]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shotgun.qc
Add a compiler flag to debug shotgun melee range
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
index 1eee25a05cc1d0992a587d6304856f327f7f6f26..b8cae5fd5da0d66c0216c9806c788b1752cfab8d 100644 (file)
@@ -2,6 +2,9 @@
 
 #ifdef SVQC
 
+// enable to debug melee range
+//#define SHOTGUN_MELEEDEBUG
+
 METHOD(Shotgun, m_spawnfunc_hookreplace, Weapon(Shotgun this, entity e))
 {
        if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
@@ -16,8 +19,17 @@ void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float
        W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
 
        W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id);
+
+       // TRICK: do the antilag outside the regular fireBullet function, so it isn't performed unnecessarily on every single bullet!
+       float lag = antilag_getlag(actor);
+       if(lag && bullets > 0)
+               antilag_takeback_all(actor, lag);
+
        for(int sc = 0;sc < bullets;sc = sc + 1)
-               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect);
+               fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect, false);
+       
+       if(lag && bullets > 0)
+               antilag_restore_all(actor);
 
        Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
 
@@ -80,8 +92,10 @@ void W_Shotgun_Melee_Think(entity this)
                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));
 
                // draw lightning beams for debugging
-               //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');
+       #ifdef SHOTGUN_MELEEDEBUG
+               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');
+       #endif
 
                is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
 
@@ -107,7 +121,9 @@ void W_Shotgun_Melee_Think(entity this)
                        if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
 
                        // draw large red flash for debugging
-                       //te_customflash(targpos, 200, 2, '15 0 0');
+               #ifdef SHOTGUN_MELEEDEBUG
+                       te_customflash(targpos, 200, 2, '15 0 0');
+               #endif
 
                        if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
                        {