X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fshotgun.qc;h=9ae0c6069ab7b748b8f63a8c4c147891533ec8cf;hp=dba351eb61178cc15df70a887f0c5ce617098545;hb=06ac66a5edaa645e19ed9a6482409e8656a65b1d;hpb=692cb758fe8f25fa078bfd5885333ee031885600 diff --git a/qcsrc/common/weapons/weapon/shotgun.qc b/qcsrc/common/weapons/weapon/shotgun.qc index dba351eb6..9ae0c6069 100644 --- a/qcsrc/common/weapons/weapon/shotgun.qc +++ b/qcsrc/common/weapons/weapon/shotgun.qc @@ -1,12 +1,13 @@ +#include "shotgun.qh" #ifndef IMPLEMENTATION 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); +/* 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"); -#ifndef MENUQC +#ifdef GAMEQC /* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM); #endif /* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun"); @@ -58,83 +59,83 @@ REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun)); #ifdef SVQC spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); } -void W_Shotgun_Attack(Weapon thiswep, float isprimary) -{SELFPARAM(); - float sc; - entity flash; - - W_DecreaseAmmo(thiswep, self, WEP_CVAR_PRI(shotgun, ammo)); +void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary) +{ + W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo)); - W_SetupShot(self, true, 5, SND(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, 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_self; + setthink(flash, SUB_Remove); flash.nextthink = time + 0.06; flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION; - W_AttachToShotorg(self, flash, '5 0 0'); + W_AttachToShotorg(actor, weaponentity, flash, '5 0 0'); } .float swing_prev; .entity swing_alreadyhit; -void W_Shotgun_Melee_Think() -{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(IS_DEAD(self.realowner) && 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 @@ -144,42 +145,42 @@ void W_Shotgun_Melee_Think() 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; } } @@ -188,18 +189,17 @@ void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int f 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(meleetemp); - make_pure(meleetemp); + entity meleetemp = new_pure(meleetemp); meleetemp.realowner = actor; - meleetemp.think = W_Shotgun_Melee_Think; - meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(); - W_SetupShot_Range(actor, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range)); + 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(Weapon thiswep, entity actor, .entity weaponentity, int fire) { - if (!thiswep.wr_checkammo2(thiswep)) + if (!thiswep.wr_checkammo2(thiswep, actor)) if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); @@ -208,12 +208,12 @@ void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity } sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound - W_Shotgun_Attack(WEP_SHOTGUN, 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) { - if (!thiswep.wr_checkammo2(thiswep)) + if (!thiswep.wr_checkammo2(thiswep, actor)) if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); @@ -221,123 +221,124 @@ void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity return; } - W_Shotgun_Attack(WEP_SHOTGUN, 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; +.float shotgun_primarytime[MAX_WEAPONSLOTS]; - METHOD(Shotgun, wr_aim, void(entity thiswep)) - { - if(vdist(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); - } - 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 - { - // 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.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, true); - actor.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(); - 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.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, false); - actor.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1); - } - } - } - } - if(actor.clip_load >= 0) // we are not currently reloading - if(!actor.crouch) // no crouchmelee please - 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_setup, void(entity thiswep)) - { - self.ammo_field = ammo_none; - } - METHOD(Shotgun, wr_checkammo1, bool(entity thiswep)) - { - float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo); - ammo_amount += self.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); - return ammo_amount; - } - METHOD(Shotgun, wr_checkammo2, bool(entity thiswep)) - { - if(IS_BOT_CLIENT(self)) - if(vdist(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 - { - float ammo_amount = self.(thiswep.ammo_field) >= 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 - } - } - METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) - { - W_Reload(self, WEP_CVAR_PRI(shotgun, ammo), SND(RELOAD)); // WEAPONTODO - } - METHOD(Shotgun, wr_suicidemessage, int(entity thiswep)) - { - return WEAPON_THINKING_WITH_PORTALS; - } - METHOD(Shotgun, wr_killmessage, int(entity thiswep)) - { - if(w_deathtype & HITTYPE_SECONDARY) - return WEAPON_SHOTGUN_MURDER_SLAP; - else - return WEAPON_SHOTGUN_MURDER; - } +METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor)) +{ + 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); + else + PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, 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.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) + { + int slot = weaponslot(weaponentity); + if(time >= actor.shotgun_primarytime[slot]) // 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.shotgun_primarytime[slot] = 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) + { + int slot = weaponslot(weaponentity); + if(time >= actor.shotgun_primarytime[slot]) // 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.shotgun_primarytime[slot] = 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.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_setup, void(entity thiswep, entity actor)) +{ + actor.ammo_field = ammo_none; +} +METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor)) +{ + float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo); + ammo_amount += actor.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo); + return ammo_amount; +} +METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor)) +{ + 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.(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; - METHOD(Shotgun, wr_impacteffect, void(entity thiswep)) - { - vector org2 = w_org + w_backoff * 2; - pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1); - if(!w_issilent && time - self.prevric > 0.25) - { - if(w_random < 0.05) - sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM); - self.prevric = time; - } - } +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