X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=7d175e55ba55249b94f1df02afaabd951082342b;hp=2088073f9970e62a1836b96725ab231f85898638;hb=387861a0bee1121b0869bfaf8cff5b703ffc1ad2;hpb=b8e3716086cc9249b2f93f86f082e1acbc922383 diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index 2088073f9..2fb621401 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -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)) { @@ -170,7 +231,7 @@ float w_shotgun(float req) else if (req == WR_CHECKAMMO1) { ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo; - ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo; + ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo; return ammo_amount; } else if (req == WR_CHECKAMMO2) @@ -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