2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
5 void W_Shotgun_Attack (void)
17 ammoamount = autocvar_g_balance_shotgun_primary_ammo;
18 bullets = autocvar_g_balance_shotgun_primary_bullets;
19 d = autocvar_g_balance_shotgun_primary_damage;
20 f = autocvar_g_balance_shotgun_primary_force;
21 spread = autocvar_g_balance_shotgun_primary_spread;
22 bulletspeed = autocvar_g_balance_shotgun_primary_speed;
23 bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
25 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
26 for (sc = 0;sc < bullets;sc = sc + 1)
27 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
28 endFireBallisticBullet();
29 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
30 self.ammo_shells = self.ammo_shells - ammoamount;
32 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
35 if (autocvar_g_casings >= 1)
36 for (sc = 0;sc < ammoamount;sc = sc + 1)
37 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);
39 // muzzle flash for 1st person view
41 setmodel(flash, "models/uziflash.md3"); // precision set below
42 flash.think = SUB_Remove;
43 flash.nextthink = time + 0.06;
44 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
45 W_AttachToShotorg(flash, '5 0 0');
49 void shotgun_meleethink (void)
51 // store time when we started swinging down inside self.cnt
55 makevectors(self.owner.v_angle);
60 meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
64 f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
66 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;
68 WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
70 // apply the damage, also remove self
71 if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
74 force = angle * autocvar_g_balance_shotgun_secondary_force;
75 if(accuracy_isgooddamage(self.owner, trace_ent))
76 accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
77 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);
80 else if(time >= self.cnt + meleetime) // missed, remove ent
82 else // continue swinging the weapon in hope of hitting someone :)
83 self.nextthink = time;
86 void W_Shotgun_Attack2 (void)
88 sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
89 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
93 meleetemp.owner = self;
94 meleetemp.think = shotgun_meleethink;
95 meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
96 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
99 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
101 .float shotgun_primarytime;
103 float w_shotgun(float req)
106 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
107 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
109 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
110 else if (req == WR_THINK)
112 if (self.BUTTON_ATCK)
114 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
116 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
119 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
120 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
124 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
125 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
127 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
128 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
131 else if (req == WR_PRECACHE)
133 precache_model ("models/uziflash.md3");
134 precache_model ("models/weapons/g_shotgun.md3");
135 precache_model ("models/weapons/v_shotgun.md3");
136 precache_model ("models/weapons/h_shotgun.iqm");
137 precache_sound ("misc/itempickup.wav");
138 precache_sound ("weapons/shotgun_fire.wav");
139 precache_sound ("weapons/shotgun_melee.wav");
141 else if (req == WR_SETUP)
142 weapon_setup(WEP_SHOTGUN);
143 else if (req == WR_CHECKAMMO1)
144 return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
145 else if (req == WR_CHECKAMMO2)
154 float w_shotgun(float req)
156 if(req == WR_IMPACTEFFECT)
159 org2 = w_org + w_backoff * 2;
160 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
161 if(!w_issilent && time - self.prevric > 0.25)
163 if(w_random < 0.0165)
164 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
165 else if(w_random < 0.033)
166 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
167 else if(w_random < 0.05)
168 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
172 else if(req == WR_PRECACHE)
174 precache_sound("weapons/ric1.wav");
175 precache_sound("weapons/ric2.wav");
176 precache_sound("weapons/ric3.wav");
178 else if (req == WR_SUICIDEMESSAGE)
179 w_deathtypestring = _("%s did the impossible");
180 else if (req == WR_KILLMESSAGE)
182 if(w_deathtype & HITTYPE_SECONDARY)
183 w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
185 w_deathtypestring = _("%s was gunned by %s");