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 ammo counter to the weapon we have switched to
11 if(!autocvar_g_balance_shotgun_reload_ammo)
12 self.ammo_counter = 0; // also keeps the crosshair ammo from displaying
14 self.ammo_counter = self.shotgun_load;
17 void W_Shotgun_ReloadedAndReady()
21 // now do the ammo maths
22 self.ammo_counter = self.old_ammo_counter; // restore ammo counter, in case we still had ammo in the weapon while reloading
23 while(self.ammo_counter < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more than the amount of ammo we have
25 self.ammo_counter += 1;
26 self.ammo_shells -= 1;
28 self.shotgun_load = self.ammo_counter;
30 t = ATTACK_FINISHED(self) - autocvar_g_balance_sniperrifle_reloadtime - 1;
31 ATTACK_FINISHED(self) = t;
35 void W_Shotgun_Reload()
37 // reloading is disabled for this weapon
38 if(!autocvar_g_balance_shotgun_reload_ammo)
43 if(!W_ReloadCheck(self.ammo_shells))
46 sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
48 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_sniperrifle_reloadtime + 1;
49 ATTACK_FINISHED(self) = t;
51 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_sniperrifle_reloadtime, W_Shotgun_ReloadedAndReady);
53 self.old_ammo_counter = self.ammo_counter;
54 self.ammo_counter = -1;
57 void W_Shotgun_Attack (void)
69 if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0)
70 return; // reloading, so we are done
72 ammoamount = autocvar_g_balance_shotgun_primary_ammo;
73 bullets = autocvar_g_balance_shotgun_primary_bullets;
74 d = autocvar_g_balance_shotgun_primary_damage;
75 f = autocvar_g_balance_shotgun_primary_force;
76 spread = autocvar_g_balance_shotgun_primary_spread;
77 bulletspeed = autocvar_g_balance_shotgun_primary_speed;
78 bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
80 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
81 for (sc = 0;sc < bullets;sc = sc + 1)
82 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
83 endFireBallisticBullet();
84 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
86 if(!autocvar_g_balance_shotgun_reload_ammo)
87 self.ammo_shells = self.ammo_shells - ammoamount;
89 self.shotgun_load -= ammoamount;
92 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
95 if (autocvar_g_casings >= 1)
96 for (sc = 0;sc < ammoamount;sc = sc + 1)
97 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);
99 // muzzle flash for 1st person view
101 setmodel(flash, "models/uziflash.md3"); // precision set below
102 flash.think = SUB_Remove;
103 flash.nextthink = time + 0.06;
104 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
105 W_AttachToShotorg(flash, '5 0 0');
107 self.ammo_counter = self.ammo_counter - 1;
110 void shotgun_meleethink (void)
112 // store time when we started swinging down inside self.cnt
116 makevectors(self.owner.v_angle);
121 meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
125 f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
127 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;
129 WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
131 // apply the damage, also remove self
132 if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
135 force = angle * autocvar_g_balance_shotgun_secondary_force;
136 if(accuracy_isgooddamage(self.owner, trace_ent))
137 accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
138 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);
141 else if(time >= self.cnt + meleetime) // missed, remove ent
143 else // continue swinging the weapon in hope of hitting someone :)
144 self.nextthink = time;
147 void W_Shotgun_Attack2 (void)
149 sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
150 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
154 meleetemp.owner = self;
155 meleetemp.think = shotgun_meleethink;
156 meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
157 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
160 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
162 .float shotgun_primarytime;
164 float w_shotgun(float req)
167 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
168 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
170 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
171 else if (req == WR_THINK)
173 if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0) // forced reload
177 if (self.BUTTON_ATCK)
179 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
181 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
184 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
185 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
189 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
190 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
192 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
193 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
198 if(self.switchweapon == self.weapon)
200 if(self.weaponentity.state == WS_READY)
202 self.wish_reload = 0;
208 else if (req == WR_PRECACHE)
210 precache_model ("models/uziflash.md3");
211 precache_model ("models/weapons/g_shotgun.md3");
212 precache_model ("models/weapons/v_shotgun.md3");
213 precache_model ("models/weapons/h_shotgun.iqm");
214 precache_sound ("misc/itempickup.wav");
215 precache_sound ("weapons/shotgun_fire.wav");
216 precache_sound ("weapons/shotgun_melee.wav");
218 else if (req == WR_SETUP)
220 weapon_setup(WEP_SHOTGUN);
221 W_Shotgun_SetAmmoCounter();
223 else if (req == WR_CHECKAMMO1)
224 return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
225 else if (req == WR_CHECKAMMO2)
234 float w_shotgun(float req)
236 if(req == WR_IMPACTEFFECT)
239 org2 = w_org + w_backoff * 2;
240 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
241 if(!w_issilent && time - self.prevric > 0.25)
243 if(w_random < 0.0165)
244 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
245 else if(w_random < 0.033)
246 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
247 else if(w_random < 0.05)
248 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
252 else if(req == WR_PRECACHE)
254 precache_sound("weapons/ric1.wav");
255 precache_sound("weapons/ric2.wav");
256 precache_sound("weapons/ric3.wav");
258 else if (req == WR_SUICIDEMESSAGE)
259 w_deathtypestring = "%s did the impossible";
260 else if (req == WR_KILLMESSAGE)
262 if(w_deathtype & HITTYPE_SECONDARY)
263 w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
265 w_deathtypestring = "%s was gunned by %s";