+++ /dev/null
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ MINE_LAYER,
-/* function */ w_minelayer,
-/* ammotype */ IT_ROCKETS,
-/* impulse */ 4,
-/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_HIGH,
-/* model */ "minelayer",
-/* shortname */ "minelayer",
-/* fullname */ _("Mine Layer")
-);
-#else
-#ifdef SVQC
-void W_Mine_Think (void);
-.float minelayer_detonate, mine_explodeanyway;
-.float mine_time;
-.vector mine_orientation;
-
-void spawnfunc_weapon_minelayer (void)
-{
- weapon_defaultspawnfunc(WEP_MINE_LAYER);
-}
-
-void W_Mine_Stick (entity to)
-{
- spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTEN_NORM);
-
- // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
-
- entity newmine;
- newmine = spawn();
- newmine.classname = self.classname;
-
- newmine.bot_dodge = self.bot_dodge;
- newmine.bot_dodgerating = self.bot_dodgerating;
-
- newmine.owner = self.owner;
- newmine.realowner = self.realowner;
- setsize(newmine, '-4 -4 -4', '4 4 4');
- setorigin(newmine, self.origin);
- setmodel(newmine, "models/mine.md3");
- newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
-
- newmine.mine_orientation = -trace_plane_normal;
-
- newmine.takedamage = self.takedamage;
- newmine.damageforcescale = self.damageforcescale;
- newmine.health = self.health;
- newmine.event_damage = self.event_damage;
- newmine.spawnshieldtime = self.spawnshieldtime;
- newmine.damagedbycontents = TRUE;
-
- newmine.movetype = MOVETYPE_NONE; // lock the mine in place
- newmine.projectiledeathtype = self.projectiledeathtype;
-
- newmine.mine_time = self.mine_time;
-
- newmine.touch = func_null;
- newmine.think = W_Mine_Think;
- newmine.nextthink = time;
- newmine.cnt = self.cnt;
- newmine.flags = self.flags;
-
- remove(self);
- self = newmine;
-
- if(to)
- SetMovetypeFollow(self, to);
-}
-
-void W_Mine_Explode ()
-{
- if(other.takedamage == DAMAGE_AIM)
- if(IS_PLAYER(other))
- if(DIFF_TEAM(self.realowner, other))
- if(other.deadflag == DEAD_NO)
- if(IsFlying(other))
- Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
-
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
-
- RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
-
- if (self.realowner.weapon == WEP_MINE_LAYER)
- {
- entity oldself;
- oldself = self;
- self = self.realowner;
- if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
- {
- self.cnt = WEP_MINE_LAYER;
- ATTACK_FINISHED(self) = time;
- self.switchweapon = w_getbestweapon(self);
- }
- self = oldself;
- }
- self.realowner.minelayer_mines -= 1;
- remove (self);
-}
-
-void W_Mine_DoRemoteExplode ()
-{
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
-
- if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
- self.velocity = self.mine_orientation; // particle fx and decals need .velocity
-
- RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
-
- if (self.realowner.weapon == WEP_MINE_LAYER)
- {
- entity oldself;
- oldself = self;
- self = self.realowner;
- if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1))
- {
- self.cnt = WEP_MINE_LAYER;
- ATTACK_FINISHED(self) = time;
- self.switchweapon = w_getbestweapon(self);
- }
- self = oldself;
- }
- self.realowner.minelayer_mines -= 1;
- remove (self);
-}
-
-void W_Mine_RemoteExplode ()
-{
- if(self.realowner.deadflag == DEAD_NO)
- if((self.spawnshieldtime >= 0)
- ? (time >= self.spawnshieldtime) // timer
- : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
- )
- {
- W_Mine_DoRemoteExplode();
- }
-}
-
-void W_Mine_ProximityExplode ()
-{
- // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
- if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0)
- {
- entity head;
- head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
- while(head)
- {
- if(head == self.realowner || SAME_TEAM(head, self.realowner))
- return;
- head = head.chain;
- }
- }
-
- self.mine_time = 0;
- W_Mine_Explode();
-}
-
-float W_Mine_Count(entity e)
-{
- float minecount = 0;
- entity mine;
- for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
- minecount += 1;
-
- return minecount;
-}
-
-void W_Mine_Think (void)
-{
- entity head;
-
- self.nextthink = time;
-
- if(self.movetype == MOVETYPE_FOLLOW)
- {
- if(LostMovetypeFollow(self))
- {
- UnsetMovetypeFollow(self);
- self.movetype = MOVETYPE_NONE;
- }
- }
-
- // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
- // TODO: replace this mine_trigger.wav sound with a real countdown
- if ((time > self.cnt) && (!self.mine_time))
- {
- if(autocvar_g_balance_minelayer_lifetime_countdown > 0)
- spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTEN_NORM);
- self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown;
- self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
- }
-
- // a player's mines shall explode if he disconnects or dies
- // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
- if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.freezetag_frozen)
