X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=a6aaae0af4ae5007f4763a764ecb4d4d221aae52;hb=b87370239d9eacc2cf1d258c5f918049262d18bc;hp=b77ed92252eb640d7131ac40431caf54dfc9458e;hpb=5b902bfabe6575373dac2ffe636074c0308c6abf;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index b77ed9225..a6aaae0af 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -46,47 +46,85 @@ void W_Shotgun_Attack (void) W_AttachToShotorg(flash, '5 0 0'); } -entity lgbeam_owner_ent; +.float swing_prev; +.entity swing_alreadyhit; void shotgun_meleethink (void) { - // store time when we started swinging down inside self.cnt - if(!self.cnt) - self.cnt = time; + // declarations + float i, f, swing, swing_factor, swing_damage, meleetime, is_player; + vector targpos; - makevectors(self.realowner.v_angle); - vector angle; - angle = v_forward; + if(!self.cnt) { self.cnt = time; } // set start time of melee - float meleetime; + makevectors(self.realowner.v_angle); // update values for v_* vectors + + // calculate swing percentage based on time meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor(); - - // perform trace - float f; - f = (self.cnt + meleetime - time) / meleetime * 2 - 1; - vector targpos; - targpos = self.realowner.origin + self.realowner.view_ofs + angle * autocvar_g_balance_shotgun_secondary_melee_range + v_right * f * autocvar_g_balance_shotgun_secondary_melee_swing + v_up * f * autocvar_g_balance_shotgun_secondary_melee_swing; - - if(!lgbeam_owner_ent) + swing = bound(0, (self.cnt + meleetime - time) / meleetime, 1); + f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces); + + // check to see if we can still continue, otherwise give up now + if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) { - lgbeam_owner_ent = spawn(); - lgbeam_owner_ent.classname = "lgbeam_owner_ent"; + remove(self); + return; } - WarpZone_traceline_antilag(lgbeam_owner_ent, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner)); - - // apply the damage, also remove self - if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body")) + + // if okay, perform the traces needed for this frame + for(i=self.swing_prev; i < f; ++i) { - vector force; - force = angle * autocvar_g_balance_shotgun_secondary_force; - if(accuracy_isgooddamage(self.realowner, trace_ent)) - accuracy_add(self.realowner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1)); - Damage (trace_ent, self.realowner, self.realowner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.realowner.origin + self.realowner.view_ofs, force); - remove(self); + swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1); + + targpos = (self.realowner.origin + self.realowner.view_ofs + + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range) + + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up) + + (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, lgbeam_owner_ent, 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'); + + is_player = (trace_ent.classname == "player" || trace_ent.classname == "body"); + + if((trace_fraction < 1) // if trace is good, apply the damage and remove self + && (trace_ent.takedamage == DAMAGE_AIM) + && (trace_ent != self.swing_alreadyhit) + && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage)) + { + 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, + 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); + + // 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; + continue; // move along to next trace + } + else + { + remove(self); + return; + } + } } - else if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, remove ent - remove(self); - else // continue swinging the weapon in hope of hitting someone :) - self.nextthink = time; + + // set up next frame + self.swing_prev = i; + self.nextthink = time; } void W_Shotgun_Attack2 (void) @@ -98,7 +136,7 @@ void W_Shotgun_Attack2 (void) meleetemp = spawn(); meleetemp.owner = meleetemp.realowner = self; meleetemp.think = shotgun_meleethink; - meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay; + meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor(); W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range); } @@ -113,7 +151,13 @@ float w_shotgun(float req) if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range) self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); else - self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); + { + if(autocvar_g_antilag_bullets) + self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); + else + self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE); + } + else if (req == WR_THINK) { if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload @@ -131,7 +175,7 @@ float w_shotgun(float req) if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime)) { W_Shotgun_Attack(); - self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire; + self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready); } }