From a9b7572c2381856fa90ce31c68fb3cad71a9737c Mon Sep 17 00:00:00 2001 From: Mario Date: Sun, 15 Jun 2014 16:28:37 +1000 Subject: [PATCH] Remove some leftovers from merge --- qcsrc/common/weapons/w_minelayer.qc | 4 +- qcsrc/server/w_minelayer.qc | 563 ---------------------------- qcsrc/server/w_shotgun.qc | 287 -------------- 3 files changed, 2 insertions(+), 852 deletions(-) delete mode 100644 qcsrc/server/w_minelayer.qc delete mode 100644 qcsrc/server/w_shotgun.qc diff --git a/qcsrc/common/weapons/w_minelayer.qc b/qcsrc/common/weapons/w_minelayer.qc index ab4a77b94..198097bfb 100644 --- a/qcsrc/common/weapons/w_minelayer.qc +++ b/qcsrc/common/weapons/w_minelayer.qc @@ -231,7 +231,7 @@ void W_MineLayer_Think(void) // a player's mines shall explode if he disconnects or dies // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams? - if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO) + if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.freezetag_frozen) { other = world; self.projectiledeathtype |= HITTYPE_BOUNCE; @@ -243,7 +243,7 @@ void W_MineLayer_Think(void) head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius)); while(head) { - if(IS_PLAYER(head) && head.deadflag == DEAD_NO) + if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.freezetag_frozen) if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates if(!self.mine_time) { diff --git a/qcsrc/server/w_minelayer.qc b/qcsrc/server/w_minelayer.qc deleted file mode 100644 index ec36f5d32..000000000 --- a/qcsrc/server/w_minelayer.qc +++ /dev/null @@ -1,563 +0,0 @@ -#ifdef REGISTER_WEAPON -REGISTER_WEAPON( -/* WEP_##id */ MINE_LAYER, -/* function */ w_minelayer, -/* ammotype */ IT_ROCKETS, -/* impulse */ 4, -/* flags */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, -/* rating */ BOT_PICKUP_RATING_HIGH, -/* model */ "minelayer", -/* shortname */ "minelayer", -/* fullname */ _("Mine Layer") -); -#else -#ifdef SVQC -void W_Mine_Think (void); -.float minelayer_detonate, mine_explodeanyway; -.float mine_time; -.vector mine_orientation; - -void spawnfunc_weapon_minelayer (void) -{ - weapon_defaultspawnfunc(WEP_MINE_LAYER); -} - -void W_Mine_Stick (entity to) -{ - spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTEN_NORM); - - // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile - - entity newmine; - newmine = spawn(); - newmine.classname = self.classname; - - newmine.bot_dodge = self.bot_dodge; - newmine.bot_dodgerating = self.bot_dodgerating; - - newmine.owner = self.owner; - newmine.realowner = self.realowner; - setsize(newmine, '-4 -4 -4', '4 4 4'); - setorigin(newmine, self.origin); - setmodel(newmine, "models/mine.md3"); - newmine.angles = vectoangles(-trace_plane_normal); // face against the surface - - newmine.mine_orientation = -trace_plane_normal; - - newmine.takedamage = self.takedamage; - newmine.damageforcescale = self.damageforcescale; - newmine.health = self.health; - newmine.event_damage = self.event_damage; - newmine.spawnshieldtime = self.spawnshieldtime; - newmine.damagedbycontents = TRUE; - - newmine.movetype = MOVETYPE_NONE; // lock the mine in place - newmine.projectiledeathtype = self.projectiledeathtype; - - newmine.mine_time = self.mine_time; - - newmine.touch = func_null; - newmine.think = W_Mine_Think; - newmine.nextthink = time; - newmine.cnt = self.cnt; - newmine.flags = self.flags; - - remove(self); - self = newmine; - - if(to) - SetMovetypeFollow(self, to); -} - -void W_Mine_Explode () -{ - if(other.takedamage == DAMAGE_AIM) - if(IS_PLAYER(other)) - if(DIFF_TEAM(self.realowner, other)) - if(other.deadflag == DEAD_NO) - if(IsFlying(other)) - Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT); - - self.event_damage = func_null; - self.takedamage = DAMAGE_NO; - - RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other); - - if (self.realowner.weapon == WEP_MINE_LAYER) - { - entity oldself; - oldself = self; - self = self.realowner; - if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1)) - { - self.cnt = WEP_MINE_LAYER; - ATTACK_FINISHED(self) = time; - self.switchweapon = w_getbestweapon(self); - } - self = oldself; - } - self.realowner.minelayer_mines -= 1; - remove (self); -} - -void W_Mine_DoRemoteExplode () -{ - self.event_damage = func_null; - self.takedamage = DAMAGE_NO; - - if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) - self.velocity = self.mine_orientation; // particle fx and decals need .velocity - - RadiusDamage (self, self.realowner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world); - - if (self.realowner.weapon == WEP_MINE_LAYER) - { - entity oldself; - oldself = self; - self = self.realowner; - if (!weapon_action(WEP_MINE_LAYER, WR_CHECKAMMO1)) - { - self.cnt = WEP_MINE_LAYER; - ATTACK_FINISHED(self) = time; - self.switchweapon = w_getbestweapon(self); - } - self = oldself; - } - self.realowner.minelayer_mines -= 1; - remove (self); -} - -void W_Mine_RemoteExplode () -{ - if(self.realowner.deadflag == DEAD_NO) - if((self.spawnshieldtime >= 0) - ? (time >= self.spawnshieldtime) // timer - : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device - ) - { - W_Mine_DoRemoteExplode(); - } -} - -void W_Mine_ProximityExplode () -{ - // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance - if(autocvar_g_balance_minelayer_protection && self.mine_explodeanyway == 0) - { - entity head; - head = findradius(self.origin, autocvar_g_balance_minelayer_radius); - while(head) - { - if(head == self.realowner || SAME_TEAM(head, self.realowner)) - return; - head = head.chain; - } - } - - self.mine_time = 0; - W_Mine_Explode(); -} - -float W_Mine_Count(entity e) -{ - float minecount = 0; - entity mine; - for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e) - minecount += 1; - - return minecount; -} - -void W_Mine_Think (void) -{ - entity head; - - self.nextthink = time; - - if(self.movetype == MOVETYPE_FOLLOW) - { - if(LostMovetypeFollow(self)) - { - UnsetMovetypeFollow(self); - self.movetype = MOVETYPE_NONE; - } - } - - // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this - // TODO: replace this mine_trigger.wav sound with a real countdown - if ((time > self.cnt) && (!self.mine_time)) - { - if(autocvar_g_balance_minelayer_lifetime_countdown > 0) - spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTEN_NORM); - self.mine_time = time + autocvar_g_balance_minelayer_lifetime_countdown; - self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near. - } - - // a player's mines shall explode if he disconnects or dies - // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams? - if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO || self.realowner.freezetag_frozen) - { - other = world; - self.projectiledeathtype |= HITTYPE_BOUNCE; - W_Mine_Explode(); - return; - } - - // set the mine for detonation when a foe gets close enough - head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius); - while(head) - { - if(IS_PLAYER(head) && head.deadflag == DEAD_NO && !head.freezetag_frozen) - if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates - if(!self.mine_time) - { - spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTEN_NORM); - self.mine_time = time + autocvar_g_balance_minelayer_time; - } - head = head.chain; - } - - // explode if it's time to - if(self.mine_time && time >= self.mine_time) - { - W_Mine_ProximityExplode(); - return; - } - - // remote detonation - if (self.realowner.weapon == WEP_MINE_LAYER) - if (self.realowner.deadflag == DEAD_NO) - if (self.minelayer_detonate) - W_Mine_RemoteExplode(); -} - -void W_Mine_Touch (void) -{ - if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW) - return; // we're already a stuck mine, why do we get called? TODO does this even happen? - - if(WarpZone_Projectile_Touch()) - { - if(wasfreed(self)) - self.realowner.minelayer_mines -= 1; - return; - } - - if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO) - { - // hit a player - // don't stick - } - else - { - W_Mine_Stick(other); - } -} - -void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) -{ - if (self.health <= 0) - return; - - float is_from_enemy = (inflictor.realowner != self.realowner); - - if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1))) - return; // g_projectiles_damage says to halt - - self.health = self.health - damage; - self.angles = vectoangles(self.velocity); - - if (self.health <= 0) - W_PrepareExplosionByDamage(attacker, W_Mine_Explode); -} - -void W_Mine_Attack (void) -{ - entity mine; - entity flash; - - // scan how many mines we placed, and return if we reached our limit - if(autocvar_g_balance_minelayer_limit) - { - if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit) - { - // the refire delay keeps this message from being spammed - sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") ); - play2(self, "weapons/unavailable.wav"); - return; - } - } - - W_DecreaseAmmo(ammo_rockets, autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo); - - W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, autocvar_g_balance_minelayer_damage); - pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1); - - mine = WarpZone_RefSys_SpawnSameRefSys(self); - mine.owner = mine.realowner = self; - if(autocvar_g_balance_minelayer_detonatedelay >= 0) - mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay; - else - mine.spawnshieldtime = -1; - mine.classname = "mine"; - mine.bot_dodge = TRUE; - mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous - - mine.takedamage = DAMAGE_YES; - mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale; - mine.health = autocvar_g_balance_minelayer_health; - mine.event_damage = W_Mine_Damage; - mine.damagedbycontents = TRUE; - - mine.movetype = MOVETYPE_TOSS; - PROJECTILE_MAKETRIGGER(mine); - mine.projectiledeathtype = WEP_MINE_LAYER; - setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot - - setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point - W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0); - mine.angles = vectoangles (mine.velocity); - - mine.touch = W_Mine_Touch; - mine.think = W_Mine_Think; - mine.nextthink = time; - mine.cnt = time + (autocvar_g_balance_minelayer_lifetime - autocvar_g_balance_minelayer_lifetime_countdown); - mine.flags = FL_PROJECTILE; - mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY; - - CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE); - - // muzzle flash for 1st person view - flash = spawn (); - setmodel (flash, "models/flash.md3"); // precision set below - SUB_SetFade (flash, time, 0.1); - flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - W_AttachToShotorg(flash, '5 0 0'); - - // common properties - - other = mine; MUTATOR_CALLHOOK(EditProjectile); - - self.minelayer_mines = W_Mine_Count(self); -} - -float W_PlacedMines(float detonate) -{ - entity mine; - float minfound = 0; - - for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self) - { - if(detonate) - { - if(!mine.minelayer_detonate) - { - mine.minelayer_detonate = TRUE; - minfound = 1; - } - } - else - minfound = 1; - } - return minfound; -} - -float w_minelayer(float req) -{ - entity mine; - float ammo_amount; - - if (req == WR_AIM) - { - // aim and decide to fire if appropriate - if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit) - self.BUTTON_ATCK = FALSE; - else - self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE); - if(skill >= 2) // skill 0 and 1 bots won't detonate mines! - { - // decide whether to detonate mines - entity targetlist, targ; - float edgedamage, coredamage, edgeradius, recipricoledgeradius, d; - float selfdamage, teamdamage, enemydamage; - edgedamage = autocvar_g_balance_minelayer_edgedamage; - coredamage = autocvar_g_balance_minelayer_damage; - edgeradius = autocvar_g_balance_minelayer_radius; - recipricoledgeradius = 1 / edgeradius; - selfdamage = 0; - teamdamage = 0; - enemydamage = 0; - targetlist = findchainfloat(bot_attack, TRUE); - mine = find(world, classname, "mine"); - while (mine) - { - if (mine.realowner != self) - { - mine = find(mine, classname, "mine"); - continue; - } - targ = targetlist; - while (targ) - { - d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin); - d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000); - // count potential damage according to type of target - if (targ == self) - selfdamage = selfdamage + d; - else if (targ.team == self.team && teamplay) - teamdamage = teamdamage + d; - else if (bot_shouldattack(targ)) - enemydamage = enemydamage + d; - targ = targ.chain; - } - mine = find(mine, classname, "mine"); - } - float desirabledamage; - desirabledamage = enemydamage; - if (time > self.invincible_finished && time > self.spawnshieldtime) - desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent; - if (teamplay && self.team) - desirabledamage = desirabledamage - teamdamage; - - mine = find(world, classname, "mine"); - while (mine) - { - if (mine.realowner != self) - { - mine = find(mine, classname, "mine"); - continue; - } - makevectors(mine.v_angle); - targ = targetlist; - if (skill > 9) // normal players only do this for the target they are tracking - { - targ = targetlist; - while (targ) - { - if ( - (v_forward * normalize(mine.origin - targ.origin)< 0.1) - && desirabledamage > 0.1*coredamage - )self.BUTTON_ATCK2 = TRUE; - targ = targ.chain; - } - }else{ - float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000); - //As the distance gets larger, a correct detonation gets near imposible - //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player - if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1) - if(IS_PLAYER(self.enemy)) - if(desirabledamage >= 0.1*coredamage) - if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1)) - self.BUTTON_ATCK2 = TRUE; - // dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n"); - } - - mine = find(mine, classname, "mine"); - } - // if we would be doing at X percent of the core damage, detonate it - // but don't fire a new shot at the same time! - if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events - self.BUTTON_ATCK2 = TRUE; - if ((skill > 6.5) && (selfdamage > self.health)) - self.BUTTON_ATCK2 = FALSE; - //if(self.BUTTON_ATCK2 == TRUE) - // dprint(ftos(desirabledamage),"\n"); - if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE; - } - } - else if (req == WR_THINK) - { - if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload - { - // not if we're holding the minelayer without enough ammo, but can detonate existing mines - if (!(W_PlacedMines(FALSE) && self.ammo_rockets < autocvar_g_balance_minelayer_ammo)) - weapon_action(self.weapon, WR_RELOAD); - } - else if (self.BUTTON_ATCK) - { - if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire)) - { - W_Mine_Attack(); - weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready); - } - } - - if (self.BUTTON_ATCK2) - { - if(W_PlacedMines(TRUE)) - sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTEN_NORM); - } - } - else if (req == WR_PRECACHE) - { - precache_model ("models/flash.md3"); - precache_model ("models/mine.md3"); - precache_model ("models/weapons/g_minelayer.md3"); - precache_model ("models/weapons/v_minelayer.md3"); - precache_model ("models/weapons/h_minelayer.iqm"); - precache_sound ("weapons/mine_det.wav"); - precache_sound ("weapons/mine_fire.wav"); - precache_sound ("weapons/mine_stick.wav"); - precache_sound ("weapons/mine_trigger.wav"); - //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else - } - else if (req == WR_SETUP) - { - weapon_setup(WEP_MINE_LAYER); - self.current_ammo = ammo_rockets; - } - else if (req == WR_CHECKAMMO1) - { - // don't switch while placing a mine - if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER) - { - ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo; - ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= autocvar_g_balance_minelayer_ammo; - return ammo_amount; - } - } - else if (req == WR_CHECKAMMO2) - { - if (W_PlacedMines(FALSE)) - return TRUE; - else - return FALSE; - } - else if (req == WR_RESETPLAYER) - { - self.minelayer_mines = 0; - } - else if (req == WR_RELOAD) - { - W_Reload(autocvar_g_balance_minelayer_ammo, autocvar_g_balance_minelayer_reload_ammo, autocvar_g_balance_minelayer_reload_time, "weapons/reload.wav"); - } - else if (req == WR_SUICIDEMESSAGE) - { - return WEAPON_MINELAYER_SUICIDE; - } - else if (req == WR_KILLMESSAGE) - { - return WEAPON_MINELAYER_MURDER; - } - return TRUE; -} -#endif -#ifdef CSQC -float w_minelayer(float req) -{ - if(req == WR_IMPACTEFFECT) - { - vector org2; - org2 = w_org + w_backoff * 12; - pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTEN_NORM); - } - else if(req == WR_PRECACHE) - { - precache_sound("weapons/mine_exp.wav"); - } - return TRUE; -} -#endif -#endif diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc deleted file mode 100644 index 173f8c1a5..000000000 --- a/qcsrc/server/w_shotgun.qc +++ /dev/null @@ -1,287 +0,0 @@ -#ifdef REGISTER_WEAPON -REGISTER_WEAPON( -/* WEP_##id */ SHOTGUN, -/* function */ w_shotgun, -/* ammotype */ IT_SHELLS, -/* impulse */ 2, -/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, -/* rating */ BOT_PICKUP_RATING_LOW, -/* model */ "shotgun", -/* shortname */ "shotgun", -/* fullname */ _("Shotgun") -); -#else -#ifdef SVQC - -void W_Shotgun_Attack (void) -{ - float sc; - float ammoamount; - float bullets; - float d; - float f; - float spread; - float solidpenetration; - 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; - solidpenetration = autocvar_g_balance_shotgun_primary_solidpenetration; - - W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo); - - W_SetupShot (self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets); - for (sc = 0;sc < bullets;sc = sc + 1) - fireBullet(w_shotorg, w_shotdir, spread, solidpenetration, d, f, WEP_SHOTGUN, 0); - - pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo); - - // casing code - if (autocvar_g_casings >= 1) - for (sc = 0;sc < ammoamount;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, self); - - // muzzle flash for 1st person view - flash = spawn(); - setmodel(flash, "models/uziflash.md3"); // precision set below - flash.think = SUB_Remove; - flash.nextthink = time + 0.06; - flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - W_AttachToShotorg(flash, '5 0 0'); -} - -.float