X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=5cbd2fc5d19a08b40b70c47d9097588ea5b5a835;hb=1e098e2969192fd941e4b5119b0f596510a106ad;hp=9d80ff4a7b88c2318c78e7468b4ce816d108e32f;hpb=6eeab865ebe5dd796bde14c88a1d562114ef20ed;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index 9d80ff4a7..5cbd2fc5d 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -46,47 +46,98 @@ 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) { - // store time when we started swinging down inside self.cnt - if(!self.cnt) - self.cnt = time; - - makevectors(self.realowner.v_angle); - vector angle; - angle = v_forward; - - float meleetime; - meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor(); - - // perform trace - float f; - f = (self.cnt + meleetime - time) / meleetime * 2 - 1; + // declarations + float i, f, swing, swing_factor, swing_damage, meleetime, is_player; vector targpos; - targpos = self.realowner.origin + self.realowner.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; - if(!lgbeam_owner_ent) + if(!self.cnt) // set start time of melee { - lgbeam_owner_ent = spawn(); - lgbeam_owner_ent.classname = "lgbeam_owner_ent"; + self.cnt = time; + W_PlayStrengthSound(self.realowner); } - WarpZone_traceline_antilag(lgbeam_owner_ent, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner)); - // apply the damage, also remove self - if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body")) + 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) { - vector force; - force = angle * 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, f + 1)); - Damage (trace_ent, self.realowner, self.realowner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.realowner.origin + self.realowner.view_ofs, force); remove(self); + return; } - else 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 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)); + + 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"); + + 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) + { + // melee is finished remove(self); - else // continue swinging the weapon in hope of hitting someone :) + return; + } + else + { + // set up next frame + self.swing_prev = i; self.nextthink = time; + } } void W_Shotgun_Attack2 (void) @@ -98,7 +149,7 @@ void W_Shotgun_Attack2 (void) meleetemp = spawn(); 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); } @@ -137,7 +188,7 @@ 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); } } @@ -170,7 +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)