#ifdef SVQC
-void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force)
+void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force, entity bullet_trail_effect)
{
W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
- W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets);
+ W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.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);
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect);
Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
+ (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
+ (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
- WarpZone_traceline_antilag(this, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0));
+ WarpZone_traceline_antilag(this.realowner, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0));
// draw lightning beams for debugging
//te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
if((trace_fraction < 1) // if trace is good, apply the damage and remove this
- && (trace_ent.takedamage == DAMAGE_AIM)
+ && (trace_ent.takedamage != DAMAGE_NO)
&& (trace_ent != this.swing_alreadyhit)
&& (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
{
//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));
- if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); }
+ if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
// draw large red flash for debugging
//te_customflash(targpos, 200, 2, '15 0 0');
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,
+ 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)); // actually is secondary, but we trick the last shot into playing full reload sound
+ WEP_CVAR_PRI(shotgun, force),
+ EFFECT_BULLET_WEAK); // 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(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));
+ WEP_CVAR_PRI(shotgun, force),
+ EFFECT_BULLET_WEAK);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
}
WEP_CVAR_PRI(shotgun, bullets),
WEP_CVAR_PRI(shotgun, spread),
WEP_CVAR_PRI(shotgun, solidpenetration),
- WEP_CVAR_PRI(shotgun, force));
+ WEP_CVAR_PRI(shotgun, force),
+ EFFECT_BULLET_WEAK);
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);
}
WEP_CVAR_PRI(shotgun, bullets),
WEP_CVAR_PRI(shotgun, spread),
WEP_CVAR_PRI(shotgun, solidpenetration),
- WEP_CVAR_PRI(shotgun, force));
+ WEP_CVAR_PRI(shotgun, force),
+ EFFECT_BULLET_WEAK);
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);
}
}
if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
if(WEP_CVAR(shotgun, secondary) == 1)
- if(((fire & 1) && GetResourceAmount(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
+ if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
{
// attempt forcing playback of the anim by switching to another anim (that we never play) here...
}
METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
return ammo_amount;
}
METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
case 1: return true; // melee does not use ammo
case 2: // secondary triple shot
{
- float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
- ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
+ ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
return ammo_amount;
}
default: return false; // secondary unavailable