]> 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 e0d2e327ffb3cd6a1bf6c812d6b2301466fb28c0..057ef3f03a756b6c3d337a7257fada47c88ebd51 100644 (file)
@@ -1,16 +1,16 @@
 #include "shotgun.qh"
 
 #ifdef SVQC
-spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); }
 
 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, ammocount, weaponentity);
 
-       W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets);
+       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, ammocount);
 
        // casing code
@@ -92,7 +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));
 
@@ -137,7 +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
@@ -241,7 +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...
@@ -250,7 +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;
 }
@@ -264,7 +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;
         }