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Merge branch 'master' into bones_was_here/q3compat
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
1 #include "shotgun.qh"
2
3 #ifdef SVQC
4
5 // enable to debug melee range
6 //#define SHOTGUN_MELEEDEBUG
7
8 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)
9 {
10         W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
11
12         W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id);
13
14         // TRICK: do the antilag outside the regular fireBullet function, so it isn't performed unnecessarily on every single bullet!
15         float lag = antilag_getlag(actor);
16         if(lag && bullets > 0)
17                 antilag_takeback_all(actor, lag);
18
19         for(int sc = 0;sc < bullets;sc = sc + 1)
20                 fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect, false);
21
22         if(lag && bullets > 0)
23                 antilag_restore_all(actor);
24
25         Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
26
27         // casing code
28         if(autocvar_g_casings >= 1)
29         {
30                 makevectors(actor.v_angle); // for some reason, this is lost
31                 //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
32                         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);
33         }
34
35         // muzzle flash for 1st person view
36         entity flash = spawn();
37         setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
38         setthink(flash, SUB_Remove);
39         flash.nextthink = time + 0.06;
40         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
41         W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
42 }
43
44 .float swing_prev;
45 .entity swing_alreadyhit;
46 void W_Shotgun_Melee_Think(entity this)
47 {
48         // declarations
49         float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
50         entity target_victim;
51         vector targpos;
52
53         if(!this.cnt) // set start time of melee
54         {
55                 this.cnt = time;
56                 W_PlayStrengthSound(this.realowner);
57         }
58
59         makevectors(this.realowner.v_angle); // update values for v_* vectors
60
61         // calculate swing percentage based on time
62         meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
63         swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
64         f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
65
66         // check to see if we can still continue, otherwise give up now
67         if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
68         {
69                 delete(this);
70                 return;
71         }
72
73         // if okay, perform the traces needed for this frame
74         for(i=this.swing_prev; i < f; ++i)
75         {
76                 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
77
78                 targpos = (this.realowner.origin + this.realowner.view_ofs
79                         + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
80                         + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
81                         + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
82
83                 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));
84
85                 // draw lightning beams for debugging
86         #ifdef SHOTGUN_MELEEDEBUG
87                 te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
88                 te_customflash(targpos, 40,  2, '1 1 1');
89         #endif
90
91                 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
92
93                 if((trace_fraction < 1) // if trace is good, apply the damage and remove this
94                         && (trace_ent.takedamage != DAMAGE_NO)
95                         && (trace_ent != this.swing_alreadyhit)
96                         && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
97                 {
98                         target_victim = trace_ent; // so it persists through other calls
99
100                         if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
101                                 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
102                         else
103                                 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
104
105                         //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
106
107                         Damage(target_victim, this.realowner, this.realowner,
108                                 swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
109                                 this.realowner.origin + this.realowner.view_ofs,
110                                 v_forward * WEP_CVAR_SEC(shotgun, force));
111
112                         if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
113
114                         // draw large red flash for debugging
115                 #ifdef SHOTGUN_MELEEDEBUG
116                         te_customflash(targpos, 200, 2, '15 0 0');
117                 #endif
118
119                         if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
120                         {
121                                 this.swing_alreadyhit = target_victim;
122                                 continue; // move along to next trace
123                         }
124                         else
125                         {
126                                 delete(this);
127                                 return;
128                         }
129                 }
130         }
131
132         if(time >= this.cnt + meleetime)
133         {
134                 // melee is finished
135                 delete(this);
136                 return;
137         }
138         else
139         {
140                 // set up next frame
141                 this.swing_prev = i;
142                 this.nextthink = time;
143         }
144 }
145
146 void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
147 {
148         sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
149         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
150
151         entity meleetemp = new_pure(meleetemp);
152         meleetemp.realowner = actor;
153         setthink(meleetemp, W_Shotgun_Melee_Think);
154         meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
155         meleetemp.weaponentity_fld = weaponentity;
156         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);
157 }
158
159 // alternate secondary weapon frames
160 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
161 {
162         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
163         if (!(actor.items & IT_UNLIMITED_AMMO))
164         {
165                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
