#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"))
+REGISTER_WEAPON(
+/* WEP_##id */ SHOTGUN,
+/* function */ w_shotgun,
+/* ammotype */ IT_SHELLS,
+/* impulse */ 2,
+/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* rating */ BOT_PICKUP_RATING_LOW,
+/* model */ "shotgun",
+/* shortname */ "shotgun",
+/* fullname */ _("Shotgun")
+);
#else
#ifdef SVQC
//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");
+ is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
if((trace_fraction < 1) // if trace is good, apply the damage and remove self
&& (trace_ent.takedamage == DAMAGE_AIM)
void W_Shotgun_Attack2 (void)
{
- sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
entity meleetemp;
if(!w_issilent && time - self.prevric > 0.25)
{
if(w_random < 0.0165)
- sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
else if(w_random < 0.033)
- sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
else if(w_random < 0.05)
- sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
self.prevric = time;
}
}