d = autocvar_g_balance_shotgun_primary_damage;
f = autocvar_g_balance_shotgun_primary_force;
spread = autocvar_g_balance_shotgun_primary_spread;
d = autocvar_g_balance_shotgun_primary_damage;
f = autocvar_g_balance_shotgun_primary_force;
spread = autocvar_g_balance_shotgun_primary_spread;
- W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
+ W_SetupShot (self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
- fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, 1, bulletconstant);
- endFireBallisticBullet();
+ fireBullet(w_shotorg, w_shotdir, spread, solidpenetration, d, f, WEP_SHOTGUN, 0);
pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
- float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
+ float i, f, swing, swing_factor, swing_damage, meleetime, is_player, is_monster;
W_PlayStrengthSound(self.realowner);
}
makevectors(self.realowner.v_angle); // update values for v_* vectors
W_PlayStrengthSound(self.realowner);
}
makevectors(self.realowner.v_angle); // update values for v_* vectors
// calculate swing percentage based on time
meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
// calculate swing percentage based on time
meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
// check to see if we can still continue, otherwise give up now
if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
{
remove(self);
return;
}
// check to see if we can still continue, otherwise give up now
if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
{
remove(self);
return;
}
for(i=self.swing_prev; i < f; ++i)
{
swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
for(i=self.swing_prev; i < f; ++i)
{
swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
+ (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
+ (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
+ (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
+ (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
+ (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
+ (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
- //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
+ //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
//te_customflash(targpos, 40, 2, '1 1 1');
//te_customflash(targpos, 40, 2, '1 1 1');
swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
else
swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
else
swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
//print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
//print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
-
- Damage(target_victim, self.realowner, self.realowner,
- swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
- self.realowner.origin + self.realowner.view_ofs,
+
+ Damage(target_victim, self.realowner, self.realowner,
+ swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
+ self.realowner.origin + self.realowner.view_ofs,
if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
// draw large red flash for debugging
//te_customflash(targpos, 200, 2, '15 0 0');
// draw large red flash for debugging
//te_customflash(targpos, 200, 2, '15 0 0');
if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
{
self.swing_alreadyhit = target_victim;
if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
{
self.swing_alreadyhit = target_victim;
if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
else
if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
else
- {
- if(autocvar_g_antilag_bullets)
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
- else
- self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
- }
+ self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);