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