]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shotgun.qc
Merge branch 'terencehill/mapvote_layout_changes' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shotgun.qc
index 6c6658d931dc7431ca06380e0cd936feedd2a464..5415b4a6f0726d57b20ea393e1683efb704eedb0 100644 (file)
@@ -1,51 +1,75 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
 /* WEP_##id  */ SHOTGUN,
-/* function  */ w_shotgun,
-/* ammotype  */ IT_SHELLS,
+/* function  */ W_Shotgun,
+/* ammotype  */ ammo_shells,
 /* impulse   */ 2,
 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
 /* rating    */ BOT_PICKUP_RATING_LOW,
-/* model     */ "shotgun",
-/* shortname */ "shotgun",
-/* fullname  */ _("Shotgun")
+/* color     */ '0.5 0.25 0',
+/* modelname */ "shotgun",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairshotgun 0.65",
+/* wepimg    */ "weaponshotgun",
+/* refname   */ "shotgun",
+/* wepname   */ _("Shotgun")
 );
+
+#define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
+#define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, PRI,  ammo) \
+       w_cvar(id, sn, BOTH, animtime) \
+       w_cvar(id, sn, BOTH, refire) \
+       w_cvar(id, sn, PRI,  bullets) \
+       w_cvar(id, sn, BOTH, damage) \
+       w_cvar(id, sn, BOTH, force) \
+       w_cvar(id, sn, PRI,  solidpenetration) \
+       w_cvar(id, sn, PRI,  spread) \
+       w_cvar(id, sn, NONE, secondary) \
+       w_cvar(id, sn, SEC,  melee_time) \
+       w_cvar(id, sn, SEC,  melee_no_doubleslap) \
+       w_cvar(id, sn, SEC,  melee_traces) \
+       w_cvar(id, sn, SEC,  melee_swing_up) \
+       w_cvar(id, sn, SEC,  melee_swing_side) \
+       w_cvar(id, sn, SEC,  melee_nonplayerdamage) \
+       w_cvar(id, sn, SEC,  melee_multihit) \
+       w_cvar(id, sn, SEC,  melee_delay) \
+       w_cvar(id, sn, SEC,  melee_range) \
+       w_cvar(id, sn, SEC,  alt_animtime) \
+       w_cvar(id, sn, SEC,  alt_refire) \
+       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
+       w_prop(id, sn, float,  reloading_time, reload_time) \
+       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
+       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
+       w_prop(id, sn, string, weaponreplace, weaponreplace) \
+       w_prop(id, sn, float,  weaponstart, weaponstart) \
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+
+#ifdef SVQC
+SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+#endif
 #else
 #ifdef SVQC
+void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN); }
 
-void W_Shotgun_Attack (void)
+void W_Shotgun_Attack(float isprimary)
 {
        float   sc;
-       float   ammoamount;
-       float   bullets;
-       float   d;
-       float   f;
-       float   spread;
-       float   bulletspeed;
-       float   bulletconstant;
        entity flash;
 
-       ammoamount = autocvar_g_balance_shotgun_primary_ammo;
-       bullets = autocvar_g_balance_shotgun_primary_bullets;
-       d = autocvar_g_balance_shotgun_primary_damage;
-       f = autocvar_g_balance_shotgun_primary_force;
-       spread = autocvar_g_balance_shotgun_primary_spread;
-       bulletspeed = autocvar_g_balance_shotgun_primary_speed;
-       bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
-
-       W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
+       W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
 
-       W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
-       for (sc = 0;sc < bullets;sc = sc + 1)
-               fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, 1, bulletconstant);
-       endFireBallisticBullet();
+       W_SetupShot(self, true, 5, "weapons/shotgun_fire.wav", ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
+       for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
+               fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), 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, WEP_CVAR_PRI(shotgun, ammo));
 
        // casing code
-       if (autocvar_g_casings >= 1)
-               for (sc = 0;sc < ammoamount;sc = sc + 1)
-                       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);
+       if(autocvar_g_casings >= 1)
+               for(sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
+                       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);
 
