#include "shotgun.qh" #ifdef SVQC // enable to debug melee range //#define SHOTGUN_MELEEDEBUG void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, bool is_primary, float ammocount, float damage, float falloff_halflife, float falloff_mindist, float falloff_maxdist, float bullets, float spread, float spread_pattern, float spread_pattern_scale, float spread_pattern_bias, float solidpenetration, float force, float falloff_forcehalflife, entity bullet_trail_effect) { W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity); W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, (is_primary ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id); // TRICK: do the antilag outside the regular fireBullet function, // so it isn't performed unnecessarily on every single bullet! float lag = antilag_getlag(actor); if (lag && bullets > 0) antilag_takeback_all(actor, lag); if (spread_pattern && spread_pattern_scale > 0) { vector right = v_right; vector up = v_up; float fixed_spread_factor = (spread * autocvar_g_weaponspreadfactor) / spread_pattern_scale; spread_pattern_bias = bound(0, spread_pattern_bias, 1); for (int sc = 0; sc < bullets; ++sc) { vector s = W_CalculateSpreadPattern(spread_pattern, spread_pattern_bias, sc, bullets); s *= fixed_spread_factor; fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir + right * s.y + up * s.z, 0, solidpenetration, damage, falloff_halflife, falloff_mindist, falloff_maxdist, 0, force, falloff_forcehalflife, thiswep.m_id, bullet_trail_effect, false ); } } else for (int sc = 0; sc < bullets; ++sc) fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, falloff_halflife, falloff_mindist, falloff_maxdist, 0, force, falloff_forcehalflife, thiswep.m_id, bullet_trail_effect, false ); if (lag && bullets > 0) antilag_restore_all(actor); W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir); // casing code if (autocvar_g_casings >= 1) { makevectors(actor.v_angle); // for some reason, this is lost //for (int sc = 0; sc < WEP_CVAR_PRI(WEP_SHOTGUN, ammo); ++sc) SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), vectoangles(v_forward), 1, actor, weaponentity); } } .float swing_prev; .entity swing_alreadyhit; void W_Shotgun_Melee_Think(entity this) { if (!this.cnt) // set start time of melee { this.cnt = time; W_PlayStrengthSound(this.realowner); } makevectors(this.realowner.v_angle); // update values for v_* vectors // calculate swing percentage based on time float meleetime = WEP_CVAR_SEC(WEP_SHOTGUN, melee_time) * W_WeaponRateFactor(this.realowner); float swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10); float f = ((1 - swing) * WEP_CVAR_SEC(WEP_SHOTGUN, melee_traces)); // check to see if we can still continue, otherwise give up now if (IS_DEAD(this.realowner) && WEP_CVAR_SEC(WEP_SHOTGUN, melee_no_doubleslap)) { delete(this); return; } vector melee_path = (v_up * WEP_CVAR_SEC(WEP_SHOTGUN, melee_swing_up)) + (v_right * WEP_CVAR_SEC(WEP_SHOTGUN, melee_swing_side)); // if okay, perform the traces needed for this frame entity target_victim; vector targpos; float swing_factor, swing_damage, i; for (i = this.swing_prev; i < f; ++i) { swing_factor = (1 - (i / WEP_CVAR_SEC(WEP_SHOTGUN, melee_traces))) * 2 - 1; targpos = this.realowner.origin + this.realowner.view_ofs + (melee_path * swing_factor) + (v_forward * WEP_CVAR_SEC(WEP_SHOTGUN, melee_range)); 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)); Send_Effect(EFFECT_SHOTGUN_WOOSH, trace_endpos, -melee_path, 1); // draw lightning beams for debugging #ifdef SHOTGUN_MELEEDEBUG te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5); te_customflash(targpos, 40, 2, '1 1 1'); #endif bool is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent)); if (trace_fraction < 1 // if trace is good, apply the damage and remove this && trace_ent.takedamage != DAMAGE_NO && trace_ent != this.swing_alreadyhit && (is_player || WEP_CVAR_SEC(WEP_SHOTGUN, melee_nonplayerdamage))) { target_victim = trace_ent; // so it persists through other calls if (is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught. swing_damage = (WEP_CVAR_SEC(WEP_SHOTGUN, damage) * min(1, swing_factor + 1)); else swing_damage = (WEP_CVAR_SEC(WEP_SHOTGUN, melee_nonplayerdamage) * min(1, swing_factor + 1)); //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n")); Damage(target_victim, this.realowner, this.realowner, swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld, this.realowner.origin + this.realowner.view_ofs, v_forward * WEP_CVAR_SEC(WEP_SHOTGUN, force) ); if (accuracy_isgooddamage(this.realowner, target_victim)) accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage, 0); // add to hit // draw large red flash for debugging #ifdef SHOTGUN_MELEEDEBUG te_customflash(targpos, 200, 2, '15 0 0'); #endif if (WEP_CVAR_SEC(WEP_SHOTGUN, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice. { this.swing_alreadyhit = target_victim; continue; // move along to next trace } else { delete(this); return; } } } if (time >= this.cnt + meleetime) { // melee is finished delete(this); return; } else { // set up next frame this.swing_prev = i; this.nextthink = time; } } void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire) { sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_SHOTGUN, animtime), w_ready); entity meleetemp = new_pure(meleetemp); meleetemp.realowner = actor; setthink(meleetemp, W_Shotgun_Melee_Think); meleetemp.nextthink = time + WEP_CVAR_SEC(WEP_SHOTGUN, melee_delay) * W_WeaponRateFactor(actor); meleetemp.weaponentity_fld = weaponentity; W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(WEP_SHOTGUN, damage), WEP_CVAR_SEC(WEP_SHOTGUN, melee_range), WEP_SHOTGUN.m_id | HITTYPE_SECONDARY); } // alternate secondary weapon frames void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire) { if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound W_Shotgun_Attack(thiswep, actor, weaponentity, true, WEP_CVAR_PRI(WEP_SHOTGUN, ammo), WEP_CVAR_PRI(WEP_SHOTGUN, damage), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_halflife), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_mindist), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_maxdist), WEP_CVAR_PRI(WEP_SHOTGUN, bullets), WEP_CVAR_PRI(WEP_SHOTGUN, spread), WEP_CVAR_PRI(WEP_SHOTGUN, spread_pattern), WEP_CVAR_PRI(WEP_SHOTGUN, spread_pattern_scale), WEP_CVAR_PRI(WEP_SHOTGUN, spread_pattern_bias), WEP_CVAR_PRI(WEP_SHOTGUN, solidpenetration), WEP_CVAR_PRI(WEP_SHOTGUN, force), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_forcehalflife), EFFECT_BULLET_WEAK ); // actually is secondary, but we trick the last shot into playing full reload sound weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(WEP_SHOTGUN, alt_animtime), w_ready); } void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire) { if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity) && !(actor.items & IT_UNLIMITED_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity); w_ready(thiswep, actor, weaponentity, fire); return; } W_Shotgun_Attack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_SHOTGUN, ammo), WEP_CVAR_PRI(WEP_SHOTGUN, damage), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_halflife), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_mindist), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_maxdist), WEP_CVAR_PRI(WEP_SHOTGUN, bullets), WEP_CVAR_PRI(WEP_SHOTGUN, spread), WEP_CVAR_PRI(WEP_SHOTGUN, spread_pattern), WEP_CVAR_PRI(WEP_SHOTGUN, spread_pattern_scale), WEP_CVAR_PRI(WEP_SHOTGUN, spread_pattern_bias), WEP_CVAR_PRI(WEP_SHOTGUN, solidpenetration), WEP_CVAR_PRI(WEP_SHOTGUN, force), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_forcehalflife), EFFECT_BULLET_WEAK ); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(WEP_SHOTGUN, alt_animtime), W_Shotgun_Attack3_Frame2); } .float shotgun_primarytime; METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if (vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(WEP_SHOTGUN, melee_range))) PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, false); else PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, false); } METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { // force reload weapon when clip is empty or insufficent if (WEP_CVAR(WEP_SHOTGUN, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(WEP_SHOTGUN, ammo) && actor.(weaponentity).clip_load >= 0 && (GetResource(actor, thiswep.ammo_type) > 0 || (actor.items & IT_UNLIMITED_AMMO))) { thiswep.wr_reload(thiswep, actor, weaponentity); return; } if (actor.