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