]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/shotgun.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / shotgun.qc
index d2e58836f3e8f17014c538bbd47857c045195d4e..f6d730fcb1f9dffc28331e6d17e718558f190779 100644 (file)
+#include "shotgun.qh"
 #ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ SHOTGUN,
-/* function  */ W_Shotgun,
-/* ammotype  */ ammo_shells,
-/* impulse   */ 2,
-/* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
-/* rating    */ BOT_PICKUP_RATING_LOW,
-/* color     */ '0.5 0.25 0',
-/* modelname */ "shotgun",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairshotgun 0.65",
-/* wepimg    */ "weaponshotgun",
-/* refname   */ "shotgun",
-/* wepname   */ _("Shotgun")
-);
-
-#define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
-#define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, PRI,  ammo) \
-       w_cvar(id, sn, BOTH, animtime) \
-       w_cvar(id, sn, BOTH, refire) \
-       w_cvar(id, sn, PRI,  bullets) \
-       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, NONE, secondary) \
-       w_cvar(id, sn, SEC,  melee_time) \
-       w_cvar(id, sn, SEC,  melee_no_doubleslap) \
-       w_cvar(id, sn, SEC,  melee_traces) \
-       w_cvar(id, sn, SEC,  melee_swing_up) \
-       w_cvar(id, sn, SEC,  melee_swing_side) \
-       w_cvar(id, sn, SEC,  melee_nonplayerdamage) \
-       w_cvar(id, sn, SEC,  melee_multihit) \
-       w_cvar(id, sn, SEC,  melee_delay) \
-       w_cvar(id, sn, SEC,  melee_range) \
-       w_cvar(id, sn, SEC,  alt_animtime) \
-       w_cvar(id, sn, SEC,  alt_refire) \
-       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
-       w_prop(id, sn, float,  reloading_time, reload_time) \
-       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
-       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
-       w_prop(id, sn, string, weaponreplace, weaponreplace) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
-
-#ifdef SVQC
-SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+CLASS(Shotgun, Weapon)
+/* ammotype  */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells);
+/* impulse   */ ATTRIB(Shotgun, impulse, int, 2);
+/* flags     */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC);
+/* rating    */ ATTRIB(Shotgun, bot_pickupbasevalue, float, BOT_PICKUP_RATING_LOW);
+/* color     */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
+/* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
+#ifdef GAMEQC
+/* model     */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
 #endif
+/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
+/* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
+/* wepimg    */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
+/* refname   */ ATTRIB(Shotgun, netname, string, "shotgun");
+/* wepname   */ ATTRIB(Shotgun, m_name, string, _("Shotgun"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, alt_animtime, float, SEC) \
+               P(class, prefix, alt_refire, float, SEC) \
+               P(class, prefix, ammo, float, PRI) \
+               P(class, prefix, animtime, float, BOTH) \
+               P(class, prefix, bullets, float, PRI) \
+               P(class, prefix, damage, float, BOTH) \
+               P(class, prefix, force, float, BOTH) \
+               P(class, prefix, melee_delay, float, SEC) \
+               P(class, prefix, melee_multihit, float, SEC) \
+               P(class, prefix, melee_nonplayerdamage, float, SEC) \
+               P(class, prefix, melee_no_doubleslap, float, SEC) \
+               P(class, prefix, melee_range, float, SEC) \
+               P(class, prefix, melee_swing_side, float, SEC) \
+               P(class, prefix, melee_swing_up, float, SEC) \
+               P(class, prefix, melee_time, float, SEC) \
+               P(class, prefix, melee_traces, float, SEC) \
+               P(class, prefix, refire, float, BOTH) \
+               P(class, prefix, reload_ammo, float, NONE) \
+        P(class, prefix, reload_time, float, NONE) \
+               P(class, prefix, secondary, float, NONE) \
+               P(class, prefix, solidpenetration, float, PRI) \
+               P(class, prefix, spread, float, PRI) \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, weaponreplace, string,NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+       END()
+    W_PROPS(X, Shotgun, shotgun)
+#undef X
+
+ENDCLASS(Shotgun)
+REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun));
+
+
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN.m_id); }
+spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); }
 
