2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
6 void W_Shotgun_Attack (void)
18 ammoamount = autocvar_g_balance_shotgun_primary_ammo;
19 bullets = autocvar_g_balance_shotgun_primary_bullets;
20 d = autocvar_g_balance_shotgun_primary_damage;
21 f = autocvar_g_balance_shotgun_primary_force;
22 spread = autocvar_g_balance_shotgun_primary_spread;
23 bulletspeed = autocvar_g_balance_shotgun_primary_speed;
24 bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
26 W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
28 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
29 for (sc = 0;sc < bullets;sc = sc + 1)
30 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
31 endFireBallisticBullet();
33 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
36 if (autocvar_g_casings >= 1)
37 for (sc = 0;sc < ammoamount;sc = sc + 1)
38 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);
40 // muzzle flash for 1st person view
42 setmodel(flash, "models/uziflash.md3"); // precision set below
43 flash.think = SUB_Remove;
44 flash.nextthink = time + 0.06;
45 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
46 W_AttachToShotorg(flash, '5 0 0');
50 .entity swing_alreadyhit;
51 void shotgun_meleethink (void)
54 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
57 if(!self.cnt) // set start time of melee
60 W_PlayStrengthSound(self.realowner);
63 makevectors(self.realowner.v_angle); // update values for v_* vectors
65 // calculate swing percentage based on time
66 meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
67 swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
68 f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
70 // check to see if we can still continue, otherwise give up now
71 if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
77 // if okay, perform the traces needed for this frame
78 for(i=self.swing_prev; i < f; ++i)
80 swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
82 targpos = (self.realowner.origin + self.realowner.view_ofs
83 + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
84 + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
85 + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
87 WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
89 // draw lightning beams for debugging
90 //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
91 //te_customflash(targpos, 40, 2, '1 1 1');
93 is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
95 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
96 && (trace_ent.takedamage == DAMAGE_AIM)
97 && (trace_ent != self.swing_alreadyhit)
98 && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
100 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
101 swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
103 swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
105 Damage(trace_ent, self.realowner, self.realowner,
106 swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
107 self.realowner.origin + self.realowner.view_ofs,
108 v_forward * autocvar_g_balance_shotgun_secondary_force);
110 if(accuracy_isgooddamage(self.realowner, trace_ent))
111 accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage);
113 // draw large red flash for debugging
114 //te_customflash(targpos, 200, 2, '15 0 0');
116 if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
118 self.swing_alreadyhit = trace_ent;
119 continue; // move along to next trace
129 if(time >= self.cnt + meleetime)
139 self.nextthink = time;
143 void W_Shotgun_Attack2 (void)
145 sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
146 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
150 meleetemp.owner = meleetemp.realowner = self;
151 meleetemp.think = shotgun_meleethink;
152 meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
153 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
156 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
158 .float shotgun_primarytime;
160 float w_shotgun(float req)
164 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
165 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
168 if(autocvar_g_antilag_bullets)
169 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
171 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
174 else if (req == WR_THINK)
176 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
178 // don't force reload an empty shotgun if its melee attack is active
179 if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
180 weapon_action(self.weapon, WR_RELOAD);
184 if (self.BUTTON_ATCK)
186 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
188 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
191 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
192 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
197 if (self.clip_load >= 0) // we are not currently reloading
198 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
199 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
200 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
202 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
203 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
206 else if (req == WR_PRECACHE)
208 precache_model ("models/uziflash.md3");
209 precache_model ("models/weapons/g_shotgun.md3");
210 precache_model ("models/weapons/v_shotgun.md3");
211 precache_model ("models/weapons/h_shotgun.iqm");
212 precache_sound ("misc/itempickup.wav");
213 precache_sound ("weapons/shotgun_fire.wav");
214 precache_sound ("weapons/shotgun_melee.wav");
215 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
217 else if (req == WR_SETUP)
219 weapon_setup(WEP_SHOTGUN);
220 self.current_ammo = ammo_shells;
222 else if (req == WR_CHECKAMMO1)
224 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
225 ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
228 else if (req == WR_CHECKAMMO2)
230 // melee attack is always available
233 else if (req == WR_RELOAD)
235 W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
242 float w_shotgun(float req)
244 if(req == WR_IMPACTEFFECT)
247 org2 = w_org + w_backoff * 2;
248 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
249 if(!w_issilent && time - self.prevric > 0.25)
251 if(w_random < 0.0165)
252 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
253 else if(w_random < 0.033)
254 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
255 else if(w_random < 0.05)
256 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
260 else if(req == WR_PRECACHE)
262 precache_sound("weapons/ric1.wav");
263 precache_sound("weapons/ric2.wav");
264 precache_sound("weapons/ric3.wav");
266 else if (req == WR_SUICIDEMESSAGE)
267 w_deathtypestring = _("%s is now thinking with portals");
268 else if (req == WR_KILLMESSAGE)
270 if(w_deathtype & HITTYPE_SECONDARY)
271 w_deathtypestring = _("%2$s slapped %1$s around a bit with a large shotgun");
273 w_deathtypestring = _("%s was gunned down with a shotgun by %s");