#ifdef REGISTER_WEAPON REGISTER_WEAPON( /* WEP_##id */ SHOTGUN, /* function */ W_Shotgun, /* ammotype */ ammo_none, /* impulse */ 2, /* flags */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_MUTATORBLOCKED, /* rating */ BOT_PICKUP_RATING_LOW, /* color */ '0.5 0.25 0', /* modelname */ "shotgun", /* simplemdl */ "foobar", /* crosshair */ "gfx/crosshairshotgun 0.65", /* wepimg */ "weaponshotgun", /* refname */ "shotgun", /* wepname */ _("Shotgun") ); #define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun) #define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \ w_cvar(id, sn, PRI, ammo) \ w_cvar(id, sn, BOTH, animtime) \ w_cvar(id, sn, BOTH, refire) \ w_cvar(id, sn, PRI, bullets) \ w_cvar(id, sn, BOTH, damage) \ w_cvar(id, sn, BOTH, force) \ w_cvar(id, sn, PRI, solidpenetration) \ w_cvar(id, sn, PRI, spread) \ w_cvar(id, sn, NONE, secondary) \ w_cvar(id, sn, SEC, melee_time) \ w_cvar(id, sn, SEC, melee_no_doubleslap) \ w_cvar(id, sn, SEC, melee_traces) \ w_cvar(id, sn, SEC, melee_swing_up) \ w_cvar(id, sn, SEC, melee_swing_side) \ w_cvar(id, sn, SEC, melee_nonplayerdamage) \ w_cvar(id, sn, SEC, melee_multihit) \ w_cvar(id, sn, SEC, melee_delay) \ w_cvar(id, sn, SEC, melee_range) \ w_prop(id, sn, float, reloading_ammo, reload_ammo) \ w_prop(id, sn, float, reloading_time, reload_time) \ w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \ w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ w_prop(id, sn, string, weaponreplace, weaponreplace) \ w_prop(id, sn, float, weaponstart, weaponstart) \ w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif #else #ifdef SVQC void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN); } void W_Shotgun_Attack (void) { float sc; entity flash; W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo)); W_SetupShot (self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets)); for (sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1) fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN, 0); pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo)); // casing code if (autocvar_g_casings >= 1) for (sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);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); // muzzle flash for 1st person view flash = spawn(); setmodel(flash, "models/uziflash.md3"); // precision set below flash.think = SUB_Remove; flash.nextthink = time + 0.06; flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); } .float swing_prev; .entity swing_alreadyhit; void W_Shotgun_Melee_Think() { // declarations float i, f, swing, swing_factor, swing_damage, meleetime, is_player; entity target_victim; vector targpos; if(!self.cnt) // set start time of melee { self.cnt = time; W_PlayStrengthSound(self.realowner); } makevectors(self.realowner.v_angle); // update values for v_* vectors // calculate swing percentage based on time meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(); swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10); f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces)); // check to see if we can still continue, otherwise give up now if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap)) { remove(self); return; } // if okay, perform the traces needed for this frame for(i=self.swing_prev; i < f; ++i) { swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1); targpos = (self.realowner.origin + self.realowner.view_ofs + (v_forward * WEP_CVAR_SEC(shotgun, melee_range)) + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up)) + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side))); WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner)); // draw lightning beams for debugging //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); //te_customflash(targpos, 40, 2, '1 1 1'); is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER)); if((trace_fraction < 1) // if trace is good, apply the damage and remove self && (trace_ent.takedamage == DAMAGE_AIM) && (trace_ent != self.swing_alreadyhit) && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage))) { target_victim = trace_ent; // so it persists through other calls if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught. swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1)); else swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1)); //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n")); Damage(target_victim, self.realowner, self.realowner, swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY, self.realowner.origin + self.realowner.view_ofs, v_forward * WEP_CVAR_SEC(shotgun, force)); if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); } // draw large red flash for debugging //te_customflash(targpos, 200, 2, '15 0 0'); if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice. { self.swing_alreadyhit = target_victim; continue; // move along to next trace } else { remove(self); return; } } } if(time >= self.cnt + meleetime) { // melee is finished remove(self); return; } else { // set up next frame self.swing_prev = i; self.nextthink = time; } } void W_Shotgun_Attack2 (void) { sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready); entity meleetemp; meleetemp = spawn(); meleetemp.realowner = self; meleetemp.think = W_Shotgun_Melee_Think; meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(); W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range)); } .float shotgun_primarytime; float W_Shotgun(float req) { switch(req) { case WR_AIM: { if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range)) self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); else self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); return TRUE; } case WR_THINK: { if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload { // don't force reload an empty shotgun if its melee attack is active if (!WEP_CVAR(shotgun, secondary)) WEP_ACTION(self.weapon, WR_RELOAD); } else { if (self.BUTTON_ATCK) { if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary { if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime))) { W_Shotgun_Attack(); self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(); weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready); } } } } if (self.clip_load >= 0) // we are not currently reloading if (!self.crouch) // no crouchmelee please if (self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary)) if (weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire))) { // attempt forcing playback of the anim by switching to another anim (that we never play) here... weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2); } return TRUE; } case WR_INIT: { precache_model ("models/uziflash.md3"); precache_model ("models/weapons/g_shotgun.md3"); precache_model ("models/weapons/v_shotgun.md3"); precache_model ("models/weapons/h_shotgun.iqm"); precache_sound ("misc/itempickup.wav"); precache_sound ("weapons/shotgun_fire.wav"); precache_sound ("weapons/shotgun_melee.wav"); SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } case WR_SETUP: { self.ammo_field = ammo_none; return TRUE; } case WR_CHECKAMMO1: case WR_CHECKAMMO2: { // shotgun has infinite ammo return TRUE; } case WR_CONFIG: { SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS) return TRUE; } case WR_RELOAD: { W_Reload(WEP_CVAR_PRI(shotgun, ammo), "weapons/reload.wav"); // WEAPONTODO return TRUE; } case WR_SUICIDEMESSAGE: { return WEAPON_THINKING_WITH_PORTALS; } case WR_KILLMESSAGE: { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_SHOTGUN_MURDER_SLAP; else return WEAPON_SHOTGUN_MURDER; } } return FALSE; } #endif #ifdef CSQC .float prevric; float W_Shotgun(float req) { switch(req) { case WR_IMPACTEFFECT: { vector org2; org2 = w_org + w_backoff * 2; pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1); if(!w_issilent && time - self.prevric > 0.25) { if(w_random < 0.0165) sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM); else if(w_random < 0.033) sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM); else if(w_random < 0.05) sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM); self.prevric = time; } return TRUE; } case WR_INIT: { precache_sound("weapons/ric1.wav"); precache_sound("weapons/ric2.wav"); precache_sound("weapons/ric3.wav"); return TRUE; } case WR_ZOOMRETICLE: { // no weapon specific image for this weapon return FALSE; } } return FALSE; } #endif #endif