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Check the weapon load, not player ammo
[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
6 .float shotgun_load;
7
8 void W_Shotgun_SetAmmoCounter()
9 {
10         // set ammo counter to the weapon we have switched to
11         if(!autocvar_g_balance_shotgun_reload_ammo)
12                 self.ammo_counter = 0; // also keeps the crosshair ammo from displaying
13         else
14                 self.ammo_counter = self.shotgun_load;
15 }
16
17 void W_Shotgun_ReloadedAndReady()
18 {
19         float t;
20
21         // now do the ammo maths
22         self.ammo_counter = self.old_ammo_counter; // restore ammo counter, in case we still had ammo in the weapon while reloading
23         while(self.ammo_counter < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more than the amount of ammo we have
24         {
25                 self.ammo_counter += 1;
26                 self.ammo_shells -= 1;
27         }
28         self.shotgun_load = self.ammo_counter;
29
30         t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1;
31         ATTACK_FINISHED(self) = t;
32         w_ready();
33 }
34
35 void W_Shotgun_Reload()
36 {
37         // reloading is disabled for this weapon
38         if(!autocvar_g_balance_shotgun_reload_ammo)
39                 return;
40
41         float t;
42
43         if(!W_ReloadCheck(self.shotgun_load, autocvar_g_balance_shotgun_primary_ammo, 0))
44                 return;
45
46         sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
47
48         t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1;
49         ATTACK_FINISHED(self) = t;
50
51         weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady);
52
53         self.old_ammo_counter = self.ammo_counter;
54         self.ammo_counter = -1;
55 }
56
57 void W_Shotgun_Attack (void)
58 {
59         float   sc;
60         float   ammoamount;
61         float   bullets;
62         float   d;
63         float   f;
64         float   spread;
65         float   bulletspeed;
66         float   bulletconstant;
67         local entity flash;
68
69         if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0)
70                 return; // reloading, so we are done
71
72         ammoamount = autocvar_g_balance_shotgun_primary_ammo;
73         bullets = autocvar_g_balance_shotgun_primary_bullets;
74         d = autocvar_g_balance_shotgun_primary_damage;
75         f = autocvar_g_balance_shotgun_primary_force;
76         spread = autocvar_g_balance_shotgun_primary_spread;
77         bulletspeed = autocvar_g_balance_shotgun_primary_speed;
78         bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
79
80         W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
81         for (sc = 0;sc < bullets;sc = sc + 1)
82                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
83         endFireBallisticBullet();
84         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
85         {
86                 if(!autocvar_g_balance_shotgun_reload_ammo)
87                         self.ammo_shells = self.ammo_shells - ammoamount;
88                 else
89                         self.shotgun_load -= ammoamount;
90         }
91
92         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
93
94         // casing code
95         if (autocvar_g_casings >= 1)
96                 for (sc = 0;sc < ammoamount;sc = sc + 1)
97                         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);
98
99         // muzzle flash for 1st person view
100         flash = spawn();
101         setmodel(flash, "models/uziflash.md3"); // precision set below
102         flash.think = SUB_Remove;
103         flash.nextthink = time + 0.06;
104         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
105         W_AttachToShotorg(flash, '5 0 0');
106
107         self.ammo_counter = self.ammo_counter - 1;
108 }
109
110 void shotgun_meleethink (void)
111 {
112         // store time when we started swinging down inside self.cnt
113         if(!self.cnt)
114                 self.cnt = time;
115
116         makevectors(self.owner.v_angle);
117         vector angle;
118         angle = v_forward;
119
120         float meleetime;
121         meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
122
123         // perform trace
124         float f;
125         f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
126         vector targpos;
127         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;
128
129         WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
130
131         // apply the damage, also remove self
132         if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
133         {
134                 vector force;
135                 force = angle * autocvar_g_balance_shotgun_secondary_force;
136                 if(accuracy_isgooddamage(self.owner, trace_ent))
137                         accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
138                 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);
139                 remove(self);
140         }
141         else if(time >= self.cnt + meleetime) // missed, remove ent
142                 remove(self);
143         else // continue swinging the weapon in hope of hitting someone :)
144                 self.nextthink = time;
145 }
146
147 void W_Shotgun_Attack2 (void)
148 {
149         sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
150         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
151
152         entity meleetemp;
153         meleetemp = spawn();
154         meleetemp.owner = self;
155         meleetemp.think = shotgun_meleethink;
156         meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
157         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
158 }
159
160 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
161
162 .float shotgun_primarytime;
163
164 float w_shotgun(float req)
165 {
166         if (req == WR_AIM)
167                 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
168                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
169                 else
170                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
171         else if (req == WR_THINK)
172         {
173                 if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0) // forced reload
174                         W_Shotgun_Reload();
175                 else
176                 {
177                         if (self.BUTTON_ATCK)
178                         {
179                                 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
180                                 {
181                                         if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
182                                         {
183                                                 W_Shotgun_Attack();
184                                                 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
185                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
186                                         }
187                                 }
188                         }
189                         if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
190                         if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
191                         {
192                                 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
193                                 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
194                         }
195                 }
196         if(self.wish_reload)
197         {
198             if(self.switchweapon == self.weapon)
199             {
200                 if(self.weaponentity.state == WS_READY)
201                 {
202                     self.wish_reload = 0;
203                     W_Shotgun_Reload();
204                 }
205             }
206         }
207         }
208         else if (req == WR_PRECACHE)
209         {
210                 precache_model ("models/uziflash.md3");
211                 precache_model ("models/weapons/g_shotgun.md3");
212                 precache_model ("models/weapons/v_shotgun.md3");
213                 precache_model ("models/weapons/h_shotgun.iqm");
214                 precache_sound ("misc/itempickup.wav");
215                 precache_sound ("weapons/shotgun_fire.wav");
216                 precache_sound ("weapons/shotgun_melee.wav");
217         }
218         else if (req == WR_SETUP)
219         {
220                 weapon_setup(WEP_SHOTGUN);
221                 W_Shotgun_SetAmmoCounter();
222         }
223         else if (req == WR_CHECKAMMO1)
224         {
225                 if(autocvar_g_balance_shotgun_reload_ammo)
226                         return self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo;
227                 else
228                         return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
229         }
230         else if (req == WR_CHECKAMMO2)
231         {
232                 return TRUE;
233         }
234         return TRUE;
235 };
236 #endif
237 #ifdef CSQC
238 .float prevric;
239 float w_shotgun(float req)
240 {
241         if(req == WR_IMPACTEFFECT)
242         {
243                 vector org2;
244                 org2 = w_org + w_backoff * 2;
245                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
246                 if(!w_issilent && time - self.prevric > 0.25)
247                 {
248                         if(w_random < 0.0165)
249                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
250                         else if(w_random < 0.033)
251                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
252                         else if(w_random < 0.05)
253                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
254                         self.prevric = time;
255                 }
256         }
257         else if(req == WR_PRECACHE)
258         {
259                 precache_sound("weapons/ric1.wav");
260                 precache_sound("weapons/ric2.wav");
261                 precache_sound("weapons/ric3.wav");
262         }
263         else if (req == WR_SUICIDEMESSAGE)
264                 w_deathtypestring = "%s did the impossible";
265         else if (req == WR_KILLMESSAGE)
266         {
267                 if(w_deathtype & HITTYPE_SECONDARY)
268                         w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
269                 else
270                         w_deathtypestring = "%s was gunned by %s";
271         }
272         return TRUE;
273 }
274 #endif
275 #endif