2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", "Shotgun");
5 void W_Shotgun_Attack (void)
17 ammoamount = cvar("g_balance_shotgun_primary_ammo");
18 bullets = cvar("g_balance_shotgun_primary_bullets");
19 d = cvar("g_balance_shotgun_primary_damage");
20 f = cvar("g_balance_shotgun_primary_force");
21 spread = cvar("g_balance_shotgun_primary_spread");
22 bulletspeed = cvar("g_balance_shotgun_primary_speed");
23 bulletconstant = cvar("g_balance_shotgun_primary_bulletconstant");
25 W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_primary_damage"));
26 for (sc = 0;sc < bullets;sc = sc + 1)
27 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
28 endFireBallisticBullet();
29 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
30 self.ammo_shells = self.ammo_shells - ammoamount;
32 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_primary_ammo"));
35 if (cvar("g_casings") >= 1)
36 for (sc = 0;sc < ammoamount;sc = sc + 1)
37 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);
39 // muzzle flash for 1st person view
41 setmodel(flash, "models/uziflash.md3"); // precision set below
42 flash.think = SUB_Remove;
43 flash.nextthink = time + 0.06;
44 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
45 W_AttachToShotorg(flash, '5 0 0');
49 void W_Shotgun_Attack2 (void)
61 ammoamount = cvar("g_balance_shotgun_secondary_ammo");
62 bullets = cvar("g_balance_shotgun_secondary_bullets");
63 d = cvar("g_balance_shotgun_secondary_damage");
64 f = cvar("g_balance_shotgun_secondary_force");
65 spread = cvar("g_balance_shotgun_secondary_spread");
66 bulletspeed = cvar("g_balance_shotgun_secondary_speed");
67 bulletconstant = cvar("g_balance_shotgun_secondary_bulletconstant");
69 W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_secondary_damage"));
70 for (sc = 0;sc < bullets;sc = sc + 1)
71 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN | HITTYPE_SECONDARY, 0, 1, bulletconstant);
72 endFireBallisticBullet();
73 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
74 self.ammo_shells = self.ammo_shells - ammoamount;
76 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_secondary_ammo"));
79 if (cvar("g_casings") >= 1)
80 for (sc = 0;sc < ammoamount;sc = sc + 1)
81 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);
84 setmodel(flash, "models/uziflash.md3"); // precision set below
86 flash.think = SUB_Remove;
87 flash.nextthink = time + 0.06;
88 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
89 W_AttachToShotorg(flash, '5 0 0');
92 void shotgun_meleethink (void)
94 // store time when we started swinging down inside self.cnt
98 makevectors(self.owner.v_angle);
102 // broken? fix, needs to be easier to hit EDIT: maybe not :)
103 //WarpZone_tracebox_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_shotgun_secondary_melee_range") - (v_right + v_up) * cvar("g_balance_shotgun_secondary_melee_size"), self.owner.origin + self.owner.view_ofs + (v_right + v_up) * cvar("g_balance_shotgun_secondary_melee_size"), self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_shotgun_secondary_melee_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
105 f = (self.cnt + cvar("g_balance_shotgun_secondary_melee_time") - time) / cvar("g_balance_shotgun_secondary_melee_time") * 2 - 1;
107 targpos = self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_shotgun_secondary_melee_range") + v_right * f * cvar("g_balance_shotgun_secondary_melee_swing") + v_up * f * cvar("g_balance_shotgun_secondary_melee_swing");
108 WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
110 // apply the damage, also remove self
111 if(trace_fraction < 1)
114 force = angle * cvar("g_balance_shotgun_secondary_force");
115 Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * ((f + 1) / 2), WEP_SHOTGUN, self.owner.origin + self.owner.view_ofs, force);
118 else if(time >= self.cnt + cvar("g_balance_shotgun_secondary_melee_time")) // missed, remove ent
120 else // continue swinging the weapon in hope of hitting someone :)
121 self.nextthink = time;
124 void W_Shotgun_Attack3 (void)
126 sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
127 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
131 meleetemp.owner = self;
132 meleetemp.think = shotgun_meleethink;
133 meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
137 void shotgun_fire2_03()
140 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
142 void shotgun_fire2_02()
145 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_03);
148 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
150 float w_shotgun(float req)
153 if(vlen(self.origin-self.enemy.origin)>200)
154 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
156 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
157 else if (req == WR_THINK)
159 if (self.BUTTON_ATCK)
160 if (weapon_prepareattack(0, cvar("g_balance_shotgun_primary_refire")))
163 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
165 if (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary"))
166 if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
168 if(cvar("g_balance_shotgun_secondary_melee"))
170 // force playback of the anim by switching to another anim (that we never play) here...
171 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack3);
176 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_02);
180 else if (req == WR_PRECACHE)
182 precache_model ("models/uziflash.md3");
183 precache_model ("models/weapons/g_shotgun.md3");
184 precache_model ("models/weapons/v_shotgun.md3");
185 precache_model ("models/weapons/h_shotgun.iqm");
186 precache_sound ("misc/itempickup.wav");
187 precache_sound ("weapons/shotgun_fire.wav");
188 precache_sound ("weapons/shotgun_melee.wav");
190 else if (req == WR_SETUP)
191 weapon_setup(WEP_SHOTGUN);
192 else if (req == WR_CHECKAMMO1)
193 return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
194 else if (req == WR_CHECKAMMO2)
196 if(cvar("g_balance_shotgun_secondary_melee"))
198 return self.ammo_shells >= cvar("g_balance_shotgun_secondary_ammo") * 3;
204 float w_shotgun(float req)
206 if(req == WR_IMPACTEFFECT)
209 org2 = w_org + w_backoff * 2;
210 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
214 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
215 else if(w_random < 0.1)
216 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
217 else if(w_random < 0.2)
218 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
221 else if(req == WR_PRECACHE)
223 precache_sound("weapons/ric1.wav");
224 precache_sound("weapons/ric2.wav");
225 precache_sound("weapons/ric3.wav");
227 else if (req == WR_SUICIDEMESSAGE)
228 w_deathtypestring = "did the impossible";
229 else if (req == WR_KILLMESSAGE)
231 w_deathtypestring = "was gunned by"; // unchecked: SECONDARY