- {
- other = world;
- self.projectiledeathtype |= HITTYPE_BOUNCE;
- W_Mine_Explode();
- return;
- }
-
- // set the mine for detonation when a foe gets close enough
- head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
- while(head)
- {
- if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.freezetag_frozen)
- if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
- if(!self.mine_time)
- {
- spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTEN_NORM);
- self.mine_time = time + autocvar_g_balance_minelayer_time;
- }
- head = head.chain;
- }
-
- // explode if it's time to
- if(self.mine_time && time >= self.mine_time)
- {
- W_Mine_ProximityExplode();
- return;
- }
-
- // remote detonation
- if (self.realowner.weapon == WEP_MINE_LAYER)
- if (self.realowner.deadflag == DEAD_NO)
- if (self.minelayer_detonate)
- W_Mine_RemoteExplode();
-}
-
-void W_Mine_Touch (void)
-{
- if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
- return; // we're already a stuck mine, why do we get called? TODO does this even happen?
-
- if(WarpZone_Projectile_Touch())
- {
- if(wasfreed(self))
- self.realowner.minelayer_mines -= 1;
- return;
- }
-
- if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
- {
- // hit a player
- // don't stick
- }
- else
- {
- W_Mine_Stick(other);
- }
-}
-
-void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
- if (self.health <= 0)
- return;
-
- float is_from_enemy = (inflictor.realowner != self.realowner);
-
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
- return; // g_projectiles_damage says to halt
-
- self.health = self.health - damage;
- self.angles = vectoangles(self.velocity);
-
- if (self.health <= 0)
- W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
-}
-
-void W_Mine_Attack (void)
-{
- entity mine;
- entity flash;
-
- // scan how many mines we placed, and return if we reached our limit
- if(autocvar_g_balance_minelayer_limit)
- {
- if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
- {
- // the refire delay keeps this message from being spammed
- sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
- play2(self, "weapons/unavailable.wav");
- return;
- }
- }
-
- W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo);
-
- W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, autocvar_g_balance_minelayer_damage);
- pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
-
- mine = WarpZone_RefSys_SpawnSameRefSys(self);
- mine.owner = mine.realowner = self;
- if(autocvar_g_balance_minelayer_detonatedelay >= 0)
- mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
- else
- mine.spawnshieldtime = -1;
- mine.classname = "mine";
- mine.bot_dodge = TRUE;
- mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
-
- mine.takedamage = DAMAGE_YES;
- mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
- mine.health = autocvar_g_balance_minelayer_health;
- mine.event_damage = W_Mine_Damage;
- mine.damagedbycontents = TRUE;
-
- mine.movetype = MOVETYPE_TOSS;
- PROJECTILE_MAKETRIGGER(mine);
- mine.projectiledeathtype = WEP_MINE_LAYER;
- setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
-
- setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
- W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
- mine.angles = vectoangles (mine.velocity);
-
- mine.touch = W_Mine_Touch;
- mine.think = W_Mine_Think;
- mine.nextthink = time;
- mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown);
- mine.flags = FL_PROJECTILE;
- mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
-
- CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
-
- // muzzle flash for 1st person view
- flash = spawn ();
- setmodel (flash, "models/flash.md3"); // precision set below
- SUB_SetFade (flash, time, 0.1);
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
-
- // common properties
-
- other = mine; MUTATOR_CALLHOOK(EditProjectile);
-
- self.minelayer_mines = W_Mine_Count(self);
-}
-
-float W_PlacedMines(float detonate)
-{
- entity mine;
- float minfound = 0;
-
- for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
- {
- if(detonate)
- {
- if(!mine.minelayer_detonate)
- {
- mine.minelayer_detonate = TRUE;
- minfound = 1;
- }
- }
- else
- minfound = 1;
- }
- return minfound;
-}
-
-float w_minelayer(float req)
-{
- entity mine;
- float ammo_amount;
-
- if (req == WR_AIM)
- {
- // aim and decide to fire if appropriate
- if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
- self.BUTTON_ATCK = FALSE;
- else
- self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
- if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
- {
- // decide whether to detonate mines
- entity targetlist, targ;
- float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
- float selfdamage, teamdamage, enemydamage;
- edgedamage = autocvar_g_balance_minelayer_edgedamage;
- coredamage = autocvar_g_balance_minelayer_damage;
