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Merge branch 't0uYK8Ne/set_slick_friction' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
1 #include "shotgun.qh"
2
3 #ifdef SVQC
4
5 METHOD(Shotgun, m_spawnfunc_hookreplace, Weapon(Shotgun this, entity e))
6 {
7         if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
8         {
9                 return WEP_MACHINEGUN;
10         }
11         return this;
12 }
13
14 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)
15 {
16         W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
17
18         W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id);
19
20         // TRICK: do the antilag outside the regular fireBullet function, so it isn't performed unnecessarily on every single bullet!
21         float lag = antilag_getlag(actor);
22         if(lag && bullets > 0)
23                 antilag_takeback_all(actor, lag);
24
25         for(int sc = 0;sc < bullets;sc = sc + 1)
26                 fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect, false);
27         
28         if(lag && bullets > 0)
29                 antilag_restore_all(actor);
30
31         Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
32
33         // casing code
34         if(autocvar_g_casings >= 1)
35         {
36                 makevectors(actor.v_angle); // for some reason, this is lost
37                 //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
38                         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);
39         }
40
41         // muzzle flash for 1st person view
42         entity flash = spawn();
43         setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
44         setthink(flash, SUB_Remove);
45         flash.nextthink = time + 0.06;
46         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
47         W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
48 }
49
50 .float swing_prev;
51 .entity swing_alreadyhit;
52 void W_Shotgun_Melee_Think(entity this)
53 {
54         // declarations
55         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
56         entity target_victim;
57         vector targpos;
58
59         if(!this.cnt) // set start time of melee
60         {
61                 this.cnt = time;
62                 W_PlayStrengthSound(this.realowner);
63         }
64
65         makevectors(this.realowner.v_angle); // update values for v_* vectors
66
67         // calculate swing percentage based on time
68         meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
69         swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
70         f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
71
72         // check to see if we can still continue, otherwise give up now
73         if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
74         {
75                 delete(this);
76                 return;
77         }
78
79         // if okay, perform the traces needed for this frame
80         for(i=this.swing_prev; i < f; ++i)
81         {
82                 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
83
84                 targpos = (this.realowner.origin + this.realowner.view_ofs
85                         + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
86                         + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
87                         + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
88
89                 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));
90
91                 // draw lightning beams for debugging
92                 //te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
93                 //te_customflash(targpos, 40,  2, '1 1 1');
94
95                 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
96
97                 if((trace_fraction < 1) // if trace is good, apply the damage and remove this
98                         && (trace_ent.takedamage != DAMAGE_NO)
99                         && (trace_ent != this.swing_alreadyhit)
100                         && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
101                 {
102                         target_victim = trace_ent; // so it persists through other calls
103
104                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
105                                 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
106                         else
107                                 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
108
109                         //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
110
111                         Damage(target_victim, this.realowner, this.realowner,
112                                 swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
113                                 this.realowner.origin + this.realowner.view_ofs,
114                                 v_forward * WEP_CVAR_SEC(shotgun, force));
115
116                         if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
117
118                         // draw large red flash for debugging
119                         //te_customflash(targpos, 200, 2, '15 0 0');
120
121                         if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
122                         {
123                                 this.swing_alreadyhit = target_victim;
124                                 continue; // move along to next trace
125                         }
126                         else
127                         {
128                                 delete(this);
129                                 return;
130                         }
131                 }
132         }
133
134         if(time >= this.cnt + meleetime)
135         {
136                 // melee is finished
137                 delete(this);
138                 return;
139         }
140         else
141         {
142                 // set up next frame
143                 this.swing_prev = i;
144                 this.nextthink = time;
145         }
146 }
147
148 void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
149 {
150         sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
151         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
152
153         entity meleetemp = new_pure(meleetemp);
154         meleetemp.realowner = actor;
155         setthink(meleetemp, W_Shotgun_Melee_Think);
156         meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
157         meleetemp.weaponentity_fld = weaponentity;
158         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);
159 }
160
161 // alternate secondary weapon frames
162 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
163 {
164         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
165         if (!(actor.items & IT_UNLIMITED_AMMO))
