X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fshotgun.qc;h=f6d730fcb1f9dffc28331e6d17e718558f190779;hb=ecebe32dc00c4236a4050b73a9dcc9afbcddf087;hp=34d2e462c724008eda9063150624d9547b3248dc;hpb=edf01df130d0d1877461561178b8833a9ab6051c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/shotgun.qc b/qcsrc/common/weapons/weapon/shotgun.qc index 34d2e462c..f6d730fcb 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@ -1,12 +1,13 @@ +#include "shotgun.qh" #ifndef IMPLEMENTATION CLASS(Shotgun, Weapon) -/* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells) -/* impulse */ ATTRIB(Shotgun, impulse, int, 2) -/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN); +/* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells); +/* impulse */ ATTRIB(Shotgun, impulse, int, 2); +/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC); /* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW); /* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0'); /* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM); #endif /* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun"); @@ -58,31 +59,31 @@ REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun)); #ifdef SVQC spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); } -void W_Shotgun_Attack(Weapon thiswep, entity actor, float isprimary) +void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary) { - float sc; - entity flash; + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity); - W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo)); - - W_SetupShot(actor, true, 5, SND_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(actor, 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); + W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets)); + for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1) + fireBullet(actor, weaponentity, 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); Send_Effect(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, actor); + { + makevectors(actor.v_angle); // for some reason, this is lost + //for(int 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, actor, weaponentity); + } // muzzle flash for 1st person view - flash = spawn(); + entity flash = spawn(); setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below setthink(flash, SUB_Remove); flash.nextthink = time + 0.06; flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - W_AttachToShotorg(actor, flash, '5 0 0'); + W_AttachToShotorg(actor, weaponentity, flash, '5 0 0'); } .float swing_prev; @@ -110,7 +111,7 @@ void W_Shotgun_Melee_Think(entity this) // check to see if we can still continue, otherwise give up now if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap)) { - remove(this); + delete(this); return; } @@ -163,7 +164,7 @@ void W_Shotgun_Melee_Think(entity this) } else { - remove(this); + delete(this); return; } } @@ -172,7 +173,7 @@ void W_Shotgun_Melee_Think(entity this) if(time >= this.cnt + meleetime) { // melee is finished - remove(this); + delete(this); return; } else @@ -192,50 +193,50 @@ void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int f meleetemp.realowner = actor; setthink(meleetemp, W_Shotgun_Melee_Think); meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor); - W_SetupShot_Range(actor, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range)); + W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range)); } // alternate secondary weapon frames void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if (!thiswep.wr_checkammo2(thiswep, actor)) + if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity)) if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { - W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound - W_Shotgun_Attack(WEP_SHOTGUN, actor, true); // actually is secondary, but we trick the last shot into playing full reload sound + W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true); // actually is secondary, but we trick the last shot into playing full reload sound weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready); } void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if (!thiswep.wr_checkammo2(thiswep, actor)) + if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity)) if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { - W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } - W_Shotgun_Attack(WEP_SHOTGUN, actor, false); + W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2); } .float shotgun_primarytime; -METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor)) +METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range))) - PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false); + PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); else - PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false); + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); } METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { - if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload + if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).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) < 2) { @@ -246,31 +247,30 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit { if(fire & 1) { - if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary + if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime))) { - W_Shotgun_Attack(thiswep, actor, true); - actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor); + W_Shotgun_Attack(thiswep, actor, weaponentity, true); + actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready); } } } else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2) { - if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary + if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary { if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime))) { - W_Shotgun_Attack(thiswep, actor, false); - actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor); + W_Shotgun_Attack(thiswep, actor, weaponentity, false); + actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1); } } } } - if(actor.clip_load >= 0) // we are not currently reloading - if(!actor.crouch) // no crouchmelee please + if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading if(WEP_CVAR(shotgun, secondary) == 1) if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2)) if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire))) @@ -279,17 +279,13 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2); } } -METHOD(Shotgun, wr_setup, void(entity thiswep, entity actor)) -{ - actor.ammo_field = ammo_none; -} -METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor)) +METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo); - ammo_amount += actor.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); return ammo_amount; } -METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor)) +METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { if(IS_BOT_CLIENT(actor)) if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range))) @@ -300,7 +296,7 @@ METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor)) case 2: // secondary triple shot { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo); - ammo_amount += actor.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); + ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); return ammo_amount; } default: return false; // secondary unavailable @@ -308,7 +304,7 @@ METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor)) } METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { - W_Reload(actor, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO + W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO } METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep)) {