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=b186230ecf5b5f36b7b506717edf3f1d31a4840a;hb=99d95ef781c647f71b42ef28f3e09cb3dd662042;hpb=3c0f816b60939e77e81ccbdce43a5027b89dc4a6 diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index b186230ecf..f47077a257 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -65,12 +65,12 @@ void shotgun_meleethink (void) 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_RecordDamage(self.owner, WEP_SHOTGUN | HITTYPE_SECONDARY, cvar("g_balance_shotgun_secondary_damage") * ((f + 1) / 2)); + 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 @@ -94,6 +94,8 @@ void W_Shotgun_Attack2 (void) void spawnfunc_weapon_shotgun(); // defined in t_items.qc +.float shotgun_primarytime; + float w_shotgun(float req) { if (req == WR_AIM) @@ -104,10 +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")))