]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_shotgun.qc
Merge branch 'master' of git://de.git.xonotic.org/xonotic/xonotic-data.pk3dir
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
index a6aaae0af4ae5007f4763a764ecb4d4d221aae52..5cbd2fc5d19a08b40b70c47d9097588ea5b5a835 100644 (file)
@@ -54,17 +54,21 @@ void shotgun_meleethink (void)
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
        vector targpos;
 
-       if(!self.cnt) { self.cnt = time; } // set start time of melee
+       if(!self.cnt) // set start time of melee
+       {
+               self.cnt = time; 
+               W_PlayStrengthSound(self.realowner);
+       }
 
        makevectors(self.realowner.v_angle); // update values for v_* vectors
        
        // calculate swing percentage based on time
        meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
-       swing = bound(0, (self.cnt + meleetime - time) / meleetime, 1);
+       swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
        f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
        
        // check to see if we can still continue, otherwise give up now
-       if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap))
+       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
        {
                remove(self);
                return;
@@ -80,11 +84,11 @@ void shotgun_meleethink (void)
                        + (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.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
+               WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, 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');
+               //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 = (trace_ent.classname == "player" || trace_ent.classname == "body");
 
@@ -107,7 +111,7 @@ void shotgun_meleethink (void)
                                accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage);
                                
                        // draw large red flash for debugging
-                       // te_customflash(targpos, 200, 2, '15 0 0');
+                       //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.
                        {
@@ -122,9 +126,18 @@ void shotgun_meleethink (void)
                }
        }
        
-       // set up next frame 
-       self.swing_prev = i;
-       self.nextthink = time;
+       if(time >= self.cnt + meleetime)
+       {
+               // melee is finished
+               remove(self);
+               return;
+       }
+       else
+       {
+               // set up next frame 
+               self.swing_prev = i;
+               self.nextthink = time;
+       }
 }
 
 void W_Shotgun_Attack2 (void)
@@ -208,7 +221,7 @@ 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)