3 /* WEP_##id */ SHOTGUN,
4 /* function */ W_Shotgun,
5 /* ammotype */ ammo_shells,
7 /* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
8 /* rating */ BOT_PICKUP_RATING_LOW,
9 /* color */ '0.5 0.25 0',
10 /* modelname */ "shotgun",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairshotgun 0.65",
13 /* wepimg */ "weaponshotgun",
14 /* refname */ "shotgun",
15 /* wepname */ _("Shotgun")
18 #define SHOTGUN_SETTINGS(w_cvar,w_prop) SHOTGUN_SETTINGS_LIST(w_cvar, w_prop, SHOTGUN, shotgun)
19 #define SHOTGUN_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20 w_cvar(id, sn, PRI, ammo) \
21 w_cvar(id, sn, BOTH, animtime) \
22 w_cvar(id, sn, BOTH, refire) \
23 w_cvar(id, sn, PRI, bullets) \
24 w_cvar(id, sn, BOTH, damage) \
25 w_cvar(id, sn, BOTH, force) \
26 w_cvar(id, sn, PRI, solidpenetration) \
27 w_cvar(id, sn, PRI, spread) \
28 w_cvar(id, sn, NONE, secondary) \
29 w_cvar(id, sn, SEC, melee_time) \
30 w_cvar(id, sn, SEC, melee_no_doubleslap) \
31 w_cvar(id, sn, SEC, melee_traces) \
32 w_cvar(id, sn, SEC, melee_swing_up) \
33 w_cvar(id, sn, SEC, melee_swing_side) \
34 w_cvar(id, sn, SEC, melee_nonplayerdamage) \
35 w_cvar(id, sn, SEC, melee_multihit) \
36 w_cvar(id, sn, SEC, melee_delay) \
37 w_cvar(id, sn, SEC, melee_range) \
38 w_cvar(id, sn, SEC, alt_animtime) \
39 w_cvar(id, sn, SEC, alt_refire) \
40 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
41 w_prop(id, sn, float, reloading_time, reload_time) \
42 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
43 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
44 w_prop(id, sn, string, weaponreplace, weaponreplace) \
45 w_prop(id, sn, float, weaponstart, weaponstart) \
46 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
47 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
50 SHOTGUN_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
54 void spawnfunc_weapon_shotgun(void) { weapon_defaultspawnfunc(WEP_SHOTGUN); }
56 void W_Shotgun_Attack(float isprimary)
61 W_DecreaseAmmo(WEP_CVAR_PRI(shotgun, ammo));
63 W_SetupShot(self, true, 5, "weapons/shotgun_fire.wav", ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
64 for(sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
65 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);
67 Send_Effect("shotgun_muzzleflash", w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
70 if(autocvar_g_casings >= 1)
71 for(sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
72 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);
74 // muzzle flash for 1st person view
76 setmodel(flash, "models/uziflash.md3"); // precision set below
77 flash.think = SUB_Remove;
78 flash.nextthink = time + 0.06;
79 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
80 W_AttachToShotorg(flash, '5 0 0');
84 .entity swing_alreadyhit;
85 void W_Shotgun_Melee_Think(void)
88 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
92 if(!self.cnt) // set start time of melee
95 W_PlayStrengthSound(self.realowner);
98 makevectors(self.realowner.v_angle); // update values for v_* vectors
100 // calculate swing percentage based on time
101 meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor();
102 swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
103 f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
105 // check to see if we can still continue, otherwise give up now
106 if((self.realowner.deadflag != DEAD_NO) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
112 // if okay, perform the traces needed for this frame
113 for(i=self.swing_prev; i < f; ++i)
115 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
117 targpos = (self.realowner.origin + self.realowner.view_ofs
118 + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
119 + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
120 + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
122 WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, false, self, ANTILAG_LATENCY(self.realowner));
124 // draw lightning beams for debugging
125 //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
126 //te_customflash(targpos, 40, 2, '1 1 1');
128 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
130 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
131 && (trace_ent.takedamage == DAMAGE_AIM)
132 && (trace_ent != self.swing_alreadyhit)
133 && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
135 target_victim = trace_ent; // so it persists through other calls
137 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
138 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
140 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
142 //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
144 Damage(target_victim, self.realowner, self.realowner,
145 swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
146 self.realowner.origin + self.realowner.view_ofs,
147 v_forward * WEP_CVAR_SEC(shotgun, force));
149 if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
151 // draw large red flash for debugging
152 //te_customflash(targpos, 200, 2, '15 0 0');
154 if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
