]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shotgun.qc
Merge branch 'master' into Mario/qcphysics
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
index 057ef3f03a756b6c3d337a7257fada47c88ebd51..b8cae5fd5da0d66c0216c9806c788b1752cfab8d 100644 (file)
@@ -2,14 +2,34 @@
 
 #ifdef SVQC
 
-void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force)
+// enable to debug melee range
+//#define SHOTGUN_MELEEDEBUG
+
+METHOD(Shotgun, m_spawnfunc_hookreplace, Weapon(Shotgun this, entity e))
+{
+       if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
+       {
+               return WEP_MACHINEGUN;
+       }
+       return this;
+}
+
+void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force, entity bullet_trail_effect)
 {
        W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
 
-       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);
+       W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id);
 
+       // TRICK: do the antilag outside the regular fireBullet function, so it isn't performed unnecessarily on every single bullet!
+       float lag = antilag_getlag(actor);
+       if(lag && bullets > 0)
+               antilag_takeback_all(actor, lag);
+
+       for(int sc = 0;sc < bullets;sc = sc + 1)
+               fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect, false);
+       
+       if(lag && bullets > 0)
+               antilag_restore_all(actor);
 
        Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
 
@@ -69,16 +89,18 @@ void W_Shotgun_Melee_Think(entity this)
                        + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
                        + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
 
-               WarpZone_traceline_antilag(this, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0));
+               WarpZone_traceline_antilag(this.realowner, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0));
 
                // draw lightning beams for debugging
-               //te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
-               //te_customflash(targpos, 40,  2, '1 1 1');
+       #ifdef SHOTGUN_MELEEDEBUG
+               te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
+               te_customflash(targpos, 40,  2, '1 1 1');
+       #endif
 
                is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
 
                if((trace_fraction < 1) // if trace is good, apply the damage and remove this
-                       && (trace_ent.takedamage == DAMAGE_AIM)
+                       && (trace_ent.takedamage != DAMAGE_NO)
                        && (trace_ent != this.swing_alreadyhit)
                        && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
                {
@@ -96,10 +118,12 @@ void W_Shotgun_Melee_Think(entity this)
                                this.realowner.origin + this.realowner.view_ofs,
                                v_forward * WEP_CVAR_SEC(shotgun, force));
 
-                       if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); }
+                       if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
 
                        // draw large red flash for debugging
-                       //te_customflash(targpos, 200, 2, '15 0 0');
+               #ifdef SHOTGUN_MELEEDEBUG
+                       te_customflash(targpos, 200, 2, '15 0 0');
+               #endif
 
                        if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
                        {
@@ -145,7 +169,7 @@ void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int f
 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
        if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
-       if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       if (!(actor.items & IT_UNLIMITED_AMMO))
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                w_ready(thiswep, actor, weaponentity, fire);
@@ -153,32 +177,34 @@ 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,
+       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)); // actually is secondary, but we trick the last shot into playing full reload sound
+               WEP_CVAR_PRI(shotgun, force),
+               EFFECT_BULLET_WEAK); // 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)
 {
        if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
-       if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       if (!(actor.items & IT_UNLIMITED_AMMO))
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
-       W_Shotgun_Attack(WEP_SHOTGUN, 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));
+               WEP_CVAR_PRI(shotgun, force),
+               EFFECT_BULLET_WEAK);
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
 }
 
@@ -215,7 +241,8 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
                                                WEP_CVAR_PRI(shotgun, bullets),
                                                WEP_CVAR_PRI(shotgun, spread),
                                                WEP_CVAR_PRI(shotgun, solidpenetration),
-                                               WEP_CVAR_PRI(shotgun, force));
+                                               WEP_CVAR_PRI(shotgun, force),
+                                               EFFECT_BULLET_WEAK);
                     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);
                 }
@@ -233,7 +260,8 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
                                                WEP_CVAR_PRI(shotgun, bullets),
                                                WEP_CVAR_PRI(shotgun, spread),
                                                WEP_CVAR_PRI(shotgun, solidpenetration),
-                                               WEP_CVAR_PRI(shotgun, force));
+                                               WEP_CVAR_PRI(shotgun, force),
+                                               EFFECT_BULLET_WEAK);
                     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);
                 }
@@ -242,7 +270,7 @@ 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) && GetResourceAmount(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+    if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_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...
@@ -251,8 +279,8 @@ 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 = 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);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
     return ammo_amount;
 }
 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
@@ -265,8 +293,8 @@ 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 = 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);
+            float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
             return ammo_amount;
         }
         default: return false; // secondary unavailable