1 #include "okshotgun.qh"
4 METHOD(OverkillShotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
6 if (vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_PRI(okshotgun, bot_range)))
8 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
12 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
16 METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
18 if ((WEP_CVAR_SEC(okshotgun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
20 // Secondary uses it's own refire timer if refire_type is 1.
21 actor.jump_interval = time + WEP_CVAR_SEC(okshotgun, refire) * W_WeaponRateFactor(actor);
22 // Ugly hack to reuse the fire mode of the blaster.
23 makevectors(actor.v_angle);
27 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
28 WEP_CVAR_SEC(okshotgun, shotangle),
29 WEP_CVAR_SEC(okshotgun, damage),
30 WEP_CVAR_SEC(okshotgun, edgedamage),
31 WEP_CVAR_SEC(okshotgun, radius),
32 WEP_CVAR_SEC(okshotgun, force),
33 WEP_CVAR_SEC(okshotgun, speed),
34 WEP_CVAR_SEC(okshotgun, spread),
35 WEP_CVAR_SEC(okshotgun, delay),
36 WEP_CVAR_SEC(okshotgun, lifetime)
38 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
39 (actor.(weaponentity).wframe == WFRAME_FIRE2))
41 // Set secondary fire animation.
43 actor.(weaponentity).wframe = WFRAME_FIRE2;
44 a = actor.(weaponentity).anim_fire2;
45 a.z *= g_weaponratefactor;
46 FOREACH_CLIENT(true, LAMBDA(
47 if (it == actor || (IS_SPEC(it) && it.enemy == actor))
49 wframe_send(it, actor.(weaponentity), a, true);
52 animdecide_setaction(actor, ANIMACTION_SHOOT, true);
55 if (WEP_CVAR(okshotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okshotgun, ammo))
58 thiswep.wr_reload(thiswep, actor, weaponentity);
61 if (fire & 1) // Primary attack
63 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, animtime)))
67 W_Shotgun_Attack(thiswep, actor, weaponentity, true,
68 WEP_CVAR_PRI(okshotgun, ammo),
69 WEP_CVAR_PRI(okshotgun, damage),
70 WEP_CVAR_PRI(okshotgun, bullets),
71 WEP_CVAR_PRI(okshotgun, spread),
72 WEP_CVAR_PRI(okshotgun, solidpenetration),
73 WEP_CVAR_PRI(okshotgun, force));
74 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
77 if ((fire & 2) && (WEP_CVAR_SEC(okshotgun, refire_type) == 0)) // Secondary attack
79 if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okshotgun, refire)))
83 // Ugly hack to reuse the fire mode of the blaster.
84 makevectors(actor.v_angle);
88 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
89 WEP_CVAR_SEC(okshotgun, shotangle),
90 WEP_CVAR_SEC(okshotgun, damage),
91 WEP_CVAR_SEC(okshotgun, edgedamage),
92 WEP_CVAR_SEC(okshotgun, radius),
93 WEP_CVAR_SEC(okshotgun, force),
94 WEP_CVAR_SEC(okshotgun, speed),
95 WEP_CVAR_SEC(okshotgun, spread),
96 WEP_CVAR_SEC(okshotgun, delay),
97 WEP_CVAR_SEC(okshotgun, lifetime)
99 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready);
103 METHOD(OverkillShotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
105 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(okshotgun, ammo);
106 ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_PRI(okshotgun, ammo);
110 METHOD(OverkillShotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
112 return true; // Blaster secondary is unlimited.
115 METHOD(OverkillShotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
117 W_Reload(actor, weaponentity, WEP_CVAR_PRI(okshotgun, ammo), SND_RELOAD); // WEAPONTODO
120 METHOD(OverkillShotgun, wr_suicidemessage, Notification(entity thiswep))
122 return WEAPON_THINKING_WITH_PORTALS;
125 METHOD(OverkillShotgun, wr_killmessage, Notification(entity thiswep))
127 return WEAPON_OVERKILL_SHOTGUN_MURDER;
134 METHOD(OverkillShotgun, wr_impacteffect, void(entity thiswep, entity actor))
136 vector org2 = w_org + w_backoff * 2;
137 pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
138 if(!w_issilent && time - actor.prevric > 0.25)
141 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
142 actor.prevric = time;