X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=5fa5fa4c92306cca9201d96bbbc8e5bcc490e6e0;hb=c74eb28792cb147e9e7427d4080a8f020a754490;hp=d9bb056ee6c6c8e65678509ba6c4ff1b91041411;hpb=d7a834f0cfbf327e001d53f09c7ddfe2e2783955;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index d9bb056ee..5fa5fa4c9 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -1,7 +1,60 @@ #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_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun")) #else #ifdef SVQC + +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, autocvar_g_balance_shotgun_primary_ammo)) + 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; @@ -22,12 +75,22 @@ void W_Shotgun_Attack (void) bulletspeed = autocvar_g_balance_shotgun_primary_speed; bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant; + // 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.clip_load -= ammoamount; + self.shotgun_load = self.clip_load; + } + else + self.ammo_shells -= ammoamount; + } + W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, 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(); - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_shells = self.ammo_shells - ammoamount; pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo); @@ -43,7 +106,6 @@ void W_Shotgun_Attack (void) flash.nextthink = time + 0.06; flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); - } void shotgun_meleethink (void) @@ -56,9 +118,12 @@ void shotgun_meleethink (void) vector angle; angle = v_forward; + float meleetime; + meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor(); + // perform trace float f; - f = (self.cnt + autocvar_g_balance_shotgun_secondary_melee_time - time) / autocvar_g_balance_shotgun_secondary_melee_time * 2 - 1; + 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; @@ -74,7 +139,7 @@ void shotgun_meleethink (void) 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); remove(self); } - else if(time >= self.cnt + autocvar_g_balance_shotgun_secondary_melee_time) // missed, remove ent + else if(time >= self.cnt + meleetime) // missed, remove ent remove(self); else // continue swinging the weapon in hope of hitting someone :) self.nextthink = time; @@ -100,29 +165,34 @@ void spawnfunc_weapon_shotgun(); // defined in t_items.qc float w_shotgun(float req) { if (req == WR_AIM) - if(vlen(self.origin-self.enemy.origin)>200) - self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); - else + 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); else if (req == WR_THINK) { - if (self.BUTTON_ATCK) + if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload + W_Shotgun_Reload(); + else { - if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary + if (self.BUTTON_ATCK) { - if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime)) + if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary { - W_Shotgun_Attack(); - self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire; - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready); + if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime)) + { + W_Shotgun_Attack(); + self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire; + 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.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) @@ -134,15 +204,37 @@ 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"); } else if (req == WR_SETUP) + { weapon_setup(WEP_SHOTGUN); + W_Shotgun_SetAmmoCounter(); + } else if (req == WR_CHECKAMMO1) - return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo; + { + 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; + } else if (req == WR_CHECKAMMO2) { return TRUE; } + else if (req == WR_RELOAD) + { + W_Shotgun_Reload(); + } + else if (req == WR_SWITCHABLE) + { + // checks if this weapon can be switched to, when reloading is enabled + // returns true if there's either enough load in the weapon to use it, + // or we have enough ammo to reload the weapon to a usable point + float ammo_amount; + ammo_amount = autocvar_g_balance_shotgun_primary_ammo; + return self.shotgun_load >= ammo_amount || self.ammo_shells >= ammo_amount; + } return TRUE; }; #endif