#ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id */ SHOTGUN,
-/* function */ W_Shotgun,
-/* ammotype */ ammo_shells,
-/* impulse */ 2,
-/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating */ BOT_PICKUP_RATING_LOW,
-/* color */ '0.5 0.25 0',
-/* modelname */ "shotgun",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairshotgun 0.65",
-/* wepimg */ "weaponshotgun",
-/* refname */ "shotgun",
-/* wepname */ _("Shotgun")
-);
-
-#define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
-#define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, PRI, ammo) \
- w_cvar(id, sn, BOTH, animtime) \
- w_cvar(id, sn, BOTH, refire) \
- w_cvar(id, sn, PRI, bullets) \
- w_cvar(id, sn, BOTH, damage) \
- w_cvar(id, sn, BOTH, force) \
- w_cvar(id, sn, PRI, solidpenetration) \
- w_cvar(id, sn, PRI, spread) \
- w_cvar(id, sn, NONE, secondary) \
- w_cvar(id, sn, SEC, melee_time) \
- w_cvar(id, sn, SEC, melee_no_doubleslap) \
- w_cvar(id, sn, SEC, melee_traces) \
- w_cvar(id, sn, SEC, melee_swing_up) \
- w_cvar(id, sn, SEC, melee_swing_side) \
- w_cvar(id, sn, SEC, melee_nonplayerdamage) \
- w_cvar(id, sn, SEC, melee_multihit) \
- w_cvar(id, sn, SEC, melee_delay) \
- w_cvar(id, sn, SEC, melee_range) \
- w_cvar(id, sn, SEC, alt_animtime) \
- w_cvar(id, sn, SEC, alt_refire) \
- w_prop(id, sn, float, reloading_ammo, reload_ammo) \
- w_prop(id, sn, float, reloading_time, reload_time) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
-
-#ifdef SVQC
-SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+CLASS(Shotgun, Weapon)
+/* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells)
+/* impulse */ ATTRIB(Shotgun, impulse, int, 2)
+/* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
+/* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
+/* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
+/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
+#ifndef MENUQC
+/* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
#endif
+/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
+/* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
+/* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
+/* refname */ ATTRIB(Shotgun, netname, string, "shotgun");
+/* wepname */ ATTRIB(Shotgun, m_name, string, _("Shotgun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, alt_animtime, float, SEC) \
+ P(class, prefix, alt_refire, float, SEC) \
+ P(class, prefix, ammo, float, PRI) \
+ P(class, prefix, animtime, float, BOTH) \
+ P(class, prefix, bullets, float, PRI) \
+ P(class, prefix, damage, float, BOTH) \
+ P(class, prefix, force, float, BOTH) \
+ P(class, prefix, melee_delay, float, SEC) \
+ P(class, prefix, melee_multihit, float, SEC) \
+ P(class, prefix, melee_nonplayerdamage, float, SEC) \
+ P(class, prefix, melee_no_doubleslap, float, SEC) \
+ P(class, prefix, melee_range, float, SEC) \
+ P(class, prefix, melee_swing_side, float, SEC) \
+ P(class, prefix, melee_swing_up, float, SEC) \
+ P(class, prefix, melee_time, float, SEC) \
+ P(class, prefix, melee_traces, float, SEC) \
+ P(class, prefix, refire, float, BOTH) \
+ P(class, prefix, reload_ammo, float, NONE) \
+ P(class, prefix, reload_time, float, NONE) \
+ P(class, prefix, secondary, float, NONE) \
+ P(class, prefix, solidpenetration, float, PRI) \
+ P(class, prefix, spread, float, PRI) \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string,NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Shotgun, shotgun)
+#undef X
+
+ENDCLASS(Shotgun)
+REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun));
+
+
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN.m_id); }
+spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); }
-void W_Shotgun_Attack(float isprimary)
+void W_Shotgun_Attack(Weapon thiswep, float isprimary)
{SELFPARAM();
float sc;
entity flash;
- W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(shotgun, ammo));
- W_SetupShot(self, true, 5, W_Sound("shotgun_fire"), ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
+ W_SetupShot(self, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN.m_id, 0);
// muzzle flash for 1st person view
flash = spawn();
setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
- flash.think = SUB_Remove;
+ flash.think = SUB_Remove_self;
flash.nextthink = time + 0.06;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
+ W_AttachToShotorg(self, flash, '5 0 0');
}
.float swing_prev;
.entity swing_alreadyhit;
-void W_Shotgun_Melee_Think(void)
+void W_Shotgun_Melee_Think()
{SELFPARAM();
// declarations
