X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=75f6a087d14256ef0b32ee3525809e847b47cf41;hb=e46955aa359b3a9b0399b572ebd34e3770c283b7;hp=6e8fa00f9677a4d0e7fe774a55ef4c92bbf23b0f;hpb=74e6f7b9c00bc17d93633557706d9189d363dd56;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index 6e8fa00f9..75f6a087d 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -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); @@ -52,6 +52,7 @@ void shotgun_meleethink (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 @@ -85,7 +86,7 @@ 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'); @@ -96,26 +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'); 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 @@ -195,7 +199,7 @@ float w_shotgun(float req) } } if (self.clip_load >= 0) // we are not currently reloading - if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense + 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)) { @@ -234,6 +238,17 @@ 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"); } + else if (req == WR_SUICIDEMESSAGE) + { + return WEAPON_THINKING_WITH_PORTALS; + } + else if (req == WR_KILLMESSAGE) + { + if(w_deathtype & HITTYPE_SECONDARY) + return WEAPON_SHOTGUN_MURDER_SLAP; + else + return WEAPON_SHOTGUN_MURDER; + } return TRUE; } #endif @@ -263,15 +278,6 @@ float w_shotgun(float req) precache_sound("weapons/ric2.wav"); precache_sound("weapons/ric3.wav"); } - else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = _("%s is now thinking with portals"); - else if (req == WR_KILLMESSAGE) - { - if(w_deathtype & HITTYPE_SECONDARY) - w_deathtypestring = _("%2$s slapped %1$s around a bit with a large shotgun"); - else - w_deathtypestring = _("%s was gunned down with a shotgun by %s"); - } return TRUE; } #endif