#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();
.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;
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));
+ 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
}
}
}
-
+
if(time >= self.cnt + meleetime)
{
// melee is finished
}
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
{
- if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ // 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(self.BUTTON_ATCK)
+ {
+ if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ {
+ 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(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_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