float d;
float f;
float spread;
- float bulletspeed;
- float bulletconstant;
+ float solidpenetration;
entity flash;
ammoamount = autocvar_g_balance_shotgun_primary_ammo;
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;
+ solidpenetration = autocvar_g_balance_shotgun_primary_solidpenetration;
W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
- 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);
for (sc = 0;sc < bullets;sc = sc + 1)
- 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);
void shotgun_meleethink (void)
{
// declarations
- float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
+ float i, f, swing, swing_factor, swing_damage, meleetime, is_player, is_monster;
entity target_victim;
vector targpos;
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();
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;
}
-
- // 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
+
+ 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));
-
+
// 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_monster = (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 || is_monster) || autocvar_g_balance_shotgun_secondary_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.
+
+ if(is_player || is_monster) // 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));
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"));
-
- 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,
v_forward * autocvar_g_balance_shotgun_secondary_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.
{
self.swing_alreadyhit = target_victim;
}
}
}
-
+
if(time >= self.cnt + meleetime)
{
// melee is finished
}
else
{
- // set up next frame
+ // set up next frame
self.swing_prev = i;
self.nextthink = time;
}
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);
else if (req == WR_THINK)
{