]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_shotgun.qc
Remove useless returns on attack and attack2. There are several other checks that...
[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
6 .float shotgun_load;
7
8 void W_Shotgun_SetAmmoCounter()
9 {
10         // set clip_load to the weapon we have switched to, if the gun uses reloading
11         if(!autocvar_g_balance_shotgun_reload_ammo)
12                 self.clip_load = 0; // also keeps crosshair ammo from displaying
13         else
14         {
15                 self.clip_load = self.shotgun_load;
16                 self.clip_size = autocvar_g_balance_shotgun_reload_ammo; // for the crosshair ammo display
17         }
18 }
19
20 void W_Shotgun_ReloadedAndReady()
21 {
22         float t;
23
24         // now do the ammo transfer
25         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
26         while(self.clip_load < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more ammo than we have
27         {
28                 self.clip_load += 1;
29                 self.ammo_shells -= 1;
30         }
31         self.shotgun_load = self.clip_load;
32
33         t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1;
34         ATTACK_FINISHED(self) = t;
35         w_ready();
36 }
37
38 void W_Shotgun_Reload()
39 {
40         // return if reloading is disabled for this weapon
41         if(!autocvar_g_balance_shotgun_reload_ammo)
42                 return;
43
44         if(!W_ReloadCheck(self.ammo_shells))
45                 return;
46
47         float t;
48
49         sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
50
51         t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1;
52         ATTACK_FINISHED(self) = t;
53
54         weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady);
55
56         self.old_clip_load = self.clip_load;
57         self.clip_load = -1;
58 }
59
60 void W_Shotgun_Attack (void)
61 {
62         float   sc;
63         float   ammoamount;
64         float   bullets;
65         float   d;
66         float   f;
67         float   spread;
68         float   bulletspeed;
69         float   bulletconstant;
70         local entity flash;
71
72         ammoamount = autocvar_g_balance_shotgun_primary_ammo;
73         bullets = autocvar_g_balance_shotgun_primary_bullets;
74         d = autocvar_g_balance_shotgun_primary_damage;
75         f = autocvar_g_balance_shotgun_primary_force;
76         spread = autocvar_g_balance_shotgun_primary_spread;
77         bulletspeed = autocvar_g_balance_shotgun_primary_speed;
78         bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
79
80         W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
81         for (sc = 0;sc < bullets;sc = sc + 1)
82                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
83         endFireBallisticBullet();
84
85         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
86
87         // casing code
88         if (autocvar_g_casings >= 1)
89                 for (sc = 0;sc < ammoamount;sc = sc + 1)
90                         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);
91
92         // muzzle flash for 1st person view
93         flash = spawn();
94         setmodel(flash, "models/uziflash.md3"); // precision set below
95         flash.think = SUB_Remove;
96         flash.nextthink = time + 0.06;
97         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
98         W_AttachToShotorg(flash, '5 0 0');
99
100         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
101         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
102         {
103                 if(autocvar_g_balance_shotgun_reload_ammo)
104                 {
105                         self.clip_load -= ammoamount;
106                         self.shotgun_load = self.clip_load;
107                 }
108                 else
109                         self.ammo_shells -= ammoamount;
110         }
111 }
112
113 void shotgun_meleethink (void)
114 {
115         // store time when we started swinging down inside self.cnt
116         if(!self.cnt)
117                 self.cnt = time;
118
119         makevectors(self.owner.v_angle);
120         vector angle;
121         angle = v_forward;
122
123         float meleetime;
124         meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
125
126         // perform trace
127         float f;
128         f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
129         vector targpos;
130         targpos = self.owner.origin + self.owner.view_ofs + angle * autocvar_g_balance_shotgun_secondary_melee_range + v_right * f * autocvar_g_balance_shotgun_secondary_melee_swing + v_up * f * autocvar_g_balance_shotgun_secondary_melee_swing;
131
132         WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
133
134         // apply the damage, also remove self
135         if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
136         {
137                 vector force;
138                 force = angle * autocvar_g_balance_shotgun_secondary_force;
139                 if(accuracy_isgooddamage(self.owner, trace_ent))
140                         accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
141                 Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
142                 remove(self);
143         }
144         else if(time >= self.cnt + meleetime) // missed, remove ent
145                 remove(self);
146         else // continue swinging the weapon in hope of hitting someone :)
