]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shotgun.qc
Merge branch 'TimePath/experiments/csqc_prediction' into Mario/qc_physics
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shotgun.qc
index 95dc3781f70396351baa03b2a8496a0fd9e89817..5415b4a6f0726d57b20ea393e1683efb704eedb0 100644 (file)
@@ -2,15 +2,17 @@
 REGISTER_WEAPON(
 /* WEP_##id  */ SHOTGUN,
 /* function  */ W_Shotgun,
-/* ammotype  */ ammo_none,
+/* ammotype  */ ammo_shells,
 /* impulse   */ 2,
-/* flags     */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_MUTATORBLOCKED,
+/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
 /* rating    */ BOT_PICKUP_RATING_LOW,
-/* color       */ '0.5 0.25 0',
-/* model     */ "shotgun",
+/* color     */ '0.5 0.25 0',
+/* modelname */ "shotgun",
+/* simplemdl */ "foobar",
 /* crosshair */ "gfx/crosshairshotgun 0.65",
-/* shortname */ "shotgun",
-/* fullname  */ _("Shotgun")
+/* wepimg    */ "weaponshotgun",
+/* refname   */ "shotgun",
+/* wepname   */ _("Shotgun")
 );
 
 #define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
@@ -33,37 +35,41 @@ REGISTER_WEAPON(
        w_cvar(id, sn, SEC,  melee_multihit) \
        w_cvar(id, sn, SEC,  melee_delay) \
        w_cvar(id, sn, SEC,  melee_range) \
+       w_cvar(id, sn, SEC,  alt_animtime) \
+       w_cvar(id, sn, SEC,  alt_refire) \
        w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
        w_prop(id, sn, float,  reloading_time, reload_time) \
        w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
        w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
        w_prop(id, sn, string, weaponreplace, weaponreplace) \
        w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
 
 #ifdef SVQC
 SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
+void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN); }
 
-void W_Shotgun_Attack (void)
+void W_Shotgun_Attack(float isprimary)
 {
        float   sc;
        entity flash;
 
        W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
 
-       W_SetupShot (self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
-       for (sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
+       W_SetupShot(self, true, 5, "weapons/shotgun_fire.wav", ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
+       for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
                fireBullet(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, 0);
 
        pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
 
        // casing code
-       if (autocvar_g_casings >= 1)
-               for (sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
-                       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);
+       if(autocvar_g_casings >= 1)
+               for(sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
+                       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);
 
        // muzzle flash for 1st person view
        flash = spawn();
@@ -76,7 +82,7 @@ void W_Shotgun_Attack (void)
 
 .float swing_prev;
 .entity swing_alreadyhit;
-void W_Shotgun_Melee_Think()
+void W_Shotgun_Melee_Think(void)
 {
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
@@ -113,13 +119,13 @@ void W_Shotgun_Melee_Think()
                        + (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(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
+               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");
+               is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
 
                if((trace_fraction < 1) // if trace is good, apply the damage and remove self
                        && (trace_ent.takedamage == DAMAGE_AIM)
@@ -172,9 +178,9 @@ void W_Shotgun_Melee_Think()
        }
 }
 
-void W_Shotgun_Attack2 (void)
+void W_Shotgun_Attack2(void)
 {
-       sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
+       sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
 
        entity meleetemp;
@@ -182,92 +188,150 @@ void W_Shotgun_Attack2 (void)
        meleetemp.realowner = self;
        meleetemp.think = W_Shotgun_Melee_Think;
        meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
-       W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+       W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
 }
 
-void spawnfunc_weapon_shotgun(); // defined in t_items.qc
+// alternate secondary weapon frames
+void W_Shotgun_Attack3_Frame2()
+{
+       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+       {
+               W_SwitchWeapon_Force(self, w_getbestweapon(self));
+               w_ready();
+               return;
+       }
+
+       sound(self, CH_WEAPON_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM); // kill previous sound
+       W_Shotgun_Attack(true); // actually is secondary, but we trick the last shot into playing full reload sound
+       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
+}
+void W_Shotgun_Attack3_Frame1()
+{
+       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+       {
+               W_SwitchWeapon_Force(self, w_getbestweapon(self));
+               w_ready();
+               return;
+       }
+
+       W_Shotgun_Attack(false);
+       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
+}
 
 .float shotgun_primarytime;
 
 float W_Shotgun(float req)
 {
+       float ammo_amount;
        switch(req)
        {
                case WR_AIM:
                {
                        if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
-                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
+                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
                        else
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
 