        // muzzle flash for 1st person view
        flash = spawn();
@@ -58,7 +82,7 @@ void W_Shotgun_Attack (void)
 
 .float swing_prev;
 .entity swing_alreadyhit;
-void shotgun_meleethink (void)
+void W_Shotgun_Melee_Think(void)
 {
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
@@ -67,67 +91,67 @@ void shotgun_meleethink (void)
 
        if(!self.cnt) // set start time of melee
        {
-               self.cnt = time; 
+               self.cnt = time;
                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();
+       meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor();
        swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
-       f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
-       
+       f = ((1 - swing) * WEP_CVAR_SEC(shotgun, 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)
+       if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
        {
                remove(self);
                return;
        }
-       
-       // if okay, perform the traces needed for this frame 
+
+       // if okay, perform the traces needed for this frame
        for(i=self.swing_prev; i < f; ++i)
        {
-               swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
-               
-               targpos = (self.realowner.origin + self.realowner.view_ofs 
-                       + (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));
-               
+               swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
+
+               targpos = (self.realowner.origin + self.realowner.view_ofs
+                       + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
+                       + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
+                       + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
+
+               WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, false, self, ANTILAG_LATENCY(self.realowner));
+
                // draw lightning beams for debugging
-               //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');
-               
-               is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
+
+               is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
 
                if((trace_fraction < 1) // if trace is good, apply the damage and remove self
-                       && (trace_ent.takedamage == DAMAGE_AIM)  
+                       && (trace_ent.takedamage == DAMAGE_AIM)
                        && (trace_ent != self.swing_alreadyhit)
-                       && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
+                       && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
                {
                        target_victim = trace_ent; // so it persists through other calls
-                       
+
                        if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
-                               swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
+                               swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
                        else
-                               swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
-                       
+                               swing_damage = (WEP_CVAR_SEC(shotgun, 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"));
-                       
-                       Damage(target_victim, self.realowner, self.realowner, 
-                               swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY, 
-                               self.realowner.origin + self.realowner.view_ofs, 
-                               v_forward * autocvar_g_balance_shotgun_secondary_force);
-                               
+
+                       Damage(target_victim, self.realowner, self.realowner,
+                               swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
+                               self.realowner.origin + self.realowner.view_ofs,
+                               v_forward * WEP_CVAR_SEC(shotgun, force));
+
                        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');
-                       
-                       if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+
+                       if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
                        {
                                self.swing_alreadyhit = target_victim;
                                continue; // move along to next trace
@@ -139,7 +163,7 @@ void shotgun_meleethink (void)
                        }
                }
        }
-       
+
        if(time >= self.cnt + meleetime)
        {
                // melee is finished
@@ -148,147 +172,220 @@ void shotgun_meleethink (void)
        }
        else
        {
-               // set up next frame 
+               // set up next frame
                self.swing_prev = i;
                self.nextthink = time;
        }
 }
 
-void W_Shotgun_Attack2 (void)
+void W_Shotgun_Attack2(void)
 {
-       sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
-       weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
+       sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
+       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
 
        entity meleetemp;
        meleetemp = spawn();
        meleetemp.realowner = self;
-       meleetemp.think = shotgun_meleethink;
-       meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
-       W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
+       meleetemp.think = W_Shotgun_Melee_Think;
+       meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
+       W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+}
+
+// alternate secondary weapon frames
+void W_Shotgun_Attack3_Frame2()
+{
+       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+       {
+               W_SwitchWeapon_Force(self, w_getbestweapon(self));
+               w_ready();
+               return;
+       }
+
+       sound(self, CH_WEAPON_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM); // kill previous sound
+       W_Shotgun_Attack(true); // actually is secondary, but we trick the last shot into playing full reload sound
+       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
 }
+void W_Shotgun_Attack3_Frame1()
+{
+       if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+       {
+               W_SwitchWeapon_Force(self, w_getbestweapon(self));
+               w_ready();
+               return;
+       }
 
