-REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", "Shotgun");
+REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
- ammoamount = cvar("g_balance_shotgun_primary_ammo");
- bullets = cvar("g_balance_shotgun_primary_bullets");
- d = cvar("g_balance_shotgun_primary_damage");
- f = cvar("g_balance_shotgun_primary_force");
- spread = cvar("g_balance_shotgun_primary_spread");
- bulletspeed = cvar("g_balance_shotgun_primary_speed");
- bulletconstant = cvar("g_balance_shotgun_primary_bulletconstant");
+ ammoamount = autocvar_g_balance_shotgun_primary_ammo;
+ bullets = autocvar_g_balance_shotgun_primary_bullets;
+ d = autocvar_g_balance_shotgun_primary_damage;
+ f = autocvar_g_balance_shotgun_primary_force;
+ spread = autocvar_g_balance_shotgun_primary_spread;
+ bulletspeed = autocvar_g_balance_shotgun_primary_speed;
+ bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
- W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", d * bullets);
+ W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
for (sc = 0;sc < bullets;sc = sc + 1)
fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
endFireBallisticBullet();
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_shells = self.ammo_shells - ammoamount;
for (sc = 0;sc < bullets;sc = sc + 1)
fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
endFireBallisticBullet();
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_shells = self.ammo_shells - ammoamount;
- pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_primary_ammo"));
+ pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
for (sc = 0;sc < ammoamount;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);
for (sc = 0;sc < ammoamount;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);
WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
- accuracy_add(self.owner, WEP_SHOTGUN, 0, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1));
- Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
+ accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
+ Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
void W_Shotgun_Attack2 (void)
{
sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
void W_Shotgun_Attack2 (void)
{
sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
- meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
- W_SetupShot_Range(self, TRUE, 0, "", cvar("g_balance_shotgun_secondary_damage"), cvar("g_balance_shotgun_secondary_melee_range"));
+ meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
+ W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
- if(vlen(self.origin-self.enemy.origin)>200)
- self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
- else
+ if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
{
if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
{
else if (req == WR_THINK)
{
if (self.BUTTON_ATCK)
{
if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
{
- self.shotgun_primarytime = time + cvar("g_balance_shotgun_primary_refire");
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
+ self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
- if (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary"))
- if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
+ if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
+ if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_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);
{
// attempt forcing playback of the anim by switching to another anim (that we never play) here...
weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
else if (req == WR_SETUP)
weapon_setup(WEP_SHOTGUN);
else if (req == WR_CHECKAMMO1)
else if (req == WR_SETUP)
weapon_setup(WEP_SHOTGUN);
else if (req == WR_CHECKAMMO1)