]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_shotgun.qc
Port new code to all weapons, part 2
[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.weapon_load[WEP_SHOTGUN];
14                 self.clip_size = autocvar_g_balance_shotgun_reload_ammo; // for the crosshair ammo display
15         }
16 }
17
18 void W_Shotgun_Reload()
19 {
20         self.reload_ammo_player = ammo_fuel;
21         self.reload_ammo_min = autocvar_g_balance_shotgun_primary_ammo;
22         self.reload_ammo_amount = autocvar_g_balance_shotgun_reload_ammo;
23         self.reload_time = autocvar_g_balance_shotgun_reload_time;
24         self.reload_sound = "weapons/reload.wav";
25
26         W_Reload();
27 }
28
29 void W_Shotgun_Attack (void)
30 {
31         float   sc;
32         float   ammoamount;
33         float   bullets;
34         float   d;
35         float   f;
36         float   spread;
37         float   bulletspeed;
38         float   bulletconstant;
39         local entity flash;
40
41         ammoamount = autocvar_g_balance_shotgun_primary_ammo;
42         bullets = autocvar_g_balance_shotgun_primary_bullets;
43         d = autocvar_g_balance_shotgun_primary_damage;
44         f = autocvar_g_balance_shotgun_primary_force;
45         spread = autocvar_g_balance_shotgun_primary_spread;
46         bulletspeed = autocvar_g_balance_shotgun_primary_speed;
47         bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
48
49         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
50         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
51         {
52                 if(autocvar_g_balance_shotgun_reload_ammo)
53                 {
54                         self.clip_load -= ammoamount;
55                         self.weapon_load[WEP_SHOTGUN] = self.clip_load;
56                 }
57                 else
58                         self.ammo_shells -= ammoamount;
59         }
60
61         W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
62         for (sc = 0;sc < bullets;sc = sc + 1)
63                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
64         endFireBallisticBullet();
65
66         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
67
68         // casing code
69         if (autocvar_g_casings >= 1)
70                 for (sc = 0;sc < ammoamount;sc = sc + 1)
71                         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);
72
73         // muzzle flash for 1st person view
74         flash = spawn();
75         setmodel(flash, "models/uziflash.md3"); // precision set below
76         flash.think = SUB_Remove;
77         flash.nextthink = time + 0.06;
78         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
79         W_AttachToShotorg(flash, '5 0 0');
80 }
81
82 void shotgun_meleethink (void)
83 {
84         // store time when we started swinging down inside self.cnt
85         if(!self.cnt)
86                 self.cnt = time;
87
88         makevectors(self.owner.v_angle);
89         vector angle;
90         angle = v_forward;
91
92         float meleetime;
93         meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
94
95         // perform trace
96         float f;
97         f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
98         vector targpos;
99         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;
100
101         WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
102
103         // apply the damage, also remove self
104         if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
105         {
106                 vector force;
107                 force = angle * autocvar_g_balance_shotgun_secondary_force;
108                 if(accuracy_isgooddamage(self.owner, trace_ent))
109                         accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
110                 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);
111                 remove(self);
112         }
113         else if(time >= self.cnt + meleetime) // missed, remove ent
114                 remove(self);
115         else // continue swinging the weapon in hope of hitting someone :)
116                 self.nextthink = time;
117 }
118
119 void W_Shotgun_Attack2 (void)
120 {
121         sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
122         weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
123
124         entity meleetemp;
125         meleetemp = spawn();
126         meleetemp.owner = self;
127         meleetemp.think = shotgun_meleethink;
128         meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
129         W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
130 }
131
132 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
133
134 .float shotgun_primarytime;
135
136 float w_shotgun(float req)
137 {
138         float ammo_amount;
139         if (req == WR_AIM)
140                 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
141                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
142                 else
143                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
144         else if (req == WR_THINK)
145         {
146                 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
147                 {
148                         // don't force reload an empty shotgun if its melee attack is active
149                         if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
150                                 W_Shotgun_Reload();
151                 }
152                 else
153                 {
154                         if (self.BUTTON_ATCK)
155                         {
156                                 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
157                                 {
158                                         if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
159                                         {
160                                                 W_Shotgun_Attack();
161                                                 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
162                                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
163                                         }
164                                 }
165                         }
166                 }
167                 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
168                 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
169                 {
170                         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
171                         weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
172                 }
173         }
174         else if (req == WR_PRECACHE)
175         {
176                 precache_model ("models/uziflash.md3");
177                 precache_model ("models/weapons/g_shotgun.md3");
178                 precache_model ("models/weapons/v_shotgun.md3");
179                 precache_model ("models/weapons/h_shotgun.iqm");
180                 precache_sound ("misc/itempickup.wav");
181                 precache_sound ("weapons/shotgun_fire.wav");
182                 precache_sound ("weapons/shotgun_melee.wav");
183                 precache_sound ("weapons/reload.wav");
184         }
185         else if (req == WR_SETUP)
186         {
187                 weapon_setup(WEP_SHOTGUN);
188                 W_Shotgun_SetAmmoCounter();
189         }
190         else if (req == WR_CHECKAMMO1)
191         {
192                 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
193                 ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo;
194                 return ammo_amount;
195         }
196         else if (req == WR_CHECKAMMO2)
197         {
198                 // melee attack is always available
199                 return TRUE;
200         }
201         else if (req == WR_RESETPLAYER)
202         {
203                 // all weapons must be fully loaded when we spawn
204                 self.weapon_load[WEP_SHOTGUN] = autocvar_g_balance_shotgun_reload_ammo;
205         }
206         else if (req == WR_RELOAD)
207         {
208                 W_Shotgun_Reload();
209         }
210         return TRUE;
211 };
212 #endif
213 #ifdef CSQC
214 .float prevric;
215 float w_shotgun(float req)
216 {
217         if(req == WR_IMPACTEFFECT)
218         {
219                 vector org2;
220                 org2 = w_org + w_backoff * 2;
221                 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
222                 if(!w_issilent && time - self.prevric > 0.25)
223                 {
224                         if(w_random < 0.0165)
225                                 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
226                         else if(w_random < 0.033)
227                                 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
228                         else if(w_random < 0.05)
229                                 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
230                         self.prevric = time;
231                 }
232         }
233         else if(req == WR_PRECACHE)
234         {
235                 precache_sound("weapons/ric1.wav");
236                 precache_sound("weapons/ric2.wav");
237                 precache_sound("weapons/ric3.wav");
238         }
239         else if (req == WR_SUICIDEMESSAGE)
240                 w_deathtypestring = _("%s did the impossible");
241         else if (req == WR_KILLMESSAGE)
242         {
243                 if(w_deathtype & HITTYPE_SECONDARY)
244                         w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
245                 else
246                         w_deathtypestring = _("%s was gunned by %s");
247         }
248         return TRUE;
249 }
250 #endif
251 #endif