]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_shotgun.qc
Merge remote-tracking branch 'origin/master' into divVerent/meleefix
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
index 15268eb78501fb9f981e2bfaffff964669b4a2b6..1b612057fe431f33dc78f08b3038112d2d205960 100644 (file)
@@ -27,7 +27,7 @@ void W_Shotgun_Attack (void)
 
        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);
@@ -199,7 +199,7 @@ float w_shotgun(float req)
                        }
                }
                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))
                {
@@ -238,6 +238,17 @@ float w_shotgun(float req)
        {
                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
@@ -267,15 +278,6 @@ float w_shotgun(float req)
                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