X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_shotgun.qc;h=118fbf08855c04287deb444c6e4dae168f73096c;hb=1d3cd6d0346ea21bdbae7806d5ad2f1c8575a8f0;hp=5ecfcfac324faca416eb17924b5a416b72d3b420;hpb=3d3e49c4cf34e0168aca93771cd8807111511124;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index 5ecfcfac3..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; @@ -14,25 +66,33 @@ 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"); + if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0) + return; // reloading, so we are done - W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_primary_damage")); + 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_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, 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; + { + 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, 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); @@ -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) @@ -56,11 +117,14 @@ 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 + 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.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; WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner)); @@ -68,12 +132,13 @@ void shotgun_meleethink (void) 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") * ((f + 1) / 2), 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") * ((f + 1) / 2)); + force = angle * autocvar_g_balance_shotgun_secondary_force; + if(accuracy_isgooddamage(self.owner, trace_ent)) + accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1)); + 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 + cvar("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; @@ -82,39 +147,63 @@ 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); + weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready); entity meleetemp; meleetemp = spawn(); meleetemp.owner = 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) { 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"))) - { - W_Shotgun_Attack(); - weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready); - } - if (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary")) - if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire"))) + if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0) // forced reload + W_Shotgun_Reload(); + else { - // 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_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.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) { @@ -127,9 +216,12 @@ 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 >= cvar("g_balance_shotgun_primary_ammo"); + return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo; else if (req == WR_CHECKAMMO2) { return TRUE; @@ -138,6 +230,7 @@ float w_shotgun(float req) }; #endif #ifdef CSQC +.float prevric; float w_shotgun(float req) { if(req == WR_IMPACTEFFECT) @@ -145,14 +238,15 @@ 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) + if(w_random < 0.0165) sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); - else if(w_random < 0.1) + else if(w_random < 0.033) sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); - else if(w_random < 0.2) + else if(w_random < 0.05) sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); + self.prevric = time; } } else if(req == WR_PRECACHE)