#include "okshotgun.qh"
#ifdef SVQC
-spawnfunc(weapon_okshotgun) { weapon_defaultspawnfunc(this, WEP_OVERKILL_SHOTGUN); }
-
-void W_OverkillShotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
-{
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(okshotgun, ammo), weaponentity);
-
- W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(okshotgun, damage) * WEP_CVAR_PRI(okshotgun, bullets));
- for(int sc = 0;sc < WEP_CVAR_PRI(okshotgun, bullets);sc = sc + 1)
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR_PRI(okshotgun, spread), WEP_CVAR_PRI(okshotgun, solidpenetration), WEP_CVAR_PRI(okshotgun, damage), WEP_CVAR_PRI(okshotgun, force), WEP_OVERKILL_SHOTGUN.m_id, 0);
-
- Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(okshotgun, ammo));
-
- // casing code
- if(autocvar_g_casings >= 1)
- {
- makevectors(actor.v_angle); // for some reason, this is lost
- //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 okshotgun_primarytime;
-
METHOD(OverkillShotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if (vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_PRI(okshotgun, bot_range)))
METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if (WEP_CVAR(okshotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okshotgun, ammo)) // forced reload
+ if ((WEP_CVAR_SEC(okshotgun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
{
+ // Secondary uses it's own refire timer if refire_type is 1.
+ actor.jump_interval = time + WEP_CVAR_SEC(okshotgun, refire) * W_WeaponRateFactor(actor);
+ BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
+ if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
+ (actor.(weaponentity).wframe == WFRAME_FIRE2))
+ {
+ // Set secondary fire animation.
+ vector a = '0 0 0';
+ actor.(weaponentity).wframe = WFRAME_FIRE2;
+ a = actor.(weaponentity).anim_fire2;
+ a.z *= g_weaponratefactor;
+ FOREACH_CLIENT(true, LAMBDA(
+ if (it == actor || (IS_SPEC(it) && it.enemy == actor))
+ {
+ wframe_send(it, actor.(weaponentity), a, true);
+ }
+ ));
+ animdecide_setaction(actor, ANIMACTION_SHOOT, true);
+ }
+ }
+ if (WEP_CVAR(okshotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okshotgun, ammo))
+ {
+ // Forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
return;
}
if (fire & 1) // Primary attack
{
- if (time >= actor.(weaponentity).okshotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, animtime)))
{
- if (weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, animtime)))
- {
- W_OverkillShotgun_Attack(thiswep, actor, weaponentity, true);
- actor.(weaponentity).okshotgun_primarytime = time + WEP_CVAR_PRI(okshotgun, refire) * W_WeaponRateFactor(actor);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
- }
+ return;
}
+ W_Shotgun_Attack(thiswep, actor, weaponentity, true,
+ WEP_CVAR_PRI(okshotgun, ammo),
+ WEP_CVAR_PRI(okshotgun, damage),
+ WEP_CVAR_PRI(okshotgun, bullets),
+ WEP_CVAR_PRI(okshotgun, spread),
+ WEP_CVAR_PRI(okshotgun, solidpenetration),
+ WEP_CVAR_PRI(okshotgun, force));
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
+ return;
}
- else if (fire & 2) // Secondary attack
+ if ((fire & 2) && (WEP_CVAR_SEC(okshotgun, refire_type) == 0)) // Secondary attack
{
if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okshotgun, refire)))
{
return;
}
- // ugly instagib hack to reuse the fire mode of the laser
- makevectors(actor.v_angle);
- Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
- actor.(weaponentity).m_weapon = WEP_BLASTER;
- W_Blaster_Attack(
- actor,
- weaponentity,
- WEP_BLASTER.m_id | HITTYPE_SECONDARY,
- WEP_CVAR_SEC(okshotgun, shotangle),
- WEP_CVAR_SEC(okshotgun, damage),
- WEP_CVAR_SEC(okshotgun, edgedamage),
- WEP_CVAR_SEC(okshotgun, radius),
- WEP_CVAR_SEC(okshotgun, force),
- WEP_CVAR_SEC(okshotgun, speed),
- WEP_CVAR_SEC(okshotgun, spread),
- WEP_CVAR_SEC(okshotgun, delay),
- WEP_CVAR_SEC(okshotgun, lifetime)
- );
- actor.(weaponentity).m_weapon = oldwep;
+ BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
}
}
METHOD(OverkillShotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(okshotgun, ammo);
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okshotgun, ammo);
ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_PRI(okshotgun, ammo);
return ammo_amount;
}
METHOD(OverkillShotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
- if (WEP_CVAR_SEC(okshotgun, ammo) == 0)
- {
- return true;
- }
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(okshotgun, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_SEC(okshotgun, ammo);
- return ammo_amount;
+ return true; // Blaster secondary is unlimited.
}
METHOD(OverkillShotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
METHOD(OverkillShotgun, wr_killmessage, Notification(entity thiswep))
{
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_BLASTER_MURDER;
- else
- return WEAPON_SHOTGUN_MURDER;
+ return WEAPON_OVERKILL_SHOTGUN_MURDER;
}
#endif