-void spawnfunc_weapon_shotgun(); // defined in t_items.qc
+       W_Shotgun_Attack(false);
+       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
+}
 
 .float shotgun_primarytime;
 
-float w_shotgun(float req)
+float W_Shotgun(float req)
 {
        float ammo_amount;
-       if (req == WR_AIM)
-               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
+       switch(req)
+       {
+               case WR_AIM:
                {
-                       if(autocvar_g_antilag_bullets)
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+                       if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
+                               self.BUTTON_ATCK2 = 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);
 
-       else if (req == WR_THINK)
-       {
-               if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
-               {
-                       // don't force reload an empty shotgun if its melee attack is active
-                       if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
-                               weapon_action(self.weapon, WR_RELOAD);
+                       return true;
                }
-               else
+               case WR_THINK:
                {
-                       if (self.BUTTON_ATCK)
+                       if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
+                       {
+                               // don't force reload an empty shotgun if its melee attack is active
+                               if(WEP_CVAR(shotgun, secondary) < 2)
+                                       WEP_ACTION(self.weapon, WR_RELOAD);
+                       }
+                       else
                        {
-                               if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+                               if(self.BUTTON_ATCK)
                                {
-                                       if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
+                                       if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
                                        {
-                                               W_Shotgun_Attack();
-                                               self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
-                                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
+                                               if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
+                                               {
+                                                       W_Shotgun_Attack(true);
+                                                       self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
+                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
+                                               }
                                        }
                                }
+                               else if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary) == 2)
+                               {
+                                       if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+                                       {
+                                               if(weapon_prepareattack(0, WEP_CVAR_SEC(shotgun, alt_animtime)))
+                                               {
+                                                       W_Shotgun_Attack(false);
+                                                       self.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
+                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
+                                               }
+                                       }
+                               }
+                       }
+                       if(self.clip_load >= 0) // we are not currently reloading
+                       if(!self.crouch) // no crouchmelee please
+                       if(WEP_CVAR(shotgun, secondary) == 1)
+                       if((self.BUTTON_ATCK && self.WEP_AMMO(SHOTGUN) <= 0 && !(self.items & IT_UNLIMITED_WEAPON_AMMO)) || self.BUTTON_ATCK2)
+                       if(weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
+                       {
+                               // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+                               weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
                        }
+
+                       return true;
                }
-               if (self.clip_load >= 0) // we are not currently reloading
-               if (!self.crouch) // no crouchmelee please
-               if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
-               if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
+               case WR_INIT:
                {
-                       // attempt forcing playback of the anim by switching to another anim (that we never play) here...
-                       weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+                       precache_model("models/uziflash.md3");
+                       precache_model("models/weapons/g_shotgun.md3");
+                       precache_model("models/weapons/v_shotgun.md3");
+                       precache_model("models/weapons/h_shotgun.iqm");
+                       precache_sound("misc/itempickup.wav");
+                       precache_sound("weapons/shotgun_fire.wav");
+                       precache_sound("weapons/shotgun_melee.wav");
+                       SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
+               }
+               case WR_SETUP:
+               {
+                       self.ammo_field = ammo_none;
+                       return true;
+               }
+               case WR_CHECKAMMO1:
+               {
+                       ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+                       ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= WEP_CVAR_PRI(shotgun, ammo);
