]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_shotgun.qc
Merge remote branch 'origin/master' into samual/hagar_secondary_autorelease
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_shotgun.qc
index b77ed92252eb640d7131ac40431caf54dfc9458e..2088073f9970e62a1836b96725ab231f85898638 100644 (file)
@@ -98,7 +98,7 @@ void W_Shotgun_Attack2 (void)
        meleetemp = spawn();
        meleetemp.owner = meleetemp.realowner = self;
        meleetemp.think = shotgun_meleethink;
-       meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
+       meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
        W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
 }
 
@@ -113,7 +113,13 @@ float w_shotgun(float req)
                if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
                        self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
                else
-                       self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+               {
+                       if(autocvar_g_antilag_bullets)
+                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+                       else
+                               self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
+               }
+
        else if (req == WR_THINK)
        {
                if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
@@ -131,7 +137,7 @@ float w_shotgun(float req)
                                        if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
                                        {
                                                W_Shotgun_Attack();
-                                               self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
+                                               self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
                                                weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
                                        }
                                }