]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_shotgun.qc
fix antilag AGAIN ;) (this time, if antilagged bullets are off)
[divverent/nexuiz.git] / data / qcsrc / server / w_shotgun.qc
1
2 void W_Shotgun_Attack (void)
3 {
4         float   sc;
5         float   ammoamount;
6         float   bullets;
7         float   d;
8         float   f;
9         float   spread;
10         float   bulletspeed;
11         float   bulletconstant;
12         local entity flash;
13
14         ammoamount = 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, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 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 - ammoamount;
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 < ammoamount;sc = sc + 1)
33                         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);
34
35         // muzzle flash for 1st person view
36         flash = spawn();
37         setmodel(flash, "models/uziflash.md3"); // precision set below
38         flash.think = SUB_Remove;
39         flash.nextthink = time + 0.06;
40         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
41         W_AttachToShotorg(flash, '5 0 0');
42
43 }
44
45 void W_Shotgun_Attack2 (void)
46 {
47         float   sc;
48         float   ammoamount;
49         float   bullets;
50         float   d;
51         float   f;
52         float   spread;
53         float   bulletspeed;
54         float   bulletconstant;
55         local entity flash;
56
57         ammoamount = cvar("g_balance_shotgun_secondary_ammo");
58         bullets = cvar("g_balance_shotgun_secondary_bullets");
59         d = cvar("g_balance_shotgun_secondary_damage");
60         f = cvar("g_balance_shotgun_secondary_force");
61         spread = cvar("g_balance_shotgun_secondary_spread");
62         bulletspeed = cvar("g_balance_shotgun_secondary_speed");
63         bulletconstant = cvar("g_balance_shotgun_secondary_bulletconstant");
64
65         W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav");
66         for (sc = 0;sc < bullets;sc = sc + 1)
67                 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN | HITTYPE_SECONDARY, 0, 1, bulletconstant);
68         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
69                 self.ammo_shells = self.ammo_shells - ammoamount;
70
71         pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_secondary_ammo"));
72
73         // casing code
74         if (cvar("g_casings") >= 1)
75                 for (sc = 0;sc < ammoamount;sc = sc + 1)
76                         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);
77
78         flash = spawn();
79         setmodel(flash, "models/uziflash.md3"); // precision set below
80         flash.scale = 1.2;
81         flash.think = SUB_Remove;
82         flash.nextthink = time + 0.06;
83         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
84         W_AttachToShotorg(flash, '5 0 0');
85 }
86
87 // weapon frames
88 void shotgun_fire2_03()
89 {
90         W_Shotgun_Attack2();
91         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
92 }
93 void shotgun_fire2_02()
94 {
95         W_Shotgun_Attack2();
96         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_03);
97 }
98
99 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
100
101 float w_shotgun(float req)
102 {
103         if (req == WR_AIM)
104                 if(vlen(self.origin-self.enemy.origin)>200)
105                         self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
106                 else
107                         self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
108         else if (req == WR_THINK)
109         {
110                 if (self.BUTTON_ATCK)
111                 if (weapon_prepareattack(0, cvar("g_balance_shotgun_primary_refire")))
112                 {
113                         W_Shotgun_Attack();
114                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
115                 }
116                 if (self.BUTTON_ATCK2)
117                 if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
118                 {
119                         W_Shotgun_Attack2();
120                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_02);
121                 }
122         }
123         else if (req == WR_PRECACHE)
124         {
125                 precache_model ("models/uziflash.md3");
126                 precache_model ("models/weapons/g_shotgun.md3");
127                 precache_model ("models/weapons/v_shotgun.md3");
128                 precache_model ("models/weapons/h_shotgun.dpm");
129                 precache_sound ("misc/itempickup.wav");
130                 precache_sound ("weapons/shotgun_fire.wav");
131         }
132         else if (req == WR_SETUP)
133                 weapon_setup(WEP_SHOTGUN);
134         else if (req == WR_CHECKAMMO1)
135                 return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
136         else if (req == WR_CHECKAMMO2)
137                 return self.ammo_shells >= cvar("g_balance_shotgun_secondary_ammo") * 3;
138         else if (req == WR_SUICIDEMESSAGE)
139                 w_deathtypestring = "did the impossible";
140         else if (req == WR_KILLMESSAGE)
141         {
142                 w_deathtypestring = "was gunned by"; // unchecked: SECONDARY
143         }
144         return TRUE;
145 };