+                       return ammo_amount;
+               }
+               case WR_CHECKAMMO2:
+               {
+                       if(IS_BOT_CLIENT(self))
+                       if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
+                               return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
+                       switch(WEP_CVAR(shotgun, secondary))
+                       {
+                               case 1: return true; // melee does not use ammo
+                               case 2: // secondary triple shot
+                               {
+                                       ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+                                       ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= WEP_CVAR_PRI(shotgun, ammo);
+                                       return ammo_amount;
+                               }
+                               default: return false; // secondary unavailable
+                       }
+               }
+               case WR_CONFIG:
+               {
+                       SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
+               }
+               case WR_RELOAD:
+               {
+                       W_Reload(WEP_CVAR_PRI(shotgun, ammo), "weapons/reload.wav"); // WEAPONTODO
+                       return true;
+               }
+               case WR_SUICIDEMESSAGE:
+               {
+                       return WEAPON_THINKING_WITH_PORTALS;
+               }
+               case WR_KILLMESSAGE:
+               {
+                       if(w_deathtype & HITTYPE_SECONDARY)
+                               return WEAPON_SHOTGUN_MURDER_SLAP;
+                       else
+                               return WEAPON_SHOTGUN_MURDER;
                }
        }
-       else if (req == WR_PRECACHE)
-       {
-               precache_model ("models/uziflash.md3");
-               precache_model ("models/weapons/g_shotgun.md3");
-               precache_model ("models/weapons/v_shotgun.md3");
-               precache_model ("models/weapons/h_shotgun.iqm");
-               precache_sound ("misc/itempickup.wav");
-               precache_sound ("weapons/shotgun_fire.wav");
-               precache_sound ("weapons/shotgun_melee.wav");
-               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
-       }
-       else if (req == WR_SETUP)
-       {
-               weapon_setup(WEP_SHOTGUN);
-               self.current_ammo = ammo_shells;
-       }
-       else if (req == WR_CHECKAMMO1)
-       {
-               ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
-               ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
-               return ammo_amount;
-       }
-       else if (req == WR_CHECKAMMO2)
-       {
-               // melee attack is always available
-               return TRUE;
-       }
-       else if (req == WR_RELOAD)
-       {
-               W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
-       }
-       else if (req == WR_SUICIDEMESSAGE)
-       {
-               return WEAPON_THINKING_WITH_PORTALS;
-       }
-       else if (req == WR_KILLMESSAGE)
-       {
-               if(w_deathtype & HITTYPE_SECONDARY)
-                       return WEAPON_SHOTGUN_MURDER_SLAP;
-               else
-                       return WEAPON_SHOTGUN_MURDER;
-       }
-       return TRUE;
+       return false;
 }
 #endif
 #ifdef CSQC
 .float prevric;
-float w_shotgun(float req)
+float W_Shotgun(float req)
 {
-       if(req == WR_IMPACTEFFECT)
+       switch(req)
        {
-               vector org2;
-               org2 = w_org + w_backoff * 2;
-               pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
-               if(!w_issilent && time - self.prevric > 0.25)
+               case WR_IMPACTEFFECT:
                {
-                       if(w_random < 0.0165)
-                               sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
-                       else if(w_random < 0.033)
-                               sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
-                       else if(w_random < 0.05)
-                               sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
-                       self.prevric = time;
+                       vector org2;
+                       org2 = w_org + w_backoff * 2;
+                       pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
+                       if(!w_issilent && time - self.prevric > 0.25)
+                       {
+                               if(w_random < 0.0165)
+                                       sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
+                               else if(w_random < 0.033)
+                                       sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
+                               else if(w_random < 0.05)
+                                       sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
+                               self.prevric = time;
+                       }
+
+                       return true;
+               }
+               case WR_INIT:
+               {
+                       precache_sound("weapons/ric1.wav");
+                       precache_sound("weapons/ric2.wav");
+                       precache_sound("weapons/ric3.wav");
+                       return true;
+               }
+               case WR_ZOOMRETICLE:
+               {
+                       // no weapon specific image for this weapon
+                       return false;
                }
        }
-       else if(req == WR_PRECACHE)
-       {
-               precache_sound("weapons/ric1.wav");
-               precache_sound("weapons/ric2.wav");
-               precache_sound("weapons/ric3.wav");
-       }
-       return TRUE;
+       return false;
 }
 #endif
 #endif