From: Samual Lenks Date: Sun, 8 Sep 2013 23:28:02 +0000 (-0400) Subject: Start renaming Shotgun to Shockwave and cleaning up code X-Git-Tag: xonotic-v0.8.0~152^2~326 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=5e326ce5ac975f9708f6a52b86f6c58f62df1631;p=xonotic%2Fxonotic-data.pk3dir.git Start renaming Shotgun to Shockwave and cleaning up code --- diff --git a/qcsrc/common/weapons/w_shockwave.qc b/qcsrc/common/weapons/w_shockwave.qc index a926a7a78..534843bf5 100644 --- a/qcsrc/common/weapons/w_shockwave.qc +++ b/qcsrc/common/weapons/w_shockwave.qc @@ -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)