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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         if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load <= 0)
73                 return; // reloading, so we are done
74
75         ammoamount = autocvar_g_balance_shotgun_primary_ammo;
76         bullets = autocvar_g_balance_shotgun_primary_bullets;
77         d = autocvar_g_balance_shotgun_primary_damage;
78         f = autocvar_g_balance_shotgun_primary_force;
79         spread = autocvar_g_balance_shotgun_primary_spread;
80         bulletspeed = autocvar_g_balance_shotgun_primary_speed;
81         bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
82
83         W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
84         for (sc = 0;sc < bullets;sc = sc + 1)
85                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
86         endFireBallisticBullet();
87
88         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
89
90         // casing code
91         if (autocvar_g_casings >= 1)
92                 for (sc = 0;sc < ammoamount;sc = sc + 1)
93                         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);
94
95         // muzzle flash for 1st person view
96         flash = spawn();
97         setmodel(flash, "models/uziflash.md3"); // precision set below
98         flash.think = SUB_Remove;
99         flash.nextthink = time + 0.06;
100         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
101         W_AttachToShotorg(flash, '5 0 0');
102
103         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
104         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
105         {
106                 if(autocvar_g_balance_shotgun_reload_ammo)
107                 {
108                         self.clip_load -= ammoamount;
109                         self.shotgun_load = self.clip_load;
110                 }
111                 else
112                         self.ammo_shells -= ammoamount;
113         }
114 }
115
116 void shotgun_meleethink (void)
117 {
118         // store time when we started swinging down inside self.cnt
119         if(!self.cnt)
120                 self.cnt = time;
121
122         makevectors(self.owner.v_angle);
123         vector angle;
124         angle = v_forward;
125
126         float meleetime;
127         meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
128
129         // perform trace
130         float f;
131         f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
132         vector targpos;
133         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;
134
135         WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
136
137         // apply the damage, also remove self
138         if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
139         {
140                 vector force;
141                 force = angle * autocvar_g_balance_shotgun_secondary_force;
142                 if(accuracy_isgooddamage(self.owner, trace_ent))
143                         accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
144                 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);
145                 remove(self);
146         }
147         else if(time >= self.cnt + meleetime) // missed, remove ent
148                 remove(self);
149         else // continue swinging the weapon in hope of hitting someone :)
150                 self.nextthink = time;
151 }
152
153 void W_Shotgun_Attack2 (void)
154 {
155         sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
156         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
157
158         entity meleetemp;
159         meleetemp = spawn();
160         meleetemp.owner = self;
161         meleetemp.think = shotgun_meleethink;
162         meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
163         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
164 }
165
166 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
167
168 .float shotgun_primarytime;
169
170 float w_shotgun(float req)
171 {
172         if (req == WR_AIM)
173                 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
174                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
175                 else
176                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
177         else if (req == WR_THINK)
178         {
179                 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
180                         W_Shotgun_Reload();
181                 else
182                 {
183                         if (self.BUTTON_ATCK)
184                         {
185                                 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
186                                 {
187                                         if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
188                                         {
189                                                 W_Shotgun_Attack();
190                                                 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
191                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
192                                         }
193                                 }
194                         }
195                         if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
196                         if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
197                         {
198                                 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
199                                 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
200                         }
201                 }
202         if(self.wish_reload)
203         {
204             if(self.switchweapon == self.weapon)
205             {
206                 if(self.weaponentity.state == WS_READY)
207                 {
208                     self.wish_reload = 0;
209                     W_Shotgun_Reload();
210                 }
211             }
212         }
213         }
214         else if (req == WR_PRECACHE)
215         {
216                 precache_model ("models/uziflash.md3");
217                 precache_model ("models/weapons/g_shotgun.md3");
218                 precache_model ("models/weapons/v_shotgun.md3");
219                 precache_model ("models/weapons/h_shotgun.iqm");
220                 precache_sound ("misc/itempickup.wav");
221                 precache_sound ("weapons/shotgun_fire.wav");
222                 precache_sound ("weapons/shotgun_melee.wav");
223                 precache_sound ("weapons/reload.wav");
224         }
225         else if (req == WR_SETUP)
226         {
227                 weapon_setup(WEP_SHOTGUN);
228                 W_Shotgun_SetAmmoCounter();
229         }
230         else if (req == WR_CHECKAMMO1)
231         {
232                 if(autocvar_g_balance_shotgun_reload_ammo)
233                         return self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo;
234                 else
235                         return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
236         }
237         else if (req == WR_CHECKAMMO2)
238         {
239                 return TRUE;
240         }
241         else if (req == WR_RELOAD)
242         {
243                 W_Shotgun_Reload();
244         }
245         return TRUE;
246 };
247 #endif
248 #ifdef CSQC
249 .float prevric;
250 float w_shotgun(float req)
251 {
252         if(req == WR_IMPACTEFFECT)
253         {
254                 vector org2;
255                 org2 = w_org + w_backoff * 2;
256                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
257                 if(!w_issilent && time - self.prevric > 0.25)
258                 {
259                         if(w_random < 0.0165)
260                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
261                         else if(w_random < 0.033)
262                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
263                         else if(w_random < 0.05)
264                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
265                         self.prevric = time;
266                 }
267         }
268         else if(req == WR_PRECACHE)
269         {
270                 precache_sound("weapons/ric1.wav");
271                 precache_sound("weapons/ric2.wav");
272                 precache_sound("weapons/ric3.wav");
273         }
274         else if (req == WR_SUICIDEMESSAGE)
275                 w_deathtypestring = "%s did the impossible";
276         else if (req == WR_KILLMESSAGE)
277         {
278                 if(w_deathtype & HITTYPE_SECONDARY)
279                         w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
280                 else
281                         w_deathtypestring = "%s was gunned by %s";
282         }
283         return TRUE;
284 }
285 #endif
286 #endif