#ifdef SVQC
-void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
+void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force)
{
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity);
+ W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
- W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), WEP_CVAR_PRI(shotgun, damage) * WEP_CVAR_PRI(shotgun, bullets));
- for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
- fireBullet(actor, weaponentity, 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.m_id, 0);
+ W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, WEP_SHOTGUN.m_id);
+ for(int sc = 0;sc < bullets;sc = sc + 1)
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, 0);
- Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
+
+ Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
// casing code
if(autocvar_g_casings >= 1)
//print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
Damage(target_victim, this.realowner, this.realowner,
- swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY,
+ swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
this.realowner.origin + this.realowner.view_ofs,
v_forward * WEP_CVAR_SEC(shotgun, force));
meleetemp.realowner = actor;
setthink(meleetemp, W_Shotgun_Melee_Think);
meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
- W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
+ meleetemp.weaponentity_fld = weaponentity;
+ W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range), WEP_SHOTGUN.m_id | HITTYPE_SECONDARY);
}
// alternate secondary weapon frames
}
sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
- W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true); // actually is secondary, but we trick the last shot into playing full reload sound
+ W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true,
+ WEP_CVAR_PRI(shotgun, ammo),
+ WEP_CVAR_PRI(shotgun, damage),
+ WEP_CVAR_PRI(shotgun, bullets),
+ WEP_CVAR_PRI(shotgun, spread),
+ WEP_CVAR_PRI(shotgun, solidpenetration),
+ WEP_CVAR_PRI(shotgun, force)); // actually is secondary, but we trick the last shot into playing full reload sound
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
}
void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
return;
}
- W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false);
+ W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false,
+ WEP_CVAR_PRI(shotgun, ammo),
+ WEP_CVAR_PRI(shotgun, damage),
+ WEP_CVAR_PRI(shotgun, bullets),
+ WEP_CVAR_PRI(shotgun, spread),
+ WEP_CVAR_PRI(shotgun, solidpenetration),
+ WEP_CVAR_PRI(shotgun, force));
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
}
else
PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
}
+
METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
{
- W_Shotgun_Attack(thiswep, actor, weaponentity, true);
+ W_Shotgun_Attack(thiswep, actor, weaponentity, true,
+ WEP_CVAR_PRI(shotgun, ammo),
+ WEP_CVAR_PRI(shotgun, damage),
+ WEP_CVAR_PRI(shotgun, bullets),
+ WEP_CVAR_PRI(shotgun, spread),
+ WEP_CVAR_PRI(shotgun, solidpenetration),
+ WEP_CVAR_PRI(shotgun, force));
actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
}
{
if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
{
- W_Shotgun_Attack(thiswep, actor, weaponentity, false);
+ W_Shotgun_Attack(thiswep, actor, weaponentity, false,
+ WEP_CVAR_PRI(shotgun, ammo),
+ WEP_CVAR_PRI(shotgun, damage),
+ WEP_CVAR_PRI(shotgun, bullets),
+ WEP_CVAR_PRI(shotgun, spread),
+ WEP_CVAR_PRI(shotgun, solidpenetration),
+ WEP_CVAR_PRI(shotgun, force));
actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
}