]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_shotgun.qc
Merge remote branch 'refs/remotes/origin/mrbougo/sgmelee-body'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
index 1f714d1c7c682859a7516e6cc681fb43370e935c..f47077a2573ff286b9e400d88ec6399a43ca1cd3 100644 (file)
@@ -61,14 +61,16 @@ void shotgun_meleethink (void)
        f = (self.cnt + cvar("g_balance_shotgun_secondary_melee_time") - time) / cvar("g_balance_shotgun_secondary_melee_time") * 2 - 1;
        vector targpos;
        targpos = self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_shotgun_secondary_melee_range") + v_right * f * cvar("g_balance_shotgun_secondary_melee_swing") + v_up * f * cvar("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));
 
        // apply the damage, also remove self
-       if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && trace_ent.classname == "player")
+       if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
        {
                vector force;
                force = angle * cvar("g_balance_shotgun_secondary_force");
-               Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * ((f + 1) / 2), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
+               Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
+               Damage_RecordDamage(self.owner, WEP_SHOTGUN | HITTYPE_SECONDARY, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1));
                remove(self);
        }
        else if(time >= self.cnt + cvar("g_balance_shotgun_secondary_melee_time")) // missed, remove ent
@@ -87,10 +89,13 @@ void W_Shotgun_Attack2 (void)
        meleetemp.owner = self;
        meleetemp.think = shotgun_meleethink;
        meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
+       W_SetupShot_Range(self, TRUE, 0, "", cvar("g_balance_shotgun_secondary_damage"), cvar("g_balance_shotgun_secondary_melee_range"));
 }
 
 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
 
+.float shotgun_primarytime;
+
 float w_shotgun(float req)
 {
        if (req == WR_AIM)
@@ -101,10 +106,16 @@ float w_shotgun(float req)
        else if (req == WR_THINK)
        {
                if (self.BUTTON_ATCK)
-               if (weapon_prepareattack(0, cvar("g_balance_shotgun_primary_refire")))
                {
-                       W_Shotgun_Attack();
-                       weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
+                       if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+                       {
+                               if(weapon_prepareattack(0, cvar("g_balance_shotgun_primary_animtime")))
+                               {
+                                       W_Shotgun_Attack();
+                                       self.shotgun_primarytime = time + cvar("g_balance_shotgun_primary_refire");
+                                       weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
+                               }
+                       }
                }
                if (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary"))
                if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))