X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=f47077a2573ff286b9e400d88ec6399a43ca1cd3;hp=9d1d8fba5907662a52ef02f1a649d0daf8336014;hb=99d95ef781c647f71b42ef28f3e09cb3dd662042;hpb=9ee59809ded787f0b1d87440ada386b4a600adb1 diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index 9d1d8fba59..f47077a257 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -46,49 +46,6 @@ void W_Shotgun_Attack (void) } -void W_Shotgun_Attack2 (void) -{ - float sc; - float ammoamount; - float bullets; - float d; - float f; - float spread; - float bulletspeed; - float bulletconstant; - local entity flash; - - 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"); - - 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")); - - // 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); - - 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'); -} - void shotgun_meleethink (void) { // store time when we started swinging down inside self.cnt @@ -104,14 +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, 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 @@ -120,7 +79,7 @@ void shotgun_meleethink (void) self.nextthink = time; } -void W_Shotgun_Attack3 (void) +void W_Shotgun_Attack2 (void) { sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM); weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready); @@ -130,22 +89,13 @@ void W_Shotgun_Attack3 (void) meleetemp.owner = self; meleetemp.think = shotgun_meleethink; meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay"); -} - -// weapon frames -void shotgun_fire2_03() -{ - W_Shotgun_Attack2(); - 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); + 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) @@ -156,24 +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"))) { - if(cvar("g_balance_shotgun_secondary_melee")) - { - // force playback of the anim by switching to another anim (that we never play) here... - weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack3); - } - else - { - 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) @@ -192,9 +140,7 @@ float w_shotgun(float req) return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo"); else if (req == WR_CHECKAMMO2) { - if(cvar("g_balance_shotgun_secondary_melee")) - return TRUE; - return self.ammo_shells >= cvar("g_balance_shotgun_secondary_ammo") * 3; + return TRUE; } return TRUE; }; @@ -224,10 +170,13 @@ float w_shotgun(float req) precache_sound("weapons/ric3.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "did the impossible"; + w_deathtypestring = "%s did the impossible"; else if (req == WR_KILLMESSAGE) { - w_deathtypestring = "was gunned by"; // unchecked: SECONDARY + 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; }