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Doh, it CAN be done differently than my ugly list. Use WR checks
[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 void W_Shotgun_SetAmmoCounter()
7 {
8         // set clip_load to the weapon we have switched to, if the gun uses reloading
9         if(!autocvar_g_balance_shotgun_reload_ammo)
10                 self.clip_load = 0; // also keeps crosshair ammo from displaying
11         else
12         {
13                 self.clip_load = self.shotgun_load;
14                 self.clip_size = autocvar_g_balance_shotgun_reload_ammo; // for the crosshair ammo display
15         }
16 }
17
18 void W_Shotgun_ReloadedAndReady()
19 {
20         float t;
21
22         // now do the ammo transfer
23         self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
24         while(self.clip_load < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more ammo than we have
25         {
26                 self.clip_load += 1;
27                 self.ammo_shells -= 1;
28         }
29         self.shotgun_load = self.clip_load;
30
31         t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1;
32         ATTACK_FINISHED(self) = t;
33         w_ready();
34 }
35
36 void W_Shotgun_Reload()
37 {
38         // return if reloading is disabled for this weapon
39         if(!autocvar_g_balance_shotgun_reload_ammo)
40                 return;
41
42         if(!W_ReloadCheck(self.ammo_shells, autocvar_g_balance_shotgun_primary_ammo))
43                 return;
44
45         float t;
46
47         sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
48
49         t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1;
50         ATTACK_FINISHED(self) = t;
51
52         weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady);
53
54         self.old_clip_load = self.clip_load;
55         self.clip_load = -1;
56 }
57
58 void W_Shotgun_Attack (void)
59 {
60         float   sc;
61         float   ammoamount;
62         float   bullets;
63         float   d;
64         float   f;
65         float   spread;
66         float   bulletspeed;
67         float   bulletconstant;
68         local entity flash;
69
70         ammoamount = autocvar_g_balance_shotgun_primary_ammo;
71         bullets = autocvar_g_balance_shotgun_primary_bullets;
72         d = autocvar_g_balance_shotgun_primary_damage;
73         f = autocvar_g_balance_shotgun_primary_force;
74         spread = autocvar_g_balance_shotgun_primary_spread;
75         bulletspeed = autocvar_g_balance_shotgun_primary_speed;
76         bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
77
78         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
79         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
80         {
81                 if(autocvar_g_balance_shotgun_reload_ammo)
82                 {
83                         self.clip_load -= ammoamount;
84                         self.shotgun_load = self.clip_load;
85                 }
86                 else
87                         self.ammo_shells -= ammoamount;
88         }
89
90         W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
91         for (sc = 0;sc < bullets;sc = sc + 1)
92                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
93         endFireBallisticBullet();
94
95         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
96
97         // casing code
98         if (autocvar_g_casings >= 1)
99                 for (sc = 0;sc < ammoamount;sc = sc + 1)
100                         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);
101
102         // muzzle flash for 1st person view
103         flash = spawn();
104         setmodel(flash, "models/uziflash.md3"); // precision set below
105         flash.think = SUB_Remove;
106         flash.nextthink = time + 0.06;
107         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
108         W_AttachToShotorg(flash, '5 0 0');
109 }
110
111 void shotgun_meleethink (void)
112 {
113         // store time when we started swinging down inside self.cnt
114         if(!self.cnt)
115                 self.cnt = time;
116
117         makevectors(self.owner.v_angle);
118         vector angle;
119         angle = v_forward;
120
121         float meleetime;
122         meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
123
124         // perform trace
125         float f;
126         f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
127         vector targpos;
128         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;
129
130         WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
131
132         // apply the damage, also remove self
133         if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
134         {
135                 vector force;
136                 force = angle * autocvar_g_balance_shotgun_secondary_force;
137                 if(accuracy_isgooddamage(self.owner, trace_ent))
138                         accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
139                 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);
140                 remove(self);
141         }
142         else if(time >= self.cnt + meleetime) // missed, remove ent
143                 remove(self);
144         else // continue swinging the weapon in hope of hitting someone :)
145                 self.nextthink = time;
146 }
147
148 void W_Shotgun_Attack2 (void)
149 {
150         sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
151         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
152
153         entity meleetemp;
154         meleetemp = spawn();
155         meleetemp.owner = self;
156         meleetemp.think = shotgun_meleethink;