swing_prev; -.entity swing_alreadyhit; -void shotgun_meleethink (void) -{ - // declarations - float i, f, swing, swing_factor, swing_damage, meleetime, is_player, is_monster; - entity target_victim; - vector targpos; - - if(!self.cnt) // set start time of melee - { - self.cnt = time; - W_PlayStrengthSound(self.realowner); - } - - 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, 10); - f = ((1 - swing) * autocvar_g_balance_shotgun_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) - { - 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); - - 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)); - - WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, 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 = (IS_PLAYER(trace_ent) || trace_ent.classname == "body"); - is_monster = (trace_ent.flags & FL_MONSTER); - - 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 || is_monster) || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage)) - { - target_victim = trace_ent; // so it persists through other calls - - if(is_player || is_monster) // 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)); - - //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, - self.realowner.origin + self.realowner.view_ofs, - v_forward * autocvar_g_balance_shotgun_secondary_force); - - if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 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. - { - self.swing_alreadyhit = target_victim; - continue; // move along to next trace - } - else - { - remove(self); - return; - } - } - } - - if(time >= self.cnt + meleetime) - { - // melee is finished - remove(self); - return; - } - else - { - // set up next frame - self.swing_prev = i; - self.nextthink = time; - } -} - -void W_Shotgun_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); - - 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); -} - -void spawnfunc_weapon_shotgun(); // defined in t_items.qc - -.float shotgun_primarytime; - -float w_shotgun(float req) -{ - float ammo_amount; - if (req == WR_AIM) - if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range) - self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); - else - self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); - - else if (req == WR_THINK) - { - if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload - { - // don't force reload an empty shotgun if its melee attack is active - if (!(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)) - weapon_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(weapon_prepareattack(0, autocvar_g_balance_shotgun_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); - } - } - } - } - 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)) - { - // attempt forcing playback of the anim by switching to another anim (that we never play) here... - weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2); - } - } - else if (req == WR_PRECACHE) - { - 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_sound ("misc/itempickup.wav"); - precache_sound ("weapons/shotgun_fire.wav"); - precache_sound ("weapons/shotgun_melee.wav"); - //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else - } - else if (req == WR_SETUP) - { - weapon_setup(WEP_SHOTGUN); - self.current_ammo = ammo_shells; - } - else if (req == 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; - return ammo_amount; - } - else if (req == WR_CHECKAMMO2) - { - // melee attack is always available - return TRUE; - } - else if (req == WR_RELOAD) - { - W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav"); - } - else if (req == WR_SUICIDEMESSAGE) - { - return WEAPON_THINKING_WITH_PORTALS; - } - else if (req == WR_KILLMESSAGE) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_SHOTGUN_MURDER_SLAP; - else - return WEAPON_SHOTGUN_MURDER; - } - return TRUE; -} -#endif -#ifdef CSQC -.float prevric; -float w_shotgun(float req) -{ - if(req == WR_IMPACTEFFECT) - { - vector org2; - org2 = w_org + w_backoff * 2; - pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1); - if(!w_issilent && time - self.prevric > 0.25) - { - if(w_random < 0.0165) - sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM); - else if(w_random < 0.033) - sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM); - else if(w_random < 0.05) - sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM); - self.prevric = time; - } - } - else if(req == WR_PRECACHE) - { - precache_sound("weapons/ric1.wav"); - precache_sound("weapons/ric2.wav"); - precache_sound("weapons/ric3.wav"); - } - return TRUE; -} -#endif -#endif -- 2.39.2