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Fix a bug with shotgun secondary where it would give up the swing before it actually...
[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         W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
27
28         W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
29         for (sc = 0;sc < bullets;sc = sc + 1)
30                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
31         endFireBallisticBullet();
32
33         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
34
35         // casing code
36         if (autocvar_g_casings >= 1)
37                 for (sc = 0;sc < ammoamount;sc = sc + 1)
38                         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);
39
40         // muzzle flash for 1st person view
41         flash = spawn();
42         setmodel(flash, "models/uziflash.md3"); // precision set below
43         flash.think = SUB_Remove;
44         flash.nextthink = time + 0.06;
45         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
46         W_AttachToShotorg(flash, '5 0 0');
47 }
48
49 .float swing_prev;
50 .entity swing_alreadyhit;
51 void shotgun_meleethink (void)
52 {
53         // declarations
54         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
55         vector targpos;
56
57         if(!self.cnt) { self.cnt = time; } // set start time of melee
58
59         makevectors(self.realowner.v_angle); // update values for v_* vectors
60         
61         // calculate swing percentage based on time
62         meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
63         swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
64         f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
65         
66         // check to see if we can still continue, otherwise give up now
67         if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
68         {
69                 remove(self);
70                 return;
71         }
72         
73         // if okay, perform the traces needed for this frame 
74         for(i=self.swing_prev; i < f; ++i)
75         {
76                 swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
77                 
78                 targpos = (self.realowner.origin + self.realowner.view_ofs 
79                         + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
80                         + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
81                         + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
82
83                 WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
84
85                 // draw lightning beams for debugging
86                 te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); 
87                 te_customflash(targpos, 40,  2, '1 1 1');
88                 
89                 is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
90
91                 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
92                         && (trace_ent.takedamage == DAMAGE_AIM)  
93                         && (trace_ent != self.swing_alreadyhit)
94                         && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
95                 {       
96                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
97                                 swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
98                         else
99                                 swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
100                         
101                         Damage(trace_ent, self.realowner, self.realowner, 
102                                 swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY, 
103                                 self.realowner.origin + self.realowner.view_ofs, 
104                                 v_forward * autocvar_g_balance_shotgun_secondary_force);
105                                 
106                         if(accuracy_isgooddamage(self.realowner, trace_ent))
107                                 accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage);
108                                 
109                         // draw large red flash for debugging
110                         te_customflash(targpos, 200, 2, '15 0 0');
111                         
112                         if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
113                         {
114                                 self.swing_alreadyhit = trace_ent;
115                                 continue; // move along to next trace
116                         }
117                         else
118                         {
119                                 remove(self);
120                                 return;
121                         }
122                 }
123         }
124         
125         if(time >= self.cnt + meleetime)
126         {
127                 // melee is finished
128                 remove(self);
129                 return;
130         }
131         else
132         {
133                 // set up next frame 
134                 self.swing_prev = i;
135                 self.nextthink = time;
136         }
137 }
138
139 void W_Shotgun_Attack2 (void)
140 {
141         sound (self, CH_SHOTS, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
142         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
143
144         entity meleetemp;
145         meleetemp = spawn();
146         meleetemp.owner = meleetemp.realowner = self;
147         meleetemp.think = shotgun_meleethink;
148         meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
149         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
150 }
151
152 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
153
154 .float shotgun_primarytime;
155
156 float w_shotgun(float req)
157 {
158         float ammo_amount;
159         if (req == WR_AIM)
160                 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
161                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
162                 else
163                 {
164                         if(autocvar_g_antilag_bullets)
165                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
166                         else
167                                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
168                 }
169
170         else if (req == WR_THINK)
171         {
172                 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
173                 {
174                         // don't force reload an empty shotgun if its melee attack is active
175                         if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
176                                 weapon_action(self.weapon, WR_RELOAD);
177                 }
178                 else
179                 {
180                         if (self.BUTTON_ATCK)
181                         {
182                                 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
183                                 {
184                                         if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
185                                         {
186                                                 W_Shotgun_Attack();
187                                                 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
188                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
189                                         }
190                                 }
191                         }
192                 }
193                 if (self.clip_load >= 0) // we are not currently reloading
194                 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
195                 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
196                 {
197                         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
198                         weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
199                 }
200         }
201         else if (req == WR_PRECACHE)
202         {
203                 precache_model ("models/uziflash.md3");
204                 precache_model ("models/weapons/g_shotgun.md3");
205                 precache_model ("models/weapons/v_shotgun.md3");
206                 precache_model ("models/weapons/h_shotgun.iqm");
207                 precache_sound ("misc/itempickup.wav");
208                 precache_sound ("weapons/shotgun_fire.wav");
209                 precache_sound ("weapons/shotgun_melee.wav");
210                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
211         }
212         else if (req == WR_SETUP)
213         {
214                 weapon_setup(WEP_SHOTGUN);
215                 self.current_ammo = ammo_shells;
216         }
217         else if (req == WR_CHECKAMMO1)
218         {
219                 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
220                 ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo;
221                 return ammo_amount;
222         }
223         else if (req == WR_CHECKAMMO2)
224         {
225                 // melee attack is always available
226                 return TRUE;
227         }
228         else if (req == WR_RELOAD)
229         {
230                 W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
231         }
232         return TRUE;
233 };
234 #endif
235 #ifdef CSQC
236 .float prevric;
237 float w_shotgun(float req)
238 {
239         if(req == WR_IMPACTEFFECT)
240         {
241                 vector org2;
242                 org2 = w_org + w_backoff * 2;
243                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
244                 if(!w_issilent && time - self.prevric > 0.25)
245                 {
246                         if(w_random < 0.0165)
247                                 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
248                         else if(w_random < 0.033)
249                                 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
250                         else if(w_random < 0.05)
251                                 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
252                         self.prevric = time;
253                 }
254         }
255         else if(req == WR_PRECACHE)
256         {
257                 precache_sound("weapons/ric1.wav");
258                 precache_sound("weapons/ric2.wav");
259                 precache_sound("weapons/ric3.wav");
260         }
261         else if (req == WR_SUICIDEMESSAGE)
262                 w_deathtypestring = _("%s is now thinking with portals");
263         else if (req == WR_KILLMESSAGE)
264         {
265                 if(w_deathtype & HITTYPE_SECONDARY)
266                         w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
267                 else
268                         w_deathtypestring = _("%s was gunned by %s");
269         }
270         return TRUE;
271 }
272 #endif
273 #endif