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More documentation and some minor changes for drag 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_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
3 #else
4 #ifdef SVQC
5
6 void W_Shotgun_Attack (void)
7 {
8         float   sc;
9         float   ammoamount;
10         float   bullets;
11         float   d;
12         float   f;
13         float   spread;
14         float   bulletspeed;
15         float   bulletconstant;
16         entity flash;
17
18         ammoamount = autocvar_g_balance_shotgun_primary_ammo;
19         bullets = autocvar_g_balance_shotgun_primary_bullets;
20         d = autocvar_g_balance_shotgun_primary_damage;
21         f = autocvar_g_balance_shotgun_primary_force;
22         spread = autocvar_g_balance_shotgun_primary_spread;
23         bulletspeed = autocvar_g_balance_shotgun_primary_speed;
24         bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
25
26         W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
27
28         W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
29         for (sc = 0;sc < bullets;sc = sc + 1)
30                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
31         endFireBallisticBullet();
32
33         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
34
35         // casing code
36         if (autocvar_g_casings >= 1)
37                 for (sc = 0;sc < ammoamount;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, self);
39
40         // muzzle flash for 1st person view
41         flash = spawn();
42         setmodel(flash, "models/uziflash.md3"); // precision set below
43         flash.think = SUB_Remove;
44         flash.nextthink = time + 0.06;
45         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
46         W_AttachToShotorg(flash, '5 0 0');
47 }
48
49 .float swing_prev;
50 .entity swing_alreadyhit;
51 void shotgun_meleethink (void)
52 {
53         // declarations
54         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
55         vector targpos;
56
57         if(!self.cnt) // set start time of melee
58         {
59                 self.cnt = time; 
60                 W_PlayStrengthSound(self.realowner);
61         }
62
63         makevectors(self.realowner.v_angle); // update values for v_* vectors
64         
65         // calculate swing percentage based on time
66         meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
67         swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
68         f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
69         
70         // check to see if we can still continue, otherwise give up now
71         if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
72         {
73                 remove(self);
74                 return;
75         }
76         
77         // if okay, perform the traces needed for this frame 
78         for(i=self.swing_prev; i < f; ++i)
79         {
80                 swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
81                 
82                 targpos = (self.realowner.origin + self.realowner.view_ofs 
83                         + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
84                         + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
85                         + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
86
87                 WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
88
89                 // draw lightning beams for debugging
90                 //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); 
91                 //te_customflash(targpos, 40,  2, '1 1 1');
92                 
93                 is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
94
95                 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
96                         && (trace_ent.takedamage == DAMAGE_AIM)  
97                         && (trace_ent != self.swing_alreadyhit)
98                         && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
99                 {       
100                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
101                                 swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
102                         else
103                                 swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
104                         
105                         Damage(trace_ent, self.realowner, self.realowner, 
106                                 swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY, 
107                                 self.realowner.origin + self.realowner.view_ofs, 
108                                 v_forward * autocvar_g_balance_shotgun_secondary_force);
109                                 
110                         if(accuracy_isgooddamage(self.realowner, trace_ent))
111                                 accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage);
112                                 
113                         // draw large red flash for debugging
114                         //te_customflash(targpos, 200, 2, '15 0 0');
115                         
116                         if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
117                         {
118                                 self.swing_alreadyhit = trace_ent;
119                                 continue; // move along to next trace
120                         }
121                         else
122                         {
123                                 remove(self);
124                                 return;
125                         }
126                 }
127         }
128         
129         if(time >= self.cnt + meleetime)
130         {
131                 // melee is finished
132                 remove(self);
133                 return;
134         }
135         else
136         {
137                 // set up next frame 
138                 self.swing_prev = i;
139                 self.nextthink = time;
140         }
141 }
142
143 void W_Shotgun_Attack2 (void)
144 {
145         sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
146         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
147
148         entity meleetemp;
149         meleetemp = spawn();
150         meleetemp.owner = meleetemp.realowner = self;
151         meleetemp.think = shotgun_meleethink;
152         meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
153         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
154 }
155
156 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
157
158 .float shotgun_primarytime;
159
160 float w_shotgun(float req)
161 {
162         float ammo_amount;
163         if (req == WR_AIM)
164                 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
165                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
166                 else
167                 {
168                         if(autocvar_g_antilag_bullets)
169                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
170                         else
171                                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
172                 }
173
174         else if (req == WR_THINK)
175         {
176                 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
177                 {
178                         // don't force reload an empty shotgun if its melee attack is active
179                         if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
180                                 weapon_action(self.weapon, WR_RELOAD);
181                 }
182                 else
183                 {
184                         if (self.BUTTON_ATCK)
185                         {
186                                 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
187                                 {
188                                         if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
189                                         {
190                                                 W_Shotgun_Attack();
191                                                 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
192                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
193                                         }
194                                 }
195                         }
196                 }
197                 if (self.clip_load >= 0) // we are not currently reloading
198                 if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
199                 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
200                 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
201                 {
202                         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
203                         weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
204                 }
205         }
206         else if (req == WR_PRECACHE)
207         {
208                 precache_model ("models/uziflash.md3");
209                 precache_model ("models/weapons/g_shotgun.md3");
210                 precache_model ("models/weapons/v_shotgun.md3");
211                 precache_model ("models/weapons/h_shotgun.iqm");
212                 precache_sound ("misc/itempickup.wav");
213                 precache_sound ("weapons/shotgun_fire.wav");
214                 precache_sound ("weapons/shotgun_melee.wav");
215                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
216         }
217         else if (req == WR_SETUP)
218         {
219                 weapon_setup(WEP_SHOTGUN);
220                 self.current_ammo = ammo_shells;
221         }
222         else if (req == WR_CHECKAMMO1)
223         {
224                 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
225                 ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
226                 return ammo_amount;
227         }
228         else if (req == WR_CHECKAMMO2)
229         {
230                 // melee attack is always available
231                 return TRUE;
232         }
233         else if (req == WR_RELOAD)
234         {
235                 W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
236         }
237         return TRUE;
238 }
239 #endif
240 #ifdef CSQC
241 .float prevric;
242 float w_shotgun(float req)
243 {
244         if(req == WR_IMPACTEFFECT)
245         {
246                 vector org2;
247                 org2 = w_org + w_backoff * 2;
248                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
249                 if(!w_issilent && time - self.prevric > 0.25)
250                 {
251                         if(w_random < 0.0165)
252                                 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
253                         else if(w_random < 0.033)
254                                 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
255                         else if(w_random < 0.05)
256                                 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
257                         self.prevric = time;
258                 }
259         }
260         else if(req == WR_PRECACHE)
261         {
262                 precache_sound("weapons/ric1.wav");
263                 precache_sound("weapons/ric2.wav");
264                 precache_sound("weapons/ric3.wav");
265         }
266         else if (req == WR_SUICIDEMESSAGE)
267                 w_deathtypestring = _("%s is now thinking with portals");
268         else if (req == WR_KILLMESSAGE)
269         {
270                 if(w_deathtype & HITTYPE_SECONDARY)
271                         w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
272                 else
273                         w_deathtypestring = _("%s was gunned by %s");
274         }
275         return TRUE;
276 }
277 #endif
278 #endif