5 // enable to debug melee range
6 //#define SHOTGUN_MELEEDEBUG
8 METHOD(Shotgun, m_spawnfunc_hookreplace, Weapon(Shotgun this, entity e))
10 if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
12 return WEP_MACHINEGUN;
17 void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force, entity bullet_trail_effect)
19 W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
21 W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id);
23 // TRICK: do the antilag outside the regular fireBullet function, so it isn't performed unnecessarily on every single bullet!
24 float lag = antilag_getlag(actor);
25 if(lag && bullets > 0)
26 antilag_takeback_all(actor, lag);
28 for(int sc = 0;sc < bullets;sc = sc + 1)
29 fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect, false);
31 if(lag && bullets > 0)
32 antilag_restore_all(actor);
34 Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
37 if(autocvar_g_casings >= 1)
39 makevectors(actor.v_angle); // for some reason, this is lost
40 //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
41 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, actor, weaponentity);
44 // muzzle flash for 1st person view
45 entity flash = spawn();
46 setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
47 setthink(flash, SUB_Remove);
48 flash.nextthink = time + 0.06;
49 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
50 W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
54 .entity swing_alreadyhit;
55 void W_Shotgun_Melee_Think(entity this)
58 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
62 if(!this.cnt) // set start time of melee
65 W_PlayStrengthSound(this.realowner);
68 makevectors(this.realowner.v_angle); // update values for v_* vectors
70 // calculate swing percentage based on time
71 meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
72 swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
73 f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
75 // check to see if we can still continue, otherwise give up now
76 if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
82 // if okay, perform the traces needed for this frame
83 for(i=this.swing_prev; i < f; ++i)
85 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
87 targpos = (this.realowner.origin + this.realowner.view_ofs
88 + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
89 + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
90 + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
92 WarpZone_traceline_antilag(this.realowner, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0));
94 // draw lightning beams for debugging
95 #ifdef SHOTGUN_MELEEDEBUG
96 te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
97 te_customflash(targpos, 40, 2, '1 1 1');
100 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
102 if((trace_fraction < 1) // if trace is good, apply the damage and remove this
103 && (trace_ent.takedamage != DAMAGE_NO)
104 && (trace_ent != this.swing_alreadyhit)
105 && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
107 target_victim = trace_ent; // so it persists through other calls
109 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
110 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
112 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
114 //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
116 Damage(target_victim, this.realowner, this.realowner,
117 swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
118 this.realowner.origin + this.realowner.view_ofs,
119 v_forward * WEP_CVAR_SEC(shotgun, force));
121 if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
123 // draw large red flash for debugging
124 #ifdef SHOTGUN_MELEEDEBUG
125 te_customflash(targpos, 200, 2, '15 0 0');
128 if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
130 this.swing_alreadyhit = target_victim;
131 continue; // move along to next trace
141 if(time >= this.cnt + meleetime)
151 this.nextthink = time;
155 void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
157 sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
158 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
160 entity meleetemp = new_pure(meleetemp);
161 meleetemp.realowner = actor;
162 setthink(meleetemp, W_Shotgun_Melee_Think);
163 meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
164 meleetemp.weaponentity_fld = weaponentity;
165 W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range), WEP_SHOTGUN.m_id | HITTYPE_SECONDARY);
168 // alternate secondary weapon frames
169 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
171 if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
172 if (!(actor.items & IT_UNLIMITED_AMMO))
174 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
175 w_ready(thiswep, actor, weaponentity, fire);
179 sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
180 W_Shotgun_Attack(thiswep, actor, weaponentity, true,
181 WEP_CVAR_PRI(shotgun, ammo),
182 WEP_CVAR_PRI(shotgun, damage),
183 WEP_CVAR_PRI(shotgun, bullets),
184 WEP_CVAR_PRI(shotgun, spread),
185 WEP_CVAR_PRI(shotgun, solidpenetration),
186 WEP_CVAR_PRI(shotgun, force),
187 EFFECT_BULLET_WEAK); // actually is secondary, but we trick the last shot into playing full reload sound
188 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
190 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
192 if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
193 if (!(actor.items & IT_UNLIMITED_AMMO))
195 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
196 w_ready(thiswep, actor, weaponentity, fire);
200 W_Shotgun_Attack(thiswep, actor, weaponentity, false,
201 WEP_CVAR_PRI(shotgun, ammo),
202 WEP_CVAR_PRI(shotgun, damage),
203 WEP_CVAR_PRI(shotgun, bullets),
204 WEP_CVAR_PRI(shotgun, spread),
205 WEP_CVAR_PRI(shotgun, solidpenetration),
206 WEP_CVAR_PRI(shotgun, force),
208 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
211 .float shotgun_primarytime;
213 METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
215 if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
216 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
218 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
221 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
223 if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
225 // don't force reload an empty shotgun if its melee attack is active
226 if(WEP_CVAR(shotgun, secondary) < 2) {
227 thiswep.wr_reload(thiswep, actor, weaponentity);
234 if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
236 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
238 W_Shotgun_Attack(thiswep, actor, weaponentity, true,
239 WEP_CVAR_PRI(shotgun, ammo),
240 WEP_CVAR_PRI(shotgun, damage),
241 WEP_CVAR_PRI(shotgun, bullets),
242 WEP_CVAR_PRI(shotgun, spread),
243 WEP_CVAR_PRI(shotgun, solidpenetration),
244 WEP_CVAR_PRI(shotgun, force),
246 actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
247 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
251 else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
253 if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
255 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
257 W_Shotgun_Attack(thiswep, actor, weaponentity, false,
258 WEP_CVAR_PRI(shotgun, ammo),
259 WEP_CVAR_PRI(shotgun, damage),
260 WEP_CVAR_PRI(shotgun, bullets),
261 WEP_CVAR_PRI(shotgun, spread),
262 WEP_CVAR_PRI(shotgun, solidpenetration),
263 WEP_CVAR_PRI(shotgun, force),
265 actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
266 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
271 if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
272 if(WEP_CVAR(shotgun, secondary) == 1)
273 if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_AMMO)) || (fire & 2))
274 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
276 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
277 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
280 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
282 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
283 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
286 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
288 if(IS_BOT_CLIENT(actor))
289 if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
290 return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
291 switch(WEP_CVAR(shotgun, secondary))
293 case 1: return true; // melee does not use ammo
294 case 2: // secondary triple shot
296 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
297 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
300 default: return false; // secondary unavailable
303 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
305 W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
307 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
309 return WEAPON_THINKING_WITH_PORTALS;
311 METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
313 if(w_deathtype & HITTYPE_SECONDARY)
314 return WEAPON_SHOTGUN_MURDER_SLAP;
316 return WEAPON_SHOTGUN_MURDER;
323 METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
325 vector org2 = w_org + w_backoff * 2;
326 pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
327 if(!w_issilent && time - actor.prevric > 0.25)
330 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
331 actor.prevric = time;