#ifdef SVQC
void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN); }
-void W_Shotgun_Attack (void)
+void W_Shotgun_Attack(void)
{
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));
- for (sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
+ W_SetupShot(self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, 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);
pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
// casing code
- if (autocvar_g_casings >= 1)
- for (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, self);
+ if(autocvar_g_casings >= 1)
+ for(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, self);
// muzzle flash for 1st person view
flash = spawn();
.float swing_prev;
.entity swing_alreadyhit;
-void W_Shotgun_Melee_Think()
+void W_Shotgun_Melee_Think(void)
{
// declarations
float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
//te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
//te_customflash(targpos, 40, 2, '1 1 1');
- is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
+ is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
if((trace_fraction < 1) // if trace is good, apply the damage and remove self
&& (trace_ent.takedamage == DAMAGE_AIM)
}
}
-void W_Shotgun_Attack2 (void)
+void W_Shotgun_Attack2(void)
{
- sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
entity meleetemp;
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))
WEP_ACTION(self.weapon, WR_RELOAD);
}
else
{
- if (self.BUTTON_ATCK)
+ if(self.BUTTON_ATCK)
{
- if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
{
if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
{
}
}
}
- 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 (weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
+ 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(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);
}
case WR_INIT:
{
- precache_model ("models/uziflash.md3");
- precache_model ("models/weapons/g_shotgun.md3");
- precache_model ("models/weapons/v_shotgun.md3");
- precache_model ("models/weapons/h_shotgun.iqm");
- precache_sound ("misc/itempickup.wav");
- precache_sound ("weapons/shotgun_fire.wav");
- precache_sound ("weapons/shotgun_melee.wav");
+ precache_model("models/uziflash.md3");
+ precache_model("models/weapons/g_shotgun.md3");
+ precache_model("models/weapons/v_shotgun.md3");
+ precache_model("models/weapons/h_shotgun.iqm");
+ 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;
}