-void W_Shotgun_Attack2 (void)
-{
- float sc;
- float ammoamount;
- float bullets;
- float d;
- float f;
- float spread;
- float bulletspeed;
- float bulletconstant;
- local entity flash;
-
- ammoamount = cvar("g_balance_shotgun_secondary_ammo");
- bullets = cvar("g_balance_shotgun_secondary_bullets");
- d = cvar("g_balance_shotgun_secondary_damage");
- f = cvar("g_balance_shotgun_secondary_force");
- spread = cvar("g_balance_shotgun_secondary_spread");
- bulletspeed = cvar("g_balance_shotgun_secondary_speed");
- bulletconstant = cvar("g_balance_shotgun_secondary_bulletconstant");
-
- W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_secondary_damage"));
- for (sc = 0;sc < bullets;sc = sc + 1)
- fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN | HITTYPE_SECONDARY, 0, 1, bulletconstant);
- endFireBallisticBullet();
- if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_shells = self.ammo_shells - ammoamount;
-
- pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_secondary_ammo"));
-
- // casing code
- if (cvar("g_casings") >= 1)
- for (sc = 0;sc < ammoamount;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, self);
-
- flash = spawn();
- setmodel(flash, "models/uziflash.md3"); // precision set below
- flash.scale = 1.2;
- flash.think = SUB_Remove;
- flash.nextthink = time + 0.06;
- flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(flash, '5 0 0');
-}
-