]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_shotgun.qc
Merge remote-tracking branch 'origin/master' into fruitiex/animations
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
index 6d0d094eb404c7800de4316a68397d04b7e0cbef..a9d1ba056aca2f2691e731acccf9257161009425 100644 (file)
@@ -1,7 +1,8 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
+REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
 #else
 #ifdef SVQC
+
 void W_Shotgun_Attack (void)
 {
        float   sc;
@@ -22,12 +23,12 @@ void W_Shotgun_Attack (void)
        bulletspeed = autocvar_g_balance_shotgun_primary_speed;
        bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
 
-       W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
+       W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
+
+       W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
        for (sc = 0;sc < bullets;sc = sc + 1)
                fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
        endFireBallisticBullet();
-       if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
-               self.ammo_shells = self.ammo_shells - ammoamount;
 
        pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
 
@@ -43,16 +44,16 @@ void W_Shotgun_Attack (void)
        flash.nextthink = time + 0.06;
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
        W_AttachToShotorg(flash, '5 0 0');
-
 }
 
+entity lgbeam_owner_ent;
 void shotgun_meleethink (void)
 {
        // store time when we started swinging down inside self.cnt
        if(!self.cnt)
                self.cnt = time;
 
-       makevectors(self.owner.v_angle);
+       makevectors(self.realowner.v_angle);
        vector angle;
        angle = v_forward;
 
@@ -63,21 +64,26 @@ void shotgun_meleethink (void)
        float f;
        f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
        vector targpos;
-       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;
+       targpos = self.realowner.origin + self.realowner.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;
 
-       WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
+       if(!lgbeam_owner_ent)
+       {
+               lgbeam_owner_ent = spawn();
+               lgbeam_owner_ent.classname = "lgbeam_owner_ent";
+       }
+       WarpZone_traceline_antilag(lgbeam_owner_ent, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
 
        // apply the damage, also remove self
        if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
        {
                vector force;
                force = angle * autocvar_g_balance_shotgun_secondary_force;
-               if(accuracy_isgooddamage(self.owner, trace_ent))
-                       accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
-               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);
+               if(accuracy_isgooddamage(self.realowner, trace_ent))
+                       accuracy_add(self.realowner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
+               Damage (trace_ent, self.realowner, self.realowner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.realowner.origin + self.realowner.view_ofs, force);
                remove(self);
        }
-       else if(time >= self.cnt + meleetime) // missed, remove ent
+       else if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, remove ent
                remove(self);
        else // continue swinging the weapon in hope of hitting someone :)
                self.nextthink = time;
@@ -85,14 +91,14 @@ void shotgun_meleethink (void)
 
 void W_Shotgun_Attack2 (void)
 {
-       sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+       sound (self, CH_SHOTS, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
        weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
 
        entity meleetemp;
        meleetemp = spawn();
-       meleetemp.owner = self;
+       meleetemp.owner = meleetemp.realowner = self;
        meleetemp.think = shotgun_meleethink;
-       meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
+       meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
        W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
 }
 
@@ -102,25 +108,43 @@ void spawnfunc_weapon_shotgun(); // defined in t_items.qc
 
 float w_shotgun(float req)
 {
+       float ammo_amount;
        if (req == WR_AIM)
                if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
                        self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
                else
-                       self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+               {
+                       if(autocvar_g_antilag_bullets)
+                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+                       else
+                               self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
+               }
+
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
+               if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
                {
-                       if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+                       // don't force reload an empty shotgun if its melee attack is active
+                       if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
+                               weapon_action(self.weapon, WR_RELOAD);
+               }
+               else
+               {
+                       if (self.BUTTON_ATCK)
                        {
-                               if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
+                               if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
                                {
-                                       W_Shotgun_Attack();
-                                       self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
-                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
+                                       if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
+                                       {
+                                               W_Shotgun_Attack();
+                                               self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
+                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
+                                       }
                                }
                        }
                }
+               if (self.clip_load >= 0) // we are not currently reloading
+               if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
                if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
                if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
                {
@@ -137,15 +161,28 @@ float w_shotgun(float req)
                precache_sound ("misc/itempickup.wav");
                precache_sound ("weapons/shotgun_fire.wav");
                precache_sound ("weapons/shotgun_melee.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_SHOTGUN);
+               self.current_ammo = ammo_shells;
+       }
        else if (req == WR_CHECKAMMO1)
-               return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
+       {
+               ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
+               ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo;
+               return ammo_amount;
+       }
        else if (req == WR_CHECKAMMO2)
        {
+               // melee attack is always available
                return TRUE;
        }
+       else if (req == WR_RELOAD)
+       {
+               W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
+       }
        return TRUE;
 };
 #endif
@@ -161,11 +198,11 @@ float w_shotgun(float req)
                if(!w_issilent && time - self.prevric > 0.25)
                {
                        if(w_random < 0.0165)
-                               sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
                        else if(w_random < 0.033)
-                               sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
                        else if(w_random < 0.05)
-                               sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
                        self.prevric = time;
                }
        }
@@ -176,7 +213,7 @@ float w_shotgun(float req)
                precache_sound("weapons/ric3.wav");
        }
        else if (req == WR_SUICIDEMESSAGE)
-               w_deathtypestring = _("%s did the impossible");
+               w_deathtypestring = _("%s is now thinking with portals");
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)