]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_shotgun.qc
Merge remote branch 'origin/master' into samual/hud_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
index e78db50a837e892a2edc607ef69049ebe2f40d2c..6e8fa00f9677a4d0e7fe774a55ef4c92bbf23b0f 100644 (file)
@@ -13,7 +13,7 @@ void W_Shotgun_Attack (void)
        float   spread;
        float   bulletspeed;
        float   bulletconstant;
-       local entity flash;
+       entity flash;
 
        ammoamount = autocvar_g_balance_shotgun_primary_ammo;
        bullets = autocvar_g_balance_shotgun_primary_bullets;
@@ -46,23 +46,35 @@ void W_Shotgun_Attack (void)
        W_AttachToShotorg(flash, '5 0 0');
 }
 
-entity lgbeam_owner_ent;
 .float swing_prev;
+.entity swing_alreadyhit;
 void shotgun_meleethink (void)
 {
        // declarations
-       float i, f, swing, swing_factor, meleetime;
+       float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
        vector targpos;
-       
-       if(!self.cnt) { self.cnt = time; }
 
-       makevectors(self.realowner.v_angle);
+       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((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
+       {
+               remove(self);
+               return;
+       }
+       
+       // if okay, perform the traces needed for this frame 
        for(i=self.swing_prev; i < f; ++i)
        {
                swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
@@ -71,42 +83,58 @@ void shotgun_meleethink (void)
                        + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
                        + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
                        + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
-                       
-               if(!lgbeam_owner_ent) // WTF IS THIS DOING HERE?
-               {
-                       lgbeam_owner_ent = spawn();
-                       lgbeam_owner_ent.classname = "lgbeam_owner_ent";
-               }
-               WarpZone_traceline_antilag(lgbeam_owner_ent, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
 
-               // 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');
+               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');
+               
+               is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
 
-               // apply the damage, also remove self
-               if((trace_fraction < 1) && (trace_ent.takedamage == DAMAGE_AIM) && (trace_ent.classname == "player" || trace_ent.classname == "body"))
+               if((trace_fraction < 1) // if trace is good, apply the damage and remove self
+                       && (trace_ent.takedamage == DAMAGE_AIM)  
+                       && (trace_ent != self.swing_alreadyhit)
+                       && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
                {       
+                       if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
+                               swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
+                       else
+                               swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
+                       
                        Damage(trace_ent, self.realowner, self.realowner, 
-                               autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1), WEP_SHOTGUN | HITTYPE_SECONDARY, 
+                               swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY, 
                                self.realowner.origin + self.realowner.view_ofs, 
                                v_forward * autocvar_g_balance_shotgun_secondary_force);
                                
                        if(accuracy_isgooddamage(self.realowner, trace_ent))
-                               accuracy_add(self.realowner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
+                               accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage);
                                
-                       // debug: te_customflash(targpos, 200, 2, '15 0 0');
+                       // draw large red flash for debugging
+                       //te_customflash(targpos, 200, 2, '15 0 0');
                        
-                       remove(self);
-                       return;
+                       if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+                       {
+                               self.swing_alreadyhit = trace_ent;
+                               continue; // move along to next trace
+                       }
+                       else
+                       {
+                               remove(self);
+                               return;
+                       }
                }
        }
        
-       if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, remove ent
+       if(time >= self.cnt + meleetime)
        {
+               // melee is finished
                remove(self);
                return;
        }
        else
        {
+               // set up next frame 
                self.swing_prev = i;
                self.nextthink = time;
        }
@@ -114,7 +142,7 @@ void shotgun_meleethink (void)
 
 void W_Shotgun_Attack2 (void)
 {
-       sound (self, CH_SHOTS, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+       sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
        weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
 
        entity meleetemp;
@@ -167,6 +195,7 @@ float w_shotgun(float req)
                        }
                }
                if (self.clip_load >= 0) // we are not currently reloading
+               if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
                if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
                if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
                {
@@ -193,7 +222,7 @@ 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)
@@ -206,7 +235,7 @@ float w_shotgun(float req)
                W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
        }
        return TRUE;
-};
+}
 #endif
 #ifdef CSQC
 .float prevric;
@@ -239,9 +268,9 @@ float w_shotgun(float req)
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
+                       w_deathtypestring = _("%2$s slapped %1$s around a bit with a large shotgun");
                else
-                       w_deathtypestring = _("%s was gunned by %s");
+                       w_deathtypestring = _("%s was gunned down with a shotgun by %s");
        }
        return TRUE;
 }