]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_shotgun.qc
merge some changes from my autocvarizer branch that change nothing but make code...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", "Shotgun");
3 #else
4 #ifdef SVQC
5 void W_Shotgun_Attack (void)
6 {
7         float   sc;
8         float   ammoamount;
9         float   bullets;
10         float   d;
11         float   f;
12         float   spread;
13         float   bulletspeed;
14         float   bulletconstant;
15         local entity flash;
16
17         ammoamount = cvar("g_balance_shotgun_primary_ammo");
18         bullets = cvar("g_balance_shotgun_primary_bullets");
19         d = cvar("g_balance_shotgun_primary_damage");
20         f = cvar("g_balance_shotgun_primary_force");
21         spread = cvar("g_balance_shotgun_primary_spread");
22         bulletspeed = cvar("g_balance_shotgun_primary_speed");
23         bulletconstant = cvar("g_balance_shotgun_primary_bulletconstant");
24
25         W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
26         for (sc = 0;sc < bullets;sc = sc + 1)
27                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
28         endFireBallisticBullet();
29         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
30                 self.ammo_shells = self.ammo_shells - ammoamount;
31
32         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_primary_ammo"));
33
34         // casing code
35         if (cvar("g_casings") >= 1)
36                 for (sc = 0;sc < ammoamount;sc = sc + 1)
37                         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, self);
38
39         // muzzle flash for 1st person view
40         flash = spawn();
41         setmodel(flash, "models/uziflash.md3"); // precision set below
42         flash.think = SUB_Remove;
43         flash.nextthink = time + 0.06;
44         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
45         W_AttachToShotorg(flash, '5 0 0');
46
47 }
48
49 void shotgun_meleethink (void)
50 {
51         // store time when we started swinging down inside self.cnt
52         if(!self.cnt)
53                 self.cnt = time;
54
55         makevectors(self.owner.v_angle);
56         vector angle;
57         angle = v_forward;
58
59         // perform trace
60         float f;
61         f = (self.cnt + cvar("g_balance_shotgun_secondary_melee_time") - time) / cvar("g_balance_shotgun_secondary_melee_time") * 2 - 1;
62         vector targpos;
63         targpos = self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_shotgun_secondary_melee_range") + v_right * f * cvar("g_balance_shotgun_secondary_melee_swing") + v_up * f * cvar("g_balance_shotgun_secondary_melee_swing");
64
65         WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
66
67         // apply the damage, also remove self
68         if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
69         {
70                 vector force;
71                 force = angle * cvar("g_balance_shotgun_secondary_force");
72                 if(accuracy_isgooddamage(self.owner, trace_ent))
73                         accuracy_add(self.owner, WEP_SHOTGUN, 0, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1));
74                 Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
75                 remove(self);
76         }
77         else if(time >= self.cnt + cvar("g_balance_shotgun_secondary_melee_time")) // missed, remove ent
78                 remove(self);
79         else // continue swinging the weapon in hope of hitting someone :)
80                 self.nextthink = time;
81 }
82
83 void W_Shotgun_Attack2 (void)
84 {
85         sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
86         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
87
88         entity meleetemp;
89         meleetemp = spawn();
90         meleetemp.owner = self;
91         meleetemp.think = shotgun_meleethink;
92         meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
93         W_SetupShot_Range(self, TRUE, 0, "", 0, cvar("g_balance_shotgun_secondary_damage"), cvar("g_balance_shotgun_secondary_melee_range"));
94 }
95
96 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
97
98 .float shotgun_primarytime;
99
100 float w_shotgun(float req)
101 {
102         if (req == WR_AIM)
103                 if(vlen(self.origin-self.enemy.origin)>200)
104                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
105                 else
106                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
107         else if (req == WR_THINK)
108         {
109                 if (self.BUTTON_ATCK)
110                 {
111                         if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
112                         {
113                                 if(weapon_prepareattack(0, cvar("g_balance_shotgun_primary_animtime")))
114                                 {
115                                         W_Shotgun_Attack();
116                                         self.shotgun_primarytime = time + cvar("g_balance_shotgun_primary_refire");
117                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
118                                 }
119                         }
120                 }
121                 if (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary"))
122                 if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
123                 {
124                         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
125                         weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
126                 }
127         }
128         else if (req == WR_PRECACHE)
129         {
130                 precache_model ("models/uziflash.md3");
131                 precache_model ("models/weapons/g_shotgun.md3");
132                 precache_model ("models/weapons/v_shotgun.md3");
133                 precache_model ("models/weapons/h_shotgun.iqm");
134                 precache_sound ("misc/itempickup.wav");
135                 precache_sound ("weapons/shotgun_fire.wav");
136                 precache_sound ("weapons/shotgun_melee.wav");
137         }
138         else if (req == WR_SETUP)
139                 weapon_setup(WEP_SHOTGUN);
140         else if (req == WR_CHECKAMMO1)
141                 return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
142         else if (req == WR_CHECKAMMO2)
143         {
144                 return TRUE;
145         }
146         return TRUE;
147 };
148 #endif
149 #ifdef CSQC
150 .float prevric;
151 float w_shotgun(float req)
152 {
153         if(req == WR_IMPACTEFFECT)
154         {
155                 vector org2;
156                 org2 = w_org + w_backoff * 2;
157                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
158                 if(!w_issilent && time - self.prevric > 0.25)
159                 {
160                         if(w_random < 0.0165)
161                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
162                         else if(w_random < 0.033)
163                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
164                         else if(w_random < 0.05)
165                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
166                         self.prevric = time;
167                 }
168         }
169         else if(req == WR_PRECACHE)
170         {
171                 precache_sound("weapons/ric1.wav");
172                 precache_sound("weapons/ric2.wav");
173                 precache_sound("weapons/ric3.wav");
174         }
175         else if (req == WR_SUICIDEMESSAGE)
176                 w_deathtypestring = "%s did the impossible";
177         else if (req == WR_KILLMESSAGE)
178         {
179                 if(w_deathtype & HITTYPE_SECONDARY)
180                         w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
181                 else
182                         w_deathtypestring = "%s was gunned by %s";
183         }
184         return TRUE;
185 }
186 #endif
187 #endif