]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shotgun.qc
Merge branch 'master' into martin-t/rpc-acc
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
index 87a24d13a3a96a2d3985073f911f70212d13c956..057ef3f03a756b6c3d337a7257fada47c88ebd51 100644 (file)
@@ -1,73 +1,17 @@
 #include "shotgun.qh"
-#ifndef IMPLEMENTATION
-CLASS(Shotgun, Weapon)
-/* ammotype  */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells);
-/* impulse   */ ATTRIB(Shotgun, impulse, int, 2);
-/* flags     */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC);
-/* rating    */ ATTRIB(Shotgun, bot_pickupbasevalue, float, 6000);
-/* color     */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
-/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
-#ifdef GAMEQC
-/* model     */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
-#endif
-/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
-/* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
-/* wepimg    */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
-/* refname   */ ATTRIB(Shotgun, netname, string, "shotgun");
-/* wepname   */ ATTRIB(Shotgun, m_name, string, _("Shotgun"));
-
-#define X(BEGIN, P, END, class, prefix) \
-       BEGIN(class) \
-               P(class, prefix, alt_animtime, float, SEC) \
-               P(class, prefix, alt_refire, float, SEC) \
-               P(class, prefix, ammo, float, PRI) \
-               P(class, prefix, animtime, float, BOTH) \
-               P(class, prefix, bullets, float, PRI) \
-               P(class, prefix, damage, float, BOTH) \
-               P(class, prefix, force, float, BOTH) \
-               P(class, prefix, melee_delay, float, SEC) \
-               P(class, prefix, melee_multihit, float, SEC) \
-               P(class, prefix, melee_nonplayerdamage, float, SEC) \
-               P(class, prefix, melee_no_doubleslap, float, SEC) \
-               P(class, prefix, melee_range, float, SEC) \
-               P(class, prefix, melee_swing_side, float, SEC) \
-               P(class, prefix, melee_swing_up, float, SEC) \
-               P(class, prefix, melee_time, float, SEC) \
-               P(class, prefix, melee_traces, float, SEC) \
-               P(class, prefix, refire, float, BOTH) \
-               P(class, prefix, reload_ammo, float, NONE) \
-        P(class, prefix, reload_time, float, NONE) \
-               P(class, prefix, secondary, float, NONE) \
-               P(class, prefix, solidpenetration, float, PRI) \
-               P(class, prefix, spread, float, PRI) \
-        P(class, prefix, switchdelay_drop, float, NONE) \
-        P(class, prefix, switchdelay_raise, float, NONE) \
-        P(class, prefix, weaponreplace, string,NONE) \
-        P(class, prefix, weaponstartoverride, float, NONE) \
-        P(class, prefix, weaponstart, float, NONE) \
-        P(class, prefix, weaponthrowable, float, NONE) \
-       END()
-    W_PROPS(X, Shotgun, shotgun)
-#undef X
-
-ENDCLASS(Shotgun)
-REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun));
-
 
-#endif
-#ifdef IMPLEMENTATION
 #ifdef SVQC
-spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); }
 
-void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
+void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force)
 {
-       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity);
+       W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
 
-       W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
-       for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
-               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0);
+       W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, WEP_SHOTGUN.m_id);
+       for(int sc = 0;sc < bullets;sc = sc + 1)
+               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, 0);
 
-       Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
+
+       Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
 
        // casing code
        if(autocvar_g_casings >= 1)
@@ -148,7 +92,7 @@ void W_Shotgun_Melee_Think(entity this)
                        //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
 
                        Damage(target_victim, this.realowner, this.realowner,
-                               swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY,
+                               swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
                                this.realowner.origin + this.realowner.view_ofs,
                                v_forward * WEP_CVAR_SEC(shotgun, force));
 
@@ -193,7 +137,8 @@ void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int f
        meleetemp.realowner = actor;
        setthink(meleetemp, W_Shotgun_Melee_Think);
        meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
-       W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+       meleetemp.weaponentity_fld = weaponentity;
+       W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range), WEP_SHOTGUN.m_id | HITTYPE_SECONDARY);
 }
 
 // alternate secondary weapon frames
@@ -208,7 +153,13 @@ void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity
        }
 
        sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
-       W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true); // actually is secondary, but we trick the last shot into playing full reload sound
+       W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true,
+               WEP_CVAR_PRI(shotgun, ammo),
+               WEP_CVAR_PRI(shotgun, damage),
+               WEP_CVAR_PRI(shotgun, bullets),
+               WEP_CVAR_PRI(shotgun, spread),
+               WEP_CVAR_PRI(shotgun, solidpenetration),
+               WEP_CVAR_PRI(shotgun, force)); // actually is secondary, but we trick the last shot into playing full reload sound
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
 }
 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
@@ -221,7 +172,13 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity
                return;
        }
 
-       W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false);
+       W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false,
+               WEP_CVAR_PRI(shotgun, ammo),
+               WEP_CVAR_PRI(shotgun, damage),
+               WEP_CVAR_PRI(shotgun, bullets),
+               WEP_CVAR_PRI(shotgun, spread),
+               WEP_CVAR_PRI(shotgun, solidpenetration),
+               WEP_CVAR_PRI(shotgun, force));
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
 }
 
@@ -234,6 +191,7 @@ METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)
     else
         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
 }
+
 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
     if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
@@ -251,7 +209,13 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
             {
                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
                 {
-                    W_Shotgun_Attack(thiswep, actor, weaponentity, true);
+                    W_Shotgun_Attack(thiswep, actor, weaponentity, true,
+                                               WEP_CVAR_PRI(shotgun, ammo),
+                                               WEP_CVAR_PRI(shotgun, damage),
+                                               WEP_CVAR_PRI(shotgun, bullets),
+                                               WEP_CVAR_PRI(shotgun, spread),
+                                               WEP_CVAR_PRI(shotgun, solidpenetration),
+                                               WEP_CVAR_PRI(shotgun, force));
                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
                 }
@@ -263,7 +227,13 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
             {
                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
                 {
-                    W_Shotgun_Attack(thiswep, actor, weaponentity, false);
+                    W_Shotgun_Attack(thiswep, actor, weaponentity, false,
+                                               WEP_CVAR_PRI(shotgun, ammo),
+                                               WEP_CVAR_PRI(shotgun, damage),
+                                               WEP_CVAR_PRI(shotgun, bullets),
+                                               WEP_CVAR_PRI(shotgun, spread),
+                                               WEP_CVAR_PRI(shotgun, solidpenetration),
+                                               WEP_CVAR_PRI(shotgun, force));
                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
                 }
@@ -272,7 +242,7 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
     }
     if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
     if(WEP_CVAR(shotgun, secondary) == 1)
-    if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+    if(((fire & 1) && GetResourceAmount(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
     if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
     {
         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
@@ -281,7 +251,7 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
 }
 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
+    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
     ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
     return ammo_amount;
 }
@@ -295,7 +265,7 @@ METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weapon
         case 1: return true; // melee does not use ammo
         case 2: // secondary triple shot
         {
-            float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
+            float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
             ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
             return ammo_amount;
         }
@@ -335,4 +305,3 @@ METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
 }
 
 #endif
-#endif