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