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, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
+ fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, 1, bulletconstant);
endFireBallisticBullet();
pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
{
// declarations
float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
+ entity target_victim;
vector targpos;
if(!self.cnt) // set start time of melee
+ (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, 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_customflash(targpos, 40, 2, '1 1 1');
&& (trace_ent.takedamage == DAMAGE_AIM)
&& (trace_ent != self.swing_alreadyhit)
&& (is_player || 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.
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));
- Damage(trace_ent, self.realowner, self.realowner,
+ //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);
- if(accuracy_isgooddamage(self.realowner, trace_ent))
- accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage);
+ 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 = trace_ent;
+ self.swing_alreadyhit = target_victim;
continue; // move along to next trace
}
else
}
}
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.crouch) // no crouchmelee please
if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
{
{
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;
}
#endif
precache_sound("weapons/ric2.wav");
precache_sound("weapons/ric3.wav");
}
- else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = _("%s is now thinking with portals");
- else if (req == WR_KILLMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = _("%2$s slapped %1$s around a bit with a large shotgun");
- else
- w_deathtypestring = _("%s was gunned down with a shotgun by %s");
- }
return TRUE;
}
#endif