-void W_Shotgun_Attack(float isprimary)
-{SELFPARAM();
-       float   sc;
-       entity flash;
+void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
+{
+       W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity);
 
-       W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
-
-       W_SetupShot(self, true, 5, W_Sound("shotgun_fire"), ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
-       for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
-               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.m_id, 0);
+       W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
+       for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
+               fireBullet(actor, weaponentity, 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.m_id, 0);
 
        Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
 
        // casing code
        if(autocvar_g_casings >= 1)
-               for(sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
-                       SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
+       {
+               makevectors(actor.v_angle); // for some reason, this is lost
+               //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
+                       SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, actor, weaponentity);
+       }
 
        // muzzle flash for 1st person view
-       flash = spawn();
+       entity flash = spawn();
        setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
-       flash.think = SUB_Remove;
+       setthink(flash, SUB_Remove);
        flash.nextthink = time + 0.06;
        flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
-       W_AttachToShotorg(flash, '5 0 0');
+       W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
 }
 
 .float swing_prev;
 .entity swing_alreadyhit;
-void W_Shotgun_Melee_Think(void)
-{SELFPARAM();
+void W_Shotgun_Melee_Think(entity this)
+{
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
        entity target_victim;
        vector targpos;
 
-       if(!self.cnt) // set start time of melee
+       if(!this.cnt) // set start time of melee
        {
-               self.cnt = time;
-               W_PlayStrengthSound(self.realowner);
+               this.cnt = time;
+               W_PlayStrengthSound(this.realowner);
        }
 
-       makevectors(self.realowner.v_angle); // update values for v_* vectors
+       makevectors(this.realowner.v_angle); // update values for v_* vectors
 
        // calculate swing percentage based on time
-       meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor();
-       swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
+       meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
+       swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
        f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
 
        // check to see if we can still continue, otherwise give up now
-       if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
+       if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
        {
-               remove(self);
+               delete(this);
                return;
        }
 
        // if okay, perform the traces needed for this frame
-       for(i=self.swing_prev; i < f; ++i)
+       for(i=this.swing_prev; i < f; ++i)
        {
                swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
 
-               targpos = (self.realowner.origin + self.realowner.view_ofs
+               targpos = (this.realowner.origin + this.realowner.view_ofs
                        + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
                        + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
                        + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
 
-               WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, false, self, ANTILAG_LATENCY(self.realowner));
+               WarpZone_traceline_antilag(this, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ANTILAG_LATENCY(this.realowner));
 
                // draw lightning beams for debugging
-               //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
+               //te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
                //te_customflash(targpos, 40,  2, '1 1 1');
 
                is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
 
-               if((trace_fraction < 1) // if trace is good, apply the damage and remove self
+               if((trace_fraction < 1) // if trace is good, apply the damage and remove this
                        && (trace_ent.takedamage == DAMAGE_AIM)
-                       && (trace_ent != self.swing_alreadyhit)
+                       && (trace_ent != this.swing_alreadyhit)
                        && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
                {
                        target_victim = trace_ent; // so it persists through other calls
@@ -140,249 +145,194 @@ void W_Shotgun_Melee_Think(void)
                        else
                                swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
 
-                       //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
+                       //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
 
-                       Damage(target_victim, self.realowner, self.realowner,
+                       Damage(target_victim, this.realowner, this.realowner,
                                swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY,
-                               self.realowner.origin + self.realowner.view_ofs,
+                               this.realowner.origin + this.realowner.view_ofs,
                                v_forward * WEP_CVAR_SEC(shotgun, force));
 
-                       if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); }
+                       if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); }
 
                        // draw large red flash for debugging
                        //te_customflash(targpos, 200, 2, '15 0 0');
 
                        if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
                        {
-                               self.swing_alreadyhit = target_victim;
+                               this.swing_alreadyhit = target_victim;
                                continue; // move along to next trace
                        }
                        else
                        {
-                               remove(self);
+                               delete(this);
                                return;
                        }
                }
        }
 
