Kill g_antilag_bullets (always assume 1); kill bullet gravity.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.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, TRUE, 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, 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, ATTEN_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         if (req == WR_AIM)
178                 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
179                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
180                 else
181                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
182
183         else if (req == WR_THINK)
184         {
185                 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
186                 {
187                         // don't force reload an empty shotgun if its melee attack is active
188                         if (!(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo))
189                                 weapon_action(self.weapon, WR_RELOAD);
190                 }
191                 else
192                 {
193                         if (self.BUTTON_ATCK)
194                         {
195                                 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
196                                 {
197                                         if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
198                                         {
199                                                 W_Shotgun_Attack();
200                                                 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
201                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
202                                         }
203                                 }
204                         }
205                 }
206                 if (self.clip_load >= 0) // we are not currently reloading
207                 if (!self.crouch) // no crouchmelee please
208                 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
209                 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
210                 {
211                         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
212                         weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
213                 }
214         }
215         else if (req == WR_PRECACHE)
216         {
217                 precache_model ("models/uziflash.md3");
218                 precache_model ("models/weapons/g_shotgun.md3");
219                 precache_model ("models/weapons/v_shotgun.md3");
220                 precache_model ("models/weapons/h_shotgun.iqm");
221                 precache_sound ("misc/itempickup.wav");
222                 precache_sound ("weapons/shotgun_fire.wav");
223                 precache_sound ("weapons/shotgun_melee.wav");
224                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
225         }
226         else if (req == WR_SETUP)
227         {
228                 weapon_setup(WEP_SHOTGUN);
229                 self.current_ammo = ammo_shells;
230         }
231         else if (req == WR_CHECKAMMO1)
232         {
233                 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
234                 ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
235                 return ammo_amount;
236         }
237         else if (req == WR_CHECKAMMO2)
238         {
239                 // melee attack is always available
240                 return TRUE;
241         }
242         else if (req == WR_RELOAD)
243         {
244                 W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
245         }
246         else if (req == WR_SUICIDEMESSAGE)
247         {
248                 return WEAPON_THINKING_WITH_PORTALS;
249         }
250         else if (req == WR_KILLMESSAGE)
251         {
252                 if(w_deathtype & HITTYPE_SECONDARY)
253                         return WEAPON_SHOTGUN_MURDER_SLAP;
254                 else
255                         return WEAPON_SHOTGUN_MURDER;
256         }
257         return TRUE;
258 }
259 #endif
260 #ifdef CSQC
261 .float prevric;
262 float w_shotgun(float req)
263 {
264         if(req == WR_IMPACTEFFECT)
265         {
266                 vector org2;
267                 org2 = w_org + w_backoff * 2;
268                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
269                 if(!w_issilent && time - self.prevric > 0.25)
270                 {
271                         if(w_random < 0.0165)
272                                 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
273                         else if(w_random < 0.033)
274                                 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
275                         else if(w_random < 0.05)
276                                 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
277                         self.prevric = time;
278                 }
279         }
280         else if(req == WR_PRECACHE)
281         {
282                 precache_sound("weapons/ric1.wav");
283                 precache_sound("weapons/ric2.wav");
284                 precache_sound("weapons/ric3.wav");
285         }
286         return TRUE;
287 }
288 #endif
289 #endif