]> icculus.org git repositories - divverent/nexuiz.git/blob - qcsrc/gamec/w_shotgun.c
cleaned a lot of weapon code
[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 >= 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.wav", 1, ATTN_NORM);
43         bullets = cvar("g_balance_shotgun_bullets");
44         d = cvar("g_balance_shotgun_damage");
45
46         org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 5);
47         spread = cvar("g_balance_shotgun_spread");
48         for (sc = 0;sc < bullets;sc = sc + 1)
49                 fireBullet (org, v_forward, spread, d, IT_SHOTGUN, sc < 3);
50         self.ammo_shells = self.ammo_shells - 1;
51
52         // casing code
53         if (cvar("g_casings") == 1)
54         {
55                 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 10);
56                 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);
57         }
58
59         org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 20);
60         W_Smoke(org, v_forward, 12);
61         //te_smallflash(org);
62
63         self.punchangle_x = -5;
64 }
65
66 // weapon frames
67
68 void()  shotgun_ready_01 =      {weapon_thinkf(WFRAME_IDLE, 0.1, shotgun_ready_01); self.weaponentity.state = WS_READY;};
69 void()  shotgun_select_01 =     {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
70 void()  shotgun_deselect_01 =   {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
71 void()  shotgun_fire1_01 =
72 {
73         weapon_doattack(shotgun_check, shotgun_check, W_Shotgun_Attack);
74         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_refire3"), shotgun_ready_01);
75 };
76 void()  shotgun_fire2_03 =
77 {
78         weapon_doattack(shotgun_check, shotgun_check, W_Shotgun_Attack);
79         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_refire3"), shotgun_ready_01);
80 }
81 void()  shotgun_fire2_02 =
82 {
83         weapon_doattack(shotgun_check, shotgun_check, W_Shotgun_Attack);
84         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_refire3"), shotgun_fire2_03);
85 }
86 void()  shotgun_fire2_01 =
87 {
88         weapon_doattack(shotgun_check, shotgun_check, W_Shotgun_Attack);
89         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_refire3"), shotgun_fire2_02);
90 }