X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=c5f1ed12c02143b993bb15d92e7c3d27c7c4d5b1;hp=512eb28e8ca1800407a4c838cc02c175d363c805;hb=3dbc0b5b9ab0f255ec91b8670aeb7cd62218f873;hpb=a598006dd0a4de3772e7f3a9dc791576c957bc0e diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index 512eb28e8..c5f1ed12c 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -46,63 +46,56 @@ void W_Shotgun_Attack (void) } -void W_Shotgun_Attack2 (void) +void shotgun_meleethink (void) { - float sc; - float ammoamount; - float bullets; - float d; - float f; - float spread; - float bulletspeed; - float bulletconstant; - local entity flash; + // store time when we started swinging down inside self.cnt + if(!self.cnt) + self.cnt = time; - ammoamount = cvar("g_balance_shotgun_secondary_ammo"); - bullets = cvar("g_balance_shotgun_secondary_bullets"); - d = cvar("g_balance_shotgun_secondary_damage"); - f = cvar("g_balance_shotgun_secondary_force"); - spread = cvar("g_balance_shotgun_secondary_spread"); - bulletspeed = cvar("g_balance_shotgun_secondary_speed"); - bulletconstant = cvar("g_balance_shotgun_secondary_bulletconstant"); + makevectors(self.owner.v_angle); + vector angle; + angle = v_forward; - W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_secondary_damage")); - for (sc = 0;sc < bullets;sc = sc + 1) - fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN | HITTYPE_SECONDARY, 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, cvar("g_balance_shotgun_secondary_ammo")); + // perform trace + float f; + 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"); - // casing code - if (cvar("g_casings") >= 1) - for (sc = 0;sc < ammoamount;sc = sc + 1) - SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self); + WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner)); - flash = spawn(); - setmodel(flash, "models/uziflash.md3"); // precision set below - flash.scale = 1.2; - flash.think = SUB_Remove; - flash.nextthink = time + 0.06; - flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - W_AttachToShotorg(flash, '5 0 0'); + // 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 * cvar("g_balance_shotgun_secondary_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 + remove(self); + else // continue swinging the weapon in hope of hitting someone :) + self.nextthink = time; } -// weapon frames -void shotgun_fire2_03() +void W_Shotgun_Attack2 (void) { - W_Shotgun_Attack2(); + sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM); weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready); -} -void shotgun_fire2_02() -{ - W_Shotgun_Attack2(); - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_03); + + entity meleetemp; + meleetemp = spawn(); + 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) @@ -113,16 +106,22 @@ 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"))) { - W_Shotgun_Attack2(); - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_02); + // attempt forcing playback of the anim by switching to another anim (that we never play) here... + weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2); } } else if (req == WR_PRECACHE) @@ -133,23 +132,21 @@ float w_shotgun(float req) precache_model ("models/weapons/h_shotgun.iqm"); precache_sound ("misc/itempickup.wav"); precache_sound ("weapons/shotgun_fire.wav"); + precache_sound ("weapons/shotgun_melee.wav"); } else if (req == WR_SETUP) weapon_setup(WEP_SHOTGUN); else if (req == WR_CHECKAMMO1) return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo"); else if (req == WR_CHECKAMMO2) - return self.ammo_shells >= cvar("g_balance_shotgun_secondary_ammo") * 3; - else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "did the impossible"; - else if (req == WR_KILLMESSAGE) { - w_deathtypestring = "was gunned by"; // unchecked: SECONDARY + return TRUE; } return TRUE; }; #endif #ifdef CSQC +.float prevric; float w_shotgun(float req) { if(req == WR_IMPACTEFFECT) @@ -157,14 +154,15 @@ float w_shotgun(float req) vector org2; org2 = w_org + w_backoff * 2; pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1); - if(!w_issilent) + if(!w_issilent && time - self.prevric > 0.25) { - if(w_random < 0.05) + if(w_random < 0.0165) sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); - else if(w_random < 0.1) + else if(w_random < 0.033) sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); - else if(w_random < 0.2) + else if(w_random < 0.05) sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); + self.prevric = time; } } else if(req == WR_PRECACHE) @@ -173,6 +171,15 @@ float w_shotgun(float req) precache_sound("weapons/ric2.wav"); precache_sound("weapons/ric3.wav"); } + else if (req == WR_SUICIDEMESSAGE) + w_deathtypestring = "%s did the impossible"; + else if (req == WR_KILLMESSAGE) + { + if(w_deathtype & HITTYPE_SECONDARY) + w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun"; + else + w_deathtypestring = "%s was gunned by %s"; + } return TRUE; } #endif