From: Freddy Date: Tue, 26 Jul 2016 21:34:42 +0000 (+0200) Subject: make shotgun chargeable like hagar secondary (enable with g_balance_shotgun_secondary 3) X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=adcbf3e3380492d3ea9898d8d8dbef5cd1959ad9;p=xonotic%2Fxonotic-data.pk3dir.git make shotgun chargeable like hagar secondary (enable with g_balance_shotgun_secondary 3) needs a bit of code cleanup --- diff --git a/bal-wep-xonotic.cfg b/bal-wep-xonotic.cfg index b074aadda..2aa7037ee 100644 --- a/bal-wep-xonotic.cfg +++ b/bal-wep-xonotic.cfg @@ -52,11 +52,12 @@ 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 0.3 -set g_balance_shotgun_primary_numcircles 2 +set g_balance_shotgun_conespread 0.3 +set g_balance_shotgun_numcircles 2 set g_balance_shotgun_reload_ammo 0 set g_balance_shotgun_reload_time 2 set g_balance_shotgun_secondary 1 +set g_balance_shotgun_secondary_bullets 4 set g_balance_shotgun_secondary_animtime 1.15 set g_balance_shotgun_secondary_damage 70 set g_balance_shotgun_secondary_force 200 @@ -72,6 +73,12 @@ set g_balance_shotgun_secondary_melee_traces 10 set g_balance_shotgun_secondary_refire 1.25 set g_balance_shotgun_secondary_alt_animtime 0.2 set g_balance_shotgun_secondary_alt_refire 1.2 +set g_balance_shotgun_secondary_load_abort 1 +set g_balance_shotgun_secondary_load_animtime 0.2 +set g_balance_shotgun_secondary_load_hold 3 +set g_balance_shotgun_secondary_load_max 3 +set g_balance_shotgun_secondary_load_releasedeath 0 +set g_balance_shotgun_secondary_load_speed 0.5 set g_balance_shotgun_switchdelay_drop 0.2 set g_balance_shotgun_switchdelay_raise 0.2 set g_balance_shotgun_weaponreplace "" diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index 4ca30d4a8..d96e9b35e 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -1186,6 +1186,13 @@ void HUD_Crosshair(entity this) ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring.tga"; } + else if (activeweapon == WEP_SHOTGUN && STAT(SHOTGUN_LOAD) && autocvar_crosshair_ring_hagar) + { + ring_value = bound(0, STAT(SHOTGUN_LOAD) / WEP_CVAR_SEC(shotgun, load_max), 1); + ring_alpha = autocvar_crosshair_ring_hagar_alpha; + ring_rgb = wcross_color; + ring_image = "gfx/crosshair_ring.tga"; + } else if (ok_ammo_charge) { ring_value = ok_ammo_chargepool; diff --git a/qcsrc/common/stats.qh b/qcsrc/common/stats.qh index 2ed679e30..36409aaa1 100644 --- a/qcsrc/common/stats.qh +++ b/qcsrc/common/stats.qh @@ -92,6 +92,7 @@ REGISTER_STAT(DAMAGE_DEALT_TOTAL, int) REGISTER_STAT(TYPEHIT_TIME, float) REGISTER_STAT(LAYED_MINES, int) REGISTER_STAT(HAGAR_LOAD, int) +REGISTER_STAT(SHOTGUN_LOAD, int) REGISTER_STAT(SUPERWEAPONS_FINISHED, float) REGISTER_STAT(VEHICLESTAT_HEALTH, int) REGISTER_STAT(VEHICLESTAT_SHIELD, int) diff --git a/qcsrc/common/weapons/weapon/shotgun.qc b/qcsrc/common/weapons/weapon/shotgun.qc index ec964add3..ba58d993e 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@ -19,11 +19,11 @@ CLASS(Shotgun, Weapon) BEGIN(class) \ P(class, prefix, alt_animtime, float, SEC) \ 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, ammo, float, BOTH) \ + P(class, prefix, conespread, float, NONE) \ + P(class, prefix, numcircles, float, NONE) \ P(class, prefix, animtime, float, BOTH) \ - P(class, prefix, bullets, float, PRI) \ + P(class, prefix, bullets, float, BOTH) \ P(class, prefix, damage, float, BOTH) \ P(class, prefix, force, float, BOTH) \ P(class, prefix, melee_delay, float, SEC) \ @@ -35,6 +35,12 @@ CLASS(Shotgun, Weapon) P(class, prefix, melee_swing_up, float, SEC) \ P(class, prefix, melee_time, float, SEC) \ P(class, prefix, melee_traces, float, SEC) \ + P(class, prefix, load_abort, float, SEC) \ + P(class, prefix, load_animtime, float, SEC) \ + P(class, prefix, load_hold, float, SEC) \ + P(class, prefix, load_max, float, SEC) \ + P(class, prefix, load_releasedeath, float, SEC) \ + P(class, prefix, load_speed, float, SEC) \ P(class, prefix, refire, float, BOTH) \ P(class, prefix, reload_ammo, float, NONE) \ P(class, prefix, reload_time, float, NONE) \ @@ -66,24 +72,24 @@ void W_Shotgun_Attack(Weapon thiswep, entity actor, float isprimary) entity flash; W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo)); + float numcircles = WEP_CVAR(shotgun, numcircles); - 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); + float streaks = 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) * (streaks*numcircles+1)); vector right = v_right; vector up = v_up; vector s; - float mu = WEP_CVAR_PRI(shotgun, conespread); - float numcircles = WEP_CVAR_PRI(shotgun, numcircles); + float mu = WEP_CVAR(shotgun, conespread); // 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 = 0;sc < shots;++sc) + for(sc = 0;sc < streaks;++sc) { vector dir; s = '0 0 0'; - makevectors('0 360 0' * (0.75 + sc/shots)); + makevectors('0 360 0' * (0.75 + sc/streaks)); s.y = v_forward.x; s.z = v_forward.y; @@ -250,6 +256,187 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2); } +// alternate secondary (load more bullets) +.float shotgun_loadstep, shotgun_loadblock, shotgun_loadbeep, shotgun_warning; +void W_Shotgun_Attack2_Load_Release(entity actor, .entity weaponentity) +{ + // time to release the bullets we've loaded + float counter, shots, sc, cc; + vector forward, right, up; + + if(!actor.shotgun_load) + return; + shots = actor.shotgun_load; + + float streaks = WEP_CVAR_SEC(shotgun, bullets); + float mu = WEP_CVAR(shotgun, conespread); + float numcircles = WEP_CVAR(shotgun, numcircles); + + W_SetupShot(actor, false, 2, SND_SHOTGUN_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(shotgun, damage)*shots*(streaks*numcircles+1)); + Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); + + forward = v_forward; + right = v_right; + up = v_up; + + vector org; + for(counter = 0; counter < shots; ++counter) + { + float alpha = 2*M_PI*(counter/WEP_CVAR_SEC(shotgun, load_max)); + org = w_shotorg + right * sin(alpha)*10 + up * cos(alpha)*10; + + // TODO: move this into its own function because primary and secondary fire share much here code + // calling W_Shotgun_Attack here does not show the desired results + + // fire one bullet straight + fireBullet(actor, org, 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); + + vector s; + for(sc = 0;sc < streaks;++sc) + { + vector dir; + + s = '0 0 0'; + makevectors('0 360 0' * (0.75 + sc/streaks)); + s.y = v_forward.x; + s.z = v_forward.y; + + for(cc = 1; cc <= numcircles; ++cc) + { + s = s * mu * cc/numcircles; + dir = w_shotdir + right * s.y + up * s.z; + fireBullet(actor, org, 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); + } + } + + // casing code + if(autocvar_g_casings >= 1) + for(sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);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, actor); + } + Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo)); + + // muzzle flash for 1st person view + entity flash = spawn(); + setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below + setthink(flash, SUB_Remove); + flash.nextthink = time + 0.06; + flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; + W_AttachToShotorg(actor, flash, '5 0 0'); + + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, load_animtime), w_ready); + actor.shotgun_loadstep = time + WEP_CVAR_SEC(shotgun, refire) * W_WeaponRateFactor(actor); + actor.shotgun_load = 0; +} + +void W_Shotgun_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity) +{ + // loadable shotgun secondary attack, must always run each frame + + if(time < game_starttime) + return; + + bool loaded = actor.shotgun_load >= WEP_CVAR_SEC(shotgun, load_max); + + // this is different than WR_CHECKAMMO when it comes to reloading + bool enough_ammo; + if(actor.items & IT_UNLIMITED_WEAPON_AMMO) + enough_ammo = true; + else if(autocvar_g_balance_shotgun_reload_ammo) + enough_ammo = actor.