#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", "Shotgun");
+REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
#else
#ifdef SVQC
+
+void W_Shotgun_SetAmmoCounter()
+{
+ // set clip_load to the weapon we have switched to, if the gun uses reloading
+ if(!autocvar_g_balance_shotgun_reload_ammo)
+ self.clip_load = 0; // also keeps crosshair ammo from displaying
+ else
+ {
+ self.clip_load = self.shotgun_load;
+ self.clip_size = autocvar_g_balance_shotgun_reload_ammo; // for the crosshair ammo display
+ }
+}
+
+void W_Shotgun_ReloadedAndReady()
+{
+ float t;
+
+ // now do the ammo transfer
+ self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
+ while(self.clip_load < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more ammo than we have
+ {
+ self.clip_load += 1;
+ self.ammo_shells -= 1;
+ }
+ self.shotgun_load = self.clip_load;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_Shotgun_Reload()
+{
+ // return if reloading is disabled for this weapon
+ if(!autocvar_g_balance_shotgun_reload_ammo)
+ return;
+
+ if(!W_ReloadCheck(self.ammo_shells, autocvar_g_balance_shotgun_primary_ammo))
+ return;
+
+ float t;
+
+ sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady);
+
+ self.old_clip_load = self.clip_load;
+ self.clip_load = -1;
+}
+
void W_Shotgun_Attack (void)
{
float sc;
float bulletconstant;
local entity flash;
- ammoamount = cvar("g_balance_shotgun_primary_ammo");
- bullets = cvar("g_balance_shotgun_primary_bullets");
- d = cvar("g_balance_shotgun_primary_damage");
- f = cvar("g_balance_shotgun_primary_force");
- spread = cvar("g_balance_shotgun_primary_spread");
- bulletspeed = cvar("g_balance_shotgun_primary_speed");
- bulletconstant = cvar("g_balance_shotgun_primary_bulletconstant");
+ ammoamount = autocvar_g_balance_shotgun_primary_ammo;
+ bullets = autocvar_g_balance_shotgun_primary_bullets;
+ d = autocvar_g_balance_shotgun_primary_damage;
+ f = autocvar_g_balance_shotgun_primary_force;
+ spread = autocvar_g_balance_shotgun_primary_spread;
+ bulletspeed = autocvar_g_balance_shotgun_primary_speed;
+ bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
+
+ // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
+ if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
+ {
+ if(autocvar_g_balance_shotgun_reload_ammo)
+ {
+ self.clip_load -= ammoamount;
+ self.shotgun_load = self.clip_load;
+ }
+ else
+ self.ammo_shells -= ammoamount;
+ }
- W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("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", CHAN_WEAPON, 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();
- 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_primary_ammo"));
+ pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
// casing code
- if (cvar("g_casings") >= 1)
+ if (autocvar_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.nextthink = time + 0.06;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
W_AttachToShotorg(flash, '5 0 0');
-
}
void shotgun_meleethink (void)
vector angle;
angle = v_forward;
+ float meleetime;
+ meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
+
// perform trace
float f;
- f = (self.cnt + cvar("g_balance_shotgun_secondary_melee_time") - time) / cvar("g_balance_shotgun_secondary_melee_time") * 2 - 1;
+ f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
vector targpos;
- targpos = self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_shotgun_secondary_melee_range") + v_right * f * cvar("g_balance_shotgun_secondary_melee_swing") + v_up * f * cvar("g_balance_shotgun_secondary_melee_swing");
+ targpos = self.owner.origin + self.owner.view_ofs + angle * autocvar_g_balance_shotgun_secondary_melee_range + v_right * f * autocvar_g_balance_shotgun_secondary_melee_swing + v_up * f * autocvar_g_balance_shotgun_secondary_melee_swing;
WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
{
vector force;
- force = angle * cvar("g_balance_shotgun_secondary_force");
+ force = angle * autocvar_g_balance_shotgun_secondary_force;
if(accuracy_isgooddamage(self.owner, trace_ent))
- accuracy_add(self.owner, WEP_SHOTGUN, 0, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1));
- Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
+ accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
+ Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
remove(self);
}
- else if(time >= self.cnt + cvar("g_balance_shotgun_secondary_melee_time")) // missed, remove ent
+ else if(time >= self.cnt + meleetime) // missed, remove ent
remove(self);
else // continue swinging the weapon in hope of hitting someone :)
self.nextthink = time;
void W_Shotgun_Attack2 (void)
{
sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
entity meleetemp;
meleetemp = spawn();
meleetemp.owner = self;
meleetemp.think = shotgun_meleethink;
- meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
- W_SetupShot_Range(self, TRUE, 0, "", 0, cvar("g_balance_shotgun_secondary_damage"), cvar("g_balance_shotgun_secondary_melee_range"));
+ meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
+ W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
}
void spawnfunc_weapon_shotgun(); // defined in t_items.qc
float w_shotgun(float req)
{
if (req == WR_AIM)
- if(vlen(self.origin-self.enemy.origin)>200)
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
- else
+ 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);
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
+ if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
+ W_Shotgun_Reload();
+ else
{
- if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ if (self.BUTTON_ATCK)
{
- if(weapon_prepareattack(0, cvar("g_balance_shotgun_primary_animtime")))
+ if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
{
- W_Shotgun_Attack();
- self.shotgun_primarytime = time + cvar("g_balance_shotgun_primary_refire");
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
+ if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
+ {
+ W_Shotgun_Attack();
+ self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
+ }
}
}
- }
- if (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary"))
- if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_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);
+ if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
+ if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_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);
+ }
}
}
else if (req == WR_PRECACHE)
precache_sound ("misc/itempickup.wav");
precache_sound ("weapons/shotgun_fire.wav");
precache_sound ("weapons/shotgun_melee.wav");
+ precache_sound ("weapons/reload.wav");
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_SHOTGUN);
+ W_Shotgun_SetAmmoCounter();
+ }
else if (req == WR_CHECKAMMO1)
- return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
+ {
+ if(autocvar_g_balance_shotgun_reload_ammo)
+ return self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo;
+ else
+ return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
+ }
else if (req == WR_CHECKAMMO2)
{
return TRUE;
}
+ else if (req == WR_RELOAD)
+ {
+ W_Shotgun_Reload();
+ }
+ else if (req == WR_SWITCHABLE)
+ {
+ // checks if this weapon can be switched to, when reloading is enabled
+ // returns true if there's either enough load in the weapon to use it,
+ // or we have enough ammo to reload the weapon to a usable point
+ float ammo_amount;
+ ammo_amount = autocvar_g_balance_shotgun_primary_ammo;
+ return self.shotgun_load >= ammo_amount || self.ammo_shells >= ammo_amount;
+ }
return TRUE;
};
#endif