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