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Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
1 #include "shotgun.qh"
2
3 #ifdef SVQC
4
5 void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force)
6 {
7         W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
8
9         W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets);
10         for(int sc = 0;sc < bullets;sc = sc + 1)
11                 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, 0);
12
13         Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
14
15         // casing code
16         if(autocvar_g_casings >= 1)
17         {
18                 makevectors(actor.v_angle); // for some reason, this is lost
19                 //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
20                         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, actor, weaponentity);
21         }
22
23         // muzzle flash for 1st person view
24         entity flash = spawn();
25         setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
26         setthink(flash, SUB_Remove);
27         flash.nextthink = time + 0.06;
28         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
29         W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
30 }
31
32 .float swing_prev;
33 .entity swing_alreadyhit;
34 void W_Shotgun_Melee_Think(entity this)
35 {
36         // declarations
37         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
38         entity target_victim;
39         vector targpos;
40
41         if(!this.cnt) // set start time of melee
42         {
43                 this.cnt = time;
44                 W_PlayStrengthSound(this.realowner);
45         }
46
47         makevectors(this.realowner.v_angle); // update values for v_* vectors
48
49         // calculate swing percentage based on time
50         meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
51         swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
52         f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
53
54         // check to see if we can still continue, otherwise give up now
55         if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
56         {
57                 delete(this);
58                 return;
59         }
60
61         // if okay, perform the traces needed for this frame
62         for(i=this.swing_prev; i < f; ++i)
63         {
64                 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
65
66                 targpos = (this.realowner.origin + this.realowner.view_ofs
67                         + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
68                         + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
69                         + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
70
71                 WarpZone_traceline_antilag(this, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0));
72
73                 // draw lightning beams for debugging
74                 //te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
75                 //te_customflash(targpos, 40,  2, '1 1 1');
76
77                 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
78
79                 if((trace_fraction < 1) // if trace is good, apply the damage and remove this
80                         && (trace_ent.takedamage == DAMAGE_AIM)
81                         && (trace_ent != this.swing_alreadyhit)
82                         && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
83                 {
84                         target_victim = trace_ent; // so it persists through other calls
85
86                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
87                                 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
88                         else
89                                 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
90
91                         //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
92
93                         Damage(target_victim, this.realowner, this.realowner,
94                                 swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY,
95                                 this.realowner.origin + this.realowner.view_ofs,
96                                 v_forward * WEP_CVAR_SEC(shotgun, force));
97
98                         if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); }
99
100                         // draw large red flash for debugging
101                         //te_customflash(targpos, 200, 2, '15 0 0');
102
103                         if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
104                         {
105                                 this.swing_alreadyhit = target_victim;
106                                 continue; // move along to next trace
107                         }
108                         else
109                         {
110                                 delete(this);
111                                 return;
112                         }
113                 }
114         }
115
116         if(time >= this.cnt + meleetime)
117         {
118                 // melee is finished
119                 delete(this);
120                 return;
121         }
122         else
123         {
124                 // set up next frame
125                 this.swing_prev = i;
126                 this.nextthink = time;
127         }
128 }
129
130 void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
131 {
132         sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
133         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
134
135         entity meleetemp = new_pure(meleetemp);
136         meleetemp.realowner = actor;
137         setthink(meleetemp, W_Shotgun_Melee_Think);
138         meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
139         W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
140 }
141
142 // alternate secondary weapon frames
143 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
144 {
145         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
146         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
147         {
148                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
149                 w_ready(thiswep, actor, weaponentity, fire);
150                 return;
151         }
152
153         sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
154         W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true,
155                 WEP_CVAR_PRI(shotgun, ammo),
156                 WEP_CVAR_PRI(shotgun, damage),
157                 WEP_CVAR_PRI(shotgun, bullets),
158                 WEP_CVAR_PRI(shotgun, spread),
159                 WEP_CVAR_PRI(shotgun, solidpenetration),
160                 WEP_CVAR_PRI(shotgun, force)); // actually is secondary, but we trick the last shot into playing full reload sound
161         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
162 }
163 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
164 {
165         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
166         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
167         {
168                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
169                 w_ready(thiswep, actor, weaponentity, fire);
170                 return;
171         }
172
173         W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false,
174                 WEP_CVAR_PRI(shotgun, ammo),
175                 WEP_CVAR_PRI(shotgun, damage),
176                 WEP_CVAR_PRI(shotgun, bullets),
177                 WEP_CVAR_PRI(shotgun, spread),
178                 WEP_CVAR_PRI(shotgun, solidpenetration),
179                 WEP_CVAR_PRI(shotgun, force));
180         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
181 }
182
183 .float shotgun_primarytime;
184
185 METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
186 {
187     if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
188         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
189     else
190         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
191 }
192
193 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
194 {
195     if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
196     {
197         // don't force reload an empty shotgun if its melee attack is active
198         if(WEP_CVAR(shotgun, secondary) < 2) {
199             thiswep.wr_reload(thiswep, actor, weaponentity);
200         }
201     }
202     else
203     {
204         if(fire & 1)
205         {
206             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
207             {
208                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
209                 {
210                     W_Shotgun_Attack(thiswep, actor, weaponentity, true,
211                                                 WEP_CVAR_PRI(shotgun, ammo),
212                                                 WEP_CVAR_PRI(shotgun, damage),
213                                                 WEP_CVAR_PRI(shotgun, bullets),
214                                                 WEP_CVAR_PRI(shotgun, spread),
215                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
216                                                 WEP_CVAR_PRI(shotgun, force));
217                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
218                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
219                 }
220             }
221         }
222         else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
223         {
224             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
225             {
226                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
227                 {
228                     W_Shotgun_Attack(thiswep, actor, weaponentity, false,
229                                                 WEP_CVAR_PRI(shotgun, ammo),
230                                                 WEP_CVAR_PRI(shotgun, damage),
231                                                 WEP_CVAR_PRI(shotgun, bullets),
232                                                 WEP_CVAR_PRI(shotgun, spread),
233                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
234                                                 WEP_CVAR_PRI(shotgun, force));
235                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
236                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
237                 }
238             }
239         }
240     }
241     if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
242     if(WEP_CVAR(shotgun, secondary) == 1)
243     if(((fire & 1) && GetResourceAmount(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
244     if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
245     {
246         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
247         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
248     }
249 }
250 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
251 {
252     float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
253     ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
254     return ammo_amount;
255 }
256 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
257 {
258     if(IS_BOT_CLIENT(actor))
259     if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
260         return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
261     switch(WEP_CVAR(shotgun, secondary))
262     {
263         case 1: return true; // melee does not use ammo
264         case 2: // secondary triple shot
265         {
266             float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
267             ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
268             return ammo_amount;
269         }
270         default: return false; // secondary unavailable
271     }
272 }
273 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
274 {
275     W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
276 }
277 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
278 {
279     return WEAPON_THINKING_WITH_PORTALS;
280 }
281 METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
282 {
283     if(w_deathtype & HITTYPE_SECONDARY)
284         return WEAPON_SHOTGUN_MURDER_SLAP;
285     else
286         return WEAPON_SHOTGUN_MURDER;
287 }
288
289 #endif
290 #ifdef CSQC
291 .float prevric;
292
293 METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
294 {
295     vector org2 = w_org + w_backoff * 2;
296     pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
297     if(!w_issilent && time - actor.prevric > 0.25)
298     {
299         if(w_random < 0.05)
300             sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
301         actor.prevric = time;
302     }
303 }
304
305 #endif