3 /* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells)
4 /* impulse */ ATTRIB(Shotgun, impulse, int, 2)
5 /* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
6 /* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
7 /* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
8 /* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
10 /* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
12 /* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
13 /* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
14 /* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
15 /* refname */ ATTRIB(Shotgun, netname, string, "shotgun");
16 /* wepname */ ATTRIB(Shotgun, m_name, string, _("Shotgun"));
18 REGISTER_WEAPON(SHOTGUN, NEW(Shotgun));
20 #define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
21 #define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, PRI, ammo) \
23 w_cvar(id, sn, BOTH, animtime) \
24 w_cvar(id, sn, BOTH, refire) \
25 w_cvar(id, sn, PRI, bullets) \
26 w_cvar(id, sn, BOTH, damage) \
27 w_cvar(id, sn, BOTH, force) \
28 w_cvar(id, sn, PRI, solidpenetration) \
29 w_cvar(id, sn, PRI, spread) \
30 w_cvar(id, sn, NONE, secondary) \
31 w_cvar(id, sn, SEC, melee_time) \
32 w_cvar(id, sn, SEC, melee_no_doubleslap) \
33 w_cvar(id, sn, SEC, melee_traces) \
34 w_cvar(id, sn, SEC, melee_swing_up) \
35 w_cvar(id, sn, SEC, melee_swing_side) \
36 w_cvar(id, sn, SEC, melee_nonplayerdamage) \
37 w_cvar(id, sn, SEC, melee_multihit) \
38 w_cvar(id, sn, SEC, melee_delay) \
39 w_cvar(id, sn, SEC, melee_range) \
40 w_cvar(id, sn, SEC, alt_animtime) \
41 w_cvar(id, sn, SEC, alt_refire) \
42 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
43 w_prop(id, sn, float, reloading_time, reload_time) \
44 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
45 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
46 w_prop(id, sn, string, weaponreplace, weaponreplace) \
47 w_prop(id, sn, float, weaponstart, weaponstart) \
48 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
49 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
52 SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
57 spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); }
59 void W_Shotgun_Attack(Weapon thiswep, float isprimary)
64 W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(shotgun, ammo));
66 W_SetupShot(self, true, 5, SND(SHOTGUN_FIRE), ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
67 for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
68 fireBullet(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);
70 Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
73 if(autocvar_g_casings >= 1)
74 for(sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
75 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);
77 // muzzle flash for 1st person view
79 setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
80 flash.think = SUB_Remove;
81 flash.nextthink = time + 0.06;
82 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
83 W_AttachToShotorg(self, flash, '5 0 0');
87 .entity swing_alreadyhit;
88 void W_Shotgun_Melee_Think()
91 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
95 if(!self.cnt) // set start time of melee
98 W_PlayStrengthSound(self.realowner);
101 makevectors(self.realowner.v_angle); // update values for v_* vectors
103 // calculate swing percentage based on time
104 meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor();
105 swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
106 f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
108 // check to see if we can still continue, otherwise give up now
109 if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
115 // if okay, perform the traces needed for this frame
116 for(i=self.swing_prev; i < f; ++i)
118 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
120 targpos = (self.realowner.origin + self.realowner.view_ofs
121 + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
122 + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
123 + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
125 WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, false, self, ANTILAG_LATENCY(self.realowner));
127 // draw lightning beams for debugging
128 //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
129 //te_customflash(targpos, 40, 2, '1 1 1');
131 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
133 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
134 && (trace_ent.takedamage == DAMAGE_AIM)
135 && (trace_ent != self.swing_alreadyhit)
136 && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
138 target_victim = trace_ent; // so it persists through other calls
140 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
141 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
143 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
145 //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
147 Damage(target_victim, self.realowner, self.realowner,
148 swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY,
149 self.realowner.origin + self.realowner.view_ofs,
150 v_forward * WEP_CVAR_SEC(shotgun, force));
152 if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); }
154 // draw large red flash for debugging
155 //te_customflash(targpos, 200, 2, '15 0 0');
157 if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
159 self.swing_alreadyhit = target_victim;
160 continue; // move along to next trace
170 if(time >= self.cnt + meleetime)
180 self.nextthink = time;
184 void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
186 sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
187 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
189 entity meleetemp = new(meleetemp);
190 make_pure(meleetemp);
191 meleetemp.realowner = actor;
192 meleetemp.think = W_Shotgun_Melee_Think;
193 meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
194 W_SetupShot_Range(actor, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
197 // alternate secondary weapon frames
198 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
200 Weapon w = get_weaponinfo(actor.weapon);
201 if (!w.wr_checkammo2(w))
202 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
204 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
205 w_ready(thiswep, actor, weaponentity, fire);
209 sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
210 W_Shotgun_Attack(WEP_SHOTGUN, true); // actually is secondary, but we trick the last shot into playing full reload sound
211 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
213 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
215 Weapon w = get_weaponinfo(actor.weapon);
216 if (!w.wr_checkammo2(w))
217 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
219 W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
220 w_ready(thiswep, actor, weaponentity, fire);
224 W_Shotgun_Attack(WEP_SHOTGUN, false);
225 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
228 .float shotgun_primarytime;
230 METHOD(Shotgun, wr_aim, void(entity thiswep))
232 if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
233 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
235 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
237 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
239 if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
241 // don't force reload an empty shotgun if its melee attack is active
242 if(WEP_CVAR(shotgun, secondary) < 2) {
243 Weapon w = get_weaponinfo(actor.weapon);
251 if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
253 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
255 W_Shotgun_Attack(thiswep, true);
256 actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
257 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
261 else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
263 if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
265 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
267 W_Shotgun_Attack(thiswep, false);
268 actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
269 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
274 if(actor.clip_load >= 0) // we are not currently reloading
275 if(!actor.crouch) // no crouchmelee please
276 if(WEP_CVAR(shotgun, secondary) == 1)
277 if(((fire & 1) && actor.WEP_AMMO(SHOTGUN) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
278 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
280 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
281 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
284 METHOD(Shotgun, wr_init, void(entity thiswep))
286 SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
288 METHOD(Shotgun, wr_setup, void(entity thiswep))
290 self.ammo_field = ammo_none;
292 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep))
294 float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
295 ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
298 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep))
300 if(IS_BOT_CLIENT(self))
301 if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
302 return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
303 switch(WEP_CVAR(shotgun, secondary))
305 case 1: return true; // melee does not use ammo
306 case 2: // secondary triple shot
308 float ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
309 ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
312 default: return false; // secondary unavailable
315 METHOD(Shotgun, wr_config, void(entity thiswep))
317 SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
319 METHOD(Shotgun, wr_reload, void(entity thiswep))
321 W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO
323 METHOD(Shotgun, wr_suicidemessage, int(entity thiswep))
325 return WEAPON_THINKING_WITH_PORTALS;
327 METHOD(Shotgun, wr_killmessage, int(entity thiswep))
329 if(w_deathtype & HITTYPE_SECONDARY)
330 return WEAPON_SHOTGUN_MURDER_SLAP;
332 return WEAPON_SHOTGUN_MURDER;
339 METHOD(Shotgun, wr_impacteffect, void(entity thiswep))
341 vector org2 = w_org + w_backoff * 2;
342 pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
343 if(!w_issilent && time - self.prevric > 0.25)
346 sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);