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=6d0d094eb404c7800de4316a68397d04b7e0cbef;hb=8ba8bed747f6303d3724c1aedb4be994b1e87455;hpb=9025619c550b721820b0fd231f662a68cc398478 diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index 6d0d094eb4..bdd42ea379 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -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; @@ -85,12 +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); @@ -102,6 +108,7 @@ 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); @@ -109,18 +116,29 @@ float w_shotgun(float req) self.BUTTON_ATCK = bot_aim(1000000, 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 + { + // 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 (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary + 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; + 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 +155,28 @@ 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 +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; } } @@ -176,7 +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)