147                 self.nextthink = time;
148 }
149
150 void W_Shotgun_Attack2 (void)
151 {
152         sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
153         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
154
155         entity meleetemp;
156         meleetemp = spawn();
157         meleetemp.owner = self;
158         meleetemp.think = shotgun_meleethink;
159         meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
160         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
161 }
162
163 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
164
165 .float shotgun_primarytime;
166
167 float w_shotgun(float req)
168 {
169         if (req == WR_AIM)
170                 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
171                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
172                 else
173                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
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                         W_Shotgun_Reload();
178                 else
179                 {
180                         if (self.BUTTON_ATCK)
181                         {
182                                 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
183                                 {
184                                         if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
185                                         {
186                                                 W_Shotgun_Attack();
187                                                 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
188                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
189                                         }
190                                 }
191                         }
192                         if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
193                         if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
194                         {
195                                 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
196                                 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
197                         }
198                 }
199         if(self.wish_reload)
200         {
201             if(self.switchweapon == self.weapon)
202             {
203                 if(self.weaponentity.state == WS_READY)
204                 {
205                     self.wish_reload = 0;
206                     W_Shotgun_Reload();
207                 }
208             }
209         }
210         }
211         else if (req == WR_PRECACHE)
212         {
213                 precache_model ("models/uziflash.md3");
214                 precache_model ("models/weapons/g_shotgun.md3");
215                 precache_model ("models/weapons/v_shotgun.md3");
216                 precache_model ("models/weapons/h_shotgun.iqm");
217                 precache_sound ("misc/itempickup.wav");
218                 precache_sound ("weapons/shotgun_fire.wav");
219                 precache_sound ("weapons/shotgun_melee.wav");
220                 precache_sound ("weapons/reload.wav");
221         }
222         else if (req == WR_SETUP)
223         {
224                 weapon_setup(WEP_SHOTGUN);
225                 W_Shotgun_SetAmmoCounter();
226         }
227         else if (req == WR_CHECKAMMO1)
228         {
229                 if(autocvar_g_balance_shotgun_reload_ammo)
230                         return self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo;
231                 else
232                         return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
233         }
234         else if (req == WR_CHECKAMMO2)
235         {
236                 return TRUE;
237         }
238         else if (req == WR_RELOAD)
239         {
240                 W_Shotgun_Reload();
241         }
242         return TRUE;
243 };
244 #endif
245 #ifdef CSQC
246 .float prevric;
247 float w_shotgun(float req)
248 {
249         if(req == WR_IMPACTEFFECT)
250         {
251                 vector org2;
252                 org2 = w_org + w_backoff * 2;
253                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
254                 if(!w_issilent && time - self.prevric > 0.25)
255                 {
256                         if(w_random < 0.0165)
257                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
258                         else if(w_random < 0.033)
259                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
260                         else if(w_random < 0.05)
261                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
262                         self.prevric = time;
263                 }
264         }
265         else if(req == WR_PRECACHE)
266         {
267                 precache_sound("weapons/ric1.wav");
268                 precache_sound("weapons/ric2.wav");
269                 precache_sound("weapons/ric3.wav");
270         }
271         else if (req == WR_SUICIDEMESSAGE)
272                 w_deathtypestring = "%s did the impossible";
273         else if (req == WR_KILLMESSAGE)
274         {
275                 if(w_deathtype & HITTYPE_SECONDARY)
276                         w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
277                 else
278                         w_deathtypestring = "%s was gunned by %s";
279         }
280         return TRUE;
281 }
282 #endif
283 #endif