+ {
+ return TRUE;
+ }
+ return TRUE;
+};
+#endif
+#ifdef CSQC
+float w_shotgun(float req)
+{
+ if(req == WR_IMPACTEFFECT)
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 2;
+ pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
+ if(!w_issilent)
+ {
+ if(w_random < 0.05)
+ sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+ else if(w_random < 0.1)
+ sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+ else if(w_random < 0.2)
+ sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+ }
+ }
+ else if(req == WR_PRECACHE)
+ {
+ precache_sound("weapons/ric1.wav");
+ precache_sound("weapons/ric2.wav");
+ precache_sound("weapons/ric3.wav");
+ }