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Merge branch 'master' into Mario/csqc_muzzleflash
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
1 #include "shotgun.qh"
2
3 #ifdef SVQC
4
5 // enable to debug melee range
6 //#define SHOTGUN_MELEEDEBUG
7
8 METHOD(Shotgun, m_spawnfunc_hookreplace, Weapon(Shotgun this, entity e))
9 {
10         if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
11         {
12                 return WEP_MACHINEGUN;
13         }
14         return this;
15 }
16
17 void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force, entity bullet_trail_effect)
18 {
19         W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
20
21         W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id);
22
23         // TRICK: do the antilag outside the regular fireBullet function, so it isn't performed unnecessarily on every single bullet!
24         float lag = antilag_getlag(actor);
25         if(lag && bullets > 0)
26                 antilag_takeback_all(actor, lag);
27
28         for(int sc = 0;sc < bullets;sc = sc + 1)
29                 fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect, false);
30         
31         if(lag && bullets > 0)
32                 antilag_restore_all(actor);
33
34         W_MuzzleFlash(actor, weaponentity, EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
35
36         // casing code
37         if(autocvar_g_casings >= 1)
38         {
39                 makevectors(actor.v_angle); // for some reason, this is lost
40                 //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
41                         SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, actor, weaponentity);
42         }
43
44         // muzzle flash for 1st person view
45         // TODO: handle on the client
46         entity flash = spawn();
47         setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
48         setthink(flash, SUB_Remove);
49         flash.nextthink = time + 0.06;
50         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
51         W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
52 }
53
54 .float swing_prev;
55 .entity swing_alreadyhit;
56 void W_Shotgun_Melee_Think(entity this)
57 {
58         // declarations
59         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
60         entity target_victim;
61         vector targpos;
62
63         if(!this.cnt) // set start time of melee
64         {
65                 this.cnt = time;
66                 W_PlayStrengthSound(this.realowner);
67         }
68
69         makevectors(this.realowner.v_angle); // update values for v_* vectors
70
71         // calculate swing percentage based on time
72         meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
73         swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
74         f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
75
76         // check to see if we can still continue, otherwise give up now
77         if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
78         {
79                 delete(this);
80                 return;
81         }
82
83         // if okay, perform the traces needed for this frame
84         for(i=this.swing_prev; i < f; ++i)
85         {
86                 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
87
88                 targpos = (this.realowner.origin + this.realowner.view_ofs
89                         + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
90                         + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
91                         + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
92
93                 WarpZone_traceline_antilag(this.realowner, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0));
94
95                 // draw lightning beams for debugging
96         #ifdef SHOTGUN_MELEEDEBUG
97                 te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
98                 te_customflash(targpos, 40,  2, '1 1 1');
99         #endif
100
101                 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
102
103                 if((trace_fraction < 1) // if trace is good, apply the damage and remove this
104                         && (trace_ent.takedamage != DAMAGE_NO)
105                         && (trace_ent != this.swing_alreadyhit)
106                         && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
107                 {
108                         target_victim = trace_ent; // so it persists through other calls
109
110                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
111                                 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
112                         else
113                                 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
114
115                         //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
116
117                         Damage(target_victim, this.realowner, this.realowner,
118                                 swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
119                                 this.realowner.origin + this.realowner.view_ofs,
120                                 v_forward * WEP_CVAR_SEC(shotgun, force));
121
122                         if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
123
124                         // draw large red flash for debugging
125                 #ifdef SHOTGUN_MELEEDEBUG
126                         te_customflash(targpos, 200, 2, '15 0 0');
127                 #endif
128
129                         if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
130                         {
131                                 this.swing_alreadyhit = target_victim;
132                                 continue; // move along to next trace
133                         }
134                         else
135                         {
136                                 delete(this);
137                                 return;
138                         }
139                 }
140         }
141
142         if(time >= this.cnt + meleetime)
143         {
144                 // melee is finished
145                 delete(this);
146                 return;
147         }
148         else
149         {
150                 // set up next frame
151                 this.swing_prev = i;
152                 this.nextthink = time;
153         }
154 }
155
156 void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
157 {
158         sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
159         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
160
161         entity meleetemp = new_pure(meleetemp);
162         meleetemp.realowner = actor;
163         setthink(meleetemp, W_Shotgun_Melee_Think);
164         meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
165         meleetemp.weaponentity_fld = weaponentity;
166         W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range), WEP_SHOTGUN.m_id | HITTYPE_SECONDARY);
167 }
168
