#include "okshotgun.qh" #ifdef SVQC spawnfunc(weapon_okshotgun) { weapon_defaultspawnfunc(this, WEP_OVERKILL_SHOTGUN); } METHOD(OverkillShotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if (vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_PRI(okshotgun, bot_range))) { PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); } else { PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false); } } METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if ((WEP_CVAR_SEC(okshotgun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval)) { // Secondary uses it's own refire timer if refire_type is 1. actor.jump_interval = time + WEP_CVAR_SEC(okshotgun, refire) * W_WeaponRateFactor(actor); // Ugly hack to reuse the fire mode of the blaster. makevectors(actor.v_angle); Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack actor.(weaponentity).m_weapon = WEP_BLASTER; W_Blaster_Attack( actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(okshotgun, shotangle), WEP_CVAR_SEC(okshotgun, damage), WEP_CVAR_SEC(okshotgun, edgedamage), WEP_CVAR_SEC(okshotgun, radius), WEP_CVAR_SEC(okshotgun, force), WEP_CVAR_SEC(okshotgun, speed), WEP_CVAR_SEC(okshotgun, spread), WEP_CVAR_SEC(okshotgun, delay), WEP_CVAR_SEC(okshotgun, lifetime) ); actor.(weaponentity).m_weapon = oldwep; } if (WEP_CVAR(okshotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okshotgun, ammo)) { // Forced reload thiswep.wr_reload(thiswep, actor, weaponentity); return; } if (fire & 1) // Primary attack { if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, animtime))) { return; } W_Shotgun_Attack(thiswep, actor, weaponentity, true, WEP_CVAR_PRI(okshotgun, ammo), WEP_CVAR_PRI(okshotgun, damage), WEP_CVAR_PRI(okshotgun, bullets), WEP_CVAR_PRI(okshotgun, spread), WEP_CVAR_PRI(okshotgun, solidpenetration), WEP_CVAR_PRI(okshotgun, force)); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready); return; } if ((fire & 2) && (WEP_CVAR_SEC(okshotgun, refire_type) == 0)) // Secondary attack { if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okshotgun, refire))) { return; } // ugly instagib hack to reuse the fire mode of the laser makevectors(actor.v_angle); Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack actor.(weaponentity).m_weapon = WEP_BLASTER; W_Blaster_Attack( actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(okshotgun, shotangle), WEP_CVAR_SEC(okshotgun, damage), WEP_CVAR_SEC(okshotgun, edgedamage), WEP_CVAR_SEC(okshotgun, radius), WEP_CVAR_SEC(okshotgun, force), WEP_CVAR_SEC(okshotgun, speed), WEP_CVAR_SEC(okshotgun, spread), WEP_CVAR_SEC(okshotgun, delay), WEP_CVAR_SEC(okshotgun, lifetime) ); actor.(weaponentity).m_weapon = oldwep; weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(okshotgun, animtime), w_ready); } } METHOD(OverkillShotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(okshotgun, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_PRI(okshotgun, ammo); return ammo_amount; } METHOD(OverkillShotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { if (WEP_CVAR_SEC(okshotgun, ammo) == 0) { return true; } float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(okshotgun, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_SEC(okshotgun, ammo); return ammo_amount; } METHOD(OverkillShotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, weaponentity, WEP_CVAR_PRI(okshotgun, ammo), SND_RELOAD); // WEAPONTODO } METHOD(OverkillShotgun, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } METHOD(OverkillShotgun, wr_killmessage, Notification(entity thiswep)) { if(w_deathtype & HITTYPE_SECONDARY) return WEAPON_BLASTER_MURDER; else return WEAPON_SHOTGUN_MURDER; } #endif #ifdef CSQC .float prevric; METHOD(OverkillShotgun, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2 = w_org + w_backoff * 2; pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1); if(!w_issilent && time - actor.prevric > 0.25) { if(w_random < 0.05) sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM); actor.prevric = time; } } #endif