#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;
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, 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, autocvar_g_balance_shotgun_primary_ammo);
flash.nextthink = time + 0.06;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
W_AttachToShotorg(flash, '5 0 0');
-
}
void shotgun_meleethink (void)
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, autocvar_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 + autocvar_g_balance_shotgun_primary_refire;
- weapon_thinkf(WFRAME_FIRE1, autocvar_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 && 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);
+ 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 >= autocvar_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