]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_shotgun.qc
Merge branch 'master' into terencehill/music_player
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
index 1f097132d84de84acc70fa16375ff6dab115ecaf..2fb6214017c0f1de374817fc596b44d9d3f66104 100644 (file)
@@ -1,5 +1,15 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
+REGISTER_WEAPON(
+/* WEP_##id  */ SHOTGUN,
+/* function  */ w_shotgun,
+/* ammotype  */ IT_SHELLS,
+/* impulse   */ 2,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* rating    */ BOT_PICKUP_RATING_LOW,
+/* model     */ "shotgun",
+/* shortname */ "shotgun",
+/* fullname  */ _("Shotgun")
+);
 #else
 #ifdef SVQC
 
@@ -13,7 +23,7 @@ void W_Shotgun_Attack (void)
        float   spread;
        float   bulletspeed;
        float   bulletconstant;
-       local entity flash;
+       entity flash;
 
        ammoamount = autocvar_g_balance_shotgun_primary_ammo;
        bullets = autocvar_g_balance_shotgun_primary_bullets;
@@ -25,9 +35,9 @@ void W_Shotgun_Attack (void)
 
        W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
 
-       W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
+       W_SetupShot (self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
        for (sc = 0;sc < bullets;sc = sc + 1)
-               fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
+               fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, bulletconstant);
        endFireBallisticBullet();
 
        pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
@@ -46,57 +56,112 @@ void W_Shotgun_Attack (void)
        W_AttachToShotorg(flash, '5 0 0');
 }
 
-entity lgbeam_owner_ent;
+.float swing_prev;
+.entity swing_alreadyhit;
 void shotgun_meleethink (void)
 {
-       // store time when we started swinging down inside self.cnt
-       if(!self.cnt)
+       // declarations
+       float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
+       entity target_victim;
+       vector targpos;
+
+       if(!self.cnt) // set start time of melee
+       {
                self.cnt = time;
+               W_PlayStrengthSound(self.realowner);
+       }
 
-       makevectors(self.realowner.v_angle);
-       vector angle;
-       angle = v_forward;
+       makevectors(self.realowner.v_angle); // update values for v_* vectors
 
-       float meleetime;
+       // calculate swing percentage based on time
        meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
+       swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
+       f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
 
-       // perform trace
-       float f;
-       f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
-       vector targpos;
-       targpos = self.realowner.origin + self.realowner.view_ofs + angle * autocvar_g_balance_shotgun_secondary_melee_range + v_right * f * autocvar_g_balance_shotgun_secondary_melee_swing + v_up * f * autocvar_g_balance_shotgun_secondary_melee_swing;
+       // check to see if we can still continue, otherwise give up now
+       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
+       {
+               remove(self);
+               return;
+       }
 
-       if(!lgbeam_owner_ent)
+       // if okay, perform the traces needed for this frame
+       for(i=self.swing_prev; i < f; ++i)
        {
-               lgbeam_owner_ent = spawn();
-               lgbeam_owner_ent.classname = "lgbeam_owner_ent";
+               swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
+
+               targpos = (self.realowner.origin + self.realowner.view_ofs
+                       + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
+                       + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
+                       + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
+
+               WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
+
+               // draw lightning beams for debugging
+               //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
+               //te_customflash(targpos, 40,  2, '1 1 1');
+
+               is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
+
+               if((trace_fraction < 1) // if trace is good, apply the damage and remove self
+                       && (trace_ent.takedamage == DAMAGE_AIM)
+                       && (trace_ent != self.swing_alreadyhit)
+                       && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
+               {
+                       target_victim = trace_ent; // so it persists through other calls
+
+                       if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
+                               swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
+                       else
+                               swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
+
+                       //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
+
+                       Damage(target_victim, self.realowner, self.realowner,
+                               swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
+                               self.realowner.origin + self.realowner.view_ofs,
+                               v_forward * autocvar_g_balance_shotgun_secondary_force);
+
+                       if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
+
+                       // draw large red flash for debugging
+                       //te_customflash(targpos, 200, 2, '15 0 0');
+
+                       if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+                       {
+                               self.swing_alreadyhit = target_victim;
+                               continue; // move along to next trace
+                       }
+                       else
+                       {
+                               remove(self);
+                               return;
+                       }
+               }
        }
-       WarpZone_traceline_antilag(lgbeam_owner_ent, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
 
-       // apply the damage, also remove self
-       if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
+       if(time >= self.cnt + meleetime)
        {
-               vector force;
-               force = angle * autocvar_g_balance_shotgun_secondary_force;
-               if(accuracy_isgooddamage(self.realowner, trace_ent))
-                       accuracy_add(self.realowner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
-               Damage (trace_ent, self.realowner, self.realowner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.realowner.origin + self.realowner.view_ofs, force);
+               // melee is finished
                remove(self);
+               return;
        }
-       else if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, remove ent
-               remove(self);
-       else // continue swinging the weapon in hope of hitting someone :)
+       else
+       {
+               // set up next frame
+               self.swing_prev = i;
                self.nextthink = time;
+       }
 }
 
 void W_Shotgun_Attack2 (void)
 {
-       sound (self, CH_SHOTS, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+       sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
        weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
 
        entity meleetemp;
        meleetemp = spawn();
-       meleetemp.owner = meleetemp.realowner = self;
+       meleetemp.realowner = self;
        meleetemp.think = shotgun_meleethink;
        meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
        W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
@@ -113,19 +178,14 @@ float w_shotgun(float req)
                if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
                        self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
                else
-               {
-                       if(autocvar_g_antilag_bullets)
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
-                       else
-                               self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
-               }
+                       self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
 
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
                {
                        // don't force reload an empty shotgun if its melee attack is active
-                       if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
+                       if (!(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo))
                                weapon_action(self.weapon, WR_RELOAD);
                }
                else
@@ -144,6 +204,7 @@ float w_shotgun(float req)
                        }
                }
                if (self.clip_load >= 0) // we are not currently reloading
+               if (!self.crouch) // no crouchmelee please
                if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
                if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
                {
@@ -182,8 +243,19 @@ float w_shotgun(float req)
        {
                W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
        }
+       else if (req == WR_SUICIDEMESSAGE)
+       {
+               return WEAPON_THINKING_WITH_PORTALS;
+       }
+       else if (req == WR_KILLMESSAGE)
+       {
+               if(w_deathtype & HITTYPE_SECONDARY)
+                       return WEAPON_SHOTGUN_MURDER_SLAP;
+               else
+                       return WEAPON_SHOTGUN_MURDER;
+       }
        return TRUE;
-};
+}
 #endif
 #ifdef CSQC
 .float prevric;
@@ -197,11 +269,11 @@ float w_shotgun(float req)
                if(!w_issilent && time - self.prevric > 0.25)
                {
                        if(w_random < 0.0165)
-                               sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
                        else if(w_random < 0.033)
-                               sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
                        else if(w_random < 0.05)
-                               sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
                        self.prevric = time;
                }
        }
@@ -211,15 +283,6 @@ float w_shotgun(float req)
                precache_sound("weapons/ric2.wav");
                precache_sound("weapons/ric3.wav");
        }
-       else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = _("%s is now thinking with portals");
-       else if (req == WR_KILLMESSAGE)
-       {
-               if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
-               else
-                       w_deathtypestring = _("%s was gunned by %s");
-       }
        return TRUE;
 }
 #endif