2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
8 void W_Shotgun_SetAmmoCounter()
10 // set clip_load to the weapon we have switched to, if the gun uses reloading
11 if(!autocvar_g_balance_shotgun_reload_ammo)
12 self.clip_load = 0; // also keeps crosshair ammo from displaying
15 self.clip_load = self.shotgun_load;
16 self.clip_size = autocvar_g_balance_shotgun_reload_ammo; // for the crosshair ammo display
20 void W_Shotgun_ReloadedAndReady()
24 // now do the ammo transfer
25 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
26 while(self.clip_load < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more ammo than we have
29 self.ammo_shells -= 1;
31 self.shotgun_load = self.clip_load;
33 t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1;
34 ATTACK_FINISHED(self) = t;
38 void W_Shotgun_Reload()
40 // return if reloading is disabled for this weapon
41 if(!autocvar_g_balance_shotgun_reload_ammo)
44 if(!W_ReloadCheck(self.ammo_shells))
49 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
51 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1;
52 ATTACK_FINISHED(self) = t;
54 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady);
56 self.old_clip_load = self.clip_load;
60 void W_Shotgun_Attack (void)
72 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load <= 0)
73 return; // reloading, so we are done
75 ammoamount = autocvar_g_balance_shotgun_primary_ammo;
76 bullets = autocvar_g_balance_shotgun_primary_bullets;
77 d = autocvar_g_balance_shotgun_primary_damage;
78 f = autocvar_g_balance_shotgun_primary_force;
79 spread = autocvar_g_balance_shotgun_primary_spread;
80 bulletspeed = autocvar_g_balance_shotgun_primary_speed;
81 bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
83 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
84 for (sc = 0;sc < bullets;sc = sc + 1)
85 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
86 endFireBallisticBullet();
88 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
91 if (autocvar_g_casings >= 1)
92 for (sc = 0;sc < ammoamount;sc = sc + 1)
93 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);
95 // muzzle flash for 1st person view
97 setmodel(flash, "models/uziflash.md3"); // precision set below
98 flash.think = SUB_Remove;
99 flash.nextthink = time + 0.06;
100 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
101 W_AttachToShotorg(flash, '5 0 0');
103 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
104 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
106 if(autocvar_g_balance_shotgun_reload_ammo)
108 self.clip_load -= ammoamount;
109 self.shotgun_load = self.clip_load;
112 self.ammo_shells -= ammoamount;
116 void shotgun_meleethink (void)
118 // store time when we started swinging down inside self.cnt
122 makevectors(self.owner.v_angle);
127 meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
131 f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
133 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;
135 WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
137 // apply the damage, also remove self
138 if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
141 force = angle * autocvar_g_balance_shotgun_secondary_force;
142 if(accuracy_isgooddamage(self.owner, trace_ent))
143 accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
144 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);
147 else if(time >= self.cnt + meleetime) // missed, remove ent
149 else // continue swinging the weapon in hope of hitting someone :)
150 self.nextthink = time;
153 void W_Shotgun_Attack2 (void)
155 sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
156 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
160 meleetemp.owner = self;
161 meleetemp.think = shotgun_meleethink;
162 meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
163 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
166 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
168 .float shotgun_primarytime;
170 float w_shotgun(float req)
173 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
174 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
176 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
177 else if (req == WR_THINK)
179 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load <= 0) // forced reload
183 if (self.BUTTON_ATCK)
185 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
187 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
190 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
191 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
195 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
196 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
198 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
199 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
204 if(self.switchweapon == self.weapon)
206 if(self.weaponentity.state == WS_READY)
208 self.wish_reload = 0;
214 else if (req == WR_PRECACHE)
216 precache_model ("models/uziflash.md3");
217 precache_model ("models/weapons/g_shotgun.md3");
218 precache_model ("models/weapons/v_shotgun.md3");
219 precache_model ("models/weapons/h_shotgun.iqm");
220 precache_sound ("misc/itempickup.wav");
221 precache_sound ("weapons/shotgun_fire.wav");
222 precache_sound ("weapons/shotgun_melee.wav");
223 precache_sound ("weapons/reload.wav");
225 else if (req == WR_SETUP)
227 weapon_setup(WEP_SHOTGUN);
228 W_Shotgun_SetAmmoCounter();
230 else if (req == WR_CHECKAMMO1)
232 if(autocvar_g_balance_shotgun_reload_ammo)
233 return self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo;
235 return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
237 else if (req == WR_CHECKAMMO2)
241 else if (req == WR_RELOAD)
250 float w_shotgun(float req)
252 if(req == WR_IMPACTEFFECT)
255 org2 = w_org + w_backoff * 2;
256 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
257 if(!w_issilent && time - self.prevric > 0.25)
259 if(w_random < 0.0165)
260 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
261 else if(w_random < 0.033)
262 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
263 else if(w_random < 0.05)
264 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
268 else if(req == WR_PRECACHE)
270 precache_sound("weapons/ric1.wav");
271 precache_sound("weapons/ric2.wav");
272 precache_sound("weapons/ric3.wav");
274 else if (req == WR_SUICIDEMESSAGE)
275 w_deathtypestring = "%s did the impossible";
276 else if (req == WR_KILLMESSAGE)
278 if(w_deathtype & HITTYPE_SECONDARY)
279 w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
281 w_deathtypestring = "%s was gunned by %s";