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 = 0; // when we get here it's -1
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.ammo_counter = -1;
56 void W_Shotgun_Attack (void)
68 if(self.ammo_counter <= 0)
70 if(self.ammo_counter < 0)
71 return; // reloading, so we are done
73 ammoamount = autocvar_g_balance_shotgun_primary_ammo;
74 bullets = autocvar_g_balance_shotgun_primary_bullets;
75 d = autocvar_g_balance_shotgun_primary_damage;
76 f = autocvar_g_balance_shotgun_primary_force;
77 spread = autocvar_g_balance_shotgun_primary_spread;
78 bulletspeed = autocvar_g_balance_shotgun_primary_speed;
79 bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
81 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
82 for (sc = 0;sc < bullets;sc = sc + 1)
83 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
84 endFireBallisticBullet();
85 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
87 if(!autocvar_g_balance_shotgun_reload_ammo)
88 self.ammo_shells = self.ammo_shells - ammoamount;
90 self.shotgun_load -= ammoamount;
93 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
96 if (autocvar_g_casings >= 1)
97 for (sc = 0;sc < ammoamount;sc = sc + 1)
98 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);
100 // muzzle flash for 1st person view
102 setmodel(flash, "models/uziflash.md3"); // precision set below
103 flash.think = SUB_Remove;
104 flash.nextthink = time + 0.06;
105 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
106 W_AttachToShotorg(flash, '5 0 0');
108 self.ammo_counter = self.ammo_counter - 1;
111 void shotgun_meleethink (void)
113 // store time when we started swinging down inside self.cnt
117 makevectors(self.owner.v_angle);
122 meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
126 f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
128 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;
130 WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
132 // apply the damage, also remove self
133 if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
136 force = angle * autocvar_g_balance_shotgun_secondary_force;
137 if(accuracy_isgooddamage(self.owner, trace_ent))
138 accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
139 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);
142 else if(time >= self.cnt + meleetime) // missed, remove ent
144 else // continue swinging the weapon in hope of hitting someone :)
145 self.nextthink = time;
148 void W_Shotgun_Attack2 (void)
150 sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
151 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
155 meleetemp.owner = self;
156 meleetemp.think = shotgun_meleethink;
157 meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
158 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
161 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
163 .float shotgun_primarytime;
165 float w_shotgun(float req)
168 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
169 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
171 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
172 else if (req == WR_THINK)
174 if(self.ammo_counter < 0) // forced reload (e.g. because interrupted)
175 self.wish_reload = 1;
178 if (self.BUTTON_ATCK)
180 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
182 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
185 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
186 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
190 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
191 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
193 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
194 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
199 if(self.switchweapon == self.weapon)
201 if(self.weaponentity.state == WS_READY)
203 self.wish_reload = 0;
209 else if (req == WR_PRECACHE)
211 precache_model ("models/uziflash.md3");
212 precache_model ("models/weapons/g_shotgun.md3");
213 precache_model ("models/weapons/v_shotgun.md3");
214 precache_model ("models/weapons/h_shotgun.iqm");
215 precache_sound ("misc/itempickup.wav");
216 precache_sound ("weapons/shotgun_fire.wav");
217 precache_sound ("weapons/shotgun_melee.wav");
219 else if (req == WR_SETUP)
221 weapon_setup(WEP_SHOTGUN);
222 W_Shotgun_SetAmmoCounter();
224 else if (req == WR_CHECKAMMO1)
225 return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
226 else if (req == WR_CHECKAMMO2)
235 float w_shotgun(float req)
237 if(req == WR_IMPACTEFFECT)
240 org2 = w_org + w_backoff * 2;
241 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
242 if(!w_issilent && time - self.prevric > 0.25)
244 if(w_random < 0.0165)
245 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
246 else if(w_random < 0.033)
247 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
248 else if(w_random < 0.05)
249 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
253 else if(req == WR_PRECACHE)
255 precache_sound("weapons/ric1.wav");
256 precache_sound("weapons/ric2.wav");
257 precache_sound("weapons/ric3.wav");
259 else if (req == WR_SUICIDEMESSAGE)
260 w_deathtypestring = "%s did the impossible";
261 else if (req == WR_KILLMESSAGE)
263 if(w_deathtype & HITTYPE_SECONDARY)
264 w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
266 w_deathtypestring = "%s was gunned by %s";