2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
6 void W_Shotgun_Attack (void)
18 ammoamount = autocvar_g_balance_shotgun_primary_ammo;
19 bullets = autocvar_g_balance_shotgun_primary_bullets;
20 d = autocvar_g_balance_shotgun_primary_damage;
21 f = autocvar_g_balance_shotgun_primary_force;
22 spread = autocvar_g_balance_shotgun_primary_spread;
23 bulletspeed = autocvar_g_balance_shotgun_primary_speed;
24 bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
26 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
27 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
29 if(autocvar_g_balance_shotgun_reload_ammo)
31 self.clip_load -= ammoamount;
32 self.weapon_load[WEP_SHOTGUN] = self.clip_load;
35 self.ammo_shells -= ammoamount;
38 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
39 for (sc = 0;sc < bullets;sc = sc + 1)
40 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, 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');
59 void shotgun_meleethink (void)
61 // store time when we started swinging down inside self.cnt
65 makevectors(self.owner.v_angle);
70 meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
74 f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
76 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;
78 WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
80 // apply the damage, also remove self
81 if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
84 force = angle * autocvar_g_balance_shotgun_secondary_force;
85 if(accuracy_isgooddamage(self.owner, trace_ent))
86 accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
87 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);
90 else if(time >= self.cnt + meleetime) // missed, remove ent
92 else // continue swinging the weapon in hope of hitting someone :)
93 self.nextthink = time;
96 void W_Shotgun_Attack2 (void)
98 sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
99 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
103 meleetemp.owner = self;
104 meleetemp.think = shotgun_meleethink;
105 meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
106 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
109 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
111 .float shotgun_primarytime;
113 float w_shotgun(float req)
117 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
118 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
120 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
121 else if (req == WR_THINK)
123 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
125 // don't force reload an empty shotgun if its melee attack is active
126 if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
127 weapon_action(self.weapon, WR_RELOAD);
131 if (self.BUTTON_ATCK)
133 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
135 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
138 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
139 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
144 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
145 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
147 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
148 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
151 else if (req == WR_PRECACHE)
153 precache_model ("models/uziflash.md3");
154 precache_model ("models/weapons/g_shotgun.md3");
155 precache_model ("models/weapons/v_shotgun.md3");
156 precache_model ("models/weapons/h_shotgun.iqm");
157 precache_sound ("misc/itempickup.wav");
158 precache_sound ("weapons/shotgun_fire.wav");
159 precache_sound ("weapons/shotgun_melee.wav");
160 precache_sound ("weapons/reload.wav");
162 else if (req == WR_SETUP)
164 weapon_setup(WEP_SHOTGUN);
166 else if (req == WR_CHECKAMMO1)
168 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
169 ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo;
172 else if (req == WR_CHECKAMMO2)
174 // melee attack is always available
177 else if (req == WR_RELOAD)
179 W_Reload(ammo_shells, autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
186 float w_shotgun(float req)
188 if(req == WR_IMPACTEFFECT)
191 org2 = w_org + w_backoff * 2;
192 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
193 if(!w_issilent && time - self.prevric > 0.25)
195 if(w_random < 0.0165)
196 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
197 else if(w_random < 0.033)
198 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
199 else if(w_random < 0.05)
200 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
204 else if(req == WR_PRECACHE)
206 precache_sound("weapons/ric1.wav");
207 precache_sound("weapons/ric2.wav");
208 precache_sound("weapons/ric3.wav");
210 else if (req == WR_SUICIDEMESSAGE)
211 w_deathtypestring = _("%s did the impossible");
212 else if (req == WR_KILLMESSAGE)
214 if(w_deathtype & HITTYPE_SECONDARY)
215 w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
217 w_deathtypestring = _("%s was gunned by %s");