169 // alternate secondary weapon frames
170 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
171 {
172         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
173         if (!(actor.items & IT_UNLIMITED_AMMO))
174         {
175                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
176                 w_ready(thiswep, actor, weaponentity, fire);
177                 return;
178         }
179
180         sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
181         W_Shotgun_Attack(thiswep, actor, weaponentity, true,
182                 WEP_CVAR_PRI(shotgun, ammo),
183                 WEP_CVAR_PRI(shotgun, damage),
184                 WEP_CVAR_PRI(shotgun, bullets),
185                 WEP_CVAR_PRI(shotgun, spread),
186                 WEP_CVAR_PRI(shotgun, solidpenetration),
187                 WEP_CVAR_PRI(shotgun, force),
188                 EFFECT_BULLET_WEAK); // actually is secondary, but we trick the last shot into playing full reload sound
189         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
190 }
191 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
192 {
193         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
194         if (!(actor.items & IT_UNLIMITED_AMMO))
195         {
196                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
197                 w_ready(thiswep, actor, weaponentity, fire);
198                 return;
199         }
200
201         W_Shotgun_Attack(thiswep, actor, weaponentity, false,
202                 WEP_CVAR_PRI(shotgun, ammo),
203                 WEP_CVAR_PRI(shotgun, damage),
204                 WEP_CVAR_PRI(shotgun, bullets),
205                 WEP_CVAR_PRI(shotgun, spread),
206                 WEP_CVAR_PRI(shotgun, solidpenetration),
207                 WEP_CVAR_PRI(shotgun, force),
208                 EFFECT_BULLET_WEAK);
209         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
210 }
211
212 .float shotgun_primarytime;
213
214 METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
215 {
216     if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
217         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
218     else
219         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
220 }
221
222 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
223 {
224     if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
225     {
226         // don't force reload an empty shotgun if its melee attack is active
227         if(WEP_CVAR(shotgun, secondary) < 2) {
228             thiswep.wr_reload(thiswep, actor, weaponentity);
229         }
230     }
231     else
232     {
233         if(fire & 1)
234         {
235             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
236             {
237                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
238                 {
239                     W_Shotgun_Attack(thiswep, actor, weaponentity, true,
240                                                 WEP_CVAR_PRI(shotgun, ammo),
241                                                 WEP_CVAR_PRI(shotgun, damage),
242                                                 WEP_CVAR_PRI(shotgun, bullets),
243                                                 WEP_CVAR_PRI(shotgun, spread),
244                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
245                                                 WEP_CVAR_PRI(shotgun, force),
246                                                 EFFECT_BULLET_WEAK);
247                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
248                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
249                 }
250             }
251         }
252         else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
253         {
254             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
255             {
256                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
257                 {
258                     W_Shotgun_Attack(thiswep, actor, weaponentity, false,
259                                                 WEP_CVAR_PRI(shotgun, ammo),
260                                                 WEP_CVAR_PRI(shotgun, damage),
261                                                 WEP_CVAR_PRI(shotgun, bullets),
262                                                 WEP_CVAR_PRI(shotgun, spread),
263                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
264                                                 WEP_CVAR_PRI(shotgun, force),
265                                                 EFFECT_BULLET_WEAK);
266                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
267                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
268                 }
269             }
270         }
271     }
272     if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
273     if(WEP_CVAR(shotgun, secondary) == 1)
274     if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_AMMO)) || (fire & 2))
275     if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
276     {
277         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
278         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
279     }
280 }
281 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
282 {
283     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
284     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
285     return ammo_amount;
286 }
287 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
288 {
289     if(IS_BOT_CLIENT(actor))
290     if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
291         return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
292     switch(WEP_CVAR(shotgun, secondary))
293     {
294         case 1: return true; // melee does not use ammo
295         case 2: // secondary triple shot
296         {
297             float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
298             ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
299             return ammo_amount;
300         }
301         default: return false; // secondary unavailable
302     }
303 }
304 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
305 {
306     W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
307 }
308 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
309 {
310     return WEAPON_THINKING_WITH_PORTALS;
311 }
312 METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
313 {
314     if(w_deathtype & HITTYPE_SECONDARY)
315         return WEAPON_SHOTGUN_MURDER_SLAP;
316     else
317         return WEAPON_SHOTGUN_MURDER;
318 }
319
320 #endif
321 #ifdef CSQC
322 .float prevric;
323
324 METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
325 {
326     vector org2 = w_org + w_backoff * 2;
327     pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
328     if(!w_issilent && time - actor.prevric > 0.25)
329     {
330         if(w_random < 0.05)
331             sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
332         actor.prevric = time;
333     }
334 }
335
336 #endif