#ifdef REGISTER_WEAPON REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun")) #else #ifdef SVQC void W_Shotgun_Attack (void) { float sc; float ammoamount; float bullets; float d; float f; float spread; float bulletspeed; float bulletconstant; entity flash; ammoamount = autocvar_g_balance_shotgun_primary_ammo; bullets = autocvar_g_balance_shotgun_primary_bullets; 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; W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo); 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); endFireBallisticBullet(); pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo); // casing code if (autocvar_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); // muzzle flash for 1st person view flash = spawn(); setmodel(flash, "models/uziflash.md3"); // precision set below flash.think = SUB_Remove; flash.nextthink = time + 0.06; flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; W_AttachToShotorg(flash, '5 0 0'); } .float swing_prev; .entity swing_alreadyhit; void shotgun_meleethink (void) { // 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 { self.cnt = time; W_PlayStrengthSound(self.realowner); } makevectors(self.realowner.v_angle); // update values for v_* vectors // calculate swing percentage based on time meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor(); swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10); f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces); // check to see if we can still continue, otherwise give up now if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap) { remove(self); return; } // if okay, perform the traces needed for this frame for(i=self.swing_prev; i < f; ++i) { swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1); targpos = (self.realowner.origin + self.realowner.view_ofs + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range) + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up) + (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'); is_player = (trace_ent.classname == "player" || trace_ent.classname == "body"); if((trace_fraction < 1) // if trace is good, apply the damage and remove self && (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)); //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, 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 = target_victim; continue; // move along to next trace } else { remove(self); return; } } } if(time >= self.cnt + meleetime) { // melee is finished remove(self); return; } else { // set up next frame self.swing_prev = i; self.nextthink = time; } } void W_Shotgun_Attack2 (void) { 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; meleetemp = spawn(); meleetemp.owner = meleetemp.realowner = self; meleetemp.think = shotgun_meleethink; meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor(); W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range); } void spawnfunc_weapon_shotgun(); // defined in t_items.qc .float shotgun_primarytime; float w_shotgun(float req) { float ammo_amount; if (req == WR_AIM) if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range) self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE); else { if(autocvar_g_antilag_bullets) self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE); else self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE); } else if (req == WR_THINK) { if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload { // don't force reload an empty shotgun if its melee attack is active if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo) weapon_action(self.weapon, WR_RELOAD); } else { if (self.BUTTON_ATCK) { if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary { if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime)) { W_Shotgun_Attack(); self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready); } } } } if (self.clip_load >= 0) // we are not currently reloading 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)) { // 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) { precache_model ("models/uziflash.md3"); precache_model ("models/weapons/g_shotgun.md3"); precache_model ("models/weapons/v_shotgun.md3"); precache_model ("models/weapons/h_shotgun.iqm"); precache_sound ("misc/itempickup.wav"); precache_sound ("weapons/shotgun_fire.wav"); precache_sound ("weapons/shotgun_melee.wav"); //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else } else if (req == WR_SETUP) { weapon_setup(WEP_SHOTGUN); self.current_ammo = ammo_shells; } 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; return ammo_amount; } else if (req == WR_CHECKAMMO2) { // melee attack is always available return TRUE; } else if (req == WR_RELOAD) { 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; 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 && time - self.prevric > 0.25) { if(w_random < 0.0165) sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM); else if(w_random < 0.033) sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM); else if(w_random < 0.05) sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM); self.prevric = time; } } else if(req == WR_PRECACHE) { precache_sound("weapons/ric1.wav"); 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 #endif