157         meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
158         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
159 }
160
161 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
162
163 .float shotgun_primarytime;
164
165 float w_shotgun(float req)
166 {
167         if (req == WR_AIM)
168                 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
169                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
170                 else
171                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
172         else if (req == WR_THINK)
173         {
174                 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
175                         W_Shotgun_Reload();
176                 else
177                 {
178                         if (self.BUTTON_ATCK)
179                         {
180                                 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
181                                 {
182                                         if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
183                                         {
184                                                 W_Shotgun_Attack();
185                                                 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
186                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
187                                         }
188                                 }
189                         }
190                         if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
191                         if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
192                         {
193                                 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
194                                 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
195                         }
196                 }
197         if(self.wish_reload)
198         {
199             if(self.switchweapon == self.weapon)
200             {
201                 if(self.weaponentity.state == WS_READY)
202                 {
203                     self.wish_reload = 0;
204                     W_Shotgun_Reload();
205                 }
206             }
207         }
208         }
209         else if (req == WR_PRECACHE)
210         {
211                 precache_model ("models/uziflash.md3");
212                 precache_model ("models/weapons/g_shotgun.md3");
213                 precache_model ("models/weapons/v_shotgun.md3");
214                 precache_model ("models/weapons/h_shotgun.iqm");
215                 precache_sound ("misc/itempickup.wav");
216                 precache_sound ("weapons/shotgun_fire.wav");
217                 precache_sound ("weapons/shotgun_melee.wav");
218                 precache_sound ("weapons/reload.wav");
219         }
220         else if (req == WR_SETUP)
221         {
222                 weapon_setup(WEP_SHOTGUN);
223                 W_Shotgun_SetAmmoCounter();
224         }
225         else if (req == WR_CHECKAMMO1)
226         {
227                 if(autocvar_g_balance_shotgun_reload_ammo)
228                         return self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo;
229                 else
230                         return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
231         }
232         else if (req == WR_CHECKAMMO2)
233         {
234                 return TRUE;
235         }
236         else if (req == WR_RELOAD)
237         {
238                 W_Shotgun_Reload();
239         }
240         else if (req == WR_SWITCHABLE)
241         {
242                 // checks if this weapon can be switched to, when reloading is enabled
243                 // returns true if there's either enough load in the weapon to use it,
244                 // or we have enough ammo to reload the weapon to a usable point
245                 float ammo_amount;
246                 ammo_amount = autocvar_g_balance_shotgun_primary_ammo;
247                 return self.shotgun_load >= ammo_amount || self.ammo_shells >= ammo_amount;
248         }
249         return TRUE;
250 };
251 #endif
252 #ifdef CSQC
253 .float prevric;
254 float w_shotgun(float req)
255 {
256         if(req == WR_IMPACTEFFECT)
257         {
258                 vector org2;
259                 org2 = w_org + w_backoff * 2;
260                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
261                 if(!w_issilent && time - self.prevric > 0.25)
262                 {
263                         if(w_random < 0.0165)
264                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
265                         else if(w_random < 0.033)
266                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
267                         else if(w_random < 0.05)
268                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
269                         self.prevric = time;
270                 }
271         }
272         else if(req == WR_PRECACHE)
273         {
274                 precache_sound("weapons/ric1.wav");
275                 precache_sound("weapons/ric2.wav");
276                 precache_sound("weapons/ric3.wav");
277         }
278         else if (req == WR_SUICIDEMESSAGE)
279                 w_deathtypestring = "%s did the impossible";
280         else if (req == WR_KILLMESSAGE)
281         {
282                 if(w_deathtype & HITTYPE_SECONDARY)
283                         w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
284                 else
285                         w_deathtypestring = "%s was gunned by %s";
286         }
287         return TRUE;
288 }
289 #endif
290 #endif