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Merge branch 'master' into bones_was_here/q3compat
[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 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)
9 {
10         W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
11
12         W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id);
13
14         // TRICK: do the antilag outside the regular fireBullet function, so it isn't performed unnecessarily on every single bullet!
15         float lag = antilag_getlag(actor);
16         if(lag && bullets > 0)
17                 antilag_takeback_all(actor, lag);
18
19         for(int sc = 0;sc < bullets;sc = sc + 1)
20                 fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, 0, force, thiswep.m_id, bullet_trail_effect, false);
21         
22         if(lag && bullets > 0)
23                 antilag_restore_all(actor);
24
25         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
26
27         // casing code
28         if(autocvar_g_casings >= 1)
29         {
30                 makevectors(actor.v_angle); // for some reason, this is lost
31                 //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
32                         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);
33         }
34 }
35
36 .float swing_prev;
37 .entity swing_alreadyhit;
38 void W_Shotgun_Melee_Think(entity this)
39 {
40         // declarations
41         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
42         entity target_victim;
43         vector targpos;
44
45         if(!this.cnt) // set start time of melee
46         {
47                 this.cnt = time;
48                 W_PlayStrengthSound(this.realowner);
49         }
50
51         makevectors(this.realowner.v_angle); // update values for v_* vectors
52
53         // calculate swing percentage based on time
54         meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
55         swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
56         f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
57
58         // check to see if we can still continue, otherwise give up now
59         if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
60         {
61                 delete(this);
62                 return;
63         }
64
65         // if okay, perform the traces needed for this frame
66         for(i=this.swing_prev; i < f; ++i)
67         {
68                 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
69
70                 targpos = (this.realowner.origin + this.realowner.view_ofs
71                         + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
72                         + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
73                         + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
74
75                 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));
76
77                 // draw lightning beams for debugging
78         #ifdef SHOTGUN_MELEEDEBUG
79                 te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
80                 te_customflash(targpos, 40,  2, '1 1 1');
81         #endif
82
83                 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
84
85                 if((trace_fraction < 1) // if trace is good, apply the damage and remove this
86                         && (trace_ent.takedamage != DAMAGE_NO)
87                         && (trace_ent != this.swing_alreadyhit)
88                         && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
89                 {
90                         target_victim = trace_ent; // so it persists through other calls
91
92                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
93                                 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
94                         else
95                                 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
96
97                         //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
98
99                         Damage(target_victim, this.realowner, this.realowner,
100                                 swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
101                                 this.realowner.origin + this.realowner.view_ofs,
102                                 v_forward * WEP_CVAR_SEC(shotgun, force));
103
104                         if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
105
106                         // draw large red flash for debugging
107                 #ifdef SHOTGUN_MELEEDEBUG
108                         te_customflash(targpos, 200, 2, '15 0 0');
109                 #endif
110
111                         if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
112                         {
113                                 this.swing_alreadyhit = target_victim;
114                                 continue; // move along to next trace
115                         }
116                         else
117                         {
118                                 delete(this);
119                                 return;
120                         }
121                 }
122         }
123
124         if(time >= this.cnt + meleetime)
125         {
126                 // melee is finished
127                 delete(this);
128                 return;
129         }
130         else
131         {
132                 // set up next frame
133                 this.swing_prev = i;
134                 this.nextthink = time;
135         }
136 }
137
138 void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
139 {
140         sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
141         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
142
143         entity meleetemp = new_pure(meleetemp);
144         meleetemp.realowner = actor;
145         setthink(meleetemp, W_Shotgun_Melee_Think);
146         meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
147         meleetemp.weaponentity_fld = weaponentity;
148         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);
149 }
150
151 // alternate secondary weapon frames
152 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
153 {
154         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
155         if (!(actor.items & IT_UNLIMITED_AMMO))
156         {
157                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
158                 w_ready(thiswep, actor, weaponentity, fire);
159                 return;
160         }
161
162         sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
