]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Start renaming Shotgun to Shockwave and cleaning up code
authorSamual Lenks <samual@xonotic.org>
Sun, 8 Sep 2013 23:28:02 +0000 (19:28 -0400)
committerSamual Lenks <samual@xonotic.org>
Sun, 8 Sep 2013 23:28:02 +0000 (19:28 -0400)
qcsrc/common/weapons/w_shockwave.qc

index a926a7a78600b68e2f7c8b470406f3172df78444..534843bf581061159bc2c9d837f1943693af3701 100644 (file)
@@ -1,57 +1,57 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ SHOTGUN,
-/* function */ w_shotgun,
+/* WEP_##id */ SHOCKWAVE,
+/* function */ w_shockwave,
 /* ammotype */ IT_SHELLS,
 /* impulse  */ 2,
 /* flags    */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
 /* rating   */ BOT_PICKUP_RATING_LOW,
 /* model    */ "shotgun",
-/* netname  */ "shotgun",
-/* fullname */ _("Shotgun")
+/* netname  */ "shockwave",
+/* fullname */ _("Shockwave")
 );
 #else
 #ifdef SVQC
-void spawnfunc_weapon_shotgun()
+void spawnfunc_weapon_shockwave()
 {
-       if(autocvar_sv_q3acompat_machineshotgunswap)
+       if(autocvar_sv_q3acompat_machineshockwaveswap)
        if(self.classname != "droppedweapon")
        {
                weapon_defaultspawnfunc(WEP_UZI);
                return;
        }
-       weapon_defaultspawnfunc(WEP_SHOTGUN);
+       weapon_defaultspawnfunc(WEP_SHOCKWAVE);
 }
 
 
-void W_Shotgun_Attack (void)
+void W_Shockwave_Pellets(void)
 {
-       float   sc;
-       float   ammoamount;
-       float   bullets;
-       float   d;
-       float   f;
-       float   spread;
-       float   bulletspeed;
-       float   bulletconstant;
+       float sc;
+       float ammoamount;
+       float bullets;
+       float d;
+       float f;
+       float spread;
+       float bulletspeed;
+       float bulletconstant;
        entity flash;
 
-       ammoamount = autocvar_g_balance_shotgun_primary_ammo;
-       bullets = autocvar_g_balance_shotgun_primary_bullets;
-       d = autocvar_g_balance_shotgun_primary_damage;
-       f = autocvar_g_balance_shotgun_primary_force;
-       spread = autocvar_g_balance_shotgun_primary_spread;
-       bulletspeed = autocvar_g_balance_shotgun_primary_speed;
-       bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
+       ammoamount = autocvar_g_balance_shockwave_primary_ammo;
+       bullets = autocvar_g_balance_shockwave_primary_bullets;
+       d = autocvar_g_balance_shockwave_primary_damage;
+       f = autocvar_g_balance_shockwave_primary_force;
+       spread = autocvar_g_balance_shockwave_primary_spread;
+       bulletspeed = autocvar_g_balance_shockwave_primary_speed;
+       bulletconstant = autocvar_g_balance_shockwave_primary_bulletconstant;
 
-       W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
+       W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shockwave_reload_ammo);
 
-       W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
+       W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shockwave_fire.wav", CH_WEAPON_A, d * bullets);
        for (sc = 0;sc < bullets;sc = sc + 1)
-               fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, 1, bulletconstant);
+               fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOCKWAVE, 0, 1, bulletconstant);
        endFireBallisticBullet();
 
-       pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
+       pointparticles(particleeffectnum("shockwave_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shockwave_primary_ammo);
 
        // casing code
        if (autocvar_g_casings >= 1)
@@ -69,7 +69,7 @@ void W_Shotgun_Attack (void)
 
