]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shotgun.qc
Add an option to use alternate (Nexuiz) secondary shotgun triple attack
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shotgun.qc
index 88c604c0aba912cc5712dbd524f82d5e74be440a..3cf527d398eccdb9d99cc0f5eebfb9240d286b88 100644 (file)
@@ -4,7 +4,7 @@ REGISTER_WEAPON(
 /* function  */ W_Shotgun,
 /* ammotype  */ ammo_shells,
 /* impulse   */ 2,
-/* flags     */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
 /* rating    */ BOT_PICKUP_RATING_LOW,
 /* color     */ '0.5 0.25 0',
 /* modelname */ "shotgun",
@@ -35,6 +35,8 @@ REGISTER_WEAPON(
        w_cvar(id, sn, SEC,  melee_multihit) \
        w_cvar(id, sn, SEC,  melee_delay) \
        w_cvar(id, sn, SEC,  melee_range) \
+       w_cvar(id, sn, SEC,  alt_animtime) \
+       w_cvar(id, sn, SEC,  alt_refire) \
        w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
        w_prop(id, sn, float,  reloading_time, reload_time) \
        w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
@@ -51,14 +53,14 @@ SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #ifdef SVQC
 void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN); }
 
-void W_Shotgun_Attack(void)
+void W_Shotgun_Attack(float isprimary)
 {
        float   sc;
        entity flash;
 
        W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
 
-       W_SetupShot(self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
+       W_SetupShot(self, TRUE, 5, "weapons/shotgun_fire.wav", ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
        for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
                fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN, 0);
 
@@ -189,6 +191,35 @@ void W_Shotgun_Attack2(void)
        W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
 }
 
+// alternate secondary weapon frames
+void W_Shotgun_Attack3_Frame2()
+{
+       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+       {
+               W_SwitchWeapon_Force(self, w_getbestweapon(self));
+               w_ready();
+               return;
+       }
+
+       sound(self, CH_WEAPON_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM); // kill previous sound
+       W_Shotgun_Attack(TRUE); // actually is secondary, but we trick the last shot into playing full reload sound
+       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
+}
+void W_Shotgun_Attack3_Frame1()
+{
+       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+       {
+               W_SwitchWeapon_Force(self, w_getbestweapon(self));
+               w_ready();
+               return;
+       }
+
+       W_Shotgun_Attack(FALSE);
+       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
+}
+
 .float shotgun_primarytime;
 
 float W_Shotgun(float req)
@@ -210,7 +241,7 @@ float W_Shotgun(float req)
                        if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
                        {
                                // don't force reload an empty shotgun if its melee attack is active
-                               if(!WEP_CVAR(shotgun, secondary))
+                               if(WEP_CVAR(shotgun, secondary) < 2)
                                        WEP_ACTION(self.weapon, WR_RELOAD);
                        }
                        else
@@ -221,16 +252,28 @@ float W_Shotgun(float req)
                                        {
                                                if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
                                                {
-                                                       W_Shotgun_Attack();
+                                                       W_Shotgun_Attack(TRUE);
                                                        self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
                                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
                                                }
                                        }
                                }
+                               else if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary) == 2)
+                               {
+                                       if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+                                       {
+                                               if(weapon_prepareattack(0, WEP_CVAR_SEC(shotgun, alt_animtime)))
+                                               {
+                                                       W_Shotgun_Attack(FALSE);
+                                                       self.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
+                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
+                                               }
+                                       }
+                               }
                        }
                        if(self.clip_load >= 0) // we are not currently reloading
                        if(!self.crouch) // no crouchmelee please
-                       if(WEP_CVAR(shotgun, secondary))
+                       if(WEP_CVAR(shotgun, secondary) == 1)
                        if((self.BUTTON_ATCK && self.WEP_AMMO(SHOTGUN) <= 0 && !(self.items & IT_UNLIMITED_WEAPON_AMMO)) || self.BUTTON_ATCK2)
                        if(weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
                        {
@@ -265,9 +308,17 @@ float W_Shotgun(float req)
                }
                case WR_CHECKAMMO2:
                {
-                       if(WEP_CVAR(shotgun, secondary))
-                               return TRUE; // melee does not use ammo
-                       return FALSE; // secondary unavailable
+                       switch(WEP_CVAR(shotgun, secondary))
+                       {
+                               case 1: return TRUE; // melee does not use ammo
+                               case 2: // secondary triple shot
+                               {
+                                       ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+                                       ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= WEP_CVAR_PRI(shotgun, ammo);
+                                       return ammo_amount;
+                               }
+                               default: return FALSE; // secondary unavailable
+                       }
                }
                case WR_CONFIG:
                {