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Small forgotten fix
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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
3 #else
4 #ifdef SVQC
5
6 .float shotgun_load;
7
8 void W_Shotgun_SetAmmoCounter()
9 {
10         // set ammo counter to the weapon we have switched to
11         if(!autocvar_g_balance_shotgun_reload_ammo)
12                 self.ammo_counter = 0; // also keeps the crosshair ammo from displaying
13         else
14                 self.ammo_counter = self.shotgun_load;
15 }
16
17 void W_Shotgun_ReloadedAndReady()
18 {
19         float t;
20
21         // now do the ammo maths
22         self.ammo_counter = 0; // when we get here it's -1
23         while(self.ammo_counter < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more than the amount of ammo we have
24         {
25                 self.ammo_counter += 1;
26                 self.ammo_shells -= 1;
27         }
28         self.shotgun_load = self.ammo_counter;
29
30         t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reloadtime - 1;
31         ATTACK_FINISHED(self) = t;
32         w_ready();
33 }
34
35 void W_Shotgun_Reload()
36 {
37         // reloading is disabled for this weapon
38         if(!autocvar_g_balance_shotgun_reload_ammo)
39                 return;
40
41         float t;
42
43         if(!W_ReloadCheck(self.ammo_shells))
44                 return;
45
46         sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
47
48         t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reloadtime + 1;
49         ATTACK_FINISHED(self) = t;
50
51         weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reloadtime, W_Shotgun_ReloadedAndReady);
52
53         self.ammo_counter = -1;
54 }
55
56 void W_Shotgun_Attack (void)
57 {
58         float   sc;
59         float   ammoamount;
60         float   bullets;
61         float   d;
62         float   f;
63         float   spread;
64         float   bulletspeed;
65         float   bulletconstant;
66         local entity flash;
67
68         if(self.ammo_counter <= 0)
69                 W_Shotgun_Reload();
70         if(self.ammo_counter < 0)
71                 return; // reloading, so we are done
72
73         ammoamount = autocvar_g_balance_shotgun_primary_ammo;
74         bullets = autocvar_g_balance_shotgun_primary_bullets;
75         d = autocvar_g_balance_shotgun_primary_damage;
76         f = autocvar_g_balance_shotgun_primary_force;
77         spread = autocvar_g_balance_shotgun_primary_spread;
78         bulletspeed = autocvar_g_balance_shotgun_primary_speed;
79         bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
80
81         W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
82         for (sc = 0;sc < bullets;sc = sc + 1)
83                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
84         endFireBallisticBullet();
85         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
86         {
87                 if(!autocvar_g_balance_shotgun_reload_ammo)
88                         self.ammo_shells = self.ammo_shells - ammoamount;
89                 else
90                         self.shotgun_load -= ammoamount;
91         }
92
93         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
94
95         // casing code
96         if (autocvar_g_casings >= 1)
97                 for (sc = 0;sc < ammoamount;sc = sc + 1)
98                         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, self);
99
100         // muzzle flash for 1st person view
101         flash = spawn();
102         setmodel(flash, "models/uziflash.md3"); // precision set below
103         flash.think = SUB_Remove;
104         flash.nextthink = time + 0.06;
105         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
106         W_AttachToShotorg(flash, '5 0 0');
107
108         self.ammo_counter = self.ammo_counter - 1;
109 }
110
111 void shotgun_meleethink (void)
112 {
113         // store time when we started swinging down inside self.cnt
114         if(!self.cnt)
115                 self.cnt = time;
116
117         makevectors(self.owner.v_angle);
118         vector angle;
119         angle = v_forward;
120
121         float meleetime;
122         meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
123
124         // perform trace
125         float f;
126         f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
127         vector targpos;
128         targpos = self.owner.origin + self.owner.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;
129
130         WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
131
132         // apply the damage, also remove self
133         if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
134         {
135                 vector force;
136                 force = angle * autocvar_g_balance_shotgun_secondary_force;
137                 if(accuracy_isgooddamage(self.owner, trace_ent))
138                         accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
139                 Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
140                 remove(self);
141         }
142         else if(time >= self.cnt + meleetime) // missed, remove ent
143                 remove(self);
144         else // continue swinging the weapon in hope of hitting someone :)
145                 self.nextthink = time;
146 }
147
148 void W_Shotgun_Attack2 (void)
149 {
150         sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
151         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
152
153         entity meleetemp;
154         meleetemp = spawn();
155         meleetemp.owner = self;
156         meleetemp.think = shotgun_meleethink;
157         meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
158         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
159 }
160
161 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
162
163 .float shotgun_primarytime;
164
165 float w_shotgun(float req)
166 {
167         if (req == WR_AIM)
168                 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
169                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
170                 else
171                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
172         else if (req == WR_THINK)
173         {
174                 if(self.ammo_counter < 0) // forced reload (e.g. because interrupted)
175             self.wish_reload = 1;
176                 else
177                 {
178                         if (self.BUTTON_ATCK)
179                         {
180                                 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
181                                 {
182                                         if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
183                                         {
184                                                 W_Shotgun_Attack();
185                                                 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
186                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
187                                         }
188                                 }
189                         }
190                         if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
191                         if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
192                         {
193                                 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
194                                 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
195                         }
196                 }
197         if(self.wish_reload)
198         {
199             if(self.switchweapon == self.weapon)
200             {
201                 if(self.weaponentity.state == WS_READY)
202                 {
203                     self.wish_reload = 0;
204                     W_Shotgun_Reload();
205                 }
206             }
207         }
208         }
209         else if (req == WR_PRECACHE)
210         {
211                 precache_model ("models/uziflash.md3");
212                 precache_model ("models/weapons/g_shotgun.md3");
213                 precache_model ("models/weapons/v_shotgun.md3");
214                 precache_model ("models/weapons/h_shotgun.iqm");
215                 precache_sound ("misc/itempickup.wav");
216                 precache_sound ("weapons/shotgun_fire.wav");
217                 precache_sound ("weapons/shotgun_melee.wav");
218         }
219         else if (req == WR_SETUP)
220         {
221                 weapon_setup(WEP_SHOTGUN);
222                 W_Shotgun_SetAmmoCounter();
223         }
224         else if (req == WR_CHECKAMMO1)
225                 return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
226         else if (req == WR_CHECKAMMO2)
227         {
228                 return TRUE;
229         }
230         return TRUE;
231 };
232 #endif
233 #ifdef CSQC
234 .float prevric;
235 float w_shotgun(float req)
236 {
237         if(req == WR_IMPACTEFFECT)
238         {
239                 vector org2;
240                 org2 = w_org + w_backoff * 2;
241                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
242                 if(!w_issilent && time - self.prevric > 0.25)
243                 {
244                         if(w_random < 0.0165)
245                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
246                         else if(w_random < 0.033)
247                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
248                         else if(w_random < 0.05)
249                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
250                         self.prevric = time;
251                 }
252         }
253         else if(req == WR_PRECACHE)
254         {
255                 precache_sound("weapons/ric1.wav");
256                 precache_sound("weapons/ric2.wav");
257                 precache_sound("weapons/ric3.wav");
258         }
259         else if (req == WR_SUICIDEMESSAGE)
260                 w_deathtypestring = "%s did the impossible";
261         else if (req == WR_KILLMESSAGE)
262         {
263                 if(w_deathtype & HITTYPE_SECONDARY)
264                         w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
265                 else
266                         w_deathtypestring = "%s was gunned by %s";
267         }
268         return TRUE;
269 }
270 #endif
271 #endif