2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
6 void W_Shotgun_SetAmmoCounter()
8 // set clip_load to the weapon we have switched to, if the gun uses reloading
9 if(!autocvar_g_balance_shotgun_reload_ammo)
10 self.clip_load = 0; // also keeps crosshair ammo from displaying
13 self.clip_load = self.shotgun_load;
14 self.clip_size = autocvar_g_balance_shotgun_reload_ammo; // for the crosshair ammo display
18 void W_Shotgun_ReloadedAndReady()
22 // now do the ammo transfer
23 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
24 while(self.clip_load < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more ammo than we have
27 self.ammo_shells -= 1;
29 self.shotgun_load = self.clip_load;
31 t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1;
32 ATTACK_FINISHED(self) = t;
36 void W_Shotgun_Reload()
38 // return if reloading is disabled for this weapon
39 if(!autocvar_g_balance_shotgun_reload_ammo)
42 if(!W_ReloadCheck(self.ammo_shells, autocvar_g_balance_shotgun_primary_ammo))
47 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
49 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1;
50 ATTACK_FINISHED(self) = t;
52 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady);
54 self.old_clip_load = self.clip_load;
58 void W_Shotgun_Attack (void)
70 ammoamount = autocvar_g_balance_shotgun_primary_ammo;
71 bullets = autocvar_g_balance_shotgun_primary_bullets;
72 d = autocvar_g_balance_shotgun_primary_damage;
73 f = autocvar_g_balance_shotgun_primary_force;
74 spread = autocvar_g_balance_shotgun_primary_spread;
75 bulletspeed = autocvar_g_balance_shotgun_primary_speed;
76 bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
78 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
79 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
81 if(autocvar_g_balance_shotgun_reload_ammo)
83 self.clip_load -= ammoamount;
84 self.shotgun_load = self.clip_load;
87 self.ammo_shells -= ammoamount;
90 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
91 for (sc = 0;sc < bullets;sc = sc + 1)
92 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
93 endFireBallisticBullet();
95 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
98 if (autocvar_g_casings >= 1)
99 for (sc = 0;sc < ammoamount;sc = sc + 1)
100 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);
102 // muzzle flash for 1st person view
104 setmodel(flash, "models/uziflash.md3"); // precision set below
105 flash.think = SUB_Remove;
106 flash.nextthink = time + 0.06;
107 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
108 W_AttachToShotorg(flash, '5 0 0');
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(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
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);
198 else if (req == WR_PRECACHE)
200 precache_model ("models/uziflash.md3");
201 precache_model ("models/weapons/g_shotgun.md3");
202 precache_model ("models/weapons/v_shotgun.md3");
203 precache_model ("models/weapons/h_shotgun.iqm");
204 precache_sound ("misc/itempickup.wav");
205 precache_sound ("weapons/shotgun_fire.wav");
206 precache_sound ("weapons/shotgun_melee.wav");
207 precache_sound ("weapons/reload.wav");
209 else if (req == WR_SETUP)
211 weapon_setup(WEP_SHOTGUN);
212 W_Shotgun_SetAmmoCounter();
214 else if (req == WR_CHECKAMMO1)
216 if(autocvar_g_balance_shotgun_reload_ammo)
217 return self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo;
219 return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
221 else if (req == WR_CHECKAMMO2)
225 else if (req == WR_RELOAD)
229 else if (req == WR_SWITCHABLE)
231 // checks if this weapon can be switched to, when reloading is enabled
232 // returns true if there's either enough load in the weapon to use it,
233 // or we have enough ammo to reload the weapon to a usable point
235 ammo_amount = autocvar_g_balance_shotgun_primary_ammo;
236 return (autocvar_g_balance_shotgun_reload_ammo && self.shotgun_load >= ammo_amount) || self.ammo_shells >= ammo_amount;
243 float w_shotgun(float req)
245 if(req == WR_IMPACTEFFECT)
248 org2 = w_org + w_backoff * 2;
249 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
250 if(!w_issilent && time - self.prevric > 0.25)
252 if(w_random < 0.0165)
253 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
254 else if(w_random < 0.033)
255 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
256 else if(w_random < 0.05)
257 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
261 else if(req == WR_PRECACHE)
263 precache_sound("weapons/ric1.wav");
264 precache_sound("weapons/ric2.wav");
265 precache_sound("weapons/ric3.wav");
267 else if (req == WR_SUICIDEMESSAGE)
268 w_deathtypestring = "%s did the impossible";
269 else if (req == WR_KILLMESSAGE)
271 if(w_deathtype & HITTYPE_SECONDARY)
272 w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
274 w_deathtypestring = "%s was gunned by %s";