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