-/* ammotype */ ATTRIB(Shotgun, ammo_field, .int, ammo_shells)
-/* impulse */ ATTRIB(Shotgun, impulse, int, 2)
+/* 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");
/* 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");
/* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
#endif
/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
/* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
#endif
/* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
-void W_Shotgun_Attack(Weapon thiswep, entity actor, float isprimary)
+void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity);
- W_SetupShot(actor, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
+ 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));
- fireBullet(actor, 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);
+ 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));
Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
{
makevectors(actor.v_angle); // for some reason, this is lost
//for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
{
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);
+ 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);
setthink(flash, SUB_Remove);
flash.nextthink = time + 0.06;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
setthink(flash, SUB_Remove);
flash.nextthink = time + 0.06;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- W_AttachToShotorg(actor, flash, '5 0 0');
+ W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
// check to see if we can still continue, otherwise give up now
if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
{
// check to see if we can still continue, otherwise give up now
if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
{
meleetemp.realowner = actor;
setthink(meleetemp, W_Shotgun_Melee_Think);
meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
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, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+ 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(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
}
// alternate secondary weapon frames
void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
w_ready(thiswep, actor, weaponentity, fire);
return;
}
sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
w_ready(thiswep, actor, weaponentity, fire);
return;
}
sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
- W_Shotgun_Attack(WEP_SHOTGUN, actor, true); // actually is secondary, but we trick the last shot into playing full reload 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(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
}
void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
w_ready(thiswep, actor, weaponentity, fire);
return;
}
w_ready(thiswep, actor, weaponentity, fire);
return;
}
- W_Shotgun_Attack(WEP_SHOTGUN, actor, false);
+ 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;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
}
.float shotgun_primarytime;
-METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor))
+METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
{
if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
- PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+ PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
- PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 1000000, 0, 0.001, false);
+ 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))
{
}
METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if(WEP_CVAR(shotgun, reload_ammo) && actor.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
+ 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) {
{
// don't force reload an empty shotgun if its melee attack is active
if(WEP_CVAR(shotgun, secondary) < 2) {
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
{
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
{
- W_Shotgun_Attack(thiswep, actor, true);
- actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
+ 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)
{
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
}
}
}
else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
{
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
{
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
{
- W_Shotgun_Attack(thiswep, actor, false);
- actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
+ 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);
}
}
}
}
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
}
}
}
}
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)))
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)))
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
}
}
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
}
}
-METHOD(Shotgun, wr_setup, void(entity thiswep, entity actor))
-{
- actor.ammo_field = ammo_none;
-}
-METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
-METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor))
+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)))
{
if(IS_BOT_CLIENT(actor))
if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
case 2: // secondary triple shot
{
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
case 2: // secondary triple shot
{
float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
}
METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
}
METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
{
- W_Reload(actor, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
+ W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO