#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
+REGISTER_WEAPON(
+/* WEP_##id */ SHOTGUN,
+/* function */ w_shotgun,
+/* ammotype */ IT_SHELLS,
+/* impulse */ 2,
+/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
+/* rating */ BOT_PICKUP_RATING_LOW,
+/* model */ "shotgun",
+/* shortname */ "shotgun",
+/* fullname */ _("Shotgun")
+);
#else
#ifdef SVQC
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);
+ fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, 1, bulletconstant);
endFireBallisticBullet();
pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
//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 = (trace_ent.classname == "player" || trace_ent.classname == "body");
+ is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
if((trace_fraction < 1) // if trace is good, apply the damage and remove self
&& (trace_ent.takedamage == DAMAGE_AIM)
}
}
if (self.clip_load >= 0) // we are not currently reloading
- if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
+ if (!self.crouch) // no crouchmelee please
if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
{
{
W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
}
+ else if (req == WR_SUICIDEMESSAGE)
+ {
+ return WEAPON_THINKING_WITH_PORTALS;
+ }
+ else if (req == WR_KILLMESSAGE)
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_SHOTGUN_MURDER_SLAP;
+ else
+ return WEAPON_SHOTGUN_MURDER;
+ }
return TRUE;
}
#endif
precache_sound("weapons/ric2.wav");
precache_sound("weapons/ric3.wav");
}
- else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = _("%s is now thinking with portals");
- else if (req == WR_KILLMESSAGE)
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = _("%2$s slapped %1$s around a bit with a large shotgun");
- else
- w_deathtypestring = _("%s was gunned down with a shotgun by %s");
- }
return TRUE;
}
#endif