(weaponentity).clip_load >= 0) // we are not currently reloading { if (fire & 1) { if (time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary if (weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_SHOTGUN, animtime))) { W_Shotgun_Attack(thiswep, actor, weaponentity, true, WEP_CVAR_PRI(WEP_SHOTGUN, ammo), WEP_CVAR_PRI(WEP_SHOTGUN, damage), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_halflife), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_mindist), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_maxdist), WEP_CVAR_PRI(WEP_SHOTGUN, bullets), WEP_CVAR_PRI(WEP_SHOTGUN, spread), WEP_CVAR_PRI(WEP_SHOTGUN, spread_pattern), WEP_CVAR_PRI(WEP_SHOTGUN, spread_pattern_scale), WEP_CVAR_PRI(WEP_SHOTGUN, spread_pattern_bias), WEP_CVAR_PRI(WEP_SHOTGUN, solidpenetration), WEP_CVAR_PRI(WEP_SHOTGUN, force), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_forcehalflife), EFFECT_BULLET_WEAK ); actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(WEP_SHOTGUN, refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_SHOTGUN, animtime), w_ready); return; } } else if ((fire & 2) && WEP_CVAR(WEP_SHOTGUN, secondary) == 2) { if (time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary if (weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(WEP_SHOTGUN, alt_animtime))) { W_Shotgun_Attack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_SHOTGUN, ammo), WEP_CVAR_PRI(WEP_SHOTGUN, damage), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_halflife), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_mindist), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_maxdist), WEP_CVAR_PRI(WEP_SHOTGUN, bullets), WEP_CVAR_PRI(WEP_SHOTGUN, spread), WEP_CVAR_PRI(WEP_SHOTGUN, spread_pattern), WEP_CVAR_PRI(WEP_SHOTGUN, spread_pattern_scale), WEP_CVAR_PRI(WEP_SHOTGUN, spread_pattern_bias), WEP_CVAR_PRI(WEP_SHOTGUN, solidpenetration), WEP_CVAR_PRI(WEP_SHOTGUN, force), WEP_CVAR_PRI(WEP_SHOTGUN, damagefalloff_forcehalflife), EFFECT_BULLET_WEAK ); actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(WEP_SHOTGUN, alt_refire) * W_WeaponRateFactor(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(WEP_SHOTGUN, alt_animtime), W_Shotgun_Attack3_Frame1); return; } } } if (actor.(weaponentity).clip_load >= 0 // we are not currently reloading && WEP_CVAR(WEP_SHOTGUN, secondary) == 1 && (((fire & 1) && !IS_BOT_CLIENT(actor) && GetResource(actor, thiswep.ammo_type) <= 0 && actor.(weaponentity).clip_load == 0 && !(actor.items & IT_UNLIMITED_AMMO)) || (fire & 2)) && (!WEP_CVAR_SEC(WEP_SHOTGUN, melee_blockedbyfiring) || time >= actor.(weaponentity).shotgun_primarytime) && weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(WEP_SHOTGUN, refire))) { // melee attack // attempt forcing playback of the anim by switching to another anim (that we never play) here... weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2); } } METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(WEP_SHOTGUN, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(WEP_SHOTGUN, ammo); return ammo_amount; } METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { switch (WEP_CVAR(WEP_SHOTGUN, secondary)) { case 1: return true; // melee does not use ammo case 2: // secondary triple shot { float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(WEP_SHOTGUN, ammo); ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(WEP_SHOTGUN, ammo); return ammo_amount; } default: return false; // secondary unavailable } } METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, weaponentity, WEP_CVAR_PRI(WEP_SHOTGUN, ammo), SND_RELOAD); // WEAPONTODO } METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } METHOD(Shotgun, wr_killmessage, Notification(entity thiswep)) { if (w_deathtype & HITTYPE_SECONDARY) return WEAPON_SHOTGUN_MURDER_SLAP; else return WEAPON_SHOTGUN_MURDER; } #endif // SVQC #ifdef CSQC .float prevric; METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2 = w_org + w_backoff * 2; pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1); if (!w_issilent && time - actor.prevric > 0.25) { if (w_random < 0.05) sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM); actor.prevric = time; } } #endif // CSQC #ifdef MENUQC #include METHOD(Shotgun, describe, string(Shotgun this)) { TC(Shotgun, this); PAGE_TEXT_INIT(); PAR(_("The %s is one of the two main default weapons, firing a single shotgun round which spreads into multiple pellets upon exiting the barrel."), COLORED_NAME(this)); PAR(_("The secondary fire swings the %s, slapping players close enough with the head of the weapon. " "Since the slap takes a moment to land, timing this well is difficult."), COLORED_NAME(this)); PAR(_("The primary fire consumes %s ammo, although if you spawn in with the %s you will already have some."), COLORED_NAME(ITEM_Shells), COLORED_NAME(this)); PAR(_("The %s damage drops off quickly as the range increases, so it is only useful for close combat or sometimes medium range combat."), COLORED_NAME(this)); PAR(W_Guide_Keybinds(this)); PAR(W_Guide_DPS_primaryMultishot(this.netname, "primary", "secondary", "primary_bullets", "")); return PAGE_TEXT; } #endif // MENUQC