]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/overkill/okshotgun.qc
Merge branch 'master' into terencehill/bot_ai
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / okshotgun.qc
index 788c9ce4de8a198ecef98ce29b09baa7a98cd614..2f1651776fdab25a67b98a42b0f9e386b44805ea 100644 (file)
@@ -1,8 +1,6 @@
 #include "okshotgun.qh"
 
 #ifdef SVQC
-spawnfunc(weapon_okshotgun) { weapon_defaultspawnfunc(this, WEP_OVERKILL_SHOTGUN); }
-
 METHOD(OverkillShotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
        if (vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_PRI(okshotgun, bot_range)))
@@ -21,25 +19,7 @@ METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity wea
        {
                // Secondary uses it's own refire timer if refire_type is 1.
                actor.jump_interval = time + WEP_CVAR_SEC(okshotgun, refire) * W_WeaponRateFactor(actor);
-               // Ugly hack to reuse the fire mode of the blaster.
-               makevectors(actor.v_angle);
-               Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
-               actor.(weaponentity).m_weapon = WEP_BLASTER;
-               W_Blaster_Attack(
-                       actor,
-                       weaponentity,
-                       WEP_BLASTER.m_id | HITTYPE_SECONDARY,
-                       WEP_CVAR_SEC(okshotgun, shotangle),
-                       WEP_CVAR_SEC(okshotgun, damage),
-                       WEP_CVAR_SEC(okshotgun, edgedamage),
-                       WEP_CVAR_SEC(okshotgun, radius),
-                       WEP_CVAR_SEC(okshotgun, force),
-                       WEP_CVAR_SEC(okshotgun, speed),
-                       WEP_CVAR_SEC(okshotgun, spread),
-                       WEP_CVAR_SEC(okshotgun, delay),
-                       WEP_CVAR_SEC(okshotgun, lifetime)
-               );
-               actor.(weaponentity).m_weapon = oldwep;
+               BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
                if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
                        (actor.(weaponentity).wframe == WFRAME_FIRE2))
                {
@@ -85,45 +65,21 @@ METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity wea
                {
                        return;
                }
-               // ugly instagib hack to reuse the fire mode of the laser
-               makevectors(actor.v_angle);
-               Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
-               actor.(weaponentity).m_weapon = WEP_BLASTER;
-               W_Blaster_Attack(
-                       actor,
-                       weaponentity,
-                       WEP_BLASTER.m_id | HITTYPE_SECONDARY,
-                       WEP_CVAR_SEC(okshotgun, shotangle),
-                       WEP_CVAR_SEC(okshotgun, damage),
-                       WEP_CVAR_SEC(okshotgun, edgedamage),
-                       WEP_CVAR_SEC(okshotgun, radius),
-                       WEP_CVAR_SEC(okshotgun, force),
-                       WEP_CVAR_SEC(okshotgun, speed),
-                       WEP_CVAR_SEC(okshotgun, spread),
-                       WEP_CVAR_SEC(okshotgun, delay),
-                       WEP_CVAR_SEC(okshotgun, lifetime)
-               );
-               actor.(weaponentity).m_weapon = oldwep;
+               BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
                weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
        }
 }
 
 METHOD(OverkillShotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-       float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(okshotgun, ammo);
+       float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okshotgun, ammo);
        ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_PRI(okshotgun, ammo);
        return ammo_amount;
 }
 
 METHOD(OverkillShotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-       if (WEP_CVAR_SEC(okshotgun, ammo) == 0)
-       {
-               return true;
-       }
-       float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(okshotgun, ammo);
-       ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_SEC(okshotgun, ammo);
-       return ammo_amount;
+       return true; // Blaster secondary is unlimited.
 }
 
 METHOD(OverkillShotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
@@ -138,10 +94,7 @@ METHOD(OverkillShotgun, wr_suicidemessage, Notification(entity thiswep))
 
 METHOD(OverkillShotgun, wr_killmessage, Notification(entity thiswep))
 {
-       if(w_deathtype & HITTYPE_SECONDARY)
-               return WEAPON_BLASTER_MURDER;
-       else
-               return WEAPON_SHOTGUN_MURDER;
+       return WEAPON_OVERKILL_SHOTGUN_MURDER;
 }
 
 #endif