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_Reload()
8 self.reload_ammo_player = ammo_shells;
9 self.reload_ammo_min = autocvar_g_balance_shotgun_primary_ammo;
10 self.reload_ammo_amount = autocvar_g_balance_shotgun_reload_ammo;
11 self.reload_time = autocvar_g_balance_shotgun_reload_time;
12 self.reload_sound = "weapons/reload.wav";
17 void W_Shotgun_Attack (void)
29 ammoamount = autocvar_g_balance_shotgun_primary_ammo;
30 bullets = autocvar_g_balance_shotgun_primary_bullets;
31 d = autocvar_g_balance_shotgun_primary_damage;
32 f = autocvar_g_balance_shotgun_primary_force;
33 spread = autocvar_g_balance_shotgun_primary_spread;
34 bulletspeed = autocvar_g_balance_shotgun_primary_speed;
35 bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
37 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
38 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
40 if(autocvar_g_balance_shotgun_reload_ammo)
42 self.clip_load -= ammoamount;
43 self.weapon_load[WEP_SHOTGUN] = self.clip_load;
46 self.ammo_shells -= ammoamount;
49 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
50 for (sc = 0;sc < bullets;sc = sc + 1)
51 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
52 endFireBallisticBullet();
54 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
57 if (autocvar_g_casings >= 1)
58 for (sc = 0;sc < ammoamount;sc = sc + 1)
59 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);
61 // muzzle flash for 1st person view
63 setmodel(flash, "models/uziflash.md3"); // precision set below
64 flash.think = SUB_Remove;
65 flash.nextthink = time + 0.06;
66 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
67 W_AttachToShotorg(flash, '5 0 0');
70 void shotgun_meleethink (void)
72 // store time when we started swinging down inside self.cnt
76 makevectors(self.owner.v_angle);
81 meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
85 f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
87 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;
89 WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
91 // apply the damage, also remove self
92 if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
95 force = angle * autocvar_g_balance_shotgun_secondary_force;
96 if(accuracy_isgooddamage(self.owner, trace_ent))
97 accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
98 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);
101 else if(time >= self.cnt + meleetime) // missed, remove ent
103 else // continue swinging the weapon in hope of hitting someone :)
104 self.nextthink = time;
107 void W_Shotgun_Attack2 (void)
109 sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
110 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
114 meleetemp.owner = self;
115 meleetemp.think = shotgun_meleethink;
116 meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
117 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
120 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
122 .float shotgun_primarytime;
124 float w_shotgun(float req)
128 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
129 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
131 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
132 else if (req == WR_THINK)
134 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
136 // don't force reload an empty shotgun if its melee attack is active
137 if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
142 if (self.BUTTON_ATCK)
144 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
146 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
149 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
150 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
155 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
156 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
158 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
159 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
162 else if (req == WR_PRECACHE)
164 precache_model ("models/uziflash.md3");
165 precache_model ("models/weapons/g_shotgun.md3");
166 precache_model ("models/weapons/v_shotgun.md3");
167 precache_model ("models/weapons/h_shotgun.iqm");
168 precache_sound ("misc/itempickup.wav");
169 precache_sound ("weapons/shotgun_fire.wav");
170 precache_sound ("weapons/shotgun_melee.wav");
171 precache_sound ("weapons/reload.wav");
173 else if (req == WR_SETUP)
175 weapon_setup(WEP_SHOTGUN);
177 else if (req == WR_CHECKAMMO1)
179 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
180 ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo;
183 else if (req == WR_CHECKAMMO2)
185 // melee attack is always available
188 else if (req == WR_RELOAD)
197 float w_shotgun(float req)
199 if(req == WR_IMPACTEFFECT)
202 org2 = w_org + w_backoff * 2;
203 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
204 if(!w_issilent && time - self.prevric > 0.25)
206 if(w_random < 0.0165)
207 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
208 else if(w_random < 0.033)
209 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
210 else if(w_random < 0.05)
211 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
215 else if(req == WR_PRECACHE)
217 precache_sound("weapons/ric1.wav");
218 precache_sound("weapons/ric2.wav");
219 precache_sound("weapons/ric3.wav");
221 else if (req == WR_SUICIDEMESSAGE)
222 w_deathtypestring = _("%s did the impossible");
223 else if (req == WR_KILLMESSAGE)
225 if(w_deathtype & HITTYPE_SECONDARY)
226 w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
228 w_deathtypestring = _("%s was gunned by %s");