- edgeradius = autocvar_g_balance_minelayer_radius;
- recipricoledgeradius = 1 / edgeradius;
- selfdamage = 0;
- teamdamage = 0;
- enemydamage = 0;
- targetlist = findchainfloat(bot_attack, TRUE);
- mine = find(world, classname, "mine");
- while (mine)
- {
- if (mine.realowner != self)
- {
- mine = find(mine, classname, "mine");
- continue;
- }
- targ = targetlist;
- while (targ)
- {
- d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
- d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
- // count potential damage according to type of target
- if (targ == self)
- selfdamage = selfdamage + d;
- else if (targ.team == self.team && teamplay)
- teamdamage = teamdamage + d;
- else if (bot_shouldattack(targ))
- enemydamage = enemydamage + d;
- targ = targ.chain;
- }
- mine = find(mine, classname, "mine");
- }
- float desirabledamage;
- desirabledamage = enemydamage;
- if (time > self.invincible_finished && time > self.spawnshieldtime)
- desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
- if (teamplay && self.team)
- desirabledamage = desirabledamage - teamdamage;
-
- mine = find(world, classname, "mine");
- while (mine)
- {
- if (mine.realowner != self)
- {
- mine = find(mine, classname, "mine");
- continue;
- }
- makevectors(mine.v_angle);
- targ = targetlist;
- if (skill > 9) // normal players only do this for the target they are tracking
- {
- targ = targetlist;
- while (targ)
- {
- if (
- (v_forward * normalize(mine.origin - targ.origin)< 0.1)
- && desirabledamage > 0.1*coredamage
- )self.BUTTON_ATCK2 = TRUE;
- targ = targ.chain;
- }
- }else{
- float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
- //As the distance gets larger, a correct detonation gets near imposible
- //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
- if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
- if(IS_PLAYER(self.enemy))
- if(desirabledamage >= 0.1*coredamage)
- if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
- self.BUTTON_ATCK2 = TRUE;
- // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
- }
-
- mine = find(mine, classname, "mine");
- }
- // if we would be doing at X percent of the core damage, detonate it
- // but don't fire a new shot at the same time!
- if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
- self.BUTTON_ATCK2 = TRUE;
- if ((skill > 6.5) && (selfdamage > self.health))
- self.BUTTON_ATCK2 = FALSE;
- //if(self.BUTTON_ATCK2 == TRUE)
- // dprint(ftos(desirabledamage),"\n");
- if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
- }
- }
- else if (req == WR_THINK)
- {
- if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
- {
- // not if we're holding the minelayer without enough ammo, but can detonate existing mines
- if (!(W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo))
- weapon_action(self.weapon, WR_RELOAD);
- }
- else if (self.BUTTON_ATCK)
- {
- if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
- {
- W_Mine_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
- }
- }
-
- if (self.BUTTON_ATCK2)
- {
- if(W_PlacedMines(TRUE))
- sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTEN_NORM);
- }
- }
- else if (req == WR_PRECACHE)
- {
- precache_model ("models/flash.md3");
- precache_model ("models/mine.md3");
- precache_model ("models/weapons/g_minelayer.md3");
- precache_model ("models/weapons/v_minelayer.md3");
- precache_model ("models/weapons/h_minelayer.iqm");
- precache_sound ("weapons/mine_det.wav");
- precache_sound ("weapons/mine_fire.wav");
- precache_sound ("weapons/mine_stick.wav");
- precache_sound ("weapons/mine_trigger.wav");
- //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
- }
- else if (req == WR_SETUP)
- {
- weapon_setup(WEP_MINE_LAYER);
- self.current_ammo = ammo_rockets;
- }
- else if (req == WR_CHECKAMMO1)
- {
- // don't switch while placing a mine
- if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
- {
- ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
- ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= autocvar_g_balance_minelayer_ammo;
- return ammo_amount;
- }
- }
- else if (req == WR_CHECKAMMO2)
- {
- if (W_PlacedMines(FALSE))
- return TRUE;
- else
- return FALSE;
- }
- else if (req == WR_RESETPLAYER)
- {
- self.minelayer_mines = 0;
- }
- else if (req == WR_RELOAD)
- {
- W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav");
- }
- else if (req == WR_SUICIDEMESSAGE)
- {
- return WEAPON_MINELAYER_SUICIDE;
- }
- else if (req == WR_KILLMESSAGE)
- {
- return WEAPON_MINELAYER_MURDER;
- }
- return TRUE;
-}
-#endif
-#ifdef CSQC
-float w_minelayer(float req)
-{
- if(req == WR_IMPACTEFFECT)
- {
- vector org2;
- org2 = w_org + w_backoff * 12;
- pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
- if(!w_issilent)
- sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTEN_NORM);
- }
- else if(req == WR_PRECACHE)
- {
- precache_sound("weapons/mine_exp.wav");
