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Merge branch 'master' into mirceakitsune/universal_reload_system
[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_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
3 #else
4 #ifdef SVQC
5
6 void W_Shotgun_Reload()
7 {
8         self.reload_ammo_player = ammo_shells;
9         self.reload_ammo_min = autocvar_g_balance_shotgun_primary_ammo;
10         self.reload_ammo_amount = autocvar_g_balance_shotgun_reload_ammo;
11         self.reload_time = autocvar_g_balance_shotgun_reload_time;
12         self.reload_sound = "weapons/reload.wav";
13
14         W_Reload();
15 }
16
17 void W_Shotgun_Attack (void)
18 {
19         float   sc;
20         float   ammoamount;
21         float   bullets;
22         float   d;
23         float   f;
24         float   spread;
25         float   bulletspeed;
26         float   bulletconstant;
27         local entity flash;
28
29         ammoamount = autocvar_g_balance_shotgun_primary_ammo;
30         bullets = autocvar_g_balance_shotgun_primary_bullets;
31         d = autocvar_g_balance_shotgun_primary_damage;
32         f = autocvar_g_balance_shotgun_primary_force;
33         spread = autocvar_g_balance_shotgun_primary_spread;
34         bulletspeed = autocvar_g_balance_shotgun_primary_speed;
35         bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
36
37         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
38         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
39         {
40                 if(autocvar_g_balance_shotgun_reload_ammo)
41                 {
42                         self.clip_load -= ammoamount;
43                         self.weapon_load[WEP_SHOTGUN] = self.clip_load;
44                 }
45                 else
46                         self.ammo_shells -= ammoamount;
47         }
48
49         W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
50         for (sc = 0;sc < bullets;sc = sc + 1)
51                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
52         endFireBallisticBullet();
53
54         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
55
56         // casing code
57         if (autocvar_g_casings >= 1)
58                 for (sc = 0;sc < ammoamount;sc = sc + 1)
59                         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);
60
61         // muzzle flash for 1st person view
62         flash = spawn();
63         setmodel(flash, "models/uziflash.md3"); // precision set below
64         flash.think = SUB_Remove;
65         flash.nextthink = time + 0.06;
66         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
67         W_AttachToShotorg(flash, '5 0 0');
68 }
69
70 void shotgun_meleethink (void)
71 {
72         // store time when we started swinging down inside self.cnt
73         if(!self.cnt)
74                 self.cnt = time;
75
76         makevectors(self.owner.v_angle);
77         vector angle;
78         angle = v_forward;
79
80         float meleetime;
81         meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
82
83         // perform trace
84         float f;
85         f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
86         vector targpos;
87         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;
88
89         WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
90
91         // apply the damage, also remove self
92         if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
93         {
94                 vector force;
95                 force = angle * autocvar_g_balance_shotgun_secondary_force;
96                 if(accuracy_isgooddamage(self.owner, trace_ent))
97                         accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
98                 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);
99                 remove(self);
100         }
101         else if(time >= self.cnt + meleetime) // missed, remove ent
102                 remove(self);
103         else // continue swinging the weapon in hope of hitting someone :)
104                 self.nextthink = time;
105 }
106
107 void W_Shotgun_Attack2 (void)
108 {
109         sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
110         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
111
112         entity meleetemp;
113         meleetemp = spawn();
114         meleetemp.owner = self;
115         meleetemp.think = shotgun_meleethink;
116         meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
117         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
118 }
119
120 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
121
122 .float shotgun_primarytime;
123
124 float w_shotgun(float req)
125 {
126         float ammo_amount;
127         if (req == WR_AIM)
128                 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
129                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
130                 else
131                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
132         else if (req == WR_THINK)
133         {
134                 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
135                 {
136                         // don't force reload an empty shotgun if its melee attack is active
137                         if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
138                                 W_Shotgun_Reload();
139                 }
140                 else
141                 {
142                         if (self.BUTTON_ATCK)
143                         {
144                                 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
145                                 {
146                                         if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
147                                         {
148                                                 W_Shotgun_Attack();
149                                                 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
150                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
151                                         }
152                                 }
153                         }
154                 }
155                 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
156                 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
157                 {
158                         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
159                         weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
160                 }
161         }
162         else if (req == WR_PRECACHE)
163         {
164                 precache_model ("models/uziflash.md3");
165                 precache_model ("models/weapons/g_shotgun.md3");
166                 precache_model ("models/weapons/v_shotgun.md3");
167                 precache_model ("models/weapons/h_shotgun.iqm");
168                 precache_sound ("misc/itempickup.wav");
169                 precache_sound ("weapons/shotgun_fire.wav");
170                 precache_sound ("weapons/shotgun_melee.wav");
171                 precache_sound ("weapons/reload.wav");
172         }
173         else if (req == WR_SETUP)
174         {
175                 weapon_setup(WEP_SHOTGUN);
176         }
177         else if (req == WR_CHECKAMMO1)
178         {
179                 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
180                 ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo;
181                 return ammo_amount;
182         }
183         else if (req == WR_CHECKAMMO2)
184         {
185                 // melee attack is always available
186                 return TRUE;
187         }
188         else if (req == WR_RELOAD)
189         {
190                 W_Shotgun_Reload();
191         }
192         return TRUE;
193 };
194 #endif
195 #ifdef CSQC
196 .float prevric;
197 float w_shotgun(float req)
198 {
199         if(req == WR_IMPACTEFFECT)
200         {
201                 vector org2;
202                 org2 = w_org + w_backoff * 2;
203                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
204                 if(!w_issilent && time - self.prevric > 0.25)
205                 {
206                         if(w_random < 0.0165)
207                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
208                         else if(w_random < 0.033)
209                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
210                         else if(w_random < 0.05)
211                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
212                         self.prevric = time;
213                 }
214         }
215         else if(req == WR_PRECACHE)
216         {
217                 precache_sound("weapons/ric1.wav");
218                 precache_sound("weapons/ric2.wav");
219                 precache_sound("weapons/ric3.wav");
220         }
221         else if (req == WR_SUICIDEMESSAGE)
222                 w_deathtypestring = _("%s did the impossible");
223         else if (req == WR_KILLMESSAGE)
224         {
225                 if(w_deathtype & HITTYPE_SECONDARY)
226                         w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
227                 else
228                         w_deathtypestring = _("%s was gunned by %s");
229         }
230         return TRUE;
231 }
232 #endif
233 #endif