W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
- W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
+ W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
for (sc = 0;sc < bullets;sc = sc + 1)
fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
endFireBallisticBullet();
void W_Shotgun_Attack2 (void)
{
- sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
entity meleetemp;
meleetemp = spawn();
meleetemp.owner = meleetemp.realowner = self;
meleetemp.think = shotgun_meleethink;
- meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
+ meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
}
if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
else
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+ {
+ if(autocvar_g_antilag_bullets)
+ self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+ else
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
+ }
+
else if (req == WR_THINK)
{
if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
{
W_Shotgun_Attack();
- self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
+ self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
}
}
else if (req == WR_CHECKAMMO1)
{
ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
- ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo;
+ ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
if(!w_issilent && time - self.prevric > 0.25)
{
if(w_random < 0.0165)
- sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
else if(w_random < 0.033)
- sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
else if(w_random < 0.05)
- sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
self.prevric = time;
}
}