X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fshotgun.qc;h=fe465e52848bf34d739c8a650bdda87436c8c8a1;hp=9ffef64287ca8cfe7841bebc53c46a0232de05aa;hb=bc3f297ed082b23fb33dd0d8f5dcd33bb0198507;hpb=700861789922294ffa4b654a6683be45993240d1 diff --git a/qcsrc/common/weapons/weapon/shotgun.qc b/qcsrc/common/weapons/weapon/shotgun.qc index 9ffef64287..fe465e5284 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@ -2,15 +2,16 @@ #ifdef SVQC -void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary) +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, WEP_CVAR_PRI(shotgun, ammo), weaponentity); + W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity); - W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets)); - for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1) - fireBullet(actor, weaponentity, 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.m_id, 0); + 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, EFFECT_RIFLE_WEAK); - Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo)); + + Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount); // casing code if(autocvar_g_casings >= 1) @@ -68,7 +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); @@ -77,7 +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))) { @@ -91,7 +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)); @@ -136,7 +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 @@ -151,7 +153,13 @@ void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity } sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound - W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true); // actually is secondary, but we trick the last shot into playing full reload sound + W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true, + WEP_CVAR_PRI(shotgun, ammo), + WEP_CVAR_PRI(shotgun, damage), + WEP_CVAR_PRI(shotgun, bullets), + WEP_CVAR_PRI(shotgun, spread), + WEP_CVAR_PRI(shotgun, solidpenetration), + WEP_CVAR_PRI(shotgun, force)); // actually is secondary, but we trick the last shot into playing full reload sound weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready); } void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire) @@ -164,7 +172,13 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity return; } - W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false); + W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false, + WEP_CVAR_PRI(shotgun, ammo), + WEP_CVAR_PRI(shotgun, damage), + WEP_CVAR_PRI(shotgun, bullets), + WEP_CVAR_PRI(shotgun, spread), + WEP_CVAR_PRI(shotgun, solidpenetration), + WEP_CVAR_PRI(shotgun, force)); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2); } @@ -177,6 +191,7 @@ METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity) else PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 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.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload @@ -194,7 +209,13 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime))) { - W_Shotgun_Attack(thiswep, actor, weaponentity, true); + W_Shotgun_Attack(thiswep, actor, weaponentity, true, + WEP_CVAR_PRI(shotgun, ammo), + WEP_CVAR_PRI(shotgun, damage), + WEP_CVAR_PRI(shotgun, bullets), + WEP_CVAR_PRI(shotgun, spread), + WEP_CVAR_PRI(shotgun, solidpenetration), + WEP_CVAR_PRI(shotgun, force)); actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready); } @@ -206,7 +227,13 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime))) { - W_Shotgun_Attack(thiswep, actor, weaponentity, false); + W_Shotgun_Attack(thiswep, actor, weaponentity, false, + WEP_CVAR_PRI(shotgun, ammo), + WEP_CVAR_PRI(shotgun, damage), + WEP_CVAR_PRI(shotgun, bullets), + WEP_CVAR_PRI(shotgun, spread), + WEP_CVAR_PRI(shotgun, solidpenetration), + WEP_CVAR_PRI(shotgun, force)); actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1); }