float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
// check to see if we can still continue, otherwise give up now
- if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
+ if(IS_DEAD(self.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
{
remove(self);
return;
+ (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
+ (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
- WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, false, self, ANTILAG_LATENCY(self.realowner));
+ WarpZone_traceline_antilag(self, 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);
}
}
-void W_Shotgun_Attack2(void)
-{SELFPARAM();
- sound(self, CH_WEAPON_A, W_Sound("shotgun_melee"), VOL_BASE, ATTEN_NORM);
- weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
+void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+ sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
- entity meleetemp;
- meleetemp = spawn();
- meleetemp.realowner = self;
+ entity meleetemp = new_pure(meleetemp);
+ meleetemp.realowner = actor;
meleetemp.think = W_Shotgun_Melee_Think;
meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
- W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+ W_SetupShot_Range(actor, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
}
// alternate secondary weapon frames
-void W_Shotgun_Attack3_Frame2()
-{SELFPARAM();
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+ if (!thiswep.wr_checkammo2(thiswep))
+ if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, weaponentity, fire);
return;
}
- sound(self, CH_WEAPON_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM); // kill previous sound
- W_Shotgun_Attack(true); // actually is secondary, but we trick the last shot into playing full reload sound
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
+ sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
+ W_Shotgun_Attack(WEP_SHOTGUN, true); // actually is secondary, but we trick the last shot into playing full reload sound
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
}
-void W_Shotgun_Attack3_Frame1()
-{SELFPARAM();
- if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
- if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+ if (!thiswep.wr_checkammo2(thiswep))
+ if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
{
- W_SwitchWeapon_Force(self, w_getbestweapon(self));
- w_ready();
+ W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+ w_ready(thiswep, actor, weaponentity, fire);
return;
}
- W_Shotgun_Attack(false);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
+ W_Shotgun_Attack(WEP_SHOTGUN, false);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
}
.float shotgun_primarytime;
-float W_Shotgun(float req)
-{SELFPARAM();
- float ammo_amount;
- switch(req)
- {
- case WR_AIM:
- {
- if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
- self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
- else
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
-
- return true;
- }
- case WR_THINK:
- {
- if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
- {
- // don't force reload an empty shotgun if its melee attack is active
- if(WEP_CVAR(shotgun, secondary) < 2)
- WEP_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, WEP_CVAR_PRI(shotgun, animtime)))
- {
- W_Shotgun_Attack(true);
- self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
- }
- }
- }
- else if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary) == 2)
- {
- if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
- {
- if(weapon_prepareattack(0, WEP_CVAR_SEC(shotgun, alt_animtime)))
- {
- W_Shotgun_Attack(false);
- self.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
- }
- }
- }
- }
- if(self.clip_load >= 0) // we are not currently reloading
- if(!self.crouch) // no crouchmelee please
- if(WEP_CVAR(shotgun, secondary) == 1)
- if((self.BUTTON_ATCK && self.WEP_AMMO(SHOTGUN) <= 0 && !(self.items & IT_UNLIMITED_WEAPON_AMMO)) || self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, 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);
- }
-
- return true;
- }
- case WR_INIT:
- {
- precache_sound("misc/itempickup.wav");
- precache_sound(W_Sound("shotgun_fire"));
- precache_sound(W_Sound("shotgun_melee"));
- SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
- return true;
- }
- case WR_SETUP:
- {
- self.ammo_field = ammo_none;
- return true;
- }
- case WR_CHECKAMMO1:
- {
- ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
- ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
- return ammo_amount;
- }
- case WR_CHECKAMMO2:
- {
- if(IS_BOT_CLIENT(self))
- if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
- return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
- switch(WEP_CVAR(shotgun, secondary))
- {
- case 1: return true; // melee does not use ammo
- case 2: // secondary triple shot
- {
- ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
- ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
- return ammo_amount;
- }
- default: return false; // secondary unavailable
- }
- }
- case WR_CONFIG:
- {
- SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
- }
- case WR_RELOAD:
- {
- W_Reload(WEP_CVAR_PRI(shotgun, ammo), W_Sound("reload")); // WEAPONTODO
- return true;
- }
- case WR_SUICIDEMESSAGE:
- {
- return WEAPON_THINKING_WITH_PORTALS;
- }
- case WR_KILLMESSAGE:
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_SHOTGUN_MURDER_SLAP;
- else
- return WEAPON_SHOTGUN_MURDER;
- }
- }
- return false;
+METHOD(Shotgun, wr_aim, void(entity thiswep))
+{
+ SELFPARAM();
+ if(vdist(self.origin - self.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
+ PHYS_INPUT_BUTTON_ATCK2(self) = bot_aim(self, 1000000, 0, 0.001, false);
+ else
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(self, 1000000, 0, 0.001, false);
+}
+METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
+ {
+ // don't force reload an empty shotgun if its melee attack is active
+ if(WEP_CVAR(shotgun, secondary) < 2) {
+ thiswep.wr_reload(thiswep, actor, weaponentity);
+ }
+ }
+ else
+ {
+ if(fire & 1)
+ {
+ if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
+ {
+ W_Shotgun_Attack(thiswep, true);
+ actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
+ }
+ }
+ }
+ else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
+ {
+ if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
+ {
+ W_Shotgun_Attack(thiswep, false);
+ actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
+ }
+ }
+ }
+ }
+ if(actor.clip_load >= 0) // we are not currently reloading
+ if(!actor.crouch) // no crouchmelee please
+ if(WEP_CVAR(shotgun, secondary) == 1)
+ if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
+ {
+ // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+ }
+}
+METHOD(Shotgun, wr_setup, void(entity thiswep))
+{
+ SELFPARAM();
+ self.ammo_field = ammo_none;
+}
+METHOD(Shotgun, wr_checkammo1, bool(entity thiswep))
+{
+ SELFPARAM();
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
+ ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+ return ammo_amount;
+}
+METHOD(Shotgun, wr_checkammo2, bool(entity thiswep))
+{
+ SELFPARAM();
+ if(IS_BOT_CLIENT(self))
+ if(vdist(self.origin - self.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
+ return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
+ switch(WEP_CVAR(shotgun, secondary))
+ {
+ case 1: return true; // melee does not use ammo
+ case 2: // secondary triple shot
+ {
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
+ ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+ return ammo_amount;
+ }
+ default: return false; // secondary unavailable
+ }
+}
+METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ SELFPARAM();
+ W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
}
+METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
+{
+ return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_SHOTGUN_MURDER_SLAP;
+ else
+ return WEAPON_SHOTGUN_MURDER;
+}
+
#endif
#ifdef CSQC
.float prevric;
-float W_Shotgun(float req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- vector org2;
- org2 = w_org + w_backoff * 2;
- pointparticles(particleeffectnum(EFFECT_SHOTGUN_IMPACT), org2, w_backoff * 1000, 1);
- if(!w_issilent && time - self.prevric > 0.25)
- {
- if(w_random < 0.0165)
- sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTEN_NORM);
- else if(w_random < 0.033)
- sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTEN_NORM);
- else if(w_random < 0.05)
- sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTEN_NORM);
- self.prevric = time;
- }
- return true;
- }
- case WR_INIT:
- {
- precache_sound(W_Sound("ric1"));
- precache_sound(W_Sound("ric2"));
- precache_sound(W_Sound("ric3"));
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
+METHOD(Shotgun, wr_impacteffect, void(entity thiswep))
+{
+ SELFPARAM();
+ vector org2 = w_org + w_backoff * 2;
+ pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
+ if(!w_issilent && time - self.prevric > 0.25)
+ {
+ if(w_random < 0.05)
+ sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
+ self.prevric = time;
+ }
}
+
#endif
#endif