From: drjaska Date: Tue, 16 May 2023 23:08:48 +0000 (+0300) Subject: implement W_CalculateSpreadPattern, migrate hagar crylink shotgun X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=1b30e3374c140d3167cc507f1e59f3a9fffd9aa2;p=xonotic%2Fxonotic-data.pk3dir.git implement W_CalculateSpreadPattern, migrate hagar crylink shotgun --- diff --git a/qcsrc/common/weapons/calculations.qc b/qcsrc/common/weapons/calculations.qc index cd2d925bc..c3faf1c3c 100644 --- a/qcsrc/common/weapons/calculations.qc +++ b/qcsrc/common/weapons/calculations.qc @@ -184,6 +184,36 @@ int W_GetGunAlignment(entity player) } #endif +vector W_CalculateSpreadPattern(int counter, int total, bool returnTransformVector) +{ + // first is always centered + if (counter == 0) + return '0 0 0'; + + vector s = '0 0 0'; + + // points form a round circle with even distribution + // this could be simplified to '0 360 0' * (counter / total) + // but it would lose ALL the specific placements + // for example with this 2 pellets is center + directly up + // while 3 pellets is a horizontal sweep and and 4 is an upside + // down Y shape, 5 is a star instead of a pentagram, + // 9 is a 3x3 grid and 13 is a circle with center + 3 per quadrant + makevectors('0 360 0' * ((0.25 * ((total + 1) % 2)) + (counter / (total - 1)))); + + if (returnTransformVector) // return transform vector + { + s.y = v_forward.x; + s.z = v_forward.y; + } + else // return original result normal vector + { + s = v_forward; + } + + return s; +} + vector W_CalculateSpread(vector forward, float spread, float spreadfactor, float spreadstyle) { float sigma; diff --git a/qcsrc/common/weapons/weapon/crylink.qc b/qcsrc/common/weapons/weapon/crylink.qc index ae1eae284..8660de078 100644 --- a/qcsrc/common/weapons/weapon/crylink.qc +++ b/qcsrc/common/weapons/weapon/crylink.qc @@ -347,16 +347,7 @@ void W_Crylink_Attack(Weapon thiswep, entity actor, .entity weaponentity) setorigin(proj, w_shotorg); setsize(proj, '0 0 0', '0 0 0'); - - s = '0 0 0'; - if(counter == 0) - s = '0 0 0'; - else - { - makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); - s.y = v_forward.x; - s.z = v_forward.y; - } + s = W_CalculateSpreadPattern(counter, shots, true); s = s * WEP_CVAR_PRI(crylink, spread) * autocvar_g_weaponspreadfactor; W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, false); settouch(proj, W_Crylink_Touch); @@ -462,15 +453,7 @@ void W_Crylink_Attack2(Weapon thiswep, entity actor, .entity weaponentity) if(WEP_CVAR_SEC(crylink, spreadtype) == 1) { - s = '0 0 0'; - if(counter == 0) - s = '0 0 0'; - else - { - makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); - s.y = v_forward.x; - s.z = v_forward.y; - } + s = W_CalculateSpreadPattern(counter, shots, true); s = s * WEP_CVAR_SEC(crylink, spread) * autocvar_g_weaponspreadfactor; s = w_shotdir + right * s.y + up * s.z; } diff --git a/qcsrc/common/weapons/weapon/hagar.qc b/qcsrc/common/weapons/weapon/hagar.qc index 725243ee4..3002e7cdf 100644 --- a/qcsrc/common/weapons/weapon/hagar.qc +++ b/qcsrc/common/weapons/weapon/hagar.qc @@ -223,16 +223,7 @@ void W_Hagar_Attack2_Load_Release(Weapon thiswep, entity actor, .entity weaponen spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias))); spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * autocvar_g_weaponspreadfactor); - // pattern spread calculation - s = '0 0 0'; - if(counter == 0) - s = '0 0 0'; - else - { - makevectors('0 360 0' * ((0.25 * ((shots + 1) % 2)) + (counter / (shots - 1)))); - s.y = v_forward.x; - s.z = v_forward.y; - } + s = W_CalculateSpreadPattern(counter, shots, true); s = s * WEP_CVAR_SEC(hagar, load_spread) * autocvar_g_weaponspreadfactor; W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false); diff --git a/qcsrc/common/weapons/weapon/shotgun.qc b/qcsrc/common/weapons/weapon/shotgun.qc index 65cc0d9d9..0985a841c 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@ -16,8 +16,23 @@ void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float if(lag && bullets > 0) antilag_takeback_all(actor, lag); - for(int sc = 0;sc < bullets;sc = sc + 1) - fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, 0, force, thiswep.m_id, bullet_trail_effect, false); + if (WEP_CVAR_PRI(shotgun, spread_fixed) > 0) + { + vector forward, right, up; + forward = v_forward; + right = v_right; + up = v_up; + + for(int sc = 0; sc < bullets; ++sc) + { + vector s = W_CalculateSpreadPattern(sc, bullets, true); + s = s * (WEP_CVAR_PRI(shotgun, spread) / WEP_CVAR_PRI(shotgun, spread_fixed) * autocvar_g_weaponspreadfactor); + fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir + right * s.y + up * s.z, 0, solidpenetration, damage, 0, force, thiswep.m_id, bullet_trail_effect, false); + } + } + else + for(int sc = 0; sc < bullets; ++sc) + fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, 0, force, thiswep.m_id, bullet_trail_effect, false); if(lag && bullets > 0) antilag_restore_all(actor); @@ -28,7 +43,7 @@ void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float if(autocvar_g_casings >= 1) { makevectors(actor.v_angle); // for some reason, this is lost - //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1) + //for(int sc = 0; sc < WEP_CVAR_PRI(shotgun, ammo); ++sc) SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), vectoangles(v_forward), 1, actor, weaponentity); } } diff --git a/qcsrc/common/weapons/weapon/shotgun.qh b/qcsrc/common/weapons/weapon/shotgun.qh index 5b200ed58..979e78230 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qh +++ b/qcsrc/common/weapons/weapon/shotgun.qh @@ -39,18 +39,19 @@ CLASS(Shotgun, Weapon) P(class, prefix, melee_traces, float, SEC) \ P(class, prefix, refire, float, BOTH) \ P(class, prefix, reload_ammo, float, NONE) \ - P(class, prefix, reload_time, float, NONE) \ + P(class, prefix, reload_time, float, NONE) \ P(class, prefix, secondary, float, NONE) \ P(class, prefix, solidpenetration, float, PRI) \ P(class, prefix, spread, float, PRI) \ - P(class, prefix, switchdelay_drop, float, NONE) \ - P(class, prefix, switchdelay_raise, float, NONE) \ - P(class, prefix, weaponreplace, string,NONE) \ - P(class, prefix, weaponstartoverride, float, NONE) \ - P(class, prefix, weaponstart, float, NONE) \ - P(class, prefix, weaponthrowable, float, NONE) \ + P(class, prefix, spread_fixed, float, PRI) \ + P(class, prefix, switchdelay_drop, float, NONE) \ + P(class, prefix, switchdelay_raise, float, NONE) \ + P(class, prefix, weaponreplace, string,NONE) \ + P(class, prefix, weaponstartoverride, float, NONE) \ + P(class, prefix, weaponstart, float, NONE) \ + P(class, prefix, weaponthrowable, float, NONE) \ END() - W_PROPS(X, Shotgun, shotgun) + W_PROPS(X, Shotgun, shotgun) #undef X ENDCLASS(Shotgun)