163         W_Shotgun_Attack(thiswep, actor, weaponentity, true,
164                 WEP_CVAR_PRI(shotgun, ammo),
165                 WEP_CVAR_PRI(shotgun, damage),
166                 WEP_CVAR_PRI(shotgun, bullets),
167                 WEP_CVAR_PRI(shotgun, spread),
168                 WEP_CVAR_PRI(shotgun, solidpenetration),
169                 WEP_CVAR_PRI(shotgun, force),
170                 EFFECT_BULLET_WEAK); // actually is secondary, but we trick the last shot into playing full reload sound
171         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
172 }
173 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
174 {
175         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
176         if (!(actor.items & IT_UNLIMITED_AMMO))
177         {
178                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
179                 w_ready(thiswep, actor, weaponentity, fire);
180                 return;
181         }
182
183         W_Shotgun_Attack(thiswep, actor, weaponentity, false,
184                 WEP_CVAR_PRI(shotgun, ammo),
185                 WEP_CVAR_PRI(shotgun, damage),
186                 WEP_CVAR_PRI(shotgun, bullets),
187                 WEP_CVAR_PRI(shotgun, spread),
188                 WEP_CVAR_PRI(shotgun, solidpenetration),
189                 WEP_CVAR_PRI(shotgun, force),
190                 EFFECT_BULLET_WEAK);
191         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
192 }
193
194 .float shotgun_primarytime;
195
196 METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
197 {
198     if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
199         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
200     else
201         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
202 }
203
204 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
205 {
206     if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
207     {
208         // don't force reload an empty shotgun if its melee attack is active
209         if(WEP_CVAR(shotgun, secondary) < 2) {
210             thiswep.wr_reload(thiswep, actor, weaponentity);
211         }
212     }
213     else
214     {
215         if(fire & 1)
216         {
217             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
218             {
219                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
220                 {
221                     W_Shotgun_Attack(thiswep, actor, weaponentity, true,
222                                                 WEP_CVAR_PRI(shotgun, ammo),
223                                                 WEP_CVAR_PRI(shotgun, damage),
224                                                 WEP_CVAR_PRI(shotgun, bullets),
225                                                 WEP_CVAR_PRI(shotgun, spread),
226                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
227                                                 WEP_CVAR_PRI(shotgun, force),
228                                                 EFFECT_BULLET_WEAK);
229                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
230                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
231                 }
232             }
233         }
234         else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
235         {
236             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
237             {
238                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
239                 {
240                     W_Shotgun_Attack(thiswep, actor, weaponentity, false,
241                                                 WEP_CVAR_PRI(shotgun, ammo),
242                                                 WEP_CVAR_PRI(shotgun, damage),
243                                                 WEP_CVAR_PRI(shotgun, bullets),
244                                                 WEP_CVAR_PRI(shotgun, spread),
245                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
246                                                 WEP_CVAR_PRI(shotgun, force),
247                                                 EFFECT_BULLET_WEAK);
248                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
249                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
250                 }
251             }
252         }
253     }
254     if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
255     if(WEP_CVAR(shotgun, secondary) == 1)
256     if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_AMMO)) || (fire & 2))
257     if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
258     {
259         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
260         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
261     }
262 }
263 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
264 {
265     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
266     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
267     return ammo_amount;
268 }
269 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
270 {
271     if(IS_BOT_CLIENT(actor))
272     if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
273         return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
274     switch(WEP_CVAR(shotgun, secondary))
275     {
276         case 1: return true; // melee does not use ammo
277         case 2: // secondary triple shot
278         {
279             float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
280             ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
281             return ammo_amount;
282         }
283         default: return false; // secondary unavailable
284     }
285 }
286 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
287 {
288     W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
289 }
290 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
291 {
292     return WEAPON_THINKING_WITH_PORTALS;
293 }
294 METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
295 {
296     if(w_deathtype & HITTYPE_SECONDARY)
297         return WEAPON_SHOTGUN_MURDER_SLAP;
298     else
299         return WEAPON_SHOTGUN_MURDER;
300 }
301
302 #endif
303 #ifdef CSQC
304 .float prevric;
305
306 METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
307 {
308     vector org2 = w_org + w_backoff * 2;
309     pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
310     if(!w_issilent && time - actor.prevric > 0.25)
311     {
312         if(w_random < 0.05)
313             sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
314         actor.prevric = time;
315     }
316 }
317
318 #endif