// enable to debug melee range
//#define SHOTGUN_MELEEDEBUG
-METHOD(Shotgun, m_spawnfunc_hookreplace, Weapon(Shotgun this, entity e))
-{
- if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
- {
- return WEP_MACHINEGUN;
- }
- return this;
-}
-
void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force, entity bullet_trail_effect)
{
W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
antilag_takeback_all(actor, lag);
for(int sc = 0;sc < bullets;sc = sc + 1)
- fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect, false);
-
+ fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, 0, force, thiswep.m_id, bullet_trail_effect, false);
+
if(lag && bullets > 0)
antilag_restore_all(actor);
- Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
// casing code
if(autocvar_g_casings >= 1)
//for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);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, actor, weaponentity);
}
-
- // muzzle flash for 1st person view
- entity flash = spawn();
- setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
- setthink(flash, SUB_Remove);
- flash.nextthink = time + 0.06;
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
}
.float swing_prev;