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_SEC(shotgun, ammo); + else + enough_ammo = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(shotgun, ammo); + + bool stopped = loaded || !enough_ammo; + + if(PHYS_INPUT_BUTTON_ATCK2(actor)) + { + if(PHYS_INPUT_BUTTON_ATCK(actor) && WEP_CVAR_SEC(shotgun, load_abort)) + { + if(actor.shotgun_load) + { + // if we pressed primary fire while loading, unload all rockets and abort + actor.(weaponentity).state = WS_READY; + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(shotgun, ammo) * actor.shotgun_load * -1); // give back ammo + actor.shotgun_load = 0; + sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); + + // pause until we can load rockets again, once we re-press the alt fire button + actor.shotgun_loadstep = time + WEP_CVAR_SEC(shotgun, load_speed) * W_WeaponRateFactor(actor); + + // require letting go of the alt fire button before we can load again + actor.shotgun_loadblock = true; + } + } + else + { + // check if we can attempt to load another rocket + if(!stopped) + { + if(!actor.shotgun_loadblock && actor.shotgun_loadstep < time) + { + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(shotgun, ammo)); + actor.(weaponentity).state = WS_INUSE; + actor.shotgun_load += 1; + sound(actor, CH_WEAPON_B, SND_HAGAR_LOAD, VOL_BASE * 0.8, ATTN_NORM); // sound is too loud according to most + + if(actor.shotgun_load >= WEP_CVAR_SEC(shotgun, load_max)) + stopped = true; + else + actor.shotgun_loadstep = time + WEP_CVAR_SEC(shotgun, load_speed) * W_WeaponRateFactor(actor); + } + } + if(stopped && !actor.shotgun_loadbeep && actor.shotgun_load) // prevents the beep from playing each frame + { + // if this is the last rocket we can load, play a beep sound to notify the player + sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); + actor.shotgun_loadbeep = true; + actor.shotgun_loadstep = time + WEP_CVAR_SEC(shotgun, load_hold) * W_WeaponRateFactor(actor); + } + } + } + else if(actor.shotgun_loadblock) + { + // the alt fire button has been released, so re-enable loading if blocked + actor.shotgun_loadblock = false; + } + + if(actor.shotgun_load) + { + // play warning sound if we're about to release + if(stopped && actor.shotgun_loadstep - 0.5 < time && WEP_CVAR_SEC(shotgun, load_hold) >= 0) + { + if(!actor.shotgun_warning) // prevents the beep from playing each frame + { + // we're about to automatically release after holding time, play a beep sound to notify the player + sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM); + actor.shotgun_warning = true; + } + } + + // release if player let go of button or if they've held it in too long + if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.shotgun_loadstep < time && WEP_CVAR_SEC(shotgun, load_hold) >= 0)) + { + actor.(weaponentity).state = WS_READY; + W_Shotgun_Attack2_Load_Release(actor, weaponentity); + } + } + else + { + actor.shotgun_loadbeep = false; + actor.shotgun_warning = false; + + // we aren't checking ammo during an attack, so we must do it here + if(!(thiswep.wr_checkammo1(thiswep, actor) + thiswep.wr_checkammo2(thiswep, actor))) + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + { + // note: this doesn't force the switch + W_SwitchToOtherWeapon(actor); + return; + } + } +} + .float shotgun_primarytime; METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor)) @@ -261,6 +448,10 @@ METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor)) } METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { + if(WEP_CVAR(shotgun, secondary) == 3) + { + W_Shotgun_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame + } if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload { // don't force reload an empty shotgun if its melee attack is active diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index df791a626..b084caa13 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -356,6 +356,7 @@ float client_cefc_accumulatortime; .float vortex_charge_rottime; .float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL); .float hagar_load = _STAT(HAGAR_LOAD); +.float shotgun_load = _STAT(SHOTGUN_LOAD); .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab