]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shotgun.qc
Ensure headers are always #included
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
index 06c48b115b097df4e914c1ff03e72552318d8f1b..9ae0c6069ab7b748b8f63a8c4c147891533ec8cf 100644 (file)
@@ -1,12 +1,13 @@
+#include "shotgun.qh"
 #ifndef IMPLEMENTATION
 CLASS(Shotgun, Weapon)
-/* ammotype  */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells)
-/* impulse   */ ATTRIB(Shotgun, impulse, int, 2)
-/* flags     */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* ammotype  */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells);
+/* impulse   */ ATTRIB(Shotgun, impulse, int, 2);
+/* flags     */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC);
 /* rating    */ ATTRIB(Shotgun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
 /* color     */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
 /* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
-#ifndef MENUQC
+#ifdef GAMEQC
 /* model     */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
 #endif
 /* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
@@ -58,31 +59,31 @@ REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun));
 #ifdef SVQC
 spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); }
 
-void W_Shotgun_Attack(Weapon thiswep, entity actor, float isprimary)
+void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
 {
-       float   sc;
-       entity flash;
-
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo));
 
-       W_SetupShot(actor, true, 5, SND_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)
+       W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
+       for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
                fireBullet(actor, 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, actor);
+       {
+               makevectors(actor.v_angle); // for some reason, this is lost
+               //for(int 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, actor, weaponentity);
+       }
 
        // muzzle flash for 1st person view
-       flash = spawn();
+       entity flash = spawn();
        setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
        setthink(flash, SUB_Remove);
        flash.nextthink = time + 0.06;
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       W_AttachToShotorg(actor, flash, '5 0 0');
+       W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
 }
 
 .float swing_prev;
@@ -110,7 +111,7 @@ void W_Shotgun_Melee_Think(entity this)
        // check to see if we can still continue, otherwise give up now
        if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
        {
-               remove(this);
+               delete(this);
                return;
        }
 
@@ -127,7 +128,7 @@ void W_Shotgun_Melee_Think(entity this)
                WarpZone_traceline_antilag(this, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ANTILAG_LATENCY(this.realowner));
 
                // draw lightning beams for debugging
-               //te_lightning2(world, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
+               //te_lightning2(NULL, targpos, this.realowner.origin + this.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));
@@ -163,7 +164,7 @@ void W_Shotgun_Melee_Think(entity this)
                        }
                        else
                        {
-                               remove(this);
+                               delete(this);
                                return;
                        }
                }
@@ -172,7 +173,7 @@ void W_Shotgun_Melee_Think(entity this)
        if(time >= this.cnt + meleetime)
        {
                // melee is finished
-               remove(this);
+               delete(this);
                return;
        }
        else
@@ -192,7 +193,7 @@ void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int f
        meleetemp.realowner = actor;
        setthink(meleetemp, W_Shotgun_Melee_Think);
        meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
-       W_SetupShot_Range(actor, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+       W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
 }
 
 // alternate secondary weapon frames
@@ -207,7 +208,7 @@ void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity
        }
 
        sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
-       W_Shotgun_Attack(WEP_SHOTGUN, actor, true); // actually is secondary, but we trick the last shot into playing full reload sound
+       W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true); // actually is secondary, but we trick the last shot into playing full reload sound
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
 }
 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
@@ -220,11 +221,11 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity
                return;
        }
 
-       W_Shotgun_Attack(WEP_SHOTGUN, actor, false);
+       W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false);
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
 }
 
-.float shotgun_primarytime;
+.float shotgun_primarytime[MAX_WEAPONSLOTS];
 
 METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor))
 {
@@ -246,31 +247,32 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit
     {
         if(fire & 1)
         {
-            if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+               int slot = weaponslot(weaponentity);
+            if(time >= actor.shotgun_primarytime[slot]) // handle refire separately so the secondary can be fired straight after a primary
             {
                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
                 {
-                    W_Shotgun_Attack(thiswep, actor, true);
-                    actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
+                    W_Shotgun_Attack(thiswep, actor, weaponentity, true);
+                    actor.shotgun_primarytime[slot] = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
                 }
             }
         }
         else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
         {
-            if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+               int slot = weaponslot(weaponentity);
+            if(time >= actor.shotgun_primarytime[slot]) // handle refire separately so the secondary can be fired straight after a primary
             {
                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
                 {
-                    W_Shotgun_Attack(thiswep, actor, false);
-                    actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
+                    W_Shotgun_Attack(thiswep, actor, weaponentity, false);
+                    actor.shotgun_primarytime[slot] = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
                 }
             }
         }
     }
     if(actor.clip_load >= 0) // we are not currently reloading
-    if(!actor.crouch) // no crouchmelee please
     if(WEP_CVAR(shotgun, secondary) == 1)
     if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
     if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
@@ -308,7 +310,7 @@ METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor))
 }
 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    W_Reload(actor, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
+    W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
 }
 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
 {