]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Crude implementation of melee ripped from shotgun
authorSamual Lenks <samual@xonotic.org>
Mon, 23 Jul 2012 05:08:23 +0000 (01:08 -0400)
committerSamual Lenks <samual@xonotic.org>
Mon, 23 Jul 2012 05:08:23 +0000 (01:08 -0400)
qcsrc/server/w_laser.qc

index ae9c5346411c201d02b391c9de454c4ef923fb27..bca80dda08f2fb391065538c2896ddca99e59e96 100644 (file)
@@ -185,6 +185,117 @@ void W_Laser_Shockwave (void)
        }
 }
 
+.float swing_prev;
+.entity swing_alreadyhit;
+void W_Laser_Melee_Think(void)
+{
+       // declarations
+       float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
+       entity target_victim;
+       vector targpos;
+
+       if(!self.cnt) // set start time of melee
+       {
+               self.cnt = time; 
+               W_PlayStrengthSound(self.realowner);
+       }
+
+       makevectors(self.realowner.v_angle); // update values for v_* vectors
+       
+       // calculate swing percentage based on time
+       meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
+       swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
+       f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
+       
+       // check to see if we can still continue, otherwise give up now
+       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
+       {
+               remove(self);
+               return;
+       }
+       
+       // if okay, perform the traces needed for this frame 
+       for(i=self.swing_prev; i < f; ++i)
+       {
+               swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
+               
+               targpos = (self.realowner.origin + self.realowner.view_ofs 
+                       + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
+                       + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
+                       + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
+
+               WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
+               
+               // draw lightning beams for debugging
+               //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); 
+               //te_customflash(targpos, 40,  2, '1 1 1');
+               
+               is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
+
+               if((trace_fraction < 1) // if trace is good, apply the damage and remove self
+                       && (trace_ent.takedamage == DAMAGE_AIM)  
+                       && (trace_ent != self.swing_alreadyhit)
+                       && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
+               {
+                       target_victim = trace_ent; // so it persists through other calls
+                       
+                       if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
+                               swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
+                       else
+                               swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
+                       
+                       //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
+                       
+                       Damage(target_victim, self.realowner, self.realowner, 
+                               swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY, 
+                               self.realowner.origin + self.realowner.view_ofs, 
+                               v_forward * autocvar_g_balance_shotgun_secondary_force);
+                               
+                       if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
+                               
+                       // draw large red flash for debugging
+                       //te_customflash(targpos, 200, 2, '15 0 0');
+                       
+                       if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+                       {
+                               self.swing_alreadyhit = target_victim;
+                               continue; // move along to next trace
+                       }
+                       else
+                       {
+                               remove(self);
+                               return;
+                       }
+               }
+       }
+       
+       if(time >= self.cnt + meleetime)
+       {
+               // melee is finished
+               remove(self);
+               return;
+       }
+       else
+       {
+               // set up next frame 
+               self.swing_prev = i;
+               self.nextthink = time;
+       }
+}
+
+void W_Laser_Melee(void)
+{
+       sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
+
+       entity meleetemp;
+       meleetemp = spawn();
+       meleetemp.owner = meleetemp.realowner = self;
+       meleetemp.think = W_Laser_Melee_Think;
+       meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
+       W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
+}
+
 void W_Laser_Attack (float issecondary)
 {
        entity missile;
@@ -313,6 +424,17 @@ float w_laser(float req)
 
                                        break;
                                }
+
+                               case 2: // melee attack secondary
+                               {
+                                       if (self.clip_load >= 0) // we are not currently reloading
+                                       if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
+                                       if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
+                                       {
+                                               // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+                                               weapon_thinkf(WFRAME_FIRE1, 0, W_Laser_Melee);
+                                       }
+                               }
                        }
                }
        }