X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fshotgun.qc;h=b8cae5fd5da0d66c0216c9806c788b1752cfab8d;hb=1a749f9f7d0623b782cd5531f76d9c352cf1d9e3;hp=18e75fad26e54aba8eed9cf6269ff6a5ecd9a29a;hpb=014563bb18d2fca287bd53fbde65b057e4ec6eef;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/shotgun.qc b/qcsrc/common/weapons/weapon/shotgun.qc index 18e75fad2..b8cae5fd5 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@ -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)) @@ -89,8 +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)); @@ -116,7 +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. { @@ -162,7 +169,7 @@ void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int f void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire) { if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity)) - if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + if (!(actor.items & IT_UNLIMITED_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); @@ -183,7 +190,7 @@ void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire) { if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity)) - if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + if (!(actor.items & IT_UNLIMITED_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); @@ -263,7 +270,7 @@ METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentit } if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading if(WEP_CVAR(shotgun, secondary) == 1) - if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2)) + if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_AMMO)) || (fire & 2)) if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire))) { // attempt forcing playback of the anim by switching to another anim (that we never play) here...