W_AttachToShotorg(flash, '5 0 0');
}
-entity lgbeam_owner_ent;
.float swing_prev;
+.entity swing_alreadyhit;
void shotgun_meleethink (void)
{
// declarations
- float i, f, swing, swing_factor, meleetime;
+ float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
vector targpos;
-
- if(!self.cnt) { self.cnt = time; }
- makevectors(self.realowner.v_angle);
+ if(!self.cnt) { self.cnt = time; } // set start time of melee
+ 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, 1);
f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
+ // check to see if we can still continue, otherwise give up now
+ if(time >= self.cnt + meleetime || (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);
+ (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));
-
- if(!lgbeam_owner_ent) // WTF IS THIS DOING HERE?
- {
- lgbeam_owner_ent = spawn();
- lgbeam_owner_ent.classname = "lgbeam_owner_ent";
- }
- WarpZone_traceline_antilag(lgbeam_owner_ent, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
- // te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
+ WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, 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");
- // apply the damage, also remove self
- if((trace_fraction < 1) && (trace_ent.takedamage == DAMAGE_AIM) && (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))
{
+ 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));
+
Damage(trace_ent, self.realowner, self.realowner,
- autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1), WEP_SHOTGUN | HITTYPE_SECONDARY,
+ 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, trace_ent))
- accuracy_add(self.realowner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
+ accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage);
- // debug: te_customflash(targpos, 200, 2, '15 0 0');
+ // draw large red flash for debugging
+ // te_customflash(targpos, 200, 2, '15 0 0');
- remove(self);
- return;
+ if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+ {
+ self.swing_alreadyhit = trace_ent;
+ continue; // move along to next trace
+ }
+ else
+ {
+ remove(self);
+ return;
+ }
}
}
- if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, remove ent
- {
- remove(self);
- return;
- }
- else
- {
- self.swing_prev = i;
- self.nextthink = time;
- }
+ // set up next frame
+ self.swing_prev = i;
+ self.nextthink = time;
}
void W_Shotgun_Attack2 (void)