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, autocvar_g_balance_shotgun_primary_ammo))
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 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 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
81 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
83 if(autocvar_g_balance_shotgun_reload_ammo)
85 self.clip_load -= ammoamount;
86 self.shotgun_load = self.clip_load;
89 self.ammo_shells -= ammoamount;
92 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
93 for (sc = 0;sc < bullets;sc = sc + 1)
94 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
95 endFireBallisticBullet();
97 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
100 if (autocvar_g_casings >= 1)
101 for (sc = 0;sc < ammoamount;sc = sc + 1)
102 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);
104 // muzzle flash for 1st person view
106 setmodel(flash, "models/uziflash.md3"); // precision set below
107 flash.think = SUB_Remove;
108 flash.nextthink = time + 0.06;
109 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
110 W_AttachToShotorg(flash, '5 0 0');
113 void shotgun_meleethink (void)
115 // store time when we started swinging down inside self.cnt
119 makevectors(self.owner.v_angle);
124 meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
128 f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
130 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;
132 WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
134 // apply the damage, also remove self
135 if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
138 force = angle * autocvar_g_balance_shotgun_secondary_force;
139 if(accuracy_isgooddamage(self.owner, trace_ent))
140 accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
141 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);
144 else if(time >= self.cnt + meleetime) // missed, remove ent
146 else // continue swinging the weapon in hope of hitting someone :)
147 self.nextthink = time;
150 void W_Shotgun_Attack2 (void)
152 sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
153 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
157 meleetemp.owner = self;
158 meleetemp.think = shotgun_meleethink;
159 meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
160 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
163 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
165 .float shotgun_primarytime;
167 float w_shotgun(float req)
170 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
171 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
173 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
174 else if (req == WR_THINK)
176 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
180 if (self.BUTTON_ATCK)
182 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
184 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
187 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
188 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
192 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
193 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
195 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
196 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
201 if(self.switchweapon == self.weapon)
203 if(self.weaponentity.state == WS_READY)
205 self.wish_reload = 0;
211 else if (req == WR_PRECACHE)
213 precache_model ("models/uziflash.md3");
214 precache_model ("models/weapons/g_shotgun.md3");
215 precache_model ("models/weapons/v_shotgun.md3");
216 precache_model ("models/weapons/h_shotgun.iqm");
217 precache_sound ("misc/itempickup.wav");
218 precache_sound ("weapons/shotgun_fire.wav");
219 precache_sound ("weapons/shotgun_melee.wav");
220 precache_sound ("weapons/reload.wav");
222 else if (req == WR_SETUP)
224 weapon_setup(WEP_SHOTGUN);
225 W_Shotgun_SetAmmoCounter();
227 else if (req == WR_CHECKAMMO1)
229 if(autocvar_g_balance_shotgun_reload_ammo)
230 return self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo;
232 return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
234 else if (req == WR_CHECKAMMO2)
238 else if (req == WR_RELOAD)
247 float w_shotgun(float req)
249 if(req == WR_IMPACTEFFECT)
252 org2 = w_org + w_backoff * 2;
253 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
254 if(!w_issilent && time - self.prevric > 0.25)
256 if(w_random < 0.0165)
257 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
258 else if(w_random < 0.033)
259 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
260 else if(w_random < 0.05)
261 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
265 else if(req == WR_PRECACHE)
267 precache_sound("weapons/ric1.wav");
268 precache_sound("weapons/ric2.wav");
269 precache_sound("weapons/ric3.wav");
271 else if (req == WR_SUICIDEMESSAGE)
272 w_deathtypestring = "%s did the impossible";
273 else if (req == WR_KILLMESSAGE)
275 if(w_deathtype & HITTYPE_SECONDARY)
276 w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
278 w_deathtypestring = "%s was gunned by %s";