#ifdef SVQC
spawnfunc(weapon_okshotgun) { weapon_defaultspawnfunc(this, WEP_OVERKILL_SHOTGUN); }
-.float okshotgun_primarytime;
-
METHOD(OverkillShotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if (vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_PRI(okshotgun, bot_range)))
METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- if (WEP_CVAR(okshotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okshotgun, ammo)) // forced reload
+ if ((WEP_CVAR_SEC(okshotgun, refire_type) == 1) && (fire & 2) && (time >= actor.jump_interval))
{
+ // Secondary uses it's own refire timer if refire_type is 1.
+ actor.jump_interval = time + WEP_CVAR_SEC(okshotgun, refire) * W_WeaponRateFactor(actor);
+ // Ugly hack to reuse the fire mode of the blaster.
+ makevectors(actor.v_angle);
+ Weapon oldwep = actor.(weaponentity).m_weapon; // we can't avoid this hack
+ actor.(weaponentity).m_weapon = WEP_BLASTER;
+ W_Blaster_Attack(
+ actor,
+ weaponentity,
+ WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+ WEP_CVAR_SEC(okshotgun, shotangle),
+ WEP_CVAR_SEC(okshotgun, damage),
+ WEP_CVAR_SEC(okshotgun, edgedamage),
+ WEP_CVAR_SEC(okshotgun, radius),
+ WEP_CVAR_SEC(okshotgun, force),
+ WEP_CVAR_SEC(okshotgun, speed),
+ WEP_CVAR_SEC(okshotgun, spread),
+ WEP_CVAR_SEC(okshotgun, delay),
+ WEP_CVAR_SEC(okshotgun, lifetime)
+ );
+ actor.(weaponentity).m_weapon = oldwep;
+ }
+ if (WEP_CVAR(okshotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(okshotgun, ammo))
+ {
+ // Forced reload
thiswep.wr_reload(thiswep, actor, weaponentity);
return;
}
if (fire & 1) // Primary attack
{
- if (time >= actor.(weaponentity).okshotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, animtime)))
{
- if (weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(okshotgun, animtime)))
- {
- W_Shotgun_Attack(thiswep, actor, weaponentity, true,
- WEP_CVAR_PRI(okshotgun, ammo),
- WEP_CVAR_PRI(okshotgun, damage),
- WEP_CVAR_PRI(okshotgun, bullets),
- WEP_CVAR_PRI(okshotgun, spread),
- WEP_CVAR_PRI(okshotgun, solidpenetration),
- WEP_CVAR_PRI(okshotgun, force));
- actor.(weaponentity).okshotgun_primarytime = time + WEP_CVAR_PRI(okshotgun, refire) * W_WeaponRateFactor(actor);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
- }
+ return;
}
+ W_Shotgun_Attack(thiswep, actor, weaponentity, true,
+ WEP_CVAR_PRI(okshotgun, ammo),
+ WEP_CVAR_PRI(okshotgun, damage),
+ WEP_CVAR_PRI(okshotgun, bullets),
+ WEP_CVAR_PRI(okshotgun, spread),
+ WEP_CVAR_PRI(okshotgun, solidpenetration),
+ WEP_CVAR_PRI(okshotgun, force));
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
+ return;
}
- else if (fire & 2) // Secondary attack
+ if ((fire & 2) && (WEP_CVAR_SEC(okshotgun, refire_type) == 0)) // Secondary attack
{
if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(okshotgun, refire)))
{