166         {
167                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
168                 w_ready(thiswep, actor, weaponentity, fire);
169                 return;
170         }
171
172         sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
173         W_Shotgun_Attack(thiswep, actor, weaponentity, true,
174                 WEP_CVAR_PRI(shotgun, ammo),
175                 WEP_CVAR_PRI(shotgun, damage),
176                 WEP_CVAR_PRI(shotgun, bullets),
177                 WEP_CVAR_PRI(shotgun, spread),
178                 WEP_CVAR_PRI(shotgun, solidpenetration),
179                 WEP_CVAR_PRI(shotgun, force),
180                 EFFECT_BULLET_WEAK); // actually is secondary, but we trick the last shot into playing full reload sound
181         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
182 }
183 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
184 {
185         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
186         if (!(actor.items & IT_UNLIMITED_AMMO))
187         {
188                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
189                 w_ready(thiswep, actor, weaponentity, fire);
190                 return;
191         }
192
193         W_Shotgun_Attack(thiswep, actor, weaponentity, false,
194                 WEP_CVAR_PRI(shotgun, ammo),
195                 WEP_CVAR_PRI(shotgun, damage),
196                 WEP_CVAR_PRI(shotgun, bullets),
197                 WEP_CVAR_PRI(shotgun, spread),
198                 WEP_CVAR_PRI(shotgun, solidpenetration),
199                 WEP_CVAR_PRI(shotgun, force),
200                 EFFECT_BULLET_WEAK);
201         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
202 }
203
204 .float shotgun_primarytime;
205
206 METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
207 {
208     if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
209         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
210     else
211         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
212 }
213
214 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
215 {
216     if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
217     {
218         // don't force reload an empty shotgun if its melee attack is active
219         if(WEP_CVAR(shotgun, secondary) < 2) {
220             thiswep.wr_reload(thiswep, actor, weaponentity);
221         }
222     }
223     else
224     {
225         if(fire & 1)
226         {
227             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
228             {
229                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
230                 {
231                     W_Shotgun_Attack(thiswep, actor, weaponentity, true,
232                                                 WEP_CVAR_PRI(shotgun, ammo),
233                                                 WEP_CVAR_PRI(shotgun, damage),
234                                                 WEP_CVAR_PRI(shotgun, bullets),
235                                                 WEP_CVAR_PRI(shotgun, spread),
236                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
237                                                 WEP_CVAR_PRI(shotgun, force),
238                                                 EFFECT_BULLET_WEAK);
239                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
240                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
241                 }
242             }
243         }
244         else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
245         {
246             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
247             {
248                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
249                 {
250                     W_Shotgun_Attack(thiswep, actor, weaponentity, false,
251                                                 WEP_CVAR_PRI(shotgun, ammo),
252                                                 WEP_CVAR_PRI(shotgun, damage),
253                                                 WEP_CVAR_PRI(shotgun, bullets),
254                                                 WEP_CVAR_PRI(shotgun, spread),
255                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
256                                                 WEP_CVAR_PRI(shotgun, force),
257                                                 EFFECT_BULLET_WEAK);
258                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
259                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
260                 }
261             }
262         }
263     }
264     if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
265     if(WEP_CVAR(shotgun, secondary) == 1)
266     if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_AMMO)) || (fire & 2))
267     if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
268     {
269         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
270         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
271     }
272 }
273 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
274 {
275     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
276     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
277     return ammo_amount;
278 }
279 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
280 {
281     if(IS_BOT_CLIENT(actor))
282     if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
283         return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
284     switch(WEP_CVAR(shotgun, secondary))
285     {
286         case 1: return true; // melee does not use ammo
287         case 2: // secondary triple shot
288         {
289             float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
290             ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
291             return ammo_amount;
292         }
293         default: return false; // secondary unavailable
294     }
295 }
296 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
297 {
298     W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
299 }
300 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
301 {
302     return WEAPON_THINKING_WITH_PORTALS;
303 }
304 METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
305 {
306     if(w_deathtype & HITTYPE_SECONDARY)
307         return WEAPON_SHOTGUN_MURDER_SLAP;
308     else
309         return WEAPON_SHOTGUN_MURDER;
310 }
311
312 #endif
313 #ifdef CSQC
314 .float prevric;
315
316 METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
317 {
318     vector org2 = w_org + w_backoff * 2;
319     pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
320     if(!w_issilent && time - actor.prevric > 0.25)
321     {
322         if(w_random < 0.05)
323             sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
324         actor.prevric = time;
325     }
326 }
327
328 #endif