X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=bdd42ea379363c0ccba65784d71ac192e96f7f5b;hp=635b1ccf8b959ac753e4f06ef493605e9049b973;hb=8ba8bed747f6303d3724c1aedb4be994b1e87455;hpb=efcb7951f02072e2abf9c02677ba01099966e271 diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index 635b1ccf8b..bdd42ea379 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -25,7 +25,7 @@ void W_Shotgun_Attack (void) 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", CHAN_WEAPON, d * bullets); + 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(); @@ -46,13 +46,14 @@ void W_Shotgun_Attack (void) 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 || (self.owner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, 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; @@ -85,12 +91,12 @@ 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; W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range); @@ -132,6 +138,7 @@ float w_shotgun(float req) } } 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)) { @@ -185,11 +192,11 @@ 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; } } @@ -200,7 +207,7 @@ 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)