]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shotgun.qc
Add weaponthrowable property to weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shotgun.qc
index a142aa4d07269210d8b3a874b0f7dd1cbc90b957..87aa92aafe2388528439eb608c1c5ed9749f82d7 100644 (file)
@@ -1,14 +1,18 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
 /* WEP_##id  */ SHOTGUN,
-/* function  */ w_shotgun,
+/* function  */ W_Shotgun,
 /* ammotype  */ ammo_none,
 /* impulse   */ 2,
 /* flags     */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_MUTATORBLOCKED,
 /* rating    */ BOT_PICKUP_RATING_LOW,
-/* model     */ "shotgun",
-/* shortname */ "shotgun",
-/* fullname  */ _("Shotgun")
+/* color     */ '0.5 0.25 0',
+/* modelname */ "shotgun",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairshotgun 0.65",
+/* wepimg    */ "weaponshotgun",
+/* refname   */ "shotgun",
+/* wepname   */ _("Shotgun")
 );
 
 #define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
@@ -17,11 +21,10 @@ REGISTER_WEAPON(
        w_cvar(id, sn, BOTH, animtime) \
        w_cvar(id, sn, BOTH, refire) \
        w_cvar(id, sn, PRI,  bullets) \
-       w_cvar(id, sn, PRI,  bulletconstant) \
        w_cvar(id, sn, BOTH, damage) \
        w_cvar(id, sn, BOTH, force) \
+       w_cvar(id, sn, PRI,  solidpenetration) \
        w_cvar(id, sn, PRI,  spread) \
-       w_cvar(id, sn, PRI,  speed) \
        w_cvar(id, sn, NONE, secondary) \
        w_cvar(id, sn, SEC,  melee_time) \
        w_cvar(id, sn, SEC,  melee_no_doubleslap) \
@@ -38,13 +41,15 @@ REGISTER_WEAPON(
        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)
 {
@@ -55,8 +60,7 @@ void W_Shotgun_Attack (void)
 
        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)
-               fireBallisticBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, speed), 5, WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN, 0, WEP_CVAR_PRI(shotgun, bulletconstant));
-       endFireBallisticBullet();
+               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));
 
@@ -76,7 +80,7 @@ void W_Shotgun_Attack (void)
 
 .float swing_prev;
 .entity swing_alreadyhit;
-void shotgun_meleethink (void)
+void W_Shotgun_Melee_Think()
 {
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
@@ -180,16 +184,14 @@ void W_Shotgun_Attack2 (void)
        entity meleetemp;
        meleetemp = spawn();
        meleetemp.realowner = self;
-       meleetemp.think = shotgun_meleethink;
+       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));
 }
 
-void spawnfunc_weapon_shotgun(); // defined in t_items.qc
-
 .float shotgun_primarytime;
 
-float w_shotgun(float req)
+float W_Shotgun(float req)
 {
        switch(req)
        {
@@ -207,7 +209,7 @@ float w_shotgun(float req)
                        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) && self.ammo_shells < WEP_CVAR_PRI(shotgun, ammo)))
+                               if (!WEP_CVAR(shotgun, secondary))
                                        WEP_ACTION(self.weapon, WR_RELOAD);
                        }
                        else
@@ -245,12 +247,12 @@ float w_shotgun(float req)
                        precache_sound ("misc/itempickup.wav");
                        precache_sound ("weapons/shotgun_fire.wav");
                        precache_sound ("weapons/shotgun_melee.wav");
-                       SHOTGUN_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+                       SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_SETUP:
                {
-                       self.current_ammo = ammo_none;
+                       self.ammo_field = ammo_none;
                        return TRUE;
                }
                case WR_CHECKAMMO1:
@@ -281,13 +283,12 @@ float w_shotgun(float req)
                                return WEAPON_SHOTGUN_MURDER;
                }
        }
-
-       return TRUE;
+       return FALSE;
 }
 #endif
 #ifdef CSQC
 .float prevric;
-float w_shotgun(float req)
+float W_Shotgun(float req)
 {
        switch(req)
        {
@@ -316,8 +317,13 @@ float w_shotgun(float req)
                        precache_sound("weapons/ric3.wav");
                        return TRUE;
                }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return FALSE;
+               }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #endif