X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=b77ed92252eb640d7131ac40431caf54dfc9458e;hb=6d6a01255c7a5c146bbeb3daae6f527dd40f98d4;hp=65812153318e1ff2919d56e3e336e2dabede09cc;hpb=cc7d9b829f2b8e1eb1bb04ef30541fbc7b688e2d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index 658121533..b77ed9225 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -1,7 +1,8 @@ #ifdef REGISTER_WEAPON -REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", "Shotgun"); +REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun")) #else #ifdef SVQC + void W_Shotgun_Attack (void) { float sc; @@ -14,25 +15,25 @@ void W_Shotgun_Attack (void) float bulletconstant; local entity flash; - ammoamount = cvar("g_balance_shotgun_primary_ammo"); - bullets = cvar("g_balance_shotgun_primary_bullets"); - d = cvar("g_balance_shotgun_primary_damage"); - f = cvar("g_balance_shotgun_primary_force"); - spread = cvar("g_balance_shotgun_primary_spread"); - bulletspeed = cvar("g_balance_shotgun_primary_speed"); - bulletconstant = cvar("g_balance_shotgun_primary_bulletconstant"); + ammoamount = autocvar_g_balance_shotgun_primary_ammo; + bullets = autocvar_g_balance_shotgun_primary_bullets; + d = autocvar_g_balance_shotgun_primary_damage; + f = autocvar_g_balance_shotgun_primary_force; + spread = autocvar_g_balance_shotgun_primary_spread; + bulletspeed = autocvar_g_balance_shotgun_primary_speed; + bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant; + + W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo); - W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_primary_damage")); + 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); endFireBallisticBullet(); - if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_shells = self.ammo_shells - ammoamount; - pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_primary_ammo")); + pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo); // casing code - if (cvar("g_casings") >= 1) + if (autocvar_g_casings >= 1) for (sc = 0;sc < ammoamount;sc = sc + 1) SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self); @@ -43,37 +44,46 @@ void W_Shotgun_Attack (void) flash.nextthink = time + 0.06; flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); - } +entity lgbeam_owner_ent; void shotgun_meleethink (void) { // store time when we started swinging down inside self.cnt if(!self.cnt) self.cnt = time; - makevectors(self.owner.v_angle); + makevectors(self.realowner.v_angle); vector angle; angle = v_forward; + float meleetime; + meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor(); + // perform trace float f; - f = (self.cnt + cvar("g_balance_shotgun_secondary_melee_time") - time) / cvar("g_balance_shotgun_secondary_melee_time") * 2 - 1; + f = (self.cnt + meleetime - time) / meleetime * 2 - 1; vector targpos; - targpos = self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_shotgun_secondary_melee_range") + v_right * f * cvar("g_balance_shotgun_secondary_melee_swing") + v_up * f * cvar("g_balance_shotgun_secondary_melee_swing"); + 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; - WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner)); + if(!lgbeam_owner_ent) + { + lgbeam_owner_ent = spawn(); + lgbeam_owner_ent.classname = "lgbeam_owner_ent"; + } + 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") + if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body")) { vector force; - force = angle * cvar("g_balance_shotgun_secondary_force"); - Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force); - Damage_RecordDamage(self.owner, WEP_SHOTGUN | HITTYPE_SECONDARY, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1)); + 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); } - else if(time >= self.cnt + cvar("g_balance_shotgun_secondary_melee_time")) // missed, remove ent + 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; @@ -81,36 +91,55 @@ void shotgun_meleethink (void) void W_Shotgun_Attack2 (void) { - sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM); - weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready); + sound (self, CH_SHOTS, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready); entity meleetemp; meleetemp = spawn(); - meleetemp.owner = self; + meleetemp.owner = meleetemp.realowner = self; meleetemp.think = shotgun_meleethink; - meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay"); - W_SetupShot_Range(self, TRUE, 0, "", cvar("g_balance_shotgun_secondary_damage"), cvar("g_balance_shotgun_secondary_melee_range")); + meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay; + W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range); } void spawnfunc_weapon_shotgun(); // defined in t_items.qc +.float shotgun_primarytime; + float w_shotgun(float req) { + float ammo_amount; if (req == WR_AIM) - if(vlen(self.origin-self.enemy.origin)>200) - self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); - else + 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); else if (req == WR_THINK) { - if (self.BUTTON_ATCK) - if (weapon_prepareattack(0, cvar("g_balance_shotgun_primary_refire"))) + if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload { - W_Shotgun_Attack(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready); + // don't force reload an empty shotgun if its melee attack is active + if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo) + weapon_action(self.weapon, WR_RELOAD); } - if (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary")) - if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire"))) + else + { + if (self.BUTTON_ATCK) + { + if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary + { + if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime)) + { + W_Shotgun_Attack(); + self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire; + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready); + } + } + } + } + if (self.clip_load >= 0) // we are not currently reloading + if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary) + if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire)) { // attempt forcing playback of the anim by switching to another anim (that we never play) here... weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2); @@ -125,19 +154,33 @@ float w_shotgun(float req) precache_sound ("misc/itempickup.wav"); precache_sound ("weapons/shotgun_fire.wav"); precache_sound ("weapons/shotgun_melee.wav"); + //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else } else if (req == WR_SETUP) + { weapon_setup(WEP_SHOTGUN); + self.current_ammo = ammo_shells; + } else if (req == WR_CHECKAMMO1) - return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo"); + { + ammo_amount = self.ammo_shells >= 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) { + // melee attack is always available return TRUE; } + else if (req == WR_RELOAD) + { + 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; float w_shotgun(float req) { if(req == WR_IMPACTEFFECT) @@ -145,14 +188,15 @@ float w_shotgun(float req) vector org2; org2 = w_org + w_backoff * 2; pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1); - if(!w_issilent) + if(!w_issilent && time - self.prevric > 0.25) { - if(w_random < 0.05) - sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); - else if(w_random < 0.1) - sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); - else if(w_random < 0.2) - sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); + if(w_random < 0.0165) + sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); + else if(w_random < 0.033) + sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); + else if(w_random < 0.05) + sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); + self.prevric = time; } } else if(req == WR_PRECACHE) @@ -162,13 +206,13 @@ float w_shotgun(float req) precache_sound("weapons/ric3.wav"); } else if (req == WR_SUICIDEMESSAGE) - w_deathtypestring = "%s did the impossible"; + w_deathtypestring = _("%s is now thinking with portals"); 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$s ^7slapped %1$s ^7around a bit with a large ^2shotgun"); else - w_deathtypestring = "%s was gunned by %s"; + w_deathtypestring = _("%s was gunned by %s"); } return TRUE; }