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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         local 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 entity lgbeam_owner_ent;
50 void shotgun_meleethink (void)
51 {
52         // store time when we started swinging down inside self.cnt
53         if(!self.cnt)
54                 self.cnt = time;
55
56         makevectors(self.realowner.v_angle);
57         vector angle;
58         angle = v_forward;
59
60         float meleetime;
61         meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
62
63         // perform trace
64         float f;
65         f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
66         vector targpos;
67         targpos = self.realowner.origin + self.realowner.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;
68
69         if(!lgbeam_owner_ent)
70         {
71                 lgbeam_owner_ent = spawn();
72                 lgbeam_owner_ent.classname = "lgbeam_owner_ent";
73         }
74         WarpZone_traceline_antilag(lgbeam_owner_ent, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
75
76         // apply the damage, also remove self
77         if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
78         {
79                 vector force;
80                 force = angle * autocvar_g_balance_shotgun_secondary_force;
81                 if(accuracy_isgooddamage(self.realowner, trace_ent))
82                         accuracy_add(self.realowner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
83                 Damage (trace_ent, self.realowner, self.realowner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.realowner.origin + self.realowner.view_ofs, force);
84                 remove(self);
85         }
86         else if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, remove ent
87                 remove(self);
88         else // continue swinging the weapon in hope of hitting someone :)
89                 self.nextthink = time;
90 }
91
92 void W_Shotgun_Attack2 (void)
93 {
94         sound (self, CH_SHOTS, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
95         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
96
97         entity meleetemp;
98         meleetemp = spawn();
99         meleetemp.owner = meleetemp.realowner = self;
100         meleetemp.think = shotgun_meleethink;
101         meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
102         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
103 }
104
105 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
106
107 .float shotgun_primarytime;
108
109 float w_shotgun(float req)
110 {
111         float ammo_amount;
112         if (req == WR_AIM)
113                 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
114                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
115                 else
116                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
117         else if (req == WR_THINK)
118         {
119                 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
120                 {
121                         // don't force reload an empty shotgun if its melee attack is active
122                         if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
123                                 weapon_action(self.weapon, WR_RELOAD);
124                 }
125                 else
126                 {
127                         if (self.BUTTON_ATCK)
128                         {
129                                 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
130                                 {
131                                         if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
132                                         {
133                                                 W_Shotgun_Attack();
134                                                 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
135                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
136                                         }
137                                 }
138                         }
139                 }
140                 if (self.clip_load >= 0) // we are not currently reloading
141                 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
142                 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
143                 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
144                 {
145                         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
146                         weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
147                 }
148         }
149         else if (req == WR_PRECACHE)
150         {
151                 precache_model ("models/uziflash.md3");
152                 precache_model ("models/weapons/g_shotgun.md3");
153                 precache_model ("models/weapons/v_shotgun.md3");
154                 precache_model ("models/weapons/h_shotgun.iqm");
155                 precache_sound ("misc/itempickup.wav");
156                 precache_sound ("weapons/shotgun_fire.wav");
157                 precache_sound ("weapons/shotgun_melee.wav");
158                 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
159         }
160         else if (req == WR_SETUP)
161         {
162                 weapon_setup(WEP_SHOTGUN);
163                 self.current_ammo = ammo_shells;
164         }
165         else if (req == WR_CHECKAMMO1)
166         {
167                 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
168                 ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo;
169                 return ammo_amount;
170         }
171         else if (req == WR_CHECKAMMO2)
172         {
173                 // melee attack is always available
174                 return TRUE;
175         }
176         else if (req == WR_RELOAD)
177         {
178                 W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
179         }
180         return TRUE;
181 };
182 #endif
183 #ifdef CSQC
184 .float prevric;
185 float w_shotgun(float req)
186 {
187         if(req == WR_IMPACTEFFECT)
188         {
189                 vector org2;
190                 org2 = w_org + w_backoff * 2;
191                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
192                 if(!w_issilent && time - self.prevric > 0.25)
193                 {
194                         if(w_random < 0.0165)
195                                 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
196                         else if(w_random < 0.033)
197                                 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
198                         else if(w_random < 0.05)
199                                 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
200                         self.prevric = time;
201                 }
202         }
203         else if(req == WR_PRECACHE)
204         {
205                 precache_sound("weapons/ric1.wav");
206                 precache_sound("weapons/ric2.wav");
207                 precache_sound("weapons/ric3.wav");
208         }
209         else if (req == WR_SUICIDEMESSAGE)
210                 w_deathtypestring = _("%s is now thinking with portals");
211         else if (req == WR_KILLMESSAGE)
212         {
213                 if(w_deathtype & HITTYPE_SECONDARY)
214                         w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
215                 else
216                         w_deathtypestring = _("%s was gunned by %s");
217         }
218         return TRUE;
219 }
220 #endif
221 #endif