WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
// apply the damage, also remove self
- if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && trace_ent.classname == "player")
+ 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");
void spawnfunc_weapon_shotgun(); // defined in t_items.qc
+.float shotgun_primarytime;
+
float w_shotgun(float req)
{
if (req == WR_AIM)
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, cvar("g_balance_shotgun_primary_refire")))
{
- W_Shotgun_Attack();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
+ if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ {
+ if(weapon_prepareattack(0, cvar("g_balance_shotgun_primary_animtime")))
+ {
+ 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 (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary"))
if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))