]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shotgun.qc
Move weapons into a folder like items, monsters, turrets, and vehicles
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shotgun.qc
diff --git a/qcsrc/common/weapons/w_shotgun.qc b/qcsrc/common/weapons/w_shotgun.qc
deleted file mode 100644 (file)
index 9024bbf..0000000
+++ /dev/null
@@ -1,392 +0,0 @@
-#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ SHOTGUN,
-/* function  */ W_Shotgun,
-/* ammotype  */ ammo_shells,
-/* impulse   */ 2,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* 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_cvar(id, sn, SEC,  alt_animtime) \
-       w_cvar(id, sn, SEC,  alt_refire) \
-       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
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN.m_id); }
-
-void W_Shotgun_Attack(float isprimary)
-{
-       float   sc;
-       entity flash;
-
-       W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
-
-       W_SetupShot(self, true, 5, W_Sound("shotgun_fire"), ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), 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.m_id, 0);
-
-       Send_Effect(EFFECT_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(void)
-{
-       // 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" || IS_MONSTER(trace_ent));
-
-               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.m_id | 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.m_id, 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, W_Sound("shotgun_melee"), 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));
-}
-
-// alternate secondary weapon frames
-void W_Shotgun_Attack3_Frame2()
-{
-       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
-       {
-               W_SwitchWeapon_Force(self, w_getbestweapon(self));
-               w_ready();
-               return;
-       }
-
-       sound(self, CH_WEAPON_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM); // kill previous sound
-       W_Shotgun_Attack(true); // actually is secondary, but we trick the last shot into playing full reload sound
-       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
-}
-void W_Shotgun_Attack3_Frame1()
-{
-       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
-       {
-               W_SwitchWeapon_Force(self, w_getbestweapon(self));
-               w_ready();
-               return;
-       }
-
-       W_Shotgun_Attack(false);
-       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
-}
-
-.float shotgun_primarytime;
-
-float W_Shotgun(float req)
-{
-       float ammo_amount;
-       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) < 2)
-                                       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(true);
-                                                       self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
-                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
-                                               }
-                                       }
-                               }
-                               else if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary) == 2)
-                               {
-                                       if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
-                                       {
-                                               if(weapon_prepareattack(0, WEP_CVAR_SEC(shotgun, alt_animtime)))
-                                               {
-                                                       W_Shotgun_Attack(false);
-                                                       self.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
-                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
-                                               }
-                                       }
-                               }
-                       }
-                       if(self.clip_load >= 0) // we are not currently reloading
-                       if(!self.crouch) // no crouchmelee please
-                       if(WEP_CVAR(shotgun, secondary) == 1)
-                       if((self.BUTTON_ATCK && self.WEP_AMMO(SHOTGUN) <= 0 && !(self.items & IT_UNLIMITED_WEAPON_AMMO)) || self.BUTTON_ATCK2)
-                       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(W_Model("g_shotgun.md3"));
-                       precache_model(W_Model("v_shotgun.md3"));
-                       precache_model(W_Model("h_shotgun.iqm"));
-                       precache_sound("misc/itempickup.wav");
-                       precache_sound(W_Sound("shotgun_fire"));
-                       precache_sound(W_Sound("shotgun_melee"));
-                       SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
-               }
-               case WR_SETUP:
-               {
-                       self.ammo_field = ammo_none;
-                       return true;
-               }
-               case WR_CHECKAMMO1:
-               {
-                       ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
-                       ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
-                       return ammo_amount;
-               }
-               case WR_CHECKAMMO2:
-               {
-                       if(IS_BOT_CLIENT(self))
-                       if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
-                               return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
-                       switch(WEP_CVAR(shotgun, secondary))
-                       {
-                               case 1: return true; // melee does not use ammo
-                               case 2: // secondary triple shot
-                               {
-                                       ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
-                                       ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
-                                       return ammo_amount;
-                               }
-                               default: return false; // secondary unavailable
-                       }
-               }
-               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), W_Sound("reload")); // 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(EFFECT_SHOTGUN_IMPACT), org2, w_backoff * 1000, 1);
-                       if(!w_issilent && time - self.prevric > 0.25)
-                       {
-                               if(w_random < 0.0165)
-                                       sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTEN_NORM);
-                               else if(w_random < 0.033)
-                                       sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTEN_NORM);
-                               else if(w_random < 0.05)
-                                       sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTEN_NORM);
-                               self.prevric = time;
-                       }
-
-                       return true;
-               }
-               case WR_INIT:
-               {
-                       precache_sound(W_Sound("ric1"));
-                       precache_sound(W_Sound("ric2"));
-                       precache_sound(W_Sound("ric3"));
-                       return true;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
-       }
-       return false;
-}
-#endif
-#endif