5 // enable to debug melee range
6 //#define SHOTGUN_MELEEDEBUG
8 METHOD(Shotgun, m_spawnfunc_hookreplace, Weapon(Shotgun this, entity e))
10 if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
12 return WEP_MACHINEGUN;
17 void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force, entity bullet_trail_effect)
19 W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
21 W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id);
23 // TRICK: do the antilag outside the regular fireBullet function, so it isn't performed unnecessarily on every single bullet!
24 float lag = antilag_getlag(actor);
25 if(lag && bullets > 0)
26 antilag_takeback_all(actor, lag);
28 for(int sc = 0;sc < bullets;sc = sc + 1)
29 fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, 0, force, thiswep.m_id, bullet_trail_effect, false);
31 if(lag && bullets > 0)
32 antilag_restore_all(actor);
34 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
37 if(autocvar_g_casings >= 1)
39 makevectors(actor.v_angle); // for some reason, this is lost
40 //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
41 SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, actor, weaponentity);
46 .entity swing_alreadyhit;
47 void W_Shotgun_Melee_Think(entity this)
50 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
54 if(!this.cnt) // set start time of melee
57 W_PlayStrengthSound(this.realowner);
60 makevectors(this.realowner.v_angle); // update values for v_* vectors
62 // calculate swing percentage based on time
63 meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
64 swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
65 f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
67 // check to see if we can still continue, otherwise give up now
68 if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
74 // if okay, perform the traces needed for this frame
75 for(i=this.swing_prev; i < f; ++i)
77 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
79 targpos = (this.realowner.origin + this.realowner.view_ofs
80 + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
81 + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
82 + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
84 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));
86 // draw lightning beams for debugging
87 #ifdef SHOTGUN_MELEEDEBUG
88 te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
89 te_customflash(targpos, 40, 2, '1 1 1');
92 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
94 if((trace_fraction < 1) // if trace is good, apply the damage and remove this
95 && (trace_ent.takedamage != DAMAGE_NO)
96 && (trace_ent != this.swing_alreadyhit)
97 && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
99 target_victim = trace_ent; // so it persists through other calls
101 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
102 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
104 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
106 //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
108 Damage(target_victim, this.realowner, this.realowner,
109 swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
110 this.realowner.origin + this.realowner.view_ofs,
111 v_forward * WEP_CVAR_SEC(shotgun, force));
113 if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
115 // draw large red flash for debugging
116 #ifdef SHOTGUN_MELEEDEBUG
117 te_customflash(targpos, 200, 2, '15 0 0');
120 if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
122 this.swing_alreadyhit = target_victim;
123 continue; // move along to next trace
133 if(time >= this.cnt + meleetime)
143 this.nextthink = time;
147 void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
149 sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
150 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
152 entity meleetemp = new_pure(meleetemp);
153 meleetemp.realowner = actor;
154 setthink(meleetemp, W_Shotgun_Melee_Think);
155 meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
156 meleetemp.weaponentity_fld = weaponentity;
157 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);
160 // alternate secondary weapon frames
161 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
163 if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
164 if (!(actor.items & IT_UNLIMITED_AMMO))
166 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
167 w_ready(thiswep, actor, weaponentity, fire);
171 sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
172 W_Shotgun_Attack(thiswep, actor, weaponentity, true,
173 WEP_CVAR_PRI(shotgun, ammo),
174 WEP_CVAR_PRI(shotgun, damage),
175 WEP_CVAR_PRI(shotgun, bullets),
176 WEP_CVAR_PRI(shotgun, spread),
177 WEP_CVAR_PRI(shotgun, solidpenetration),
178 WEP_CVAR_PRI(shotgun, force),
179 EFFECT_BULLET_WEAK); // actually is secondary, but we trick the last shot into playing full reload sound
180 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
182 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
184 if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
185 if (!(actor.items & IT_UNLIMITED_AMMO))
187 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
188 w_ready(thiswep, actor, weaponentity, fire);
192 W_Shotgun_Attack(thiswep, actor, weaponentity, false,
193 WEP_CVAR_PRI(shotgun, ammo),
194 WEP_CVAR_PRI(shotgun, damage),
195 WEP_CVAR_PRI(shotgun, bullets),
196 WEP_CVAR_PRI(shotgun, spread),
197 WEP_CVAR_PRI(shotgun, solidpenetration),
198 WEP_CVAR_PRI(shotgun, force),
200 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
203 .float shotgun_primarytime;
205 METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
207 if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
208 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
210 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
213 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
215 if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
217 // don't force reload an empty shotgun if its melee attack is active
218 if(WEP_CVAR(shotgun, secondary) < 2) {
219 thiswep.wr_reload(thiswep, actor, weaponentity);
226 if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
228 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
230 W_Shotgun_Attack(thiswep, actor, weaponentity, true,
231 WEP_CVAR_PRI(shotgun, ammo),
232 WEP_CVAR_PRI(shotgun, damage),
233 WEP_CVAR_PRI(shotgun, bullets),
234 WEP_CVAR_PRI(shotgun, spread),
235 WEP_CVAR_PRI(shotgun, solidpenetration),
236 WEP_CVAR_PRI(shotgun, force),
238 actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
239 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
243 else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
245 if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
247 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
249 W_Shotgun_Attack(thiswep, actor, weaponentity, false,
250 WEP_CVAR_PRI(shotgun, ammo),
251 WEP_CVAR_PRI(shotgun, damage),
252 WEP_CVAR_PRI(shotgun, bullets),
253 WEP_CVAR_PRI(shotgun, spread),
254 WEP_CVAR_PRI(shotgun, solidpenetration),
255 WEP_CVAR_PRI(shotgun, force),
257 actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
258 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
263 if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
264 if(WEP_CVAR(shotgun, secondary) == 1)
265 if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_AMMO)) || (fire & 2))
266 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
268 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
269 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
272 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
274 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
275 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
278 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
280 if(IS_BOT_CLIENT(actor))
281 if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
282 return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
283 switch(WEP_CVAR(shotgun, secondary))
285 case 1: return true; // melee does not use ammo
286 case 2: // secondary triple shot
288 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
289 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
292 default: return false; // secondary unavailable
295 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
297 W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
299 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
301 return WEAPON_THINKING_WITH_PORTALS;
303 METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
305 if(w_deathtype & HITTYPE_SECONDARY)
306 return WEAPON_SHOTGUN_MURDER_SLAP;
308 return WEAPON_SHOTGUN_MURDER;
315 METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
317 vector org2 = w_org + w_backoff * 2;
318 pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
319 if(!w_issilent && time - actor.prevric > 0.25)
322 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
323 actor.prevric = time;