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First phase, second part.
[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_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
3 #else
4 #ifdef SVQC
5
6 void W_Shotgun_Attack (void)
7 {
8         float   sc;
9         float   ammoamount;
10         float   bullets;
11         float   d;
12         float   f;
13         float   spread;
14         float   bulletspeed;
15         float   bulletconstant;
16         local entity flash;
17
18         ammoamount = autocvar_g_balance_shotgun_primary_ammo;
19         bullets = autocvar_g_balance_shotgun_primary_bullets;
20         d = autocvar_g_balance_shotgun_primary_damage;
21         f = autocvar_g_balance_shotgun_primary_force;
22         spread = autocvar_g_balance_shotgun_primary_spread;
23         bulletspeed = autocvar_g_balance_shotgun_primary_speed;
24         bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
25
26         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
27         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
28         {
29                 if(autocvar_g_balance_shotgun_reload_ammo)
30                 {
31                         self.clip_load -= ammoamount;
32                         self.weapon_load[WEP_SHOTGUN] = self.clip_load;
33                 }
34                 else
35                         self.ammo_shells -= ammoamount;
36         }
37
38         W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
39         for (sc = 0;sc < bullets;sc = sc + 1)
40                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, 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 void shotgun_meleethink (void)
60 {
61         // store time when we started swinging down inside self.cnt
62         if(!self.cnt)
63                 self.cnt = time;
64
65         makevectors(self.owner.v_angle);
66         vector angle;
67         angle = v_forward;
68
69         float meleetime;
70         meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
71
72         // perform trace
73         float f;
74         f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
75         vector targpos;
76         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;
77
78         WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
79
80         // apply the damage, also remove self
81         if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
82         {
83                 vector force;
84                 force = angle * autocvar_g_balance_shotgun_secondary_force;
85                 if(accuracy_isgooddamage(self.owner, trace_ent))
86                         accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
87                 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);
88                 remove(self);
89         }
90         else if(time >= self.cnt + meleetime) // missed, remove ent
91                 remove(self);
92         else // continue swinging the weapon in hope of hitting someone :)
93                 self.nextthink = time;
94 }
95
96 void W_Shotgun_Attack2 (void)
97 {
98         sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
99         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
100
101         entity meleetemp;
102         meleetemp = spawn();
103         meleetemp.owner = self;
104         meleetemp.think = shotgun_meleethink;
105         meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
106         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
107 }
108
109 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
110
111 .float shotgun_primarytime;
112
113 float w_shotgun(float req)
114 {
115         float ammo_amount;
116         if (req == WR_AIM)
117                 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
118                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
119                 else
120                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
121         else if (req == WR_THINK)
122         {
123                 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
124                 {
125                         // don't force reload an empty shotgun if its melee attack is active
126                         if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
127                                 weapon_action(self.weapon, WR_RELOAD);
128                 }
129                 else
130                 {
131                         if (self.BUTTON_ATCK)
132                         {
133                                 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
134                                 {
135                                         if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
136                                         {
137                                                 W_Shotgun_Attack();
138                                                 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
139                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
140                                         }
141                                 }
142                         }
143                 }
144                 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
145                 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
146                 {
147                         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
148                         weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
149                 }
150         }
151         else if (req == WR_PRECACHE)
152         {
153                 precache_model ("models/uziflash.md3");
154                 precache_model ("models/weapons/g_shotgun.md3");
155                 precache_model ("models/weapons/v_shotgun.md3");
156                 precache_model ("models/weapons/h_shotgun.iqm");
157                 precache_sound ("misc/itempickup.wav");
158                 precache_sound ("weapons/shotgun_fire.wav");
159                 precache_sound ("weapons/shotgun_melee.wav");
160                 precache_sound ("weapons/reload.wav");
161         }
162         else if (req == WR_SETUP)
163         {
164                 weapon_setup(WEP_SHOTGUN);
165         }
166         else if (req == WR_CHECKAMMO1)
167         {
168                 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
169                 ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo;
170                 return ammo_amount;
171         }
172         else if (req == WR_CHECKAMMO2)
173         {
174                 // melee attack is always available
175                 return TRUE;
176         }
177         else if (req == WR_RELOAD)
178         {
179                 W_Reload(ammo_shells, autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
180         }
181         return TRUE;
182 };
183 #endif
184 #ifdef CSQC
185 .float prevric;
186 float w_shotgun(float req)
187 {
188         if(req == WR_IMPACTEFFECT)
189         {
190                 vector org2;
191                 org2 = w_org + w_backoff * 2;
192                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
193                 if(!w_issilent && time - self.prevric > 0.25)
194                 {
195                         if(w_random < 0.0165)
196                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
197                         else if(w_random < 0.033)
198                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
199                         else if(w_random < 0.05)
200                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
201                         self.prevric = time;
202                 }
203         }
204         else if(req == WR_PRECACHE)
205         {
206                 precache_sound("weapons/ric1.wav");
207                 precache_sound("weapons/ric2.wav");
208                 precache_sound("weapons/ric3.wav");
209         }
210         else if (req == WR_SUICIDEMESSAGE)
211                 w_deathtypestring = _("%s did the impossible");
212         else if (req == WR_KILLMESSAGE)
213         {
214                 if(w_deathtype & HITTYPE_SECONDARY)
215                         w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
216                 else
217                         w_deathtypestring = _("%s was gunned by %s");
218         }
219         return TRUE;
220 }
221 #endif
222 #endif