#ifdef REGISTER_WEAPON
-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"))
#else
#ifdef SVQC
void W_Shotgun_Attack (void)
vector angle;
angle = v_forward;
+ float meleetime;
+ meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
+
// perform trace
float f;
- f = (self.cnt + autocvar_g_balance_shotgun_secondary_melee_time - time) / autocvar_g_balance_shotgun_secondary_melee_time * 2 - 1;
+ f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
vector targpos;
targpos = self.owner.origin + self.owner.view_ofs + angle * autocvar_g_balance_shotgun_secondary_melee_range + v_right * f * autocvar_g_balance_shotgun_secondary_melee_swing + v_up * f * autocvar_g_balance_shotgun_secondary_melee_swing;
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);
remove(self);
}
- else if(time >= self.cnt + autocvar_g_balance_shotgun_secondary_melee_time) // missed, remove ent
+ else if(time >= self.cnt + meleetime) // missed, remove ent
remove(self);
else // continue swinging the weapon in hope of hitting someone :)
self.nextthink = time;