]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shotgun.qc
Merge branch 'master' into TimePath/notifications
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
index 263626b3120d1529f668d66e003ffa4659d0df3d..898f9162cd1cdbd22a20ab840ea5313ded0539e0 100644 (file)
@@ -227,117 +227,117 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity
 
 .float shotgun_primarytime;
 
-               METHOD(Shotgun, wr_aim, void(entity thiswep))
-               {
-                       if(vdist(self.origin - self.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
-                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
-                       else
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
-               }
-               METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
-               {
-                       if(WEP_CVAR(shotgun, reload_ammo) && actor.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) < 2) {
-                                       thiswep.wr_reload(thiswep, actor, weaponentity);
-                               }
-                       }
-                       else
-                       {
-                               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, weaponentity, 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, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
-                                               }
-                                       }
-                               }
-                               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, weaponentity, 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, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
-                                               }
-                                       }
-                               }
-                       }
-                       if(actor.clip_load >= 0) // we are not currently reloading
-                       if(!actor.crouch) // no crouchmelee please
-                       if(WEP_CVAR(shotgun, secondary) == 1)
-                       if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
-                       if(weapon_prepareattack(thiswep, actor, weaponentity, 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, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
-                       }
-               }
-               METHOD(Shotgun, wr_setup, void(entity thiswep))
-               {
-                       self.ammo_field = ammo_none;
-               }
-               METHOD(Shotgun, wr_checkammo1, bool(entity thiswep))
-               {
-                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
-                       ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
-                       return ammo_amount;
-               }
-               METHOD(Shotgun, wr_checkammo2, bool(entity thiswep))
-               {
-                       if(IS_BOT_CLIENT(self))
-                       if(vdist(self.origin - self.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
-                               return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
-                       switch(WEP_CVAR(shotgun, secondary))
-                       {
-                               case 1: return true; // melee does not use ammo
-                               case 2: // secondary triple shot
-                               {
-                                       float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
-                                       ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
-                                       return ammo_amount;
-                               }
-                               default: return false; // secondary unavailable
-                       }
-               }
-               METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
-               {
-                       W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
-               }
-               METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
-               {
-                       return WEAPON_THINKING_WITH_PORTALS;
-               }
-               METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_SHOTGUN_MURDER_SLAP;
-                       else
-                               return WEAPON_SHOTGUN_MURDER;
-               }
+METHOD(Shotgun, wr_aim, void(entity thiswep))
+{
+    if(vdist(self.origin - self.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
+        PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(1000000, 0, 0.001, false);
+    else
+        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(1000000, 0, 0.001, false);
+}
+METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(WEP_CVAR(shotgun, reload_ammo) && actor.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) < 2) {
+            thiswep.wr_reload(thiswep, actor, weaponentity);
+        }
+    }
+    else
+    {
+        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, weaponentity, 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, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
+                }
+            }
+        }
+        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, weaponentity, 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, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
+                }
+            }
+        }
+    }
+    if(actor.clip_load >= 0) // we are not currently reloading
+    if(!actor.crouch) // no crouchmelee please
+    if(WEP_CVAR(shotgun, secondary) == 1)
+    if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+    if(weapon_prepareattack(thiswep, actor, weaponentity, 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, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+    }
+}
+METHOD(Shotgun, wr_setup, void(entity thiswep))
+{
+    self.ammo_field = ammo_none;
+}
+METHOD(Shotgun, wr_checkammo1, bool(entity thiswep))
+{
+    float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
+    ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+    return ammo_amount;
+}
+METHOD(Shotgun, wr_checkammo2, bool(entity thiswep))
+{
+    if(IS_BOT_CLIENT(self))
+    if(vdist(self.origin - self.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
+        return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
+    switch(WEP_CVAR(shotgun, secondary))
+    {
+        case 1: return true; // melee does not use ammo
+        case 2: // secondary triple shot
+        {
+            float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
+            ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+            return ammo_amount;
+        }
+        default: return false; // secondary unavailable
+    }
+}
+METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
+}
+METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_SHOTGUN_MURDER_SLAP;
+    else
+        return WEAPON_SHOTGUN_MURDER;
+}
 
 #endif
 #ifdef CSQC
 .float prevric;
 
-               METHOD(Shotgun, wr_impacteffect, void(entity thiswep))
-               {
-                       vector org2 = w_org + w_backoff * 2;
-                       pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
-                       if(!w_issilent && time - self.prevric > 0.25)
-                       {
-                               if(w_random < 0.05)
-                                       sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
-                               self.prevric = time;
-                       }
-               }
+METHOD(Shotgun, wr_impacteffect, void(entity thiswep))
+{
+    vector org2 = w_org + w_backoff * 2;
+    pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
+    if(!w_issilent && time - self.prevric > 0.25)
+    {
+        if(w_random < 0.05)
+            sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+        self.prevric = time;
+    }
+}
 
 #endif
 #endif