f = (self.cnt + cvar("g_balance_shotgun_secondary_melee_time") - time) / cvar("g_balance_shotgun_secondary_melee_time") * 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");
+
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");
- Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * ((f + 1) / 2), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
+ 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);
+ Damage_RecordDamage(self.owner, WEP_SHOTGUN | HITTYPE_SECONDARY, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1));
remove(self);
}
else if(time >= self.cnt + cvar("g_balance_shotgun_secondary_melee_time")) // missed, remove ent
meleetemp.owner = self;
meleetemp.think = shotgun_meleethink;
meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
+ W_SetupShot_Range(self, TRUE, 0, "", cvar("g_balance_shotgun_secondary_damage"), cvar("g_balance_shotgun_secondary_melee_range"));
}
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")))
w_deathtypestring = "%s did the impossible";
else if (req == WR_KILLMESSAGE)
{
- w_deathtypestring = "%s was gunned by %s"; // unchecked: SECONDARY
+ if(w_deathtype & HITTYPE_SECONDARY)
+ w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
+ else
+ w_deathtypestring = "%s was gunned by %s";
}
return TRUE;
}