5 // enable to debug melee range
6 //#define SHOTGUN_MELEEDEBUG
8 void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity,
9 float isprimary, float ammocount, float damage,
10 float falloff_halflife, float falloff_mindist, float falloff_maxdist,
11 float bullets, float spread, float solidpenetration,
12 float force, float falloff_forcehalflife, entity bullet_trail_effect)
14 W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
16 W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE,
17 ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id);
19 // TRICK: do the antilag outside the regular fireBullet function,
20 // so it isn't performed unnecessarily on every single bullet!
21 float lag = antilag_getlag(actor);
22 if(lag && bullets > 0)
23 antilag_takeback_all(actor, lag);
25 for(int sc = 0;sc < bullets;sc = sc + 1)
26 fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration,
27 damage, falloff_halflife, falloff_mindist, falloff_maxdist, 0, force,
28 falloff_forcehalflife, thiswep.m_id, bullet_trail_effect, false);
30 if(lag && bullets > 0)
31 antilag_restore_all(actor);
33 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
36 if(autocvar_g_casings >= 1)
38 makevectors(actor.v_angle); // for some reason, this is lost
39 //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
40 SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), vectoangles(v_forward), 1, actor, weaponentity);
45 .entity swing_alreadyhit;
46 void W_Shotgun_Melee_Think(entity this)
49 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
53 if(!this.cnt) // set start time of melee
56 W_PlayStrengthSound(this.realowner);
59 makevectors(this.realowner.v_angle); // update values for v_* vectors
61 // calculate swing percentage based on time
62 meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
63 swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
64 f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
66 // check to see if we can still continue, otherwise give up now
67 if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
73 // if okay, perform the traces needed for this frame
74 for(i=this.swing_prev; i < f; ++i)
76 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
78 targpos = (this.realowner.origin + this.realowner.view_ofs
79 + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
80 + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
81 + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
83 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));
85 // draw lightning beams for debugging
86 #ifdef SHOTGUN_MELEEDEBUG
87 te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
88 te_customflash(targpos, 40, 2, '1 1 1');
91 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
93 if((trace_fraction < 1) // if trace is good, apply the damage and remove this
94 && (trace_ent.takedamage != DAMAGE_NO)
95 && (trace_ent != this.swing_alreadyhit)
96 && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
98 target_victim = trace_ent; // so it persists through other calls
100 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
101 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
103 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
105 //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
107 Damage(target_victim, this.realowner, this.realowner,
108 swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
109 this.realowner.origin + this.realowner.view_ofs,
110 v_forward * WEP_CVAR_SEC(shotgun, force));
112 if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
114 // draw large red flash for debugging
115 #ifdef SHOTGUN_MELEEDEBUG
116 te_customflash(targpos, 200, 2, '15 0 0');
119 if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
121 this.swing_alreadyhit = target_victim;
122 continue; // move along to next trace
132 if(time >= this.cnt + meleetime)
142 this.nextthink = time;
146 void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
148 sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
149 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
151 entity meleetemp = new_pure(meleetemp);
152 meleetemp.realowner = actor;
153 setthink(meleetemp, W_Shotgun_Melee_Think);
154 meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
155 meleetemp.weaponentity_fld = weaponentity;
156 W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range), WEP_SHOTGUN.m_id | HITTYPE_SECONDARY);
159 // alternate secondary weapon frames
160 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
162 if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
163 if (!(actor.items & IT_UNLIMITED_AMMO))
165 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
166 w_ready(thiswep, actor, weaponentity, fire);
170 sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
171 W_Shotgun_Attack(thiswep, actor, weaponentity, true,
172 WEP_CVAR_PRI(shotgun, ammo),
173 WEP_CVAR_PRI(shotgun, damage),
174 WEP_CVAR_PRI(shotgun, damagefalloff_halflife),
175 WEP_CVAR_PRI(shotgun, damagefalloff_mindist),
176 WEP_CVAR_PRI(shotgun, damagefalloff_maxdist),
