X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=118fbf08855c04287deb444c6e4dae168f73096c;hb=1d3cd6d0346ea21bdbae7806d5ad2f1c8575a8f0;hp=08c4a901e12083d7bdd972ed8755e3010cf97d9e;hpb=2a9df1dc726597e8943be9ef956620c36693d219;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index 08c4a901e..118fbf088 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -1,7 +1,59 @@ #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_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun")) #else #ifdef SVQC + +.float shotgun_load; + +void W_Shotgun_SetAmmoCounter() +{ + // set ammo counter to the weapon we have switched to + if(!autocvar_g_balance_shotgun_reload_ammo) + self.ammo_counter = 0; // also keeps the crosshair ammo from displaying + else + self.ammo_counter = self.shotgun_load; +} + +void W_Shotgun_ReloadedAndReady() +{ + float t; + + // now do the ammo maths + self.ammo_counter = self.old_ammo_counter; // restore ammo counter, in case we still had ammo in the weapon while reloading + while(self.ammo_counter < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more than the amount of ammo we have + { + self.ammo_counter += 1; + self.ammo_shells -= 1; + } + self.shotgun_load = self.ammo_counter; + + t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1; + ATTACK_FINISHED(self) = t; + w_ready(); +} + +void W_Shotgun_Reload() +{ + // reloading is disabled for this weapon + if(!autocvar_g_balance_shotgun_reload_ammo) + return; + + float t; + + if(!W_ReloadCheck(self.ammo_shells, autocvar_g_balance_shotgun_primary_ammo, 0)) + return; + + sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM); + + t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1; + ATTACK_FINISHED(self) = t; + + weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady); + + self.old_ammo_counter = self.ammo_counter; + self.ammo_counter = -1; +} + void W_Shotgun_Attack (void) { float sc; @@ -14,6 +66,9 @@ void W_Shotgun_Attack (void) float bulletconstant; local entity flash; + if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0) + return; // reloading, so we are done + ammoamount = autocvar_g_balance_shotgun_primary_ammo; bullets = autocvar_g_balance_shotgun_primary_bullets; d = autocvar_g_balance_shotgun_primary_damage; @@ -27,7 +82,12 @@ void W_Shotgun_Attack (void) 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; + { + if(!autocvar_g_balance_shotgun_reload_ammo) + self.ammo_shells = self.ammo_shells - ammoamount; + else + self.shotgun_load -= ammoamount; + } pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo); @@ -44,6 +104,7 @@ void W_Shotgun_Attack (void) flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); + self.ammo_counter = self.ammo_counter - 1; } void shotgun_meleethink (void) @@ -56,9 +117,12 @@ void shotgun_meleethink (void) vector angle; angle = v_forward; + float meleetime; + meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor(); + // perform trace float f; - f = (self.cnt + autocvar_g_balance_shotgun_secondary_melee_time - time) / autocvar_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 * 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; @@ -74,7 +138,7 @@ void shotgun_meleethink (void) Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force); remove(self); } - else if(time >= self.cnt + autocvar_g_balance_shotgun_secondary_melee_time) // missed, remove ent + else if(time >= self.cnt + meleetime) // missed, remove ent remove(self); else // continue swinging the weapon in hope of hitting someone :) self.nextthink = time; @@ -106,24 +170,40 @@ float w_shotgun(float req) self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); else if (req == WR_THINK) { - if (self.BUTTON_ATCK) + if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0) // forced reload + W_Shotgun_Reload(); + else { - if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary + if (self.BUTTON_ATCK) { - if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime)) + if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary { - 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(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.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); + } } - 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); - } + if(self.wish_reload) + { + if(self.switchweapon == self.weapon) + { + if(self.weaponentity.state == WS_READY) + { + self.wish_reload = 0; + W_Shotgun_Reload(); + } + } + } } else if (req == WR_PRECACHE) { @@ -136,7 +216,10 @@ float w_shotgun(float req) precache_sound ("weapons/shotgun_melee.wav"); } else if (req == WR_SETUP) + { weapon_setup(WEP_SHOTGUN); + W_Shotgun_SetAmmoCounter(); + } else if (req == WR_CHECKAMMO1) return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo; else if (req == WR_CHECKAMMO2)