166                 w_ready(thiswep, actor, weaponentity, fire);
167                 return;
168         }
169
170         sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
171         W_Shotgun_Attack(thiswep, actor, weaponentity, true,
172                 WEP_CVAR_PRI(shotgun, ammo),
173                 WEP_CVAR_PRI(shotgun, damage),
174                 WEP_CVAR_PRI(shotgun, bullets),
175                 WEP_CVAR_PRI(shotgun, spread),
176                 WEP_CVAR_PRI(shotgun, solidpenetration),
177                 WEP_CVAR_PRI(shotgun, force),
178                 EFFECT_BULLET_WEAK); // actually is secondary, but we trick the last shot into playing full reload sound
179         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
180 }
181 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
182 {
183         if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
184         if (!(actor.items & IT_UNLIMITED_AMMO))
185         {
186                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
187                 w_ready(thiswep, actor, weaponentity, fire);
188                 return;
189         }
190
191         W_Shotgun_Attack(thiswep, actor, weaponentity, false,
192                 WEP_CVAR_PRI(shotgun, ammo),
193                 WEP_CVAR_PRI(shotgun, damage),
194                 WEP_CVAR_PRI(shotgun, bullets),
195                 WEP_CVAR_PRI(shotgun, spread),
196                 WEP_CVAR_PRI(shotgun, solidpenetration),
197                 WEP_CVAR_PRI(shotgun, force),
198                 EFFECT_BULLET_WEAK);
199         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
200 }
201
202 .float shotgun_primarytime;
203
204 METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
205 {
206     if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
207         PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
208     else
209         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
210 }
211
212 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
213 {
214     if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
215     {
216         // don't force reload an empty shotgun if its melee attack is active
217         if(WEP_CVAR(shotgun, secondary) < 2) {
218             thiswep.wr_reload(thiswep, actor, weaponentity);
219         }
220     }
221     else
222     {
223         if(fire & 1)
224         {
225             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
226             {
227                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
228                 {
229                     W_Shotgun_Attack(thiswep, actor, weaponentity, true,
230                                                 WEP_CVAR_PRI(shotgun, ammo),
231                                                 WEP_CVAR_PRI(shotgun, damage),
232                                                 WEP_CVAR_PRI(shotgun, bullets),
233                                                 WEP_CVAR_PRI(shotgun, spread),
234                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
235                                                 WEP_CVAR_PRI(shotgun, force),
236                                                 EFFECT_BULLET_WEAK);
237                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
238                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
239                 }
240             }
241         }
242         else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
243         {
244             if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
245             {
246                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
247                 {
248                     W_Shotgun_Attack(thiswep, actor, weaponentity, false,
249                                                 WEP_CVAR_PRI(shotgun, ammo),
250                                                 WEP_CVAR_PRI(shotgun, damage),
251                                                 WEP_CVAR_PRI(shotgun, bullets),
252                                                 WEP_CVAR_PRI(shotgun, spread),
253                                                 WEP_CVAR_PRI(shotgun, solidpenetration),
254                                                 WEP_CVAR_PRI(shotgun, force),
255                                                 EFFECT_BULLET_WEAK);
256                     actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
257                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
258                 }
259             }
260         }
261     }
262     if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
263     if(WEP_CVAR(shotgun, secondary) == 1)
264     if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_AMMO)) || (fire & 2))
265     if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
266     {
267         // attempt forcing playback of the anim by switching to another anim (that we never play) here...
268         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
269     }
270 }
271 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
272 {
273     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
274     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
275     return ammo_amount;
276 }
277 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
278 {
279     if(IS_BOT_CLIENT(actor))
280     if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
281         return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
282     switch(WEP_CVAR(shotgun, secondary))
283     {
284         case 1: return true; // melee does not use ammo
285         case 2: // secondary triple shot
286         {
287             float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
288             ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
289             return ammo_amount;
290         }
291         default: return false; // secondary unavailable
292     }
293 }
294 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
295 {
296     W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
297 }
298 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
299 {
300     return WEAPON_THINKING_WITH_PORTALS;
301 }
302 METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
303 {
304     if(w_deathtype & HITTYPE_SECONDARY)
305         return WEAPON_SHOTGUN_MURDER_SLAP;
306     else
307         return WEAPON_SHOTGUN_MURDER;
308 }
309
310 #endif
311 #ifdef CSQC
312 .float prevric;
313
314 METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
315 {
316     vector org2 = w_org + w_backoff * 2;
317     pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
318     if(!w_issilent && time - actor.prevric > 0.25)
319     {
320         if(w_random < 0.05)
321             sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
322         actor.prevric = time;
323     }
324 }
325
326 #endif