]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_shotgun.qc
animation blending makes headshots pointless; so let's remove them
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
index f2ccef0a25493ea55e71e26611bddc3ab0bb9644..a4d4139700d8315d7d0afa53c88095590a0588a1 100644 (file)
@@ -13,7 +13,7 @@ void W_Shotgun_Attack (void)
        float   spread;
        float   bulletspeed;
        float   bulletconstant;
-       local entity flash;
+       entity flash;
 
        ammoamount = autocvar_g_balance_shotgun_primary_ammo;
        bullets = autocvar_g_balance_shotgun_primary_bullets;
@@ -27,7 +27,7 @@ void W_Shotgun_Attack (void)
 
        W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
        for (sc = 0;sc < bullets;sc = sc + 1)
-               fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
+               fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, 1, bulletconstant);
        endFireBallisticBullet();
 
        pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
@@ -52,9 +52,14 @@ void shotgun_meleethink (void)
 {
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
+       entity target_victim;
        vector targpos;
 
-       if(!self.cnt) { self.cnt = time; } // set start time of melee
+       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
        
@@ -81,10 +86,10 @@ void shotgun_meleethink (void)
                        + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
 
                WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, 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');
+               //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 = (trace_ent.classname == "player" || trace_ent.classname == "body");
 
@@ -92,26 +97,29 @@ void shotgun_meleethink (void)
                        && (trace_ent.takedamage == DAMAGE_AIM)  
                        && (trace_ent != self.swing_alreadyhit)
                        && (is_player || autocvar_g_balance_shotgun_secondary_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 = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
                        else
                                swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
                        
-                       Damage(trace_ent, self.realowner, self.realowner, 
+                       //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 * autocvar_g_balance_shotgun_secondary_force);
                                
-                       if(accuracy_isgooddamage(self.realowner, trace_ent))
-                               accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage);
+                       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');
+                       //te_customflash(targpos, 200, 2, '15 0 0');
                        
                        if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
                        {
-                               self.swing_alreadyhit = trace_ent;
+                               self.swing_alreadyhit = target_victim;
                                continue; // move along to next trace
                        }
                        else
@@ -138,7 +146,7 @@ void shotgun_meleethink (void)
 
 void W_Shotgun_Attack2 (void)
 {
-       sound (self, CH_SHOTS, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+       sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
        weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
 
        entity meleetemp;
@@ -191,6 +199,7 @@ float w_shotgun(float req)
                        }
                }
                if (self.clip_load >= 0) // we are not currently reloading
+               if (!self.crouch) // no crouchmelee please
                if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
                if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
                {
@@ -217,7 +226,7 @@ float w_shotgun(float req)
        else if (req == WR_CHECKAMMO1)
        {
                ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
-               ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo;
+               ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
                return ammo_amount;
        }
        else if (req == WR_CHECKAMMO2)
@@ -230,7 +239,7 @@ float w_shotgun(float req)
                W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
        }
        return TRUE;
-};
+}
 #endif
 #ifdef CSQC
 .float prevric;
@@ -263,9 +272,9 @@ float w_shotgun(float req)
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_SECONDARY)
-                       w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
+                       w_deathtypestring = _("%2$s slapped %1$s around a bit with a large shotgun");
                else
-                       w_deathtypestring = _("%s was gunned by %s");
+                       w_deathtypestring = _("%s was gunned down with a shotgun by %s");
        }
        return TRUE;
 }