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