From: Freddy Date: Sun, 24 Jul 2016 10:23:59 +0000 (+0200) Subject: Give shotgun a star pattern X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=254614d526e89ef6e19022caf16f65e1d7a98297;p=xonotic%2Fxonotic-data.pk3dir.git Give shotgun a star pattern --- diff --git a/bal-wep-xonotic.cfg b/bal-wep-xonotic.cfg index 7a6a72869..d798ea427 100644 --- a/bal-wep-xonotic.cfg +++ b/bal-wep-xonotic.cfg @@ -34,13 +34,14 @@ set g_balance_blaster_weaponthrowable 0 // {{{ #2: Shotgun set g_balance_shotgun_primary_ammo 1 set g_balance_shotgun_primary_animtime 0.2 -set g_balance_shotgun_primary_bullets 12 +set g_balance_shotgun_primary_bullets 5 set g_balance_shotgun_primary_damage 4 set g_balance_shotgun_primary_force 15 set g_balance_shotgun_primary_refire 0.75 set g_balance_shotgun_primary_solidpenetration 3.8 set g_balance_shotgun_primary_spread 0 -set g_balance_shotgun_primary_conespread 0.1 +set g_balance_shotgun_primary_conespread 0.3 +set g_balance_shotgun_primary_numcircles 2 set g_balance_shotgun_reload_ammo 0 set g_balance_shotgun_reload_time 2 set g_balance_shotgun_secondary 1 diff --git a/qcsrc/common/weapons/weapon/shotgun.qc b/qcsrc/common/weapons/weapon/shotgun.qc index 156a60270..ec964add3 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@ -21,6 +21,7 @@ CLASS(Shotgun, Weapon) P(class, prefix, alt_refire, float, SEC) \ P(class, prefix, ammo, float, PRI) \ P(class, prefix, conespread, float, PRI) \ + P(class, prefix, numcircles, float, PRI) \ P(class, prefix, animtime, float, BOTH) \ P(class, prefix, bullets, float, PRI) \ P(class, prefix, damage, float, BOTH) \ @@ -61,33 +62,37 @@ spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); } void W_Shotgun_Attack(Weapon thiswep, entity actor, float isprimary) { - float sc; + float sc, cc; entity flash; W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo)); - W_SetupShot(actor, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets)); + float shots = WEP_CVAR_PRI(shotgun, bullets); + W_SetupShot(actor, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * shots); vector right = v_right; vector up = v_up; vector s; float mu = WEP_CVAR_PRI(shotgun, conespread); - float shots = WEP_CVAR_PRI(shotgun, bullets); + float numcircles = WEP_CVAR_PRI(shotgun, numcircles); // fire one bullet straight fireBullet(actor, w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0); - for(sc = 1;sc < shots;++sc) + for(sc = 0;sc < shots;++sc) { - vector dir = w_shotdir; + vector dir; s = '0 0 0'; - makevectors('0 360 0' * (0.75 + (sc - 0.5) / (shots - 1))); + makevectors('0 360 0' * (0.75 + sc/shots)); s.y = v_forward.x; s.z = v_forward.y; - s = s * mu; - dir += right * s.y + up * s.z; - fireBullet(actor, w_shotorg, dir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0); + for(cc = 1; cc <= numcircles; ++cc) + { + s = s * mu * cc/numcircles; + dir = w_shotdir + right * s.y + up * s.z; + fireBullet(actor, w_shotorg, dir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0); + } } Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));