move projectile explosions including precaching into w_*.qc; client/damage.qc now...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", "Shotgun");
3 #else
4 #ifdef SVQC
5 void W_Shotgun_Attack (void)
6 {
7         float   sc;
8         float   ammoamount;
9         float   bullets;
10         float   d;
11         float   f;
12         float   spread;
13         float   bulletspeed;
14         float   bulletconstant;
15         local entity flash;
16
17         ammoamount = cvar("g_balance_shotgun_primary_ammo");
18         bullets = cvar("g_balance_shotgun_primary_bullets");
19         d = cvar("g_balance_shotgun_primary_damage");
20         f = cvar("g_balance_shotgun_primary_force");
21         spread = cvar("g_balance_shotgun_primary_spread");
22         bulletspeed = cvar("g_balance_shotgun_primary_speed");
23         bulletconstant = cvar("g_balance_shotgun_primary_bulletconstant");
24
25         W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_primary_damage"));
26         for (sc = 0;sc < bullets;sc = sc + 1)
27                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
28         endFireBallisticBullet();
29         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
30                 self.ammo_shells = self.ammo_shells - ammoamount;
31
32         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_primary_ammo"));
33
34         // casing code
35         if (cvar("g_casings") >= 1)
36                 for (sc = 0;sc < ammoamount;sc = sc + 1)
37                         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);
38
39         // muzzle flash for 1st person view
40         flash = spawn();
41         setmodel(flash, "models/uziflash.md3"); // precision set below
42         flash.think = SUB_Remove;
43         flash.nextthink = time + 0.06;
44         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
45         W_AttachToShotorg(flash, '5 0 0');
46
47 }
48
49 void W_Shotgun_Attack2 (void)
50 {
51         float   sc;
52         float   ammoamount;
53         float   bullets;
54         float   d;
55         float   f;
56         float   spread;
57         float   bulletspeed;
58         float   bulletconstant;
59         local entity flash;
60
61         ammoamount = cvar("g_balance_shotgun_secondary_ammo");
62         bullets = cvar("g_balance_shotgun_secondary_bullets");
63         d = cvar("g_balance_shotgun_secondary_damage");
64         f = cvar("g_balance_shotgun_secondary_force");
65         spread = cvar("g_balance_shotgun_secondary_spread");
66         bulletspeed = cvar("g_balance_shotgun_secondary_speed");
67         bulletconstant = cvar("g_balance_shotgun_secondary_bulletconstant");
68
69         W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_secondary_damage"));
70         for (sc = 0;sc < bullets;sc = sc + 1)
71                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN | HITTYPE_SECONDARY, 0, 1, bulletconstant);
72         endFireBallisticBullet();
73         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
74                 self.ammo_shells = self.ammo_shells - ammoamount;
75
76         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_secondary_ammo"));
77
78         // casing code
79         if (cvar("g_casings") >= 1)
80                 for (sc = 0;sc < ammoamount;sc = sc + 1)
81                         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);
82
83         flash = spawn();
84         setmodel(flash, "models/uziflash.md3"); // precision set below
85         flash.scale = 1.2;
86         flash.think = SUB_Remove;
87         flash.nextthink = time + 0.06;
88         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
89         W_AttachToShotorg(flash, '5 0 0');
90 }
91
92 // weapon frames
93 void shotgun_fire2_03()
94 {
95         W_Shotgun_Attack2();
96         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
97 }
98 void shotgun_fire2_02()
99 {
100         W_Shotgun_Attack2();
101         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_03);
102 }
103
104 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
105
106 float w_shotgun(float req)
107 {
108         if (req == WR_AIM)
109                 if(vlen(self.origin-self.enemy.origin)>200)
110                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
111                 else
112                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
113         else if (req == WR_THINK)
114         {
115                 if (self.BUTTON_ATCK)
116                 if (weapon_prepareattack(0, cvar("g_balance_shotgun_primary_refire")))
117                 {
118                         W_Shotgun_Attack();
119                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
120                 }
121                 if (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary"))
122                 if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
123                 {
124                         W_Shotgun_Attack2();
125                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_02);
126                 }
127         }
128         else if (req == WR_PRECACHE)
129         {
130                 precache_model ("models/uziflash.md3");
131                 precache_model ("models/weapons/g_shotgun.md3");
132                 precache_model ("models/weapons/v_shotgun.md3");
133                 precache_model ("models/weapons/h_shotgun.iqm");
134                 precache_sound ("misc/itempickup.wav");
135                 precache_sound ("weapons/shotgun_fire.wav");
136         }
137         else if (req == WR_SETUP)
138                 weapon_setup(WEP_SHOTGUN);
139         else if (req == WR_CHECKAMMO1)
140                 return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
141         else if (req == WR_CHECKAMMO2)
142                 return self.ammo_shells >= cvar("g_balance_shotgun_secondary_ammo") * 3;
143         else if (req == WR_SUICIDEMESSAGE)
144                 w_deathtypestring = "did the impossible";
145         else if (req == WR_KILLMESSAGE)
146         {
147                 w_deathtypestring = "was gunned by"; // unchecked: SECONDARY
148         }
149         return TRUE;
150 };
151 #endif
152 #ifdef CSQC
153 float w_shotgun(float req)
154 {
155         if(req == WR_IMPACTEFFECT)
156         {
157                 vector org2;
158                 org2 = w_org + w_backoff * 2;
159                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
160                 if(!w_issilent)
161                 {
162                         if(w_random < 0.05)
163                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
164                         else if(w_random < 0.1)
165                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
166                         else if(w_random < 0.2)
167                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
168                 }
169         }
170         else if(req == WR_PRECACHE)
171         {
172                 precache_sound("weapons/ric1.wav");
173                 precache_sound("weapons/ric2.wav");
174                 precache_sound("weapons/ric3.wav");
175         }
176         return TRUE;
177 }
178 #endif
179 #endif