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melee icon code :-)
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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 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", cvar("g_balance_shotgun_primary_damage"));
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         WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
65
66         // apply the damage, also remove self
67         if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && trace_ent.classname == "player")
68         {
69                 vector force;
70                 force = angle * cvar("g_balance_shotgun_secondary_force");
71                 Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * ((f + 1) / 2), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
72                 remove(self);
73         }
74         else if(time >= self.cnt + cvar("g_balance_shotgun_secondary_melee_time")) // missed, remove ent
75                 remove(self);
76         else // continue swinging the weapon in hope of hitting someone :)
77                 self.nextthink = time;
78 }
79
80 void W_Shotgun_Attack2 (void)
81 {
82         sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
83         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
84
85         entity meleetemp;
86         meleetemp = spawn();
87         meleetemp.owner = self;
88         meleetemp.think = shotgun_meleethink;
89         meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
90 }
91
92 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
93
94 float w_shotgun(float req)
95 {
96         if (req == WR_AIM)
97                 if(vlen(self.origin-self.enemy.origin)>200)
98                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
99                 else
100                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
101         else if (req == WR_THINK)
102         {
103                 if (self.BUTTON_ATCK)
104                 if (weapon_prepareattack(0, cvar("g_balance_shotgun_primary_refire")))
105                 {
106                         W_Shotgun_Attack();
107                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
108                 }
109                 if (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary"))
110                 if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
111                 {
112                         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
113                         weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
114                 }
115         }
116         else if (req == WR_PRECACHE)
117         {
118                 precache_model ("models/uziflash.md3");
119                 precache_model ("models/weapons/g_shotgun.md3");
120                 precache_model ("models/weapons/v_shotgun.md3");
121                 precache_model ("models/weapons/h_shotgun.iqm");
122                 precache_sound ("misc/itempickup.wav");
123                 precache_sound ("weapons/shotgun_fire.wav");
124                 precache_sound ("weapons/shotgun_melee.wav");
125         }
126         else if (req == WR_SETUP)
127                 weapon_setup(WEP_SHOTGUN);
128         else if (req == WR_CHECKAMMO1)
129                 return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
130         else if (req == WR_CHECKAMMO2)
131         {
132                 return TRUE;
133         }
134         return TRUE;
135 };
136 #endif
137 #ifdef CSQC
138 float w_shotgun(float req)
139 {
140         if(req == WR_IMPACTEFFECT)
141         {
142                 vector org2;
143                 org2 = w_org + w_backoff * 2;
144                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
145                 if(!w_issilent)
146                 {
147                         if(w_random < 0.05)
148                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
149                         else if(w_random < 0.1)
150                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
151                         else if(w_random < 0.2)
152                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
153                 }
154         }
155         else if(req == WR_PRECACHE)
156         {
157                 precache_sound("weapons/ric1.wav");
158                 precache_sound("weapons/ric2.wav");
159                 precache_sound("weapons/ric3.wav");
160         }
161         else if (req == WR_SUICIDEMESSAGE)
162                 w_deathtypestring = "%s did the impossible";
163         else if (req == WR_KILLMESSAGE)
164         {
165                 w_deathtypestring = "%s was gunned by %s"; // unchecked: SECONDARY
166         }
167         return TRUE;
168 }
169 #endif
170 #endif