2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
6 void W_Shotgun_Reload()
8 W_Reload(ammo_shells, autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
11 void W_Shotgun_Attack (void)
23 ammoamount = autocvar_g_balance_shotgun_primary_ammo;
24 bullets = autocvar_g_balance_shotgun_primary_bullets;
25 d = autocvar_g_balance_shotgun_primary_damage;
26 f = autocvar_g_balance_shotgun_primary_force;
27 spread = autocvar_g_balance_shotgun_primary_spread;
28 bulletspeed = autocvar_g_balance_shotgun_primary_speed;
29 bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
31 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
32 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
34 if(autocvar_g_balance_shotgun_reload_ammo)
36 self.clip_load -= ammoamount;
37 self.weapon_load[WEP_SHOTGUN] = self.clip_load;
40 self.ammo_shells -= ammoamount;
43 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
44 for (sc = 0;sc < bullets;sc = sc + 1)
45 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
46 endFireBallisticBullet();
48 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
51 if (autocvar_g_casings >= 1)
52 for (sc = 0;sc < ammoamount;sc = sc + 1)
53 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);
55 // muzzle flash for 1st person view
57 setmodel(flash, "models/uziflash.md3"); // precision set below
58 flash.think = SUB_Remove;
59 flash.nextthink = time + 0.06;
60 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
61 W_AttachToShotorg(flash, '5 0 0');
64 void shotgun_meleethink (void)
66 // store time when we started swinging down inside self.cnt
70 makevectors(self.owner.v_angle);
75 meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
79 f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
81 targpos = self.owner.origin + self.owner.view_ofs + angle * autocvar_g_balance_shotgun_secondary_melee_range + v_right * f * autocvar_g_balance_shotgun_secondary_melee_swing + v_up * f * autocvar_g_balance_shotgun_secondary_melee_swing;
83 WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
85 // apply the damage, also remove self
86 if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
89 force = angle * autocvar_g_balance_shotgun_secondary_force;
90 if(accuracy_isgooddamage(self.owner, trace_ent))
91 accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
92 Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
95 else if(time >= self.cnt + meleetime) // missed, remove ent
97 else // continue swinging the weapon in hope of hitting someone :)
98 self.nextthink = time;
101 void W_Shotgun_Attack2 (void)
103 sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
104 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
108 meleetemp.owner = self;
109 meleetemp.think = shotgun_meleethink;
110 meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
111 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
114 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
116 .float shotgun_primarytime;
118 float w_shotgun(float req)
122 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
123 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
125 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
126 else if (req == WR_THINK)
128 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
130 // don't force reload an empty shotgun if its melee attack is active
131 if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
136 if (self.BUTTON_ATCK)
138 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
140 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
143 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
144 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
149 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
150 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
152 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
153 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
156 else if (req == WR_PRECACHE)
158 precache_model ("models/uziflash.md3");
159 precache_model ("models/weapons/g_shotgun.md3");
160 precache_model ("models/weapons/v_shotgun.md3");
161 precache_model ("models/weapons/h_shotgun.iqm");
162 precache_sound ("misc/itempickup.wav");
163 precache_sound ("weapons/shotgun_fire.wav");
164 precache_sound ("weapons/shotgun_melee.wav");
165 precache_sound ("weapons/reload.wav");
167 else if (req == WR_SETUP)
169 weapon_setup(WEP_SHOTGUN);
171 else if (req == WR_CHECKAMMO1)
173 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
174 ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo;
177 else if (req == WR_CHECKAMMO2)
179 // melee attack is always available
182 else if (req == WR_RELOAD)
191 float w_shotgun(float req)
193 if(req == WR_IMPACTEFFECT)
196 org2 = w_org + w_backoff * 2;
197 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
198 if(!w_issilent && time - self.prevric > 0.25)
200 if(w_random < 0.0165)
201 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
202 else if(w_random < 0.033)
203 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
204 else if(w_random < 0.05)
205 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
209 else if(req == WR_PRECACHE)
211 precache_sound("weapons/ric1.wav");
212 precache_sound("weapons/ric2.wav");
213 precache_sound("weapons/ric3.wav");
215 else if (req == WR_SUICIDEMESSAGE)
216 w_deathtypestring = _("%s did the impossible");
217 else if (req == WR_KILLMESSAGE)
219 if(w_deathtype & HITTYPE_SECONDARY)
220 w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
222 w_deathtypestring = _("%s was gunned by %s");