156 self.swing_alreadyhit = target_victim;
157 continue; // move along to next trace
167 if(time >= self.cnt + meleetime)
177 self.nextthink = time;
181 void W_Shotgun_Attack2(void)
183 sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
184 weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
188 meleetemp.realowner = self;
189 meleetemp.think = W_Shotgun_Melee_Think;
190 meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor();
191 W_SetupShot_Range(self, true, 0, "", 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
194 // alternate secondary weapon frames
195 void W_Shotgun_Attack3_Frame2()
197 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
198 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
200 W_SwitchWeapon_Force(self, w_getbestweapon(self));
205 sound(self, CH_WEAPON_SINGLE, "misc/null.wav", VOL_BASE, ATTN_NORM); // kill previous sound
206 W_Shotgun_Attack(true); // actually is secondary, but we trick the last shot into playing full reload sound
207 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
209 void W_Shotgun_Attack3_Frame1()
211 if (!WEP_ACTION(self.weapon, WR_CHECKAMMO2))
212 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
214 W_SwitchWeapon_Force(self, w_getbestweapon(self));
219 W_Shotgun_Attack(false);
220 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
223 .float shotgun_primarytime;
225 float W_Shotgun(float req)
232 if(vlen(self.origin-self.enemy.origin) <= WEP_CVAR_SEC(shotgun, melee_range))
233 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, false);
235 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, false);
241 if(WEP_CVAR(shotgun, reload_ammo) && self.clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
243 // don't force reload an empty shotgun if its melee attack is active
244 if(WEP_CVAR(shotgun, secondary) < 2)
245 WEP_ACTION(self.weapon, WR_RELOAD);
251 if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
253 if(weapon_prepareattack(0, WEP_CVAR_PRI(shotgun, animtime)))
255 W_Shotgun_Attack(true);
256 self.shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor();
257 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
261 else if(self.BUTTON_ATCK2 && WEP_CVAR(shotgun, secondary) == 2)
263 if(time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
265 if(weapon_prepareattack(0, WEP_CVAR_SEC(shotgun, alt_animtime)))
267 W_Shotgun_Attack(false);
268 self.shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor();
269 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
274 if(self.clip_load >= 0) // we are not currently reloading
275 if(!self.crouch) // no crouchmelee please
276 if(WEP_CVAR(shotgun, secondary) == 1)
277 if((self.BUTTON_ATCK && self.WEP_AMMO(SHOTGUN) <= 0 && !(self.items & IT_UNLIMITED_WEAPON_AMMO)) || self.BUTTON_ATCK2)
278 if(weapon_prepareattack(1, WEP_CVAR_SEC(shotgun, refire)))
280 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
281 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
288 precache_model("models/uziflash.md3");
289 precache_model("models/weapons/g_shotgun.md3");
290 precache_model("models/weapons/v_shotgun.md3");
291 precache_model("models/weapons/h_shotgun.iqm");
292 precache_sound("misc/itempickup.wav");
293 precache_sound("weapons/shotgun_fire.wav");
294 precache_sound("weapons/shotgun_melee.wav");
295 SHOTGUN_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
300 self.ammo_field = ammo_none;
305 ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
306 ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= WEP_CVAR_PRI(shotgun, ammo);
311 if(IS_BOT_CLIENT(self))
312 if(vlen(self.origin-self.enemy.origin) > WEP_CVAR_SEC(shotgun, melee_range))
313 return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
314 switch(WEP_CVAR(shotgun, secondary))
316 case 1: return true; // melee does not use ammo
317 case 2: // secondary triple shot
319 ammo_amount = self.WEP_AMMO(SHOTGUN) >= WEP_CVAR_PRI(shotgun, ammo);
320 ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= WEP_CVAR_PRI(shotgun, ammo);
323 default: return false; // secondary unavailable
328 SHOTGUN_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
333 W_Reload(WEP_CVAR_PRI(shotgun, ammo), "weapons/reload.wav"); // WEAPONTODO
336 case WR_SUICIDEMESSAGE:
338 return WEAPON_THINKING_WITH_PORTALS;
342 if(w_deathtype & HITTYPE_SECONDARY)
343 return WEAPON_SHOTGUN_MURDER_SLAP;
345 return WEAPON_SHOTGUN_MURDER;
353 float W_Shotgun(float req)
357 case WR_IMPACTEFFECT:
360 org2 = w_org + w_backoff * 2;
361 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
362 if(!w_issilent && time - self.prevric > 0.25)
364 if(w_random < 0.0165)
365 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_NORM);
366 else if(w_random < 0.033)
367 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTEN_NORM);
368 else if(w_random < 0.05)
369 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTEN_NORM);
377 precache_sound("weapons/ric1.wav");
378 precache_sound("weapons/ric2.wav");
379 precache_sound("weapons/ric3.wav");
384 // no weapon specific image for this weapon