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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 = autocvar_g_balance_shotgun_primary_ammo;
18         bullets = autocvar_g_balance_shotgun_primary_bullets;
19         d = autocvar_g_balance_shotgun_primary_damage;
20         f = autocvar_g_balance_shotgun_primary_force;
21         spread = autocvar_g_balance_shotgun_primary_spread;
22         bulletspeed = autocvar_g_balance_shotgun_primary_speed;
23         bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
24
25         W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
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, autocvar_g_balance_shotgun_primary_ammo);
33
34         // casing code
35         if (autocvar_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 shotgun_meleethink (void)
50 {
51         // store time when we started swinging down inside self.cnt
52         if(!self.cnt)
53                 self.cnt = time;
54
55         makevectors(self.owner.v_angle);
56         vector angle;
57         angle = v_forward;
58
59         float meleetime;
60         meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
61
62         // perform trace
63         float f;
64         f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
65         vector targpos;
66         targpos = self.owner.origin + self.owner.view_ofs + angle * autocvar_g_balance_shotgun_secondary_melee_range + v_right * f * autocvar_g_balance_shotgun_secondary_melee_swing + v_up * f * autocvar_g_balance_shotgun_secondary_melee_swing;
67
68         WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
69
70         // apply the damage, also remove self
71         if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
72         {
73                 vector force;
74                 force = angle * autocvar_g_balance_shotgun_secondary_force;
75                 if(accuracy_isgooddamage(self.owner, trace_ent))
76                         accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
77                 Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
78                 remove(self);
79         }
80         else if(time >= self.cnt + meleetime) // missed, remove ent
81                 remove(self);
82         else // continue swinging the weapon in hope of hitting someone :)
83                 self.nextthink = time;
84 }
85
86 void W_Shotgun_Attack2 (void)
87 {
88         sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
89         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
90
91         entity meleetemp;
92         meleetemp = spawn();
93         meleetemp.owner = self;
94         meleetemp.think = shotgun_meleethink;
95         meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
96         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
97 }
98
99 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
100
101 .float shotgun_primarytime;
102
103 float w_shotgun(float req)
104 {
105         if (req == WR_AIM)
106                 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
107                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
108                 else
109                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
110         else if (req == WR_THINK)
111         {
112                 if (self.BUTTON_ATCK)
113                 {
114                         if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
115                         {
116                                 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
117                                 {
118                                         W_Shotgun_Attack();
119                                         self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
120                                         weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
121                                 }
122                         }
123                 }
124                 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
125                 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
126                 {
127                         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
128                         weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
129                 }
130         }
131         else if (req == WR_PRECACHE)
132         {
133                 precache_model ("models/uziflash.md3");
134                 precache_model ("models/weapons/g_shotgun.md3");
135                 precache_model ("models/weapons/v_shotgun.md3");
136                 precache_model ("models/weapons/h_shotgun.iqm");
137                 precache_sound ("misc/itempickup.wav");
138                 precache_sound ("weapons/shotgun_fire.wav");
139                 precache_sound ("weapons/shotgun_melee.wav");
140         }
141         else if (req == WR_SETUP)
142                 weapon_setup(WEP_SHOTGUN);
143         else if (req == WR_CHECKAMMO1)
144                 return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
145         else if (req == WR_CHECKAMMO2)
146         {
147                 return TRUE;
148         }
149         return TRUE;
150 };
151 #endif
152 #ifdef CSQC
153 .float prevric;
154 float w_shotgun(float req)
155 {
156         if(req == WR_IMPACTEFFECT)
157         {
158                 vector org2;
159                 org2 = w_org + w_backoff * 2;
160                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
161                 if(!w_issilent && time - self.prevric > 0.25)
162                 {
163                         if(w_random < 0.0165)
164                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
165                         else if(w_random < 0.033)
166                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
167                         else if(w_random < 0.05)
168                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
169                         self.prevric = time;
170                 }
171         }
172         else if(req == WR_PRECACHE)
173         {
174                 precache_sound("weapons/ric1.wav");
175                 precache_sound("weapons/ric2.wav");
176                 precache_sound("weapons/ric3.wav");
177         }
178         else if (req == WR_SUICIDEMESSAGE)
179                 w_deathtypestring = "%s did the impossible";
180         else if (req == WR_KILLMESSAGE)
181         {
182                 if(w_deathtype & HITTYPE_SECONDARY)
183                         w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
184                 else
185                         w_deathtypestring = "%s was gunned by %s";
186         }
187         return TRUE;
188 }
189 #endif
190 #endif