f = (self.cnt + cvar("g_balance_shotgun_secondary_melee_time") - time) / cvar("g_balance_shotgun_secondary_melee_time") * 2 - 1;
vector targpos;
targpos = self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_shotgun_secondary_melee_range") + v_right * f * cvar("g_balance_shotgun_secondary_melee_swing") + v_up * f * cvar("g_balance_shotgun_secondary_melee_swing");
+
WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
// apply the damage, also remove self
- if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && trace_ent.classname == "player")
+ if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
{
vector force;
force = angle * cvar("g_balance_shotgun_secondary_force");
- Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * ((f + 1) / 2), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
+ Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
+ Damage_RecordDamage(self.owner, WEP_SHOTGUN | HITTYPE_SECONDARY, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1));
remove(self);
}
else if(time >= self.cnt + cvar("g_balance_shotgun_secondary_melee_time")) // missed, remove ent
meleetemp.owner = self;
meleetemp.think = shotgun_meleethink;
meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
+ W_SetupShot_Range(self, TRUE, 0, "", cvar("g_balance_shotgun_secondary_damage"), cvar("g_balance_shotgun_secondary_melee_range"));
}
void spawnfunc_weapon_shotgun(); // defined in t_items.qc
+.float shotgun_primarytime;
+
float w_shotgun(float req)
{
if (req == WR_AIM)
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_shotgun_primary_refire")))
{
- W_Shotgun_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
+ if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ {
+ if(weapon_prepareattack(0, cvar("g_balance_shotgun_primary_animtime")))
+ {
+ W_Shotgun_Attack();
+ self.shotgun_primarytime = time + cvar("g_balance_shotgun_primary_refire");
+ weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
+ }
+ }
}
if (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary"))
if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
};
#endif
#ifdef CSQC
+.float prevric;
float w_shotgun(float req)
{
if(req == WR_IMPACTEFFECT)
vector org2;
org2 = w_org + w_backoff * 2;
pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
- if(!w_issilent)
+ if(!w_issilent && time - self.prevric > 0.25)
{
- if(w_random < 0.05)
+ if(w_random < 0.0165)
sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
- else if(w_random < 0.1)
+ else if(w_random < 0.033)
sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
- else if(w_random < 0.2)
+ else if(w_random < 0.05)
sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+ self.prevric = time;
}
}
else if(req == WR_PRECACHE)