float spread;
float bulletspeed;
float bulletconstant;
- local entity flash;
+ entity flash;
ammoamount = autocvar_g_balance_shotgun_primary_ammo;
bullets = autocvar_g_balance_shotgun_primary_bullets;
void W_Shotgun_Attack2 (void)
{
- sound (self, CH_SHOTS, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+ 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);
entity meleetemp;
}
}
if (self.clip_load >= 0) // we are not currently reloading
+ if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
{
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;
+ ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
}
return TRUE;
-};
+}
#endif
#ifdef CSQC
.float prevric;
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
+ w_deathtypestring = _("%2$s slapped %1$s around a bit with a large shotgun");
else
- w_deathtypestring = _("%s was gunned by %s");
+ w_deathtypestring = _("%s was gunned down with a shotgun by %s");
}
return TRUE;
}