REGISTER_WEAPON(
/* WEP_##id */ SHOTGUN,
/* function */ W_Shotgun,
-/* ammotype */ ammo_none,
+/* ammotype */ ammo_shells,
/* impulse */ 2,
-/* flags */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
/* rating */ BOT_PICKUP_RATING_LOW,
/* color */ '0.5 0.25 0',
/* modelname */ "shotgun",
w_cvar(id, sn, SEC, melee_multihit) \
w_cvar(id, sn, SEC, melee_delay) \
w_cvar(id, sn, SEC, melee_range) \
+ w_cvar(id, sn, SEC, alt_animtime) \
+ w_cvar(id, sn, SEC, alt_refire) \
w_prop(id, sn, float, reloading_ammo, reload_ammo) \
w_prop(id, sn, float, reloading_time, reload_time) \
w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
#ifdef SVQC
void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN); }
-void W_Shotgun_Attack(void)
+void W_Shotgun_Attack(float isprimary)
{
float sc;
entity flash;
W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
- W_SetupShot(self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
+ W_SetupShot(self, true, 5, "weapons/shotgun_fire.wav", ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN, 0);
+ (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
+ (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
- WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
+ WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, false, self, ANTILAG_LATENCY(self.realowner));
// draw lightning beams for debugging
//te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
meleetemp.realowner = self;
meleetemp.think = W_Shotgun_Melee_Think;
meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
- W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+ W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+}
+
+// alternate secondary weapon frames
+void W_Shotgun_Attack3_Frame2()
+{
+ if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ w_ready();
+ return;
+ }
+
+ sound(self, CH_WEAPON_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM); // kill previous sound
+ W_Shotgun_Attack(true); // actually is secondary, but we trick the last shot into playing full reload sound
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
+}
+void W_Shotgun_Attack3_Frame1()
+{
+ if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ {
+ W_SwitchWeapon_Force(self, w_getbestweapon(self));
+ w_ready();
+ return;
+ }
+
+ W_Shotgun_Attack(false);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
}
.float shotgun_primarytime;
float W_Shotgun(float req)
{
+ float ammo_amount;
switch(req)
{
case WR_AIM:
{
if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
- self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
+ self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
else
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+ self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
- return TRUE;
+ return true;
}
case WR_THINK:
{
if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
{
// don't force reload an empty shotgun if its melee attack is active
- if(!WEP_CVAR(shotgun, secondary))
+ if(WEP_CVAR(shotgun, secondary) < 2)
WEP_ACTION(self.weapon, WR_RELOAD);
}
else
{
if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
{
- W_Shotgun_Attack();
+ W_Shotgun_Attack(true);
self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
}
}
}
+ else if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary) == 2)
+ {
+ if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ {
+ if(weapon_prepareattack(0, WEP_CVAR_SEC(shotgun, alt_animtime)))
+ {
+ W_Shotgun_Attack(false);
+ self.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
+ }
+ }
+ }
}
if(self.clip_load >= 0) // we are not currently reloading
if(!self.crouch) // no crouchmelee please
- if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary))
+ if(WEP_CVAR(shotgun, secondary) == 1)
+ if((self.BUTTON_ATCK && self.WEP_AMMO(SHOTGUN) <= 0 && !(self.items & IT_UNLIMITED_WEAPON_AMMO)) || self.BUTTON_ATCK2)
if(weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
{
// attempt forcing playback of the anim by switching to another anim (that we never play) here...
weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
}
-
- return TRUE;
+
+ return true;
}
case WR_INIT:
{
precache_sound("misc/itempickup.wav");
precache_sound("weapons/shotgun_fire.wav");
precache_sound("weapons/shotgun_melee.wav");
- SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_SETUP:
{
self.ammo_field = ammo_none;
- return TRUE;
+ return true;
}
case WR_CHECKAMMO1:
+ {
+ ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+ ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= WEP_CVAR_PRI(shotgun, ammo);
+ return ammo_amount;
+ }
case WR_CHECKAMMO2:
{
- // shotgun has infinite ammo
- return TRUE;
+ if(IS_BOT_CLIENT(self))
+ if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
+ return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
+ switch(WEP_CVAR(shotgun, secondary))
+ {
+ case 1: return true; // melee does not use ammo
+ case 2: // secondary triple shot
+ {
+ ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
+ ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= WEP_CVAR_PRI(shotgun, ammo);
+ return ammo_amount;
+ }
+ default: return false; // secondary unavailable
+ }
}
case WR_CONFIG:
{
- SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_RELOAD:
{
W_Reload(WEP_CVAR_PRI(shotgun, ammo), "weapons/reload.wav"); // WEAPONTODO
- return TRUE;
+ return true;
}
case WR_SUICIDEMESSAGE:
{
return WEAPON_SHOTGUN_MURDER;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
self.prevric = time;
}
- return TRUE;
+ return true;
}
case WR_INIT:
{
precache_sound("weapons/ric1.wav");
precache_sound("weapons/ric2.wav");
precache_sound("weapons/ric3.wav");
- return TRUE;
+ return true;
}
case WR_ZOOMRETICLE:
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
- return FALSE;
+ return false;
}
#endif
#endif