]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shotgun.qc
Merge branch 'master' into martin-t/bullet-trails
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
index 3d2bb7d097c8945dfc6c5918eeac9c6f62bf8eaf..fe465e52848bf34d739c8a650bdda87436c8c8a1 100644 (file)
@@ -1,71 +1,15 @@
 #include "shotgun.qh"
-#ifndef IMPLEMENTATION
-CLASS(Shotgun, Weapon)
-/* ammotype  */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells);
-/* impulse   */ ATTRIB(Shotgun, impulse, int, 2);
-/* flags     */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC);
-/* rating    */ ATTRIB(Shotgun, bot_pickupbasevalue, float, 6000);
-/* color     */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
-/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
-#ifdef GAMEQC
-/* model     */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
-#endif
-/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
-/* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
-/* wepimg    */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
-/* refname   */ ATTRIB(Shotgun, netname, string, "shotgun");
-/* wepname   */ ATTRIB(Shotgun, m_name, string, _("Shotgun"));
-
-#define X(BEGIN, P, END, class, prefix) \
-       BEGIN(class) \
-               P(class, prefix, alt_animtime, float, SEC) \
-               P(class, prefix, alt_refire, float, SEC) \
-               P(class, prefix, ammo, float, PRI) \
-               P(class, prefix, animtime, float, BOTH) \
-               P(class, prefix, bullets, float, PRI) \
-               P(class, prefix, damage, float, BOTH) \
-               P(class, prefix, force, float, BOTH) \
-               P(class, prefix, melee_delay, float, SEC) \
-               P(class, prefix, melee_multihit, float, SEC) \
-               P(class, prefix, melee_nonplayerdamage, float, SEC) \
-               P(class, prefix, melee_no_doubleslap, float, SEC) \
-               P(class, prefix, melee_range, float, SEC) \
-               P(class, prefix, melee_swing_side, float, SEC) \
-               P(class, prefix, melee_swing_up, float, SEC) \
-               P(class, prefix, melee_time, float, SEC) \
-               P(class, prefix, melee_traces, float, SEC) \
-               P(class, prefix, refire, float, BOTH) \
-               P(class, prefix, reload_ammo, float, NONE) \
-        P(class, prefix, reload_time, float, NONE) \
-               P(class, prefix, secondary, float, NONE) \
-               P(class, prefix, solidpenetration, float, PRI) \
-               P(class, prefix, spread, float, PRI) \
-        P(class, prefix, switchdelay_drop, float, NONE) \
-        P(class, prefix, switchdelay_raise, float, NONE) \
-        P(class, prefix, weaponreplace, string,NONE) \
-        P(class, prefix, weaponstartoverride, float, NONE) \
-        P(class, prefix, weaponstart, float, NONE) \
-        P(class, prefix, weaponthrowable, float, NONE) \
-       END()
-    W_PROPS(X, Shotgun, shotgun)
-#undef X
-
-ENDCLASS(Shotgun)
-REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun));
-
 
-#endif
-#ifdef IMPLEMENTATION
 #ifdef SVQC
-spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); }
 
 void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force)
 {
        W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
 
-       W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets);
+       W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, WEP_SHOTGUN.m_id);
        for(int sc = 0;sc < bullets;sc = sc + 1)
-               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, 0);
+               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, EFFECT_RIFLE_WEAK);
+
 
        Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
 
@@ -125,7 +69,7 @@ void W_Shotgun_Melee_Think(entity this)
                        + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
                        + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
 
-               WarpZone_traceline_antilag(this, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0));
+               WarpZone_traceline_antilag(this.realowner, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0));
 
                // draw lightning beams for debugging
                //te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
@@ -134,7 +78,7 @@ void W_Shotgun_Melee_Think(entity this)
                is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
 
                if((trace_fraction < 1) // if trace is good, apply the damage and remove this
-                       && (trace_ent.takedamage == DAMAGE_AIM)
+                       && (trace_ent.takedamage != DAMAGE_NO)
                        && (trace_ent != this.swing_alreadyhit)
                        && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
                {
@@ -148,7 +92,7 @@ void W_Shotgun_Melee_Think(entity this)
                        //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
 
                        Damage(target_victim, this.realowner, this.realowner,
-                               swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY,
+                               swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
                                this.realowner.origin + this.realowner.view_ofs,
                                v_forward * WEP_CVAR_SEC(shotgun, force));
 
@@ -193,7 +137,8 @@ void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int f
        meleetemp.realowner = actor;
        setthink(meleetemp, W_Shotgun_Melee_Think);
        meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
-       W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+       meleetemp.weaponentity_fld = weaponentity;
+       W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range), WEP_SHOTGUN.m_id | HITTYPE_SECONDARY);
 }
 
 // alternate secondary weapon frames
@@ -297,7 +242,7 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
     }
     if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
     if(WEP_CVAR(shotgun, secondary) == 1)
-    if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+    if(((fire & 1) && GetResourceAmount(actor, thiswep.ammo_type) <= 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...
@@ -306,7 +251,7 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
 }
 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
+    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
     ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
     return ammo_amount;
 }
@@ -320,7 +265,7 @@ METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapon
         case 1: return true; // melee does not use ammo
         case 2: // secondary triple shot
         {
-            float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
+            float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
             ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
             return ammo_amount;
         }
@@ -360,4 +305,3 @@ METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
 }
 
 #endif
-#endif