3 /* WEP_##id */ SHOTGUN,
4 /* function */ w_shotgun,
5 /* ammotype */ IT_SHELLS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_LOW,
10 /* shortname */ "shotgun",
11 /* fullname */ _("Shotgun")
16 void W_Shotgun_Attack (void)
28 ammoamount = autocvar_g_balance_shotgun_primary_ammo;
29 bullets = autocvar_g_balance_shotgun_primary_bullets;
30 d = autocvar_g_balance_shotgun_primary_damage;
31 f = autocvar_g_balance_shotgun_primary_force;
32 spread = autocvar_g_balance_shotgun_primary_spread;
33 bulletspeed = autocvar_g_balance_shotgun_primary_speed;
34 bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
36 W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
38 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
39 for (sc = 0;sc < bullets;sc = sc + 1)
40 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, 1, bulletconstant);
41 endFireBallisticBullet();
43 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
46 if (autocvar_g_casings >= 1)
47 for (sc = 0;sc < ammoamount;sc = sc + 1)
48 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);
50 // muzzle flash for 1st person view
52 setmodel(flash, "models/uziflash.md3"); // precision set below
53 flash.think = SUB_Remove;
54 flash.nextthink = time + 0.06;
55 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
56 W_AttachToShotorg(flash, '5 0 0');
60 .entity swing_alreadyhit;
61 void shotgun_meleethink (void)
64 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
68 if(!self.cnt) // set start time of melee
71 W_PlayStrengthSound(self.realowner);
74 makevectors(self.realowner.v_angle); // update values for v_* vectors
76 // calculate swing percentage based on time
77 meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
78 swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
79 f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
81 // check to see if we can still continue, otherwise give up now
82 if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
88 // if okay, perform the traces needed for this frame
89 for(i=self.swing_prev; i < f; ++i)
91 swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
93 targpos = (self.realowner.origin + self.realowner.view_ofs
94 + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
95 + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
96 + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
98 WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
100 // draw lightning beams for debugging
101 //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
102 //te_customflash(targpos, 40, 2, '1 1 1');
104 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
106 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
107 && (trace_ent.takedamage == DAMAGE_AIM)
108 && (trace_ent != self.swing_alreadyhit)
109 && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
111 target_victim = trace_ent; // so it persists through other calls
113 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
114 swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
116 swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
118 //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
120 Damage(target_victim, self.realowner, self.realowner,
121 swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
122 self.realowner.origin + self.realowner.view_ofs,
123 v_forward * autocvar_g_balance_shotgun_secondary_force);
125 if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
127 // draw large red flash for debugging
128 //te_customflash(targpos, 200, 2, '15 0 0');
130 if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
132 self.swing_alreadyhit = target_victim;
133 continue; // move along to next trace
143 if(time >= self.cnt + meleetime)
153 self.nextthink = time;
157 void W_Shotgun_Attack2 (void)
159 sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
160 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
164 meleetemp.realowner = self;
165 meleetemp.think = shotgun_meleethink;
166 meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
167 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
170 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
172 .float shotgun_primarytime;
174 float w_shotgun(float req)
178 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
179 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
182 if(autocvar_g_antilag_bullets)
183 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
185 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
188 else if (req == WR_THINK)
190 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
192 // don't force reload an empty shotgun if its melee attack is active
193 if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
194 weapon_action(self.weapon, WR_RELOAD);
198 if (self.BUTTON_ATCK)
200 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
202 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
205 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
206 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
211 if (self.clip_load >= 0) // we are not currently reloading
212 if (!self.crouch) // no crouchmelee please
213 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
214 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
216 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
217 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
220 else if (req == WR_PRECACHE)
222 precache_model ("models/uziflash.md3");
223 precache_model ("models/weapons/g_shotgun.md3");
224 precache_model ("models/weapons/v_shotgun.md3");
225 precache_model ("models/weapons/h_shotgun.iqm");
226 precache_sound ("misc/itempickup.wav");
227 precache_sound ("weapons/shotgun_fire.wav");
228 precache_sound ("weapons/shotgun_melee.wav");
229 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
231 else if (req == WR_SETUP)
233 weapon_setup(WEP_SHOTGUN);
234 self.current_ammo = ammo_shells;
236 else if (req == WR_CHECKAMMO1)
238 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
239 ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
242 else if (req == WR_CHECKAMMO2)
244 // melee attack is always available
247 else if (req == WR_RELOAD)
249 W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
251 else if (req == WR_SUICIDEMESSAGE)
253 return WEAPON_THINKING_WITH_PORTALS;
255 else if (req == WR_KILLMESSAGE)
257 if(w_deathtype & HITTYPE_SECONDARY)
258 return WEAPON_SHOTGUN_MURDER_SLAP;
260 return WEAPON_SHOTGUN_MURDER;
267 float w_shotgun(float req)
269 if(req == WR_IMPACTEFFECT)
272 org2 = w_org + w_backoff * 2;
273 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
274 if(!w_issilent && time - self.prevric > 0.25)
276 if(w_random < 0.0165)
277 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
278 else if(w_random < 0.033)
279 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
280 else if(w_random < 0.05)
281 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
285 else if(req == WR_PRECACHE)
287 precache_sound("weapons/ric1.wav");
288 precache_sound("weapons/ric2.wav");
289 precache_sound("weapons/ric3.wav");