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, 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, 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);