3 /* WEP_##id */ SHOTGUN,
4 /* function */ w_shotgun,
5 /* ammotype */ IT_SHELLS,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_LOW,
10 /* netname */ "shotgun",
11 /* fullname */ _("Shotgun")
15 void spawnfunc_weapon_shotgun()
17 if(autocvar_sv_q3acompat_machineshotgunswap)
18 if(self.classname != "droppedweapon")
20 weapon_defaultspawnfunc(WEP_UZI);
23 weapon_defaultspawnfunc(WEP_SHOTGUN);
27 void W_Shotgun_Attack (void)
39 ammoamount = autocvar_g_balance_shotgun_primary_ammo;
40 bullets = autocvar_g_balance_shotgun_primary_bullets;
41 d = autocvar_g_balance_shotgun_primary_damage;
42 f = autocvar_g_balance_shotgun_primary_force;
43 spread = autocvar_g_balance_shotgun_primary_spread;
44 bulletspeed = autocvar_g_balance_shotgun_primary_speed;
45 bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
47 W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
49 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
50 for (sc = 0;sc < bullets;sc = sc + 1)
51 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, 1, bulletconstant);
52 endFireBallisticBullet();
54 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
57 if (autocvar_g_casings >= 1)
58 for (sc = 0;sc < ammoamount;sc = sc + 1)
59 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);
61 // muzzle flash for 1st person view
63 setmodel(flash, "models/uziflash.md3"); // precision set below
64 flash.think = SUB_Remove;
65 flash.nextthink = time + 0.06;
66 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
67 W_AttachToShotorg(flash, '5 0 0');
71 .entity swing_alreadyhit;
72 void shotgun_meleethink (void)
75 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
79 if(!self.cnt) // set start time of melee
82 W_PlayStrengthSound(self.realowner);
85 makevectors(self.realowner.v_angle); // update values for v_* vectors
87 // calculate swing percentage based on time
88 meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
89 swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
90 f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
92 // check to see if we can still continue, otherwise give up now
93 if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
99 // if okay, perform the traces needed for this frame
100 for(i=self.swing_prev; i < f; ++i)
102 swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
104 targpos = (self.realowner.origin + self.realowner.view_ofs
105 + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
106 + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
107 + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
109 WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
111 // draw lightning beams for debugging
112 //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
113 //te_customflash(targpos, 40, 2, '1 1 1');
115 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
117 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
118 && (trace_ent.takedamage == DAMAGE_AIM)
119 && (trace_ent != self.swing_alreadyhit)
120 && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
122 target_victim = trace_ent; // so it persists through other calls
124 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
125 swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
127 swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
129 //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
131 Damage(target_victim, self.realowner, self.realowner,
132 swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
133 self.realowner.origin + self.realowner.view_ofs,
134 v_forward * autocvar_g_balance_shotgun_secondary_force);
136 if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
138 // draw large red flash for debugging
139 //te_customflash(targpos, 200, 2, '15 0 0');
141 if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
143 self.swing_alreadyhit = target_victim;
144 continue; // move along to next trace
154 if(time >= self.cnt + meleetime)
164 self.nextthink = time;
168 void W_Shotgun_Attack2 (void)
170 sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
171 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
175 meleetemp.realowner = self;
176 meleetemp.think = shotgun_meleethink;
177 meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
178 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
181 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
183 .float shotgun_primarytime;
185 float w_shotgun(float req)
193 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
194 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
197 if(autocvar_g_antilag_bullets)
198 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
200 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
207 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
209 // don't force reload an empty shotgun if its melee attack is active
210 if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
211 WEP_ACTION(self.weapon, WR_RELOAD);
215 if (self.BUTTON_ATCK)
217 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
219 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
222 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
223 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
228 if (self.clip_load >= 0) // we are not currently reloading
229 if (!self.crouch) // no crouchmelee please
230 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
231 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
233 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
234 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
241 precache_model ("models/uziflash.md3");
242 precache_model ("models/weapons/g_shotgun.md3");
243 precache_model ("models/weapons/v_shotgun.md3");
244 precache_model ("models/weapons/h_shotgun.iqm");
245 precache_sound ("misc/itempickup.wav");
246 precache_sound ("weapons/shotgun_fire.wav");
247 precache_sound ("weapons/shotgun_melee.wav");
252 weapon_setup(WEP_SHOTGUN);
253 self.current_ammo = ammo_shells;
258 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
259 ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
264 // melee attack is always available
269 W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
272 case WR_SUICIDEMESSAGE:
274 return WEAPON_THINKING_WITH_PORTALS;
278 if(w_deathtype & HITTYPE_SECONDARY)
279 return WEAPON_SHOTGUN_MURDER_SLAP;
281 return WEAPON_SHOTGUN_MURDER;
289 float w_shotgun(float req)
293 case WR_IMPACTEFFECT:
296 org2 = w_org + w_backoff * 2;
297 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
298 if(!w_issilent && time - self.prevric > 0.25)
300 if(w_random < 0.0165)
301 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
302 else if(w_random < 0.033)
303 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
304 else if(w_random < 0.05)
305 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
312 precache_sound("weapons/ric1.wav");
313 precache_sound("weapons/ric2.wav");
314 precache_sound("weapons/ric3.wav");