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