-       if(time >= self.cnt + meleetime)
+       if(time >= this.cnt + meleetime)
        {
                // melee is finished
-               remove(self);
+               delete(this);
                return;
        }
        else
        {
                // set up next frame
-               self.swing_prev = i;
-               self.nextthink = time;
+               this.swing_prev = i;
+               this.nextthink = time;
        }
 }
 
-void W_Shotgun_Attack2(void)
-{SELFPARAM();
-       sound(self, CH_WEAPON_A, W_Sound("shotgun_melee"), VOL_BASE, ATTEN_NORM);
-       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
-
-       entity meleetemp;
-       meleetemp = spawn();
-       meleetemp.realowner = self;
-       meleetemp.think = W_Shotgun_Melee_Think;
-       meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
-       W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
+
+       entity meleetemp = new_pure(meleetemp);
+       meleetemp.realowner = actor;
+       setthink(meleetemp, W_Shotgun_Melee_Think);
+       meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
+       W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
 }
 
 // alternate secondary weapon frames
-void W_Shotgun_Attack3_Frame2()
-{SELFPARAM();
-       if (!_WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
+       if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
-               W_SwitchWeapon_Force(self, w_getbestweapon(self));
-               w_ready();
+               W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
+               w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
-       sound(self, CH_WEAPON_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM); // kill previous sound
-       W_Shotgun_Attack(true); // actually is secondary, but we trick the last shot into playing full reload sound
-       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
+       sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
+       W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true); // actually is secondary, but we trick the last shot into playing full reload sound
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
 }
-void W_Shotgun_Attack3_Frame1()
-{SELFPARAM();
-       if (!_WEP_ACTION(self.weapon, WR_CHECKAMMO2))
-       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+       if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
+       if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
        {
-               W_SwitchWeapon_Force(self, w_getbestweapon(self));
-               w_ready();
+               W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
+               w_ready(thiswep, actor, weaponentity, fire);
                return;
        }
 
-       W_Shotgun_Attack(false);
-       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
+       W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false);
+       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
 }
 
 .float shotgun_primarytime;
 
