#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_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
#else
#ifdef SVQC
-// weapon load persistence, for weapons that support reloading
-.float shotgun_load;
-
-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_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();
W_AttachToShotorg(flash, '5 0 0');
}
+entity lgbeam_owner_ent;
void shotgun_meleethink (void)
{
// store time when we started swinging down inside self.cnt
if(!self.cnt)
self.cnt = time;
- makevectors(self.owner.v_angle);
+ makevectors(self.realowner.v_angle);
vector angle;
angle = v_forward;
float f;
f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
vector targpos;
- 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;
+ targpos = self.realowner.origin + self.realowner.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(!lgbeam_owner_ent)
+ {
+ lgbeam_owner_ent = spawn();
+ lgbeam_owner_ent.classname = "lgbeam_owner_ent";
+ }
+ WarpZone_traceline_antilag(lgbeam_owner_ent, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
// apply the damage, also remove self
if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
{
vector force;
force = angle * autocvar_g_balance_shotgun_secondary_force;
- if(accuracy_isgooddamage(self.owner, trace_ent))
- 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);
+ if(accuracy_isgooddamage(self.realowner, trace_ent))
+ accuracy_add(self.realowner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
+ Damage (trace_ent, self.realowner, self.realowner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.realowner.origin + self.realowner.view_ofs, force);
remove(self);
}
- else if(time >= self.cnt + meleetime) // missed, remove ent
+ else if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, 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);
+ 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 = self;
+ meleetemp.owner = meleetemp.realowner = self;
meleetemp.think = shotgun_meleethink;
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);
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
{
// don't force reload an empty shotgun if its melee attack is active
if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
- W_Shotgun_Reload();
+ weapon_action(self.weapon, WR_RELOAD);
}
else
{
}
}
}
+ if (self.clip_load >= 0) // we are not currently reloading
if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
{
precache_sound ("misc/itempickup.wav");
precache_sound ("weapons/shotgun_fire.wav");
precache_sound ("weapons/shotgun_melee.wav");
- precache_sound ("weapons/reload.wav");
+ //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
}
else if (req == WR_SETUP)
{
weapon_setup(WEP_SHOTGUN);
- W_Shotgun_SetAmmoCounter();
+ self.current_ammo = ammo_shells;
}
else if (req == WR_CHECKAMMO1)
{
ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
- ammo_amount += self.shotgun_load >= 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)
// melee attack is always available
return TRUE;
}
- else if (req == WR_RESETPLAYER)
- {
- // all weapons must be fully loaded when we spawn
- self.shotgun_load = autocvar_g_balance_shotgun_reload_ammo;
- }
else if (req == WR_RELOAD)
{
- W_Shotgun_Reload();
+ W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
}
return TRUE;
};
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;
}
}
precache_sound("weapons/ric3.wav");
}
else if (req == WR_SUICIDEMESSAGE)
- w_deathtypestring = _("%s did the impossible");
+ w_deathtypestring = _("%s is now thinking with portals");
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)