2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
6 void W_Shotgun_Attack (void)
18 ammoamount = autocvar_g_balance_shotgun_primary_ammo;
19 bullets = autocvar_g_balance_shotgun_primary_bullets;
20 d = autocvar_g_balance_shotgun_primary_damage;
21 f = autocvar_g_balance_shotgun_primary_force;
22 spread = autocvar_g_balance_shotgun_primary_spread;
23 bulletspeed = autocvar_g_balance_shotgun_primary_speed;
24 bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
26 W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
28 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
29 for (sc = 0;sc < bullets;sc = sc + 1)
30 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
31 endFireBallisticBullet();
33 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
36 if (autocvar_g_casings >= 1)
37 for (sc = 0;sc < ammoamount;sc = sc + 1)
38 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);
40 // muzzle flash for 1st person view
42 setmodel(flash, "models/uziflash.md3"); // precision set below
43 flash.think = SUB_Remove;
44 flash.nextthink = time + 0.06;
45 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
46 W_AttachToShotorg(flash, '5 0 0');
50 .entity swing_alreadyhit;
51 void shotgun_meleethink (void)
54 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
58 if(!self.cnt) // set start time of melee
61 W_PlayStrengthSound(self.realowner);
64 makevectors(self.realowner.v_angle); // update values for v_* vectors
66 // calculate swing percentage based on time
67 meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
68 swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
69 f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
71 // check to see if we can still continue, otherwise give up now
72 if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
78 // if okay, perform the traces needed for this frame
79 for(i=self.swing_prev; i < f; ++i)
81 swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
83 targpos = (self.realowner.origin + self.realowner.view_ofs
84 + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
85 + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
86 + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
88 WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
90 // draw lightning beams for debugging
91 //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
92 //te_customflash(targpos, 40, 2, '1 1 1');
94 is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
96 if((trace_fraction < 1) // if trace is good, apply the damage and remove self
97 && (trace_ent.takedamage == DAMAGE_AIM)
98 && (trace_ent != self.swing_alreadyhit)
99 && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
101 target_victim = trace_ent; // so it persists through other calls
103 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
104 swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
106 swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
108 //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
110 Damage(target_victim, self.realowner, self.realowner,
111 swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
112 self.realowner.origin + self.realowner.view_ofs,
113 v_forward * autocvar_g_balance_shotgun_secondary_force);
115 if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
117 // draw large red flash for debugging
118 //te_customflash(targpos, 200, 2, '15 0 0');
120 if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
122 self.swing_alreadyhit = target_victim;
123 continue; // move along to next trace
133 if(time >= self.cnt + meleetime)
143 self.nextthink = time;
147 void W_Shotgun_Attack2 (void)
149 sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
150 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
154 meleetemp.owner = meleetemp.realowner = self;
155 meleetemp.think = shotgun_meleethink;
156 meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
157 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
160 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
162 .float shotgun_primarytime;
164 float w_shotgun(float req)
168 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
169 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
172 if(autocvar_g_antilag_bullets)
173 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
175 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
178 else if (req == WR_THINK)
180 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
182 // don't force reload an empty shotgun if its melee attack is active
183 if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
184 weapon_action(self.weapon, WR_RELOAD);
188 if (self.BUTTON_ATCK)
190 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
192 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
195 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
196 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
201 if (self.clip_load >= 0) // we are not currently reloading
202 if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
203 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
204 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
206 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
207 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
210 else if (req == WR_PRECACHE)
212 precache_model ("models/uziflash.md3");
213 precache_model ("models/weapons/g_shotgun.md3");
214 precache_model ("models/weapons/v_shotgun.md3");
215 precache_model ("models/weapons/h_shotgun.iqm");
216 precache_sound ("misc/itempickup.wav");
217 precache_sound ("weapons/shotgun_fire.wav");
218 precache_sound ("weapons/shotgun_melee.wav");
219 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
221 else if (req == WR_SETUP)
223 weapon_setup(WEP_SHOTGUN);
224 self.current_ammo = ammo_shells;
226 else if (req == WR_CHECKAMMO1)
228 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
229 ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
232 else if (req == WR_CHECKAMMO2)
234 // melee attack is always available
237 else if (req == WR_RELOAD)
239 W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
246 float w_shotgun(float req)
248 if(req == WR_IMPACTEFFECT)
251 org2 = w_org + w_backoff * 2;
252 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
253 if(!w_issilent && time - self.prevric > 0.25)
255 if(w_random < 0.0165)
256 sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
257 else if(w_random < 0.033)
258 sound(self, CH_SHOTS, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
259 else if(w_random < 0.05)
260 sound(self, CH_SHOTS, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
264 else if(req == WR_PRECACHE)
266 precache_sound("weapons/ric1.wav");
267 precache_sound("weapons/ric2.wav");
268 precache_sound("weapons/ric3.wav");
270 else if (req == WR_SUICIDEMESSAGE)
271 w_deathtypestring = _("%s is now thinking with portals");
272 else if (req == WR_KILLMESSAGE)
274 if(w_deathtype & HITTYPE_SECONDARY)
275 w_deathtypestring = _("%2$s slapped %1$s around a bit with a large shotgun");
277 w_deathtypestring = _("%s was gunned down with a shotgun by %s");