X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=2be9e44a6f9c6f091751b95782145a8bc329972f;hb=d0048a7d590a5485313c93328627b9df7a2ca47f;hp=4cfd5b4bd336af6d953dd28bdc21bb7036448801;hpb=ec16f2d95ab950e5077d63ab62ce12d5484c9f68;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index 4cfd5b4bd..2be9e44a6 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -1,62 +1,8 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun")) +REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun")) #else #ifdef SVQC -.float shotgun_load; - -void W_Shotgun_SetAmmoCounter() -{ - // set clip_load to the weapon we have switched to, if the gun uses reloading - if(!autocvar_g_balance_shotgun_reload_ammo) - self.clip_load = 0; // also keeps crosshair ammo from displaying - else - { - self.clip_load = self.shotgun_load; - self.clip_size = autocvar_g_balance_shotgun_reload_ammo; // for the crosshair ammo display - } -} - -void W_Shotgun_ReloadedAndReady() -{ - float t; - - // now do the ammo transfer - self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading - while(self.clip_load < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more ammo than we have - { - self.clip_load += 1; - self.ammo_shells -= 1; - } - self.shotgun_load = self.clip_load; - - t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1; - ATTACK_FINISHED(self) = t; - w_ready(); -} - -void W_Shotgun_Reload() -{ - // return if reloading is disabled for this weapon - if(!autocvar_g_balance_shotgun_reload_ammo) - return; - - if(!W_ReloadCheck(self.ammo_shells)) - return; - - float t; - - sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM); - - t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1; - ATTACK_FINISHED(self) = t; - - weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady); - - self.old_clip_load = self.clip_load; - self.clip_load = -1; -} - void W_Shotgun_Attack (void) { float sc; @@ -67,10 +13,7 @@ void W_Shotgun_Attack (void) float spread; float bulletspeed; float bulletconstant; - local entity flash; - - if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load <= 0) - return; // reloading, so we are done + entity flash; ammoamount = autocvar_g_balance_shotgun_primary_ammo; bullets = autocvar_g_balance_shotgun_primary_bullets; @@ -80,7 +23,9 @@ void W_Shotgun_Attack (void) bulletspeed = autocvar_g_balance_shotgun_primary_speed; bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant; - W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets); + W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo); + + W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets); for (sc = 0;sc < bullets;sc = sc + 1) fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant); endFireBallisticBullet(); @@ -99,67 +44,112 @@ void W_Shotgun_Attack (void) flash.nextthink = time + 0.06; flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); - - // if this weapon is reloadable, decrease its load. Else decrease the player's ammo - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - { - if(!autocvar_g_balance_shotgun_reload_ammo) - self.ammo_shells -= ammoamount; - else - { - self.clip_load -= ammoamount; - self.shotgun_load = self.clip_load; - } - } } +.float swing_prev; +.entity swing_alreadyhit; void shotgun_meleethink (void) { - // store time when we started swinging down inside self.cnt - if(!self.cnt) - self.cnt = time; + // declarations + float i, f, swing, swing_factor, swing_damage, meleetime, is_player; + vector targpos; - makevectors(self.owner.v_angle); - vector angle; - angle = v_forward; + if(!self.cnt) // set start time of melee + { + self.cnt = time; + W_PlayStrengthSound(self.realowner); + } - float meleetime; + 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, 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); + + targpos = (self.realowner.origin + self.realowner.view_ofs + + (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)); - // perform trace - float f; - f = (self.cnt + meleetime - time) / meleetime * 2 - 1; - vector targpos; - targpos = self.owner.origin + self.owner.view_ofs + angle * autocvar_g_balance_shotgun_secondary_melee_range + v_right * f * autocvar_g_balance_shotgun_secondary_melee_swing + v_up * f * autocvar_g_balance_shotgun_secondary_melee_swing; + WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner)); - WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner)); + // 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, + 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, swing_damage); + + // draw large red flash for debugging + //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. + { + self.swing_alreadyhit = trace_ent; + continue; // move along to next trace + } + else + { + remove(self); + return; + } + } + } + + if(time >= self.cnt + meleetime) { - vector force; - force = angle * autocvar_g_balance_shotgun_secondary_force; - if(accuracy_isgooddamage(self.owner, trace_ent)) - accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1)); - Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force); + // melee is finished remove(self); + return; } - else if(time >= self.cnt + meleetime) // missed, remove ent - remove(self); - else // continue swinging the weapon in hope of hitting someone :) + else + { + // set up next frame + self.swing_prev = i; self.nextthink = time; + } } void W_Shotgun_Attack2 (void) { - sound (self, CHAN_PROJECTILE, "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; meleetemp = spawn(); - meleetemp.owner = self; + meleetemp.owner = meleetemp.realowner = self; meleetemp.think = shotgun_meleethink; - meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay; + meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor(); W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range); } @@ -169,15 +159,26 @@ void spawnfunc_weapon_shotgun(); // defined in t_items.qc float w_shotgun(float req) { + float ammo_amount; if (req == WR_AIM) if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range) self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); else - self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); + { + if(autocvar_g_antilag_bullets) + self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); + else + self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE); + } + else if (req == WR_THINK) { - if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load <= 0) // forced reload - W_Shotgun_Reload(); + if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload + { + // don't force reload an empty shotgun if its melee attack is active + if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo) + weapon_action(self.weapon, WR_RELOAD); + } else { if (self.BUTTON_ATCK) @@ -187,29 +188,20 @@ float w_shotgun(float req) if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime)) { W_Shotgun_Attack(); - self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire; + self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready); } } } - if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary) - if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_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); - } } - if(self.wish_reload) - { - if(self.switchweapon == self.weapon) - { - if(self.weaponentity.state == WS_READY) - { - self.wish_reload = 0; - W_Shotgun_Reload(); - } - } - } + 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)) + { + // attempt forcing playback of the anim by switching to another anim (that we never play) here... + weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2); + } } else if (req == WR_PRECACHE) { @@ -220,30 +212,30 @@ float w_shotgun(float req) precache_sound ("misc/itempickup.wav"); precache_sound ("weapons/shotgun_fire.wav"); precache_sound ("weapons/shotgun_melee.wav"); - precache_sound ("weapons/reload.wav"); + //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else } else if (req == WR_SETUP) { weapon_setup(WEP_SHOTGUN); - W_Shotgun_SetAmmoCounter(); + self.current_ammo = ammo_shells; } else if (req == WR_CHECKAMMO1) { - if(autocvar_g_balance_shotgun_reload_ammo) - return self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo; - else - return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo; + ammo_amount = self.ammo_shells >= 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) { + // melee attack is always available return TRUE; } else if (req == WR_RELOAD) { - W_Shotgun_Reload(); + 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; @@ -257,11 +249,11 @@ float w_shotgun(float req) if(!w_issilent && time - self.prevric > 0.25) { if(w_random < 0.0165) - sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); else if(w_random < 0.033) - sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); else if(w_random < 0.05) - sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); + sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); self.prevric = time; } } @@ -272,13 +264,13 @@ float w_shotgun(float req) precache_sound("weapons/ric3.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "%s did the impossible"; + w_deathtypestring = _("%s is now thinking with portals"); 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$s ^7slapped %1$s ^7around a bit with a large ^2shotgun"); else - w_deathtypestring = "%s was gunned by %s"; + w_deathtypestring = _("%s was gunned by %s"); } return TRUE; }