}
-void W_Shotgun_Attack2 (void)
-{
- float sc;
- float ammoamount;
- float bullets;
- float d;
- float f;
- float spread;
- float bulletspeed;
- float bulletconstant;
- local entity flash;
-
- ammoamount = cvar("g_balance_shotgun_secondary_ammo");
- bullets = cvar("g_balance_shotgun_secondary_bullets");
- d = cvar("g_balance_shotgun_secondary_damage");
- f = cvar("g_balance_shotgun_secondary_force");
- spread = cvar("g_balance_shotgun_secondary_spread");
- bulletspeed = cvar("g_balance_shotgun_secondary_speed");
- bulletconstant = cvar("g_balance_shotgun_secondary_bulletconstant");
-
- W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_secondary_damage"));
- for (sc = 0;sc < bullets;sc = sc + 1)
- fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN | HITTYPE_SECONDARY, 0, 1, bulletconstant);
- endFireBallisticBullet();
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_shells = self.ammo_shells - ammoamount;
-
- pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_secondary_ammo"));
-
- // casing code
- if (cvar("g_casings") >= 1)
- for (sc = 0;sc < ammoamount;sc = sc + 1)
- SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
-
- flash = spawn();
- setmodel(flash, "models/uziflash.md3"); // precision set below
- flash.scale = 1.2;
- flash.think = SUB_Remove;
- flash.nextthink = time + 0.06;
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
-}
-
void shotgun_meleethink (void)
{
// store time when we started swinging down inside self.cnt
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, 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
self.nextthink = time;
}
-void W_Shotgun_Attack3 (void)
+void W_Shotgun_Attack2 (void)
{
sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
meleetemp.owner = self;
meleetemp.think = shotgun_meleethink;
meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
-}
-
-// weapon frames
-void shotgun_fire2_03()
-{
- W_Shotgun_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
-}
-void shotgun_fire2_02()
-{
- W_Shotgun_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_03);
+ 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")))
{
- if(cvar("g_balance_shotgun_secondary_melee"))
- {
- // force playback of the anim by switching to another anim (that we never play) here...
- weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack3);
- }
- else
- {
- W_Shotgun_Attack2();
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_02);
- }
+ // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+ weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
}
}
else if (req == WR_PRECACHE)
return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
else if (req == WR_CHECKAMMO2)
{
- if(cvar("g_balance_shotgun_secondary_melee"))
- return TRUE;
- return self.ammo_shells >= cvar("g_balance_shotgun_secondary_ammo") * 3;
+ return TRUE;
}
return TRUE;
};
#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)
precache_sound("weapons/ric3.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = "did the impossible";
+ w_deathtypestring = "%s did the impossible";
else if (req == WR_KILLMESSAGE)
{
- w_deathtypestring = "was gunned by"; // unchecked: SECONDARY
+ if(w_deathtype & HITTYPE_SECONDARY)
+ w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
+ else
+ w_deathtypestring = "%s was gunned by %s";
}
return TRUE;
}