]> icculus.org git repositories - divverent/nexuiz.git/blob - qcsrc/gamec/w_shotgun.c
Got rid of third attack and replaced it with a zoom
[divverent/nexuiz.git] / qcsrc / gamec / w_shotgun.c
1 void() shotgun_ready_01;
2 void() shotgun_fire1_01;
3 void() shotgun_fire2_01;
4 void() shotgun_deselect_01;
5 void() shotgun_select_01;
6
7 float() shotgun_check = 
8 {
9         if (self.ammo_shells > 0)
10                 return TRUE;
11         return FALSE;
12 };
13
14 void(float req) w_shotgun =
15 {
16         if (req == WR_IDLE)
17                 shotgun_ready_01();
18         else if (req == WR_FIRE1)
19                 weapon_prepareattack(shotgun_check, shotgun_check, shotgun_fire1_01, 0.7);
20         else if (req == WR_FIRE2)
21                 weapon_prepareattack(shotgun_check, shotgun_check, shotgun_fire2_01, 0.7);
22         else if (req == WR_RAISE)
23                 shotgun_select_01();
24         else if (req == WR_UPDATECOUNTS)
25                 self.currentammo = self.ammo_shells;
26         else if (req == WR_DROP)
27                 shotgun_deselect_01();
28         else if (req == WR_SETUP)
29                 weapon_setup(WEP_SHOTGUN, "w_shotgun.zym", IT_SHELLS);
30         else if (req == WR_CHECKAMMO)
31                 weapon_hasammo = shotgun_check();
32 };               
33
34 void W_Shotgun_Attack (void)
35 {
36         float   sc;
37         float   bullets;
38
39         makevectors(self.v_angle);
40         sound (self, CHAN_WEAPON, "weapons/shotgun_fire.wav", 1, ATTN_NORM);
41         bullets = 10;
42
43         for (sc = bullets; sc > 0; sc = sc - 1)
44                 fireBullet (v_forward, 150, 5, IT_SHOTGUN);
45         self.ammo_shells = self.ammo_shells - 1;
46         self.attack_finished = time + 0.7;
47
48         vector  org; // casing code
49         org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 4) + (v_forward * 15);
50         SpawnCasing (org, ((random () * 50 + 50) * v_right) - ((random () * 25 + 25) * v_forward) - ((random () * 5 + 10) * v_up), 2, v_forward,'0 250 0', 100, 1);
51 }
52
53 void W_Shotgun_Attack2 (void)
54 {
55 }
56
57 // weapon frames 
58
59 void()  shotgun_ready_01 =      {weapon_thinkf(WFRAME_IDLE, 0.1, shotgun_ready_01); self.weaponentity.state = WS_READY;};
60 void()  shotgun_select_01 =     {weapon_thinkf(-1, PLAYER_WEAPONSELECTION_DELAY, w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
61 void()  shotgun_deselect_01 =   {weapon_thinkf(-1, PLAYER_WEAPONSELECTION_DELAY, w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
62 void()  shotgun_fire1_01 =      
63 {
64         weapon_doattack(shotgun_check, shotgun_check, W_Shotgun_Attack);
65         weapon_thinkf(WFRAME_FIRE1, 0.3, shotgun_ready_01);
66 };
67 void()  shotgun_fire2_01 =      
68 {
69         weapon_doattack(shotgun_check, shotgun_check, W_Shotgun_Attack2);
70         weapon_thinkf(WFRAME_FIRE2, 0.5, shotgun_ready_01);
71 };