-                       return TRUE;
+                       return true;
                }
                case WR_THINK:
                {
                        if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
                        {
                                // don't force reload an empty shotgun if its melee attack is active
-                               if (!WEP_CVAR(shotgun, secondary))
+                               if(WEP_CVAR(shotgun, secondary) < 2)
                                        WEP_ACTION(self.weapon, WR_RELOAD);
                        }
                        else
                        {
-                               if (self.BUTTON_ATCK)
+                               if(self.BUTTON_ATCK)
                                {
-                                       if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+                                       if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
                                        {
                                                if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
                                                {
-                                                       W_Shotgun_Attack();
+                                                       W_Shotgun_Attack(true);
                                                        self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
                                                        weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
                                                }
                                        }
                                }
+                               else if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary) == 2)
+                               {
+                                       if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+                                       {
+                                               if(weapon_prepareattack(0, WEP_CVAR_SEC(shotgun, alt_animtime)))
+                                               {
+                                                       W_Shotgun_Attack(false);
+                                                       self.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
+                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
+                                               }
+                                       }
+                               }
                        }
-                       if (self.clip_load >= 0) // we are not currently reloading
-                       if (!self.crouch) // no crouchmelee please
-                       if (self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary))
-                       if (weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
+                       if(self.clip_load >= 0) // we are not currently reloading
+                       if(!self.crouch) // no crouchmelee please
+                       if(WEP_CVAR(shotgun, secondary) == 1)
+                       if((self.BUTTON_ATCK && self.WEP_AMMO(SHOTGUN) <= 0 && !(self.items & IT_UNLIMITED_WEAPON_AMMO)) || self.BUTTON_ATCK2)
+                       if(weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
                        {
                                // attempt forcing playback of the anim by switching to another anim (that we never play) here...
                                weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
                        }
-                       
-                       return TRUE;
+
+                       return true;
                }
                case WR_INIT:
                {
-                       precache_model ("models/uziflash.md3");
-                       precache_model ("models/weapons/g_shotgun.md3");
-                       precache_model ("models/weapons/v_shotgun.md3");
-                       precache_model ("models/weapons/h_shotgun.iqm");
-                       precache_sound ("misc/itempickup.wav");
-                       precache_sound ("weapons/shotgun_fire.wav");
-                       precache_sound ("weapons/shotgun_melee.wav");
-                       SHOTGUN_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
-                       return TRUE;
+                       precache_model("models/uziflash.md3");
+                       precache_model("models/weapons/g_shotgun.md3");
+                       precache_model("models/weapons/v_shotgun.md3");
+                       precache_model("models/weapons/h_shotgun.iqm");
+                       precache_sound("misc/itempickup.wav");
+                       precache_sound("weapons/shotgun_fire.wav");
+                       precache_sound("weapons/shotgun_melee.wav");
+                       SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
                }
                case WR_SETUP:
                {
                        self.ammo_field = ammo_none;
-                       return TRUE;
+                       return true;
                }
                case WR_CHECKAMMO1:
+               {
+                       ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+                       ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= WEP_CVAR_PRI(shotgun, ammo);
+                       return ammo_amount;
+               }
                case WR_CHECKAMMO2:
                {
-                       // shotgun has infinite ammo
-                       return TRUE;
+                       if(IS_BOT_CLIENT(self))
+                       if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
+                               return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
+                       switch(WEP_CVAR(shotgun, secondary))
+                       {
+                               case 1: return true; // melee does not use ammo
+                               case 2: // secondary triple shot
+                               {
+                                       ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+                                       ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= WEP_CVAR_PRI(shotgun, ammo);
+                                       return ammo_amount;
+                               }
+                               default: return false; // secondary unavailable
+                       }
                }
                case WR_CONFIG:
                {
-                       SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
-                       return TRUE;
+                       SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
                }
                case WR_RELOAD:
                {
                        W_Reload(WEP_CVAR_PRI(shotgun, ammo), "weapons/reload.wav"); // WEAPONTODO
-                       return TRUE;
+                       return true;
                }
                case WR_SUICIDEMESSAGE:
                {
@@ -281,8 +345,7 @@ float W_Shotgun(float req)
                                return WEAPON_SHOTGUN_MURDER;
                }
        }
-
-       return TRUE;
+       return false;
 }
 #endif
 #ifdef CSQC
@@ -307,22 +370,22 @@ float W_Shotgun(float req)
                                self.prevric = time;
                        }
 
-                       return TRUE;
+                       return true;
                }
                case WR_INIT:
                {
                        precache_sound("weapons/ric1.wav");
                        precache_sound("weapons/ric2.wav");
                        precache_sound("weapons/ric3.wav");
-                       return TRUE;
+                       return true;
                }
                case WR_ZOOMRETICLE:
                {
                        // no weapon specific image for this weapon
-                       return FALSE;
+                       return false;
                }
        }
-       return TRUE;
+       return false;
 }
 #endif
 #endif