_sound ("weapons/shotgun_fire.wav");
247                         precache_sound ("weapons/shotgun_melee.wav");
248                         return TRUE;
249                 }
250                 case WR_SETUP:
251                 {
252                         self.current_ammo = ammo_shells;
253                         return TRUE;
254                 }
255                 case WR_CHECKAMMO1:
256                 {
257                         ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
258                         ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
259                         return ammo_amount;
260                 }
261                 case WR_CHECKAMMO2:
262                 {
263                         // melee attack is always available
264                         return TRUE;
265                 }
266                 case WR_RELOAD:
267                 {
268                         W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
269                         return TRUE;
270                 }
271                 case WR_SUICIDEMESSAGE:
272                 {
273                         return WEAPON_THINKING_WITH_PORTALS;
274                 }
275                 case WR_KILLMESSAGE:
276                 {
277                         if(w_deathtype & HITTYPE_SECONDARY)
278                                 return WEAPON_SHOTGUN_MURDER_SLAP;
279                         else
280                                 return WEAPON_SHOTGUN_MURDER;
281                 }
282         }
283         return TRUE;
284 }
285 #endif
286 #ifdef CSQC
287 .float prevric;
288 float w_shotgun(float req)
289 {
290         switch(req)
291         {
292                 case WR_IMPACTEFFECT:
293                 {
294                         vector org2;
295                         org2 = w_org + w_backoff * 2;
296                         pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
297                         if(!w_issilent && time - self.prevric > 0.25)
298                         {
299                                 if(w_random < 0.0165)
300                                         sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
301                                 else if(w_random < 0.033)
302                                         sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
303                                 else if(w_random < 0.05)
304                                         sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
305                                 self.prevric = time;
306                         }
307                         return TRUE;
308                 }
309                 case WR_INIT:
310                 {
311                         precache_sound("weapons/ric1.wav");
312                         precache_sound("weapons/ric2.wav");
313                         precache_sound("weapons/ric3.wav");
314                         return TRUE;
315                 }
316         }
317         return TRUE;
318 }
319 #endif
320 #endif