X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=2fb6214017c0f1de374817fc596b44d9d3f66104;hp=b26fca2b7a16944fadc7dc47a6788998d5c6da3e;hb=0141f75c97bb3f15455bfa8dd1e0225817bb8081;hpb=719b47d60479f233baa8719e66e73a60bff28176 diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index b26fca2b7a..2fb6214017 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -35,9 +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, 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); @@ -67,66 +67,66 @@ void shotgun_meleethink (void) if(!self.cnt) // set start time of melee { - self.cnt = time; + self.cnt = time; W_PlayStrengthSound(self.realowner); } makevectors(self.realowner.v_angle); // update values for v_* vectors - + // 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); - + // 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 okay, perform the traces needed for this frame + + // if okay, perform the traces needed for this frame for(i=self.swing_prev; i < f; ++i) { swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1); - - targpos = (self.realowner.origin + self.realowner.view_ofs + + 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_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.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, + + 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; @@ -139,7 +139,7 @@ void shotgun_meleethink (void) } } } - + if(time >= self.cnt + meleetime) { // melee is finished @@ -148,7 +148,7 @@ void shotgun_meleethink (void) } else { - // set up next frame + // set up next frame self.swing_prev = i; self.nextthink = time; } @@ -178,19 +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