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Merge branch 'master' into divVerent/fruitbalance
[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 void shotgun_meleethink (void)
93 {
94         // store time when we started swinging down inside self.cnt
95         if(!self.cnt)
96                 self.cnt = time;
97
98         makevectors(self.owner.v_angle);
99         vector angle;
100         angle = v_forward;
101
102         // perform trace
103         float f;
104         f = (self.cnt + cvar("g_balance_shotgun_secondary_melee_time") - time) / cvar("g_balance_shotgun_secondary_melee_time") * 2 - 1;
105         vector targpos;
106         targpos = self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_shotgun_secondary_melee_range") + v_right * f * cvar("g_balance_shotgun_secondary_melee_swing") + v_up * f * cvar("g_balance_shotgun_secondary_melee_swing");
107         WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
108
109         // apply the damage, also remove self
110         if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && trace_ent.classname == "player")
111         {
112                 vector force;
113                 force = angle * cvar("g_balance_shotgun_secondary_force");
114                 Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * ((f + 1) / 2), WEP_SHOTGUN, self.owner.origin + self.owner.view_ofs, force);
115                 remove(self);
116         }
117         else if(time >= self.cnt + cvar("g_balance_shotgun_secondary_melee_time")) // missed, remove ent
118                 remove(self);
119         else // continue swinging the weapon in hope of hitting someone :)
120                 self.nextthink = time;
121 }
122
123 void W_Shotgun_Attack3 (void)
124 {
125         sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
126         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
127
128         entity meleetemp;
129         meleetemp = spawn();
130         meleetemp.owner = self;
131         meleetemp.think = shotgun_meleethink;
132         meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
133 }
134
135 // weapon frames
136 void shotgun_fire2_03()
137 {
138         W_Shotgun_Attack2();
139         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
140 }
141 void shotgun_fire2_02()
142 {
143         W_Shotgun_Attack2();
144         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_03);
145 }
146
147 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
148
149 float w_shotgun(float req)
150 {
151         if (req == WR_AIM)
152                 if(vlen(self.origin-self.enemy.origin)>200)
153                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
154                 else
155                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
156         else if (req == WR_THINK)
157         {
158                 if (self.BUTTON_ATCK)
159                 if (weapon_prepareattack(0, cvar("g_balance_shotgun_primary_refire")))
160                 {
161                         W_Shotgun_Attack();
162                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
163                 }
164                 if (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary"))
165                 if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
166                 {
167                         if(cvar("g_balance_shotgun_secondary_melee"))
168                         {
169                                 // force playback of the anim by switching to another anim (that we never play) here...
170                                 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack3);
171                         }
172                         else
173                         {
174                                 W_Shotgun_Attack2();
175                                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_02);
176                         }
177                 }
178         }
179         else if (req == WR_PRECACHE)
180         {
181                 precache_model ("models/uziflash.md3");
182                 precache_model ("models/weapons/g_shotgun.md3");
183                 precache_model ("models/weapons/v_shotgun.md3");
184                 precache_model ("models/weapons/h_shotgun.iqm");
185                 precache_sound ("misc/itempickup.wav");
186                 precache_sound ("weapons/shotgun_fire.wav");
187                 precache_sound ("weapons/shotgun_melee.wav");
188         }
189         else if (req == WR_SETUP)
190                 weapon_setup(WEP_SHOTGUN);
191         else if (req == WR_CHECKAMMO1)
192                 return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
193         else if (req == WR_CHECKAMMO2)
194         {
195                 if(cvar("g_balance_shotgun_secondary_melee"))
196                         return TRUE;
197                 return self.ammo_shells >= cvar("g_balance_shotgun_secondary_ammo") * 3;
198         }
199         return TRUE;
200 };
201 #endif
202 #ifdef CSQC
203 float w_shotgun(float req)
204 {
205         if(req == WR_IMPACTEFFECT)
206         {
207                 vector org2;
208                 org2 = w_org + w_backoff * 2;
209                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
210                 if(!w_issilent)
211                 {
212                         if(w_random < 0.05)
213                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
214                         else if(w_random < 0.1)
215                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
216                         else if(w_random < 0.2)
217                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
218                 }
219         }
220         else if(req == WR_PRECACHE)
221         {
222                 precache_sound("weapons/ric1.wav");
223                 precache_sound("weapons/ric2.wav");
224                 precache_sound("weapons/ric3.wav");
225         }
226         else if (req == WR_SUICIDEMESSAGE)
227                 w_deathtypestring = "did the impossible";
228         else if (req == WR_KILLMESSAGE)
229         {
230                 w_deathtypestring = "was gunned by"; // unchecked: SECONDARY
231         }
232         return TRUE;
233 }
234 #endif
235 #endif