]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/okshotgun.qc
Merge branch 'master' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okshotgun.qc
index 1e34e41a58f301f5bbdf59cc9992e374fa36ef1d..784d1c37b770f47a4110b76cc03e990dacee4063 100644 (file)
@@ -1,10 +1,6 @@
 #include "okshotgun.qh"
 
 #ifdef SVQC
-spawnfunc(weapon_okshotgun) { weapon_defaultspawnfunc(this, WEP_OVERKILL_SHOTGUN); }
-
-.float okshotgun_primarytime;
-
 METHOD(OverkillShotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
        if (vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_PRI(okshotgun, bot_range)))
@@ -19,74 +15,72 @@ METHOD(OverkillShotgun, wr_aim, void(entity thiswep, entity actor, .entity weapo
 
 METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-       if (WEP_CVAR(okshotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okshotgun, ammo)) // forced reload
+       if ((WEP_CVAR_SEC(okshotgun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
+       {
+               // Secondary uses it's own refire timer if refire_type is 1.
+               actor.jump_interval = time + WEP_CVAR_SEC(okshotgun, refire) * W_WeaponRateFactor(actor);
+               BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
+               if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
+                       (actor.(weaponentity).wframe == WFRAME_FIRE2))
+               {
+                       // Set secondary fire animation.
+                       vector a = '0 0 0';
+                       actor.(weaponentity).wframe = WFRAME_FIRE2;
+                       a = actor.(weaponentity).anim_fire2;
+                       a.z *= g_weaponratefactor;
+                       FOREACH_CLIENT(true, LAMBDA(
+                               if (it == actor || (IS_SPEC(it) && it.enemy == actor))
+                               {
+                                       wframe_send(it, actor.(weaponentity), a, true);
+                               }
+                       ));
+                       animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+               }
+       }
+       if (WEP_CVAR(okshotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okshotgun, ammo))
        {
+               // Forced reload
                thiswep.wr_reload(thiswep, actor, weaponentity);
                return;
        }
        if (fire & 1) // Primary attack
        {
-               if (time >= actor.(weaponentity).okshotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+               if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, refire)))
                {
-                       if (weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, animtime)))
-                       {
-                               W_Shotgun_Attack(thiswep, actor, weaponentity, true,
-                                       WEP_CVAR_PRI(okshotgun, ammo),
-                                       WEP_CVAR_PRI(okshotgun, damage),
-                                       WEP_CVAR_PRI(okshotgun, bullets),
-                                       WEP_CVAR_PRI(okshotgun, spread),
-                                       WEP_CVAR_PRI(okshotgun, solidpenetration),
-                                       WEP_CVAR_PRI(okshotgun, force));
-                               actor.(weaponentity).okshotgun_primarytime = time + WEP_CVAR_PRI(okshotgun, refire) * W_WeaponRateFactor(actor);
-                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
-                       }
+                       return;
                }
+               W_Shotgun_Attack(thiswep, actor, weaponentity, true,
+                       WEP_CVAR_PRI(okshotgun, ammo),
+                       WEP_CVAR_PRI(okshotgun, damage),
+                       WEP_CVAR_PRI(okshotgun, bullets),
+                       WEP_CVAR_PRI(okshotgun, spread),
+                       WEP_CVAR_PRI(okshotgun, solidpenetration),
+                       WEP_CVAR_PRI(okshotgun, force),
+                       EFFECT_RIFLE_WEAK);
+               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
+               return;
        }
-       else if (fire & 2) // Secondary attack
+       if ((fire & 2) && (WEP_CVAR_SEC(okshotgun, refire_type) == 0)) // Secondary attack
        {
                if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okshotgun, refire)))
                {
                        return;
                }
-               // ugly instagib hack to reuse the fire mode of the laser
-               makevectors(actor.v_angle);
-               Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
-               actor.(weaponentity).m_weapon = WEP_BLASTER;
-               W_Blaster_Attack(
-                       actor,
-                       weaponentity,
-                       WEP_BLASTER.m_id | HITTYPE_SECONDARY,
-                       WEP_CVAR_SEC(okshotgun, shotangle),
-                       WEP_CVAR_SEC(okshotgun, damage),
-                       WEP_CVAR_SEC(okshotgun, edgedamage),
-                       WEP_CVAR_SEC(okshotgun, radius),
-                       WEP_CVAR_SEC(okshotgun, force),
-                       WEP_CVAR_SEC(okshotgun, speed),
-                       WEP_CVAR_SEC(okshotgun, spread),
-                       WEP_CVAR_SEC(okshotgun, delay),
-                       WEP_CVAR_SEC(okshotgun, lifetime)
-               );
-               actor.(weaponentity).m_weapon = oldwep;
+               BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
        }
 }
 
 METHOD(OverkillShotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-       float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(okshotgun, ammo);
+       float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okshotgun, ammo);
        ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_PRI(okshotgun, ammo);
        return ammo_amount;
 }
 
 METHOD(OverkillShotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-       if (WEP_CVAR_SEC(okshotgun, ammo) == 0)
-       {
-               return true;
-       }
-       float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(okshotgun, ammo);
-       ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_SEC(okshotgun, ammo);
-       return ammo_amount;
+       return true; // Blaster secondary is unlimited.
 }
 
 METHOD(OverkillShotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
@@ -101,10 +95,7 @@ METHOD(OverkillShotgun, wr_suicidemessage, Notification(entity thiswep))
 
 METHOD(OverkillShotgun, wr_killmessage, Notification(entity thiswep))
 {
-       if(w_deathtype & HITTYPE_SECONDARY)
-               return WEAPON_BLASTER_MURDER;
-       else
-               return WEAPON_SHOTGUN_MURDER;
+       return WEAPON_OVERKILL_SHOTGUN_MURDER;
 }
 
 #endif