#ifdef SVQC
+// enable to debug melee range
+//#define SHOTGUN_MELEEDEBUG
+
METHOD(Shotgun, m_spawnfunc_hookreplace, Weapon(Shotgun this, entity e))
{
if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id);
+
+ // TRICK: do the antilag outside the regular fireBullet function, so it isn't performed unnecessarily on every single bullet!
+ float lag = antilag_getlag(actor);
+ if(lag && bullets > 0)
+ antilag_takeback_all(actor, lag);
+
for(int sc = 0;sc < bullets;sc = sc + 1)
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect);
+ fireBullet_antilag(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect, false);
+
+ if(lag && bullets > 0)
+ antilag_restore_all(actor);
Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
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);
- //te_customflash(targpos, 40, 2, '1 1 1');
+ #ifdef SHOTGUN_MELEEDEBUG
+ te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
+ te_customflash(targpos, 40, 2, '1 1 1');
+ #endif
is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
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');
+ #ifdef SHOTGUN_MELEEDEBUG
+ te_customflash(targpos, 200, 2, '15 0 0');
+ #endif
if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
{