]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shotgun.qc
Merge branch 'master' into TimePath/items
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
index 87453494ab197480f60394a45d1577b59cb1efe1..5e4523cdf43036d9ef18db022e3d9962ce22eaf4 100644 (file)
@@ -181,10 +181,10 @@ void W_Shotgun_Melee_Think(void)
        }
 }
 
-void W_Shotgun_Attack2(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Shotgun_Attack2(Weapon thiswep, entity actor, int slot, int fire)
 {
        sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
-       weapon_thinkf(actor, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
+       weapon_thinkf(actor, slot, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
 
        entity meleetemp;
        meleetemp = spawn();
@@ -195,34 +195,34 @@ void W_Shotgun_Attack2(Weapon thiswep, entity actor, bool fire1, bool fire2)
 }
 
 // alternate secondary weapon frames
-void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, int slot, int fire)
 {
        Weapon w = get_weaponinfo(actor.weapon);
        if (!w.wr_checkammo2(w))
        if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
-               w_ready(thiswep, actor, fire1, fire2);
+               w_ready(thiswep, actor, slot, fire);
                return;
        }
 
        sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
        W_Shotgun_Attack(WEP_SHOTGUN, true); // actually is secondary, but we trick the last shot into playing full reload sound
-       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
+       weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
 }
-void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, bool fire1, bool fire2)
+void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, int slot, int fire)
 {
        Weapon w = get_weaponinfo(actor.weapon);
        if (!w.wr_checkammo2(w))
        if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
-               w_ready(thiswep, actor, fire1, fire2);
+               w_ready(thiswep, actor, slot, fire);
                return;
        }
 
        W_Shotgun_Attack(WEP_SHOTGUN, false);
-       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
+       weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
 }
 
 .float shotgun_primarytime;
@@ -234,7 +234,7 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, bool fire1, bool fir
                        else
                                self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
                }
-               METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, bool fire1, bool fire2))
+               METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, int slot, int fire))
                {
                        if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
                        {
@@ -246,27 +246,27 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, bool fire1, bool fir
                        }
                        else
                        {
-                               if(fire1)
+                               if(fire & 1)
                                {
                                        if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
                                        {
-                                               if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_PRI(shotgun, animtime)))
+                                               if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_PRI(shotgun, animtime)))
                                                {
                                                        W_Shotgun_Attack(thiswep, true);
                                                        actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
-                                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
+                                                       weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
                                                }
                                        }
                                }
-                               else if(fire2 && WEP_CVAR(shotgun, secondary) == 2)
+                               else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
                                {
                                        if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
                                        {
-                                               if(weapon_prepareattack(thiswep, actor, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
+                                               if(weapon_prepareattack(thiswep, actor, slot, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
                                                {
                                                        W_Shotgun_Attack(thiswep, false);
                                                        actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
-                                                       weapon_thinkf(actor, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
+                                                       weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
                                                }
                                        }
                                }
@@ -274,11 +274,11 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, bool fire1, bool fir
                        if(actor.clip_load >= 0) // we are not currently reloading
                        if(!actor.crouch) // no crouchmelee please
                        if(WEP_CVAR(shotgun, secondary) == 1)
-                       if((fire1 && actor.WEP_AMMO(SHOTGUN) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || fire2)
-                       if(weapon_prepareattack(thiswep, actor, true, WEP_CVAR_SEC(shotgun, refire)))
+                       if(((fire & 1) && actor.WEP_AMMO(SHOTGUN) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+                       if(weapon_prepareattack(thiswep, actor, slot, true, WEP_CVAR_SEC(shotgun, refire)))
                        {
                                // attempt forcing playback of the anim by switching to another anim (that we never play) here...
-                               weapon_thinkf(actor, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+                               weapon_thinkf(actor, slot, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
                        }
                }
                METHOD(Shotgun, wr_init, void(entity thiswep))