 .float swing_prev;
 .entity swing_alreadyhit;
-void shotgun_meleethink (void)
+void shockwave_meleethink (void)
 {
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
@@ -85,12 +85,12 @@ void shotgun_meleethink (void)
        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();
+       meleetime = autocvar_g_balance_shockwave_secondary_melee_time * W_WeaponRateFactor();
        swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
-       f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
+       f = ((1 - swing) * autocvar_g_balance_shockwave_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)
+       if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shockwave_secondary_melee_no_doubleslap)
        {
                remove(self);
                return;
@@ -99,12 +99,12 @@ void shotgun_meleethink (void)
        // 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);
+               swing_factor = ((1 - (i / autocvar_g_balance_shockwave_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));
+                       + (v_forward * autocvar_g_balance_shockwave_secondary_melee_range)
+                       + (v_up * swing_factor * autocvar_g_balance_shockwave_secondary_melee_swing_up)
+                       + (v_right * swing_factor * autocvar_g_balance_shockwave_secondary_melee_swing_side));
 
                WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
                
@@ -117,28 +117,28 @@ void shotgun_meleethink (void)
                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))
+                       && (is_player || autocvar_g_balance_shockwave_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));
+                               swing_damage = (autocvar_g_balance_shockwave_secondary_damage * min(1, swing_factor + 1));
                        else
-                               swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
+                               swing_damage = (autocvar_g_balance_shockwave_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, 
+                               swing_damage, WEP_SHOCKWAVE | HITTYPE_SECONDARY, 
                                self.realowner.origin + self.realowner.view_ofs, 
-                               v_forward * autocvar_g_balance_shotgun_secondary_force);
+                               v_forward * autocvar_g_balance_shockwave_secondary_force);
                                
-                       if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
+                       if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOCKWAVE, 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.
+                       if(autocvar_g_balance_shockwave_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
@@ -165,24 +165,24 @@ void shotgun_meleethink (void)
        }
 }
 
-void W_Shotgun_Attack2 (void)
+void W_Shockwave_Attack2 (void)
 {
-       sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
-       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
+       sound (self, CH_WEAPON_A, "weapons/shockwave_melee.wav", VOL_BASE, ATTEN_NORM);
+       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shockwave_secondary_animtime, w_ready);
 
        entity meleetemp;
        meleetemp = spawn();
        meleetemp.realowner = self;
-       meleetemp.think = shotgun_meleethink;
-       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);
+       meleetemp.think = shockwave_meleethink;
+       meleetemp.nextthink = time + autocvar_g_balance_shockwave_secondary_melee_delay * W_WeaponRateFactor();
+       W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shockwave_secondary_damage, autocvar_g_balance_shockwave_secondary_melee_range);
 }
 
-void spawnfunc_weapon_shotgun(); // defined in t_items.qc
+void spawnfunc_weapon_shockwave(); // defined in t_items.qc
 
-.float shotgun_primarytime;
+.float shockwave_primarytime;
 
-float w_shotgun(float req)
+float w_shockwave(float req)
 {
        float ammo_amount;
        
@@ -190,48 +190,48 @@ float w_shotgun(float req)
        {
                case WR_AIM:
                {
-                       if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
+                       if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shockwave_secondary_melee_range)
                                self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
                        else
                        {
                                if(autocvar_g_antilag_bullets)
                                        self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
                                else
-                                       self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
+                                       self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shockwave_primary_speed, 0, 0.001, FALSE);
                        }
                        
