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Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okshotgun.qc
1 #include "okshotgun.qh"
2
3 #ifdef SVQC
4 METHOD(OverkillShotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
5 {
6         if (vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_PRI(okshotgun, bot_range)))
7         {
8                 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
9         }
10         else
11         {
12                 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
13         }
14 }
15
16 METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
17 {
18         if ((WEP_CVAR_SEC(okshotgun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
19         {
20                 // Secondary uses it's own refire timer if refire_type is 1.
21                 actor.jump_interval = time + WEP_CVAR_SEC(okshotgun, refire) * W_WeaponRateFactor(actor);
22                 // Ugly hack to reuse the fire mode of the blaster.
23                 makevectors(actor.v_angle);
24                 Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
25                 actor.(weaponentity).m_weapon = WEP_BLASTER;
26                 W_Blaster_Attack(
27                         actor,
28                         weaponentity,
29                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
30                         WEP_CVAR_SEC(okshotgun, shotangle),
31                         WEP_CVAR_SEC(okshotgun, damage),
32                         WEP_CVAR_SEC(okshotgun, edgedamage),
33                         WEP_CVAR_SEC(okshotgun, radius),
34                         WEP_CVAR_SEC(okshotgun, force),
35                         WEP_CVAR_SEC(okshotgun, speed),
36                         WEP_CVAR_SEC(okshotgun, spread),
37                         WEP_CVAR_SEC(okshotgun, delay),
38                         WEP_CVAR_SEC(okshotgun, lifetime)
39                 );
40                 actor.(weaponentity).m_weapon = oldwep;
41                 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
42                         (actor.(weaponentity).wframe == WFRAME_FIRE2))
43                 {
44                         // Set secondary fire animation.
45                         vector a = '0 0 0';
46                         actor.(weaponentity).wframe = WFRAME_FIRE2;
47                         a = actor.(weaponentity).anim_fire2;
48                         a.z *= g_weaponratefactor;
49                         FOREACH_CLIENT(true, LAMBDA(
50                                 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
51                                 {
52                                         wframe_send(it, actor.(weaponentity), a, true);
53                                 }
54                         ));
55                         animdecide_setaction(actor, ANIMACTION_SHOOT, true);
56                 }
57         }
58         if (WEP_CVAR(okshotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okshotgun, ammo))
59         {
60                 // Forced reload
61                 thiswep.wr_reload(thiswep, actor, weaponentity);
62                 return;
63         }
64         if (fire & 1) // Primary attack
65         {
66                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, animtime)))
67                 {
68                         return;
69                 }
70                 W_Shotgun_Attack(thiswep, actor, weaponentity, true,
71                         WEP_CVAR_PRI(okshotgun, ammo),
72                         WEP_CVAR_PRI(okshotgun, damage),
73                         WEP_CVAR_PRI(okshotgun, bullets),
74                         WEP_CVAR_PRI(okshotgun, spread),
75                         WEP_CVAR_PRI(okshotgun, solidpenetration),
76                         WEP_CVAR_PRI(okshotgun, force));
77                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
78                 return;
79         }
80         if ((fire & 2) && (WEP_CVAR_SEC(okshotgun, refire_type) == 0)) // Secondary attack
81         {
82                 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okshotgun, refire)))
83                 {
84                         return;
85                 }
86                 // Ugly hack to reuse the fire mode of the blaster.
87                 makevectors(actor.v_angle);
88                 Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
89                 actor.(weaponentity).m_weapon = WEP_BLASTER;
90                 W_Blaster_Attack(
91                         actor,
92                         weaponentity,
93                         WEP_BLASTER.m_id | HITTYPE_SECONDARY,
94                         WEP_CVAR_SEC(okshotgun, shotangle),
95                         WEP_CVAR_SEC(okshotgun, damage),
96                         WEP_CVAR_SEC(okshotgun, edgedamage),
97                         WEP_CVAR_SEC(okshotgun, radius),
98                         WEP_CVAR_SEC(okshotgun, force),
99                         WEP_CVAR_SEC(okshotgun, speed),
100                         WEP_CVAR_SEC(okshotgun, spread),
101                         WEP_CVAR_SEC(okshotgun, delay),
102                         WEP_CVAR_SEC(okshotgun, lifetime)
103                 );
104                 actor.(weaponentity).m_weapon = oldwep;
105                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
106         }
107 }
108
109 METHOD(OverkillShotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
110 {
111         float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okshotgun, ammo);
112         ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_PRI(okshotgun, ammo);
113         return ammo_amount;
114 }
115
116 METHOD(OverkillShotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
117 {
118         return true; // Blaster secondary is unlimited.
119 }
120
121 METHOD(OverkillShotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
122 {
123         W_Reload(actor, weaponentity, WEP_CVAR_PRI(okshotgun, ammo), SND_RELOAD); // WEAPONTODO
124 }
125
126 METHOD(OverkillShotgun, wr_suicidemessage, Notification(entity thiswep))
127 {
128         return WEAPON_THINKING_WITH_PORTALS;
129 }
130
131 METHOD(OverkillShotgun, wr_killmessage, Notification(entity thiswep))
132 {
133         if(w_deathtype & HITTYPE_SECONDARY)
134                 return WEAPON_BLASTER_MURDER;
135         else
136                 return WEAPON_SHOTGUN_MURDER;
137 }
138
139 #endif
140 #ifdef CSQC
141 .float prevric;
142
143 METHOD(OverkillShotgun, wr_impacteffect, void(entity thiswep, entity actor))
144 {
145         vector org2 = w_org + w_backoff * 2;
146         pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
147         if(!w_issilent && time - actor.prevric > 0.25)
148         {
149                 if(w_random < 0.05)
150                         sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
151                 actor.prevric = time;
152         }
153 }
154
155 #endif