3 /* WEP_##id */ SHOTGUN,
4 /* function */ W_Shotgun,
5 /* ammotype */ ammo_none,
7 /* flags */ WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_FLAG_MUTATORBLOCKED,
8 /* rating */ BOT_PICKUP_RATING_LOW,
9 /* color */ '0.5 0.25 0',
10 /* model */ "shotgun",
11 /* shortname */ "shotgun",
12 /* fullname */ _("Shotgun")
15 #define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
16 #define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
17 w_cvar(id, sn, PRI, ammo) \
18 w_cvar(id, sn, BOTH, animtime) \
19 w_cvar(id, sn, BOTH, refire) \
20 w_cvar(id, sn, PRI, bullets) \
21 w_cvar(id, sn, BOTH, damage) \
22 w_cvar(id, sn, BOTH, force) \
23 w_cvar(id, sn, PRI, solidpenetration) \
24 w_cvar(id, sn, PRI, spread) \
25 w_cvar(id, sn, NONE, secondary) \
26 w_cvar(id, sn, SEC, melee_time) \
27 w_cvar(id, sn, SEC, melee_no_doubleslap) \
28 w_cvar(id, sn, SEC, melee_traces) \
29 w_cvar(id, sn, SEC, melee_swing_up) \
30 w_cvar(id, sn, SEC, melee_swing_side) \
31 w_cvar(id, sn, SEC, melee_nonplayerdamage) \
32 w_cvar(id, sn, SEC, melee_multihit) \
33 w_cvar(id, sn, SEC, melee_delay) \
34 w_cvar(id, sn, SEC, melee_range) \
35 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
36 w_prop(id, sn, float, reloading_time, reload_time) \
37 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
38 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
39 w_prop(id, sn, string, weaponreplace, weaponreplace) \
40 w_prop(id, sn, float, weaponstart, weaponstart) \
41 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
44 SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
49 void W_Shotgun_Attack (void)
54 W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
56 W_SetupShot (self, TRUE, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
57 for (sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
58 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, 0);
60 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
63 if (autocvar_g_casings >= 1)
64 for (sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
65 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);
67 // muzzle flash for 1st person view
69 setmodel(flash, "models/uziflash.md3"); // precision set below
70 flash.think = SUB_Remove;
71 flash.nextthink = time + 0.06;
72 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
73 W_AttachToShotorg(flash, '5 0 0');
77 .entity swing_alreadyhit;
78 void W_Shotgun_Melee_Think()
81 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
85 if(!self.cnt) // set start time of melee
88 W_PlayStrengthSound(self.realowner);
91 makevectors(self.realowner.v_angle); // update values for v_* vectors
93 // calculate swing percentage based on time
94 meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor();
95 swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
96 f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
98 // check to see if we can still continue, otherwise give up now
99 if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
105 // if okay, perform the traces needed for this frame
106 for(i=self.swing_prev; i < f; ++i)
108 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
110 targpos = (self.realowner.origin + self.realowner.view_ofs
111 + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
112 + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
113 + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
115 WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
117 // draw lightning beams for debugging
118 //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
119 //te_customflash(targpos, 40, 2, '1 1 1');
121 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
123 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
124 && (trace_ent.takedamage == DAMAGE_AIM)
125 && (trace_ent != self.swing_alreadyhit)
126 && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
128 target_victim = trace_ent; // so it persists through other calls
130 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
131 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
133 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
135 //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
137 Damage(target_victim, self.realowner, self.realowner,
138 swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
139 self.realowner.origin + self.realowner.view_ofs,
140 v_forward * WEP_CVAR_SEC(shotgun, force));
142 if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
144 // draw large red flash for debugging
145 //te_customflash(targpos, 200, 2, '15 0 0');
147 if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
149 self.swing_alreadyhit = target_victim;
150 continue; // move along to next trace
160 if(time >= self.cnt + meleetime)
170 self.nextthink = time;
174 void W_Shotgun_Attack2 (void)
176 sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
177 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
181 meleetemp.realowner = self;
182 meleetemp.think = W_Shotgun_Melee_Think;
183 meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
184 W_SetupShot_Range(self, TRUE, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
187 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
189 .float shotgun_primarytime;
191 float W_Shotgun(float req)
197 if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
198 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
200 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
206 if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
208 // don't force reload an empty shotgun if its melee attack is active
209 if (!WEP_CVAR(shotgun, secondary))
210 WEP_ACTION(self.weapon, WR_RELOAD);
214 if (self.BUTTON_ATCK)
216 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
218 if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
221 self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
222 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
227 if (self.clip_load >= 0) // we are not currently reloading
228 if (!self.crouch) // no crouchmelee please
229 if (self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary))
230 if (weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
232 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
233 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
240 precache_model ("models/uziflash.md3");
241 precache_model ("models/weapons/g_shotgun.md3");
242 precache_model ("models/weapons/v_shotgun.md3");
243 precache_model ("models/weapons/h_shotgun.iqm");
244 precache_sound ("misc/itempickup.wav");
245 precache_sound ("weapons/shotgun_fire.wav");
246 precache_sound ("weapons/shotgun_melee.wav");
247 SHOTGUN_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
252 self.ammo_field = ammo_none;
258 // shotgun has infinite ammo
263 SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
268 W_Reload(WEP_CVAR_PRI(shotgun, ammo), "weapons/reload.wav"); // WEAPONTODO
271 case WR_SUICIDEMESSAGE:
273 return WEAPON_THINKING_WITH_PORTALS;
277 if(w_deathtype & HITTYPE_SECONDARY)
278 return WEAPON_SHOTGUN_MURDER_SLAP;
280 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, ATTEN_NORM);
302 else if(w_random < 0.033)
303 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
304 else if(w_random < 0.05)
305 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
313 precache_sound("weapons/ric1.wav");
314 precache_sound("weapons/ric2.wav");
315 precache_sound("weapons/ric3.wav");
320 // no weapon specific image for this weapon