- }
- return TRUE;
-}
-#endif
-#endif
+++ /dev/null
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ SHOTGUN,
-/* function */ w_shotgun,
-/* ammotype */ IT_SHELLS,
-/* impulse */ 2,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_LOW,
-/* model */ "shotgun",
-/* shortname */ "shotgun",
-/* fullname */ _("Shotgun")
-);
-#else
-#ifdef SVQC
-
-void W_Shotgun_Attack (void)
-{
- float sc;
- float ammoamount;
- float bullets;
- float d;
- float f;
- float spread;
- float solidpenetration;
- 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;
- solidpenetration = autocvar_g_balance_shotgun_primary_solidpenetration;
-
- W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
-
- W_SetupShot (self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
- for (sc = 0;sc < bullets;sc = sc + 1)
- fireBullet(w_shotorg, w_shotdir, spread, solidpenetration, d, f, WEP_SHOTGUN, 0);
-
- pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
-
- // casing code
- if (autocvar_g_casings >= 1)
- for (sc = 0;sc < ammoamount;sc = sc + 1)
- 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, self);
-
- // muzzle flash for 1st person view
- flash = spawn();
- setmodel(flash, "models/uziflash.md3"); // precision set below
- flash.think = SUB_Remove;
- flash.nextthink = time + 0.06;
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
-}
-
-.float swing_prev;
-.entity swing_alreadyhit;
-void shotgun_meleethink (void)
-{
- // declarations
- float i, f, swing, swing_factor, swing_damage, meleetime, is_player, is_monster;
- 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, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, 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 = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
- is_monster = (trace_ent.flags & FL_MONSTER);
-
- 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 || is_monster) || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
- {
- target_victim = trace_ent; // so it persists through other calls
-
- if(is_player || is_monster) // 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_Shotgun_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);
-
- 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);
-}
-
-void spawnfunc_weapon_shotgun(); // defined in t_items.qc
-
-.float shotgun_primarytime;
-
-float w_shotgun(float req)
-{
- float ammo_amount;
- if (req == WR_AIM)
- if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
- self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
- else
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
-
- else if (req == WR_THINK)
- {
- if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
- {
- // don't force reload an empty shotgun if its melee attack is active
- if (!(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo))
- weapon_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(weapon_prepareattack(0, autocvar_g_balance_shotgun_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);
- }
- }
- }
- }
- 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))
- {
- // attempt forcing playback of the anim by switching to another anim (that we never play) here...
- weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
- }
- }
- else if (req == WR_PRECACHE)
- {
- 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_sound ("misc/itempickup.wav");
- precache_sound ("weapons/shotgun_fire.wav");
- precache_sound ("weapons/shotgun_melee.wav");
- //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
- }
- else if (req == WR_SETUP)
- {
- weapon_setup(WEP_SHOTGUN);
- self.current_ammo = ammo_shells;
- }
- else if (req == 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;
- return ammo_amount;
- }
- else if (req == WR_CHECKAMMO2)
- {
- // melee attack is always available
- return TRUE;
- }
- else if (req == WR_RELOAD)
- {
- W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
- }
- else if (req == WR_SUICIDEMESSAGE)
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- else if (req == WR_KILLMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_SHOTGUN_MURDER_SLAP;
- else
- return WEAPON_SHOTGUN_MURDER;
- }
- return TRUE;
-}
-#endif
-#ifdef CSQC
-.float prevric;
-float w_shotgun(float req)
-{
- if(req == WR_IMPACTEFFECT)
- {
- vector org2;
- org2 = w_org + w_backoff * 2;
- pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
- if(!w_issilent && time - self.prevric > 0.25)
- {
- if(w_random < 0.0165)
- sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
- else if(w_random < 0.033)
- sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
- else if(w_random < 0.05)
- sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
- self.prevric = time;
- }
- }
- else if(req == WR_PRECACHE)
- {
- precache_sound("weapons/ric1.wav");
- precache_sound("weapons/ric2.wav");
- precache_sound("weapons/ric3.wav");
- }
- return TRUE;
-}
-#endif
-#endif