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more elegant checking to see if stuffcmds are safe
[divverent/nexuiz.git] / data / 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 >= 1)
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, cvar("g_balance_shotgun_refire"));
20         else if (req == WR_FIRE2)
21                 weapon_prepareattack(shotgun_check, shotgun_check, shotgun_fire2_01, cvar("g_balance_shotgun_refire2"));
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         local vector org;
37         float   sc;
38         float   bullets;
39         float   d;
40         float   spread;
41
42         sound (self, CHAN_WEAPON, "weapons/shotgun_fire.ogg", 1, ATTN_NORM);
43         if (self.items & IT_STRENGTH) {
44                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
45         }
46         
47         bullets = cvar("g_balance_shotgun_bullets");
48         if (self.button3)
49                 d = cvar("g_balance_shotgun_damage2");
50         else
51                 d = cvar("g_balance_shotgun_damage");
52
53         org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 5);
54         spread = cvar("g_balance_shotgun_spread");
55         for (sc = 0;sc < bullets;sc = sc + 1)
56                 fireBullet (org, v_forward, spread, d, IT_SHOTGUN, sc < 3);
57         if (cvar("g_use_ammunition"))
58                 self.ammo_shells = self.ammo_shells - 1;
59
60         // casing code
61         if (cvar("g_casings") >= 1)
62         {
63                 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 10);
64                 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);
65         }
66
67         org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 20);
68         W_Smoke(org, v_forward, 12);
69         //te_smallflash(org);
70
71         self.punchangle_x = -5;
72 }
73
74 // weapon frames
75
76 void()  shotgun_ready_01 =      {weapon_thinkf(WFRAME_IDLE, 0.1, shotgun_ready_01); self.weaponentity.state = WS_READY;};
77 void()  shotgun_select_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
78 void()  shotgun_deselect_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
79 void()  shotgun_fire1_01 =
80 {
81         weapon_doattack(shotgun_check, shotgun_check, W_Shotgun_Attack);
82         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_refire3"), shotgun_ready_01);
83 };
84 void()  shotgun_fire2_03 =
85 {
86         weapon_doattack(shotgun_check, shotgun_check, W_Shotgun_Attack);
87         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_refire3"), shotgun_ready_01);
88 }
89 void()  shotgun_fire2_02 =
90 {
91         weapon_doattack(shotgun_check, shotgun_check, W_Shotgun_Attack);
92         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_refire3"), shotgun_fire2_03);
93 }
94 void()  shotgun_fire2_01 =
95 {
96         weapon_doattack(shotgun_check, shotgun_check, W_Shotgun_Attack);
97         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_refire3"), shotgun_fire2_02);
98 }