w_cvar(id, sn, BOTH, animtime) \
w_cvar(id, sn, BOTH, refire) \
w_cvar(id, sn, PRI, bullets) \
- w_cvar(id, sn, PRI, bulletconstant) \
w_cvar(id, sn, BOTH, damage) \
w_cvar(id, sn, BOTH, force) \
+ w_cvar(id, sn, PRI, solidpenetration) \
w_cvar(id, sn, PRI, spread) \
- w_cvar(id, sn, PRI, speed) \
w_cvar(id, sn, NONE, secondary) \
w_cvar(id, sn, SEC, melee_time) \
w_cvar(id, sn, SEC, melee_no_doubleslap) \
W_SetupShot (self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
for (sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
- fireBallisticBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, speed), 5, WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN, 0, WEP_CVAR_PRI(shotgun, bulletconstant));
- endFireBallisticBullet();
+ fireBullet(w_shotorg, w_shotdir, WEP_CVAR_PRI(shotgun, spread), WEP_CVAR_PRI(shotgun, solidpenetration), WEP_CVAR_PRI(shotgun, damage), WEP_CVAR_PRI(shotgun, force), WEP_SHOTGUN, 0);
pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));