-float W_Shotgun(entity thiswep, float req)
-{SELFPARAM();
-       float ammo_amount;
-       switch(req)
-       {
-               case WR_AIM:
-               {
-                       if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
-                               self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
-                       else
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
-
-                       return true;
-               }
-               case WR_THINK:
-               {
-                       if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
-                       {
-                               // don't force reload an empty shotgun if its melee attack is active
-                               if(WEP_CVAR(shotgun, secondary) < 2)
-                                       _WEP_ACTION(self.weapon, WR_RELOAD);
-                       }
-                       else
-                       {
-                               if(self.BUTTON_ATCK)
-                               {
-                                       if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
-                                       {
-                                               if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
-                                               {
-                                                       W_Shotgun_Attack(true);
-                                                       self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
-                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
-                                               }
-                                       }
-                               }
-                               else if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary) == 2)
-                               {
-                                       if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
-                                       {
-                                               if(weapon_prepareattack(0, WEP_CVAR_SEC(shotgun, alt_animtime)))
-                                               {
-                                                       W_Shotgun_Attack(false);
-                                                       self.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
-                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
-                                               }
-                                       }
-                               }
-                       }
-                       if(self.clip_load >= 0) // we are not currently reloading
-                       if(!self.crouch) // no crouchmelee please
-                       if(WEP_CVAR(shotgun, secondary) == 1)
-                       if((self.BUTTON_ATCK && self.WEP_AMMO(SHOTGUN) <= 0 && !(self.items & IT_UNLIMITED_WEAPON_AMMO)) || self.BUTTON_ATCK2)
-                       if(weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
-                       {
-                               // attempt forcing playback of the anim by switching to another anim (that we never play) here...
-                               weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
-                       }
-
-                       return true;
-               }
-               case WR_INIT:
-               {
-                       precache_sound("misc/itempickup.wav");
-                       precache_sound(W_Sound("shotgun_fire"));
-                       precache_sound(W_Sound("shotgun_melee"));
-                       SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
-               }
-               case WR_SETUP:
-               {
-                       self.ammo_field = ammo_none;
-                       return true;
-               }
-               case WR_CHECKAMMO1:
-               {
-                       ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
-                       ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
-                       return ammo_amount;
-               }
-               case WR_CHECKAMMO2:
-               {
-                       if(IS_BOT_CLIENT(self))
-                       if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
-                               return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
-                       switch(WEP_CVAR(shotgun, secondary))
-                       {
-                               case 1: return true; // melee does not use ammo
-                               case 2: // secondary triple shot
-                               {
-                                       ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
-                                       ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
-                                       return ammo_amount;
-                               }
-                               default: return false; // secondary unavailable
-                       }
-               }
-               case WR_CONFIG:
-               {
-                       SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
-               }
-               case WR_RELOAD:
-               {
-                       W_Reload(WEP_CVAR_PRI(shotgun, ammo), W_Sound("reload")); // WEAPONTODO
-                       return true;
-               }
-               case WR_SUICIDEMESSAGE:
-               {
-                       return WEAPON_THINKING_WITH_PORTALS;
-               }
-               case WR_KILLMESSAGE:
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_SHOTGUN_MURDER_SLAP;
-                       else
-                               return WEAPON_SHOTGUN_MURDER;
-               }
-       }
-       return false;
+METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_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(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
+    {
+        // don't force reload an empty shotgun if its melee attack is active
+        if(WEP_CVAR(shotgun, secondary) < 2) {
+            thiswep.wr_reload(thiswep, actor, weaponentity);
+        }
+    }
+    else
+    {
+        if(fire & 1)
+        {
+            if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+            {
+                if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
+                {
+                    W_Shotgun_Attack(thiswep, actor, weaponentity, true);
+                    actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
+                    weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
+                }
+            }
+        }
+        else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
+        {
+            if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+            {
+                if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
+                {
+                    W_Shotgun_Attack(thiswep, actor, weaponentity, false);
+                    actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
+                    weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
+                }
+            }
+        }
+    }
+    if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
+    if(WEP_CVAR(shotgun, secondary) == 1)
+    if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+    if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
+    {
+        // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+    }
+}
+METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+    float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+    return ammo_amount;
+}
+METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
+{
+    if(IS_BOT_CLIENT(actor))
+    if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
+        return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
+    switch(WEP_CVAR(shotgun, secondary))
+    {
+        case 1: return true; // melee does not use ammo
+        case 2: // secondary triple shot
+        {
+            float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
+            ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+            return ammo_amount;
+        }
+        default: return false; // secondary unavailable
+    }
 }
+METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
+{
+    W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
+}
+METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
+{
+    return WEAPON_THINKING_WITH_PORTALS;
+}
+METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_SHOTGUN_MURDER_SLAP;
+    else
+        return WEAPON_SHOTGUN_MURDER;
+}
+
 #endif
 #ifdef CSQC
 .float prevric;
-float W_Shotgun(entity thiswep, float req)
-{SELFPARAM();
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
-               {
-                       vector org2;
-                       org2 = w_org + w_backoff * 2;
-                       pointparticles(particleeffectnum(EFFECT_SHOTGUN_IMPACT), org2, w_backoff * 1000, 1);
-                       if(!w_issilent && time - self.prevric > 0.25)
-                       {
-                               if(w_random < 0.0165)
-                                       sound(self, CH_SHOTS, W_Sound("ric1"), VOL_BASE, ATTEN_NORM);
-                               else if(w_random < 0.033)
-                                       sound(self, CH_SHOTS, W_Sound("ric2"), VOL_BASE, ATTEN_NORM);
-                               else if(w_random < 0.05)
-                                       sound(self, CH_SHOTS, W_Sound("ric3"), VOL_BASE, ATTEN_NORM);
-                               self.prevric = time;
-                       }
 
-                       return true;
-               }
-               case WR_INIT:
-               {
-                       precache_sound(W_Sound("ric1"));
-                       precache_sound(W_Sound("ric2"));
-                       precache_sound(W_Sound("ric3"));
-                       return true;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
-       }
-       return false;
+METHOD(Shotgun, 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
 #endif