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