X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_shotgun.qc;h=1c20423df3b4871551e57995599dbe36e785d363;hb=e8e214d23e2cab174facf54bf032bdde8d1e5304;hp=a304240bf18e0f239de972284d615f11f6da30a7;hpb=f0daf5c5131177d2270e9a38dd8da7c5472ef178;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_shotgun.qc b/qcsrc/common/weapons/w_shotgun.qc index a304240bf..1c20423df 100644 --- a/qcsrc/common/weapons/w_shotgun.qc +++ b/qcsrc/common/weapons/w_shotgun.qc @@ -1,10 +1,10 @@ -#ifdef REGISTER_WEAPON +#ifndef IMPLEMENTATION 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', /* modelname */ "shotgun", @@ -35,38 +35,42 @@ 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 +#endif +#ifdef IMPLEMENTATION #ifdef SVQC -void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN); } +void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN.m_id); } -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) - 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); + W_SetupShot(self, true, 5, W_Sound("shotgun_fire"), ((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.m_id, 0); - pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo)); + Send_Effect("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(); @@ -79,7 +83,7 @@ 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; @@ -116,13 +120,13 @@ 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" || IS_MONSTER(trace_ent)); if((trace_fraction < 1) // if trace is good, apply the damage and remove self && (trace_ent.takedamage == DAMAGE_AIM) @@ -139,11 +143,11 @@ void W_Shotgun_Melee_Think() //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n")); Damage(target_victim, self.realowner, self.realowner, - swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY, + swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, self.realowner.origin + self.realowner.view_ofs, v_forward * WEP_CVAR_SEC(shotgun, force)); - if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); } + if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); } // draw large red flash for debugging //te_customflash(targpos, 200, 2, '15 0 0'); @@ -175,9 +179,9 @@ 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, W_Sound("shotgun_melee"), VOL_BASE, ATTEN_NORM); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready); entity meleetemp; @@ -185,90 +189,150 @@ 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)); +} + +// 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_SKIP_CVAR, WEP_SET_PROP) - return TRUE; + precache_model("models/uziflash.md3"); + precache_model(W_Model("g_shotgun.md3")); + precache_model(W_Model("v_shotgun.md3")); + precache_model(W_Model("h_shotgun.iqm")); + precache_sound("misc/itempickup.wav"); + precache_sound(W_Sound("shotgun_fire")); + precache_sound(W_Sound("shotgun_melee")); + 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.m_id]) >= 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.m_id]) >= 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; + W_Reload(WEP_CVAR_PRI(shotgun, ammo), W_Sound("reload")); // WEAPONTODO + return true; } case WR_SUICIDEMESSAGE: { @@ -282,8 +346,7 @@ float W_Shotgun(float req) return WEAPON_SHOTGUN_MURDER; } } - - return TRUE; + return false; } #endif #ifdef CSQC @@ -300,30 +363,30 @@ float W_Shotgun(float req) if(!w_issilent && time - self.prevric > 0.25) { if(w_random < 0.0165) - sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM); + sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTEN_NORM); else if(w_random < 0.033) - sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM); + sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTEN_NORM); else if(w_random < 0.05) - sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM); + sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTEN_NORM); 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; + precache_sound(W_Sound("ric1")); + precache_sound(W_Sound("ric2")); + precache_sound(W_Sound("ric3")); + return true; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon - return FALSE; + return false; } } - return TRUE; + return false; } #endif #endif