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improve shotgun and shootfromcenter
[divverent/nexuiz.git] / data / qcsrc / server / w_shotgun.qc
1
2 void W_Shotgun_Attack (void)
3 {
4         float   sc;
5         float   ammo;
6         float   bullets;
7         float   d;
8         float   f;
9         float   spread;
10         float   bulletspeed;
11         float   bulletconstant;
12         local entity flash;
13
14         ammo = cvar("g_balance_shotgun_primary_ammo");
15         bullets = cvar("g_balance_shotgun_primary_bullets");
16         d = cvar("g_balance_shotgun_primary_damage");
17         f = cvar("g_balance_shotgun_primary_force");
18         spread = cvar("g_balance_shotgun_primary_spread");
19         bulletspeed = cvar("g_balance_shotgun_primary_speed");
20         bulletconstant = cvar("g_balance_shotgun_primary_bulletconstant");
21
22         W_SetupShot (self, '28 8 -10', TRUE, 5, "weapons/shotgun_fire.wav");
23         for (sc = 0;sc < bullets;sc = sc + 1)
24                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
25         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
26                 self.ammo_shells = self.ammo_shells - ammo;
27
28         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_primary_ammo"));
29
30         // casing code
31         if (cvar("g_casings") >= 1)
32                 for (sc = 0;sc < ammo;sc = sc + 1)
33                         SpawnCasing (w_shotorg - v_forward * 10, ((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1);
34
35         // muzzle flash for 1st person view
36         flash = spawn();
37         setorigin(flash, '5 0 0');
38         setmodel(flash, "models/uziflash.md3"); // precision set below
39         if (gettagindex(self.weaponentity, "shot"))
40                 setattachment(flash, self.weaponentity, "shot");
41         else if (gettagindex(self.weaponentity, "bone02"))
42                 setattachment(flash, self.weaponentity, "bone02");
43         else
44         {
45                 setorigin(flash, '48 0 5');
46                 setattachment(flash, self.weaponentity, "");
47         }
48         flash.owner = self;
49         flash.viewmodelforclient = self;
50         flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
51         flash.think = SUB_Remove;
52         flash.nextthink = time + 0.06;
53         flash.angles_z = flash.v_angle_z + random() * 180;
54         flash.alpha = 1;
55         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
56
57 }
58
59 void W_Shotgun_Attack2 (void)
60 {
61         float   sc;
62         float   ammo;
63         float   bullets;
64         float   d;
65         float   f;
66         float   spread;
67         float   bulletspeed;
68         float   bulletconstant;
69         local entity flash;
70
71         ammo = cvar("g_balance_shotgun_secondary_ammo");
72         bullets = cvar("g_balance_shotgun_secondary_bullets");
73         d = cvar("g_balance_shotgun_secondary_damage");
74         f = cvar("g_balance_shotgun_secondary_force");
75         spread = cvar("g_balance_shotgun_secondary_spread");
76         bulletspeed = cvar("g_balance_shotgun_secondary_speed");
77         bulletconstant = cvar("g_balance_shotgun_secondary_bulletconstant");
78
79         W_SetupShot (self, '25 8 -8', TRUE, 5, "weapons/shotgun_fire.wav");
80         for (sc = 0;sc < bullets;sc = sc + 1)
81                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN | HITTYPE_SECONDARY, 0, 1, bulletconstant);
82         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
83                 self.ammo_shells = self.ammo_shells - ammo;
84
85         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_secondary_ammo"));
86
87         // casing code
88         if (cvar("g_casings") >= 1)
89                 for (sc = 0;sc < ammo;sc = sc + 1)
90                         SpawnCasing (w_shotorg - v_forward * 10, ((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1);
91
92         flash = spawn();
93         setorigin(flash, '5 0 0');
94         setmodel(flash, "models/uziflash.md3"); // precision set below
95         if (gettagindex(self.weaponentity, "shot"))
96                 setattachment(flash, self.weaponentity, "shot");
97         else if (gettagindex(self.weaponentity, "bone02"))
98                 setattachment(flash, self.weaponentity, "bone02");
99         else
100         {
101                 setorigin(flash, '48 0 5');
102                 setattachment(flash, self.weaponentity, "");
103         }
104         flash.owner = self;
105         flash.viewmodelforclient = self;
106         flash.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
107         flash.scale = 1.2;
108         flash.think = SUB_Remove;
109         flash.nextthink = time + 0.06;
110         flash.angles_z = flash.v_angle_z + random() * 180;
111         flash.alpha = 1;
112         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
113 }
114
115 // weapon frames
116 void shotgun_fire2_03()
117 {
118         W_Shotgun_Attack2();
119         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
120 }
121 void shotgun_fire2_02()
122 {
123         W_Shotgun_Attack2();
124         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_03);
125 }
126
127 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
128
129 float w_shotgun(float req)
130 {
131         if (req == WR_AIM)
132                 if(vlen(self.origin-self.enemy.origin)>200)
133                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
134                 else
135                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
136         else if (req == WR_THINK)
137         {
138                 if (self.BUTTON_ATCK)
139                 if (weapon_prepareattack(0, cvar("g_balance_shotgun_primary_refire")))
140                 {
141                         W_Shotgun_Attack();
142                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
143                 }
144                 if (self.BUTTON_ATCK2)
145                 if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
146                 {
147                         W_Shotgun_Attack2();
148                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_02);
149                 }
150         }
151         else if (req == WR_PRECACHE)
152         {
153                 precache_model ("models/uziflash.md3");
154                 precache_model ("models/weapons/g_shotgun.md3");
155                 precache_model ("models/weapons/v_shotgun.md3");
156                 precache_model ("models/weapons/w_shotgun.zym");
157                 precache_sound ("misc/itempickup.wav");
158                 precache_sound ("weapons/shotgun_fire.wav");
159         }
160         else if (req == WR_SETUP)
161                 weapon_setup(WEP_SHOTGUN);
162         else if (req == WR_CHECKAMMO1)
163                 return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
164         else if (req == WR_CHECKAMMO2)
165                 return self.ammo_shells >= cvar("g_balance_shotgun_secondary_ammo") * 3;
166         else if (req == WR_SUICIDEMESSAGE)
167                 w_deathtypestring = "did the impossible";
168         else if (req == WR_KILLMESSAGE)
169         {
170                 w_deathtypestring = "was gunned by"; // unchecked: SECONDARY
171         }
172         return TRUE;
173 };