177 WEP_CVAR_PRI(shotgun, bullets),
178 WEP_CVAR_PRI(shotgun, spread),
179 WEP_CVAR_PRI(shotgun, solidpenetration),
180 WEP_CVAR_PRI(shotgun, force),
181 WEP_CVAR_PRI(shotgun, damagefalloff_forcehalflife),
182 EFFECT_BULLET_WEAK); // actually is secondary, but we trick the last shot into playing full reload sound
183 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
185 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
187 if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
188 if (!(actor.items & IT_UNLIMITED_AMMO))
190 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
191 w_ready(thiswep, actor, weaponentity, fire);
195 W_Shotgun_Attack(thiswep, actor, weaponentity, false,
196 WEP_CVAR_PRI(shotgun, ammo),
197 WEP_CVAR_PRI(shotgun, damage),
198 WEP_CVAR_PRI(shotgun, damagefalloff_halflife),
199 WEP_CVAR_PRI(shotgun, damagefalloff_mindist),
200 WEP_CVAR_PRI(shotgun, damagefalloff_maxdist),
201 WEP_CVAR_PRI(shotgun, bullets),
202 WEP_CVAR_PRI(shotgun, spread),
203 WEP_CVAR_PRI(shotgun, solidpenetration),
204 WEP_CVAR_PRI(shotgun, force),
205 WEP_CVAR_PRI(shotgun, damagefalloff_forcehalflife),
207 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
210 .float shotgun_primarytime;
212 METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
214 if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
215 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, false);
217 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, false);
220 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
222 // force reload weapon when clip is empty or insufficent
223 if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo))
225 if(actor.(weaponentity).clip_load >= 0 && GetResource(actor, thiswep.ammo_type) > 0)
227 thiswep.wr_reload(thiswep, actor, weaponentity);
232 if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
236 if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
238 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
240 W_Shotgun_Attack(thiswep, actor, weaponentity, true,
241 WEP_CVAR_PRI(shotgun, ammo),
242 WEP_CVAR_PRI(shotgun, damage),
243 WEP_CVAR_PRI(shotgun, damagefalloff_halflife),
244 WEP_CVAR_PRI(shotgun, damagefalloff_mindist),
245 WEP_CVAR_PRI(shotgun, damagefalloff_maxdist),
246 WEP_CVAR_PRI(shotgun, bullets),
247 WEP_CVAR_PRI(shotgun, spread),
248 WEP_CVAR_PRI(shotgun, solidpenetration),
249 WEP_CVAR_PRI(shotgun, force),
250 WEP_CVAR_PRI(shotgun, damagefalloff_forcehalflife),
252 actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
253 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
258 else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
260 if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
262 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
264 W_Shotgun_Attack(thiswep, actor, weaponentity, false,
265 WEP_CVAR_PRI(shotgun, ammo),
266 WEP_CVAR_PRI(shotgun, damage),
267 WEP_CVAR_PRI(shotgun, damagefalloff_halflife),
268 WEP_CVAR_PRI(shotgun, damagefalloff_mindist),
269 WEP_CVAR_PRI(shotgun, damagefalloff_maxdist),
270 WEP_CVAR_PRI(shotgun, bullets),
271 WEP_CVAR_PRI(shotgun, spread),
272 WEP_CVAR_PRI(shotgun, solidpenetration),
273 WEP_CVAR_PRI(shotgun, force),
274 WEP_CVAR_PRI(shotgun, damagefalloff_forcehalflife),
276 actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
277 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
284 if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
285 if(WEP_CVAR(shotgun, secondary) == 1)
286 if(((fire & 1) && !IS_BOT_CLIENT(actor) && GetResource(actor, thiswep.ammo_type) <= 0 && actor.(weaponentity).clip_load == 0 && !(actor.items & IT_UNLIMITED_AMMO)) || (fire & 2))
287 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
290 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
291 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
294 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
296 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
297 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
300 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
302 switch(WEP_CVAR(shotgun, secondary))
304 case 1: return true; // melee does not use ammo
305 case 2: // secondary triple shot
307 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
308 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
311 default: return false; // secondary unavailable
314 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
316 W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
318 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
320 return WEAPON_THINKING_WITH_PORTALS;
322 METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
324 if(w_deathtype & HITTYPE_SECONDARY)
325 return WEAPON_SHOTGUN_MURDER_SLAP;
327 return WEAPON_SHOTGUN_MURDER;
334 METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
336 vector org2 = w_org + w_backoff * 2;
337 pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
338 if(!w_issilent && time - actor.prevric > 0.25)
341 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
342 actor.prevric = time;