                        return TRUE;
                }
                case WR_THINK:
                {
-                       if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
+                       if(autocvar_g_balance_shockwave_reload_ammo && self.clip_load < autocvar_g_balance_shockwave_primary_ammo) // forced reload
                        {
-                               // don't force reload an empty shotgun if its melee attack is active
-                               if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
+                               // don't force reload an empty shockwave if its melee attack is active
+                               if not(autocvar_g_balance_shockwave_secondary && self.ammo_shells < autocvar_g_balance_shockwave_primary_ammo)
                                        WEP_ACTION(self.weapon, WR_RELOAD);
                        }
                        else
                        {
                                if (self.BUTTON_ATCK)
                                {
-                                       if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+                                       if (time >= self.shockwave_primarytime) // handle refire separately so the secondary can be fired straight after a primary
                                        {
-                                               if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
+                                               if(weapon_prepareattack(0, autocvar_g_balance_shockwave_primary_animtime))
                                                {
-                                                       W_Shotgun_Attack();
-                                                       self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
-                                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
+                                                       W_Shockwave_Attack();
+                                                       self.shockwave_primarytime = time + autocvar_g_balance_shockwave_primary_refire * W_WeaponRateFactor();
+                                                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shockwave_primary_animtime, w_ready);
                                                }
                                        }
                                }
                        }
                        if (self.clip_load >= 0) // we are not currently reloading
                        if (!self.crouch) // no crouchmelee please
-                       if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
-                       if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
+                       if (self.BUTTON_ATCK2 && autocvar_g_balance_shockwave_secondary)
+                       if (weapon_prepareattack(1, autocvar_g_balance_shockwave_secondary_refire))
                        {
                                // attempt forcing playback of the anim by switching to another anim (that we never play) here...
-                               weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+                               weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Attack2);
                        }
                        
                        return TRUE;
@@ -239,12 +239,12 @@ float w_shotgun(float req)
                case WR_INIT:
                {
                        precache_model ("models/uziflash.md3");
-                       precache_model ("models/weapons/g_shotgun.md3");
-                       precache_model ("models/weapons/v_shotgun.md3");
-                       precache_model ("models/weapons/h_shotgun.iqm");
+                       precache_model ("models/weapons/g_shockwave.md3");
+                       precache_model ("models/weapons/v_shockwave.md3");
+                       precache_model ("models/weapons/h_shockwave.iqm");
                        precache_sound ("misc/itempickup.wav");
-                       precache_sound ("weapons/shotgun_fire.wav");
-                       precache_sound ("weapons/shotgun_melee.wav");
+                       precache_sound ("weapons/shockwave_fire.wav");
+                       precache_sound ("weapons/shockwave_melee.wav");
                        return TRUE;
                }
                case WR_SETUP:
@@ -254,8 +254,8 @@ float w_shotgun(float req)
                }
                case WR_CHECKAMMO1:
                {
-                       ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
-                       ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
+                       ammo_amount = self.ammo_shells >= autocvar_g_balance_shockwave_primary_ammo;
+                       ammo_amount += self.(weapon_load[WEP_SHOCKWAVE]) >= autocvar_g_balance_shockwave_primary_ammo;
                        return ammo_amount;
                }
                case WR_CHECKAMMO2:
@@ -265,7 +265,7 @@ float w_shotgun(float req)
                }
                case WR_RELOAD:
                {
-                       W_Reload(autocvar_g_balance_shotgun_primary_ammo, "weapons/reload.wav");
+                       W_Reload(autocvar_g_balance_shockwave_primary_ammo, "weapons/reload.wav");
                        return TRUE;
                }
                case WR_SUICIDEMESSAGE:
@@ -275,9 +275,9 @@ float w_shotgun(float req)
                case WR_KILLMESSAGE:
                {
                        if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_SHOTGUN_MURDER_SLAP;
+                               return WEAPON_SHOCKWAVE_MURDER_SLAP;
                        else
-                               return WEAPON_SHOTGUN_MURDER;
+                               return WEAPON_SHOCKWAVE_MURDER;
                }
        }
        return TRUE;
@@ -285,7 +285,7 @@ float w_shotgun(float req)
 #endif
 #ifdef CSQC
 .float prevric;
-float w_shotgun(float req)
+float w_shockwave(float req)
 {
        switch(req)
        {
@@ -293,7 +293,7 @@ float w_shotgun(float req)
                {
                        vector org2;
                        org2 = w_org + w_backoff * 2;
-                       pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
+                       pointparticles(particleeffectnum("shockwave_impact"), org2, w_backoff * 1000, 1);
                        if(!w_issilent && time - self.prevric > 0.25)
                        {
                                if(w_random < 0.0165)