X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=b77ed92252eb640d7131ac40431caf54dfc9458e;hb=85d7b75eec365a4da388894e6ef783d81e5ec688;hp=7d515ddeea28c0857dadc25b817386fc4bd62a55;hpb=b0c3dccd19b4e834a28c993430f158109ea0ca38;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index 7d515ddee..b77ed9225 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -1,63 +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 -// weapon load persistence, for weapons that support reloading -.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, 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; @@ -78,19 +23,9 @@ 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_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", CHAN_WEAPON, d * bullets); + 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(); @@ -111,13 +46,14 @@ void W_Shotgun_Attack (void) W_AttachToShotorg(flash, '5 0 0'); } +entity lgbeam_owner_ent; void shotgun_meleethink (void) { // store time when we started swinging down inside self.cnt if(!self.cnt) self.cnt = time; - makevectors(self.owner.v_angle); + makevectors(self.realowner.v_angle); vector angle; angle = v_forward; @@ -128,21 +64,26 @@ void shotgun_meleethink (void) 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; + 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; - WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner)); + if(!lgbeam_owner_ent) + { + lgbeam_owner_ent = spawn(); + lgbeam_owner_ent.classname = "lgbeam_owner_ent"; + } + 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")) { 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); + 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); } - else if(time >= self.cnt + meleetime) // missed, remove ent + 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 remove(self); else // continue swinging the weapon in hope of hitting someone :) self.nextthink = time; @@ -150,12 +91,12 @@ void shotgun_meleethink (void) void W_Shotgun_Attack2 (void) { - sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_SHOTS, "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; W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range); @@ -176,7 +117,11 @@ float w_shotgun(float req) else if (req == WR_THINK) { if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload - W_Shotgun_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) @@ -191,12 +136,13 @@ float w_shotgun(float req) } } } - 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.clip_load >= 0) // we are not currently reloading + 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) @@ -208,17 +154,17 @@ 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) { ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo; - ammo_amount += (autocvar_g_balance_shotgun_reload_ammo && self.shotgun_load >= 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) @@ -226,14 +172,9 @@ float w_shotgun(float req) // melee attack is always available return TRUE; } - else if (req == WR_RESETPLAYER) - { - // all weapons must be fully loaded when we spawn - self.shotgun_load = autocvar_g_balance_shotgun_reload_ammo; - } 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; }; @@ -250,11 +191,11 @@ 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; } } @@ -265,13 +206,13 @@ 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; }