5 METHOD(Shotgun, m_spawnfunc_hookreplace, Weapon(Shotgun this, entity e))
7 if (autocvar_sv_q3acompat_machineshotgunswap && !Item_IsLoot(e))
14 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)
16 W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
18 W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id);
19 for(int sc = 0;sc < bullets;sc = sc + 1)
20 fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, bullet_trail_effect);
22 Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
25 if(autocvar_g_casings >= 1)
27 makevectors(actor.v_angle); // for some reason, this is lost
28 //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
29 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, actor, weaponentity);
32 // muzzle flash for 1st person view
33 entity flash = spawn();
34 setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
35 setthink(flash, SUB_Remove);
36 flash.nextthink = time + 0.06;
37 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
38 W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
42 .entity swing_alreadyhit;
43 void W_Shotgun_Melee_Think(entity this)
46 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
50 if(!this.cnt) // set start time of melee
53 W_PlayStrengthSound(this.realowner);
56 makevectors(this.realowner.v_angle); // update values for v_* vectors
58 // calculate swing percentage based on time
59 meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
60 swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
61 f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
63 // check to see if we can still continue, otherwise give up now
64 if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
70 // if okay, perform the traces needed for this frame
71 for(i=this.swing_prev; i < f; ++i)
73 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
75 targpos = (this.realowner.origin + this.realowner.view_ofs
76 + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
77 + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
78 + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
80 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));
82 // draw lightning beams for debugging
83 //te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
84 //te_customflash(targpos, 40, 2, '1 1 1');
86 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
88 if((trace_fraction < 1) // if trace is good, apply the damage and remove this
89 && (trace_ent.takedamage != DAMAGE_NO)
90 && (trace_ent != this.swing_alreadyhit)
91 && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
93 target_victim = trace_ent; // so it persists through other calls
95 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
96 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
98 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
100 //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
102 Damage(target_victim, this.realowner, this.realowner,
103 swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY, this.weaponentity_fld,
104 this.realowner.origin + this.realowner.view_ofs,
105 v_forward * WEP_CVAR_SEC(shotgun, force));
107 if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN, 0, swing_damage); }
109 // draw large red flash for debugging
110 //te_customflash(targpos, 200, 2, '15 0 0');
112 if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
114 this.swing_alreadyhit = target_victim;
115 continue; // move along to next trace
125 if(time >= this.cnt + meleetime)
135 this.nextthink = time;
139 void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
141 sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
142 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
144 entity meleetemp = new_pure(meleetemp);
145 meleetemp.realowner = actor;
146 setthink(meleetemp, W_Shotgun_Melee_Think);
147 meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
148 meleetemp.weaponentity_fld = weaponentity;
149 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);
152 // alternate secondary weapon frames
153 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
155 if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
156 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
158 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
159 w_ready(thiswep, actor, weaponentity, fire);
163 sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
164 W_Shotgun_Attack(thiswep, actor, weaponentity, true,
165 WEP_CVAR_PRI(shotgun, ammo),
166 WEP_CVAR_PRI(shotgun, damage),
167 WEP_CVAR_PRI(shotgun, bullets),
168 WEP_CVAR_PRI(shotgun, spread),
169 WEP_CVAR_PRI(shotgun, solidpenetration),
170 WEP_CVAR_PRI(shotgun, force),
171 EFFECT_BULLET_WEAK); // actually is secondary, but we trick the last shot into playing full reload sound
172 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
174 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
176 if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
177 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
179 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
180 w_ready(thiswep, actor, weaponentity, fire);
184 W_Shotgun_Attack(thiswep, actor, weaponentity, false,
185 WEP_CVAR_PRI(shotgun, ammo),
186 WEP_CVAR_PRI(shotgun, damage),
187 WEP_CVAR_PRI(shotgun, bullets),
188 WEP_CVAR_PRI(shotgun, spread),
189 WEP_CVAR_PRI(shotgun, solidpenetration),
190 WEP_CVAR_PRI(shotgun, force),
192 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
195 .float shotgun_primarytime;
197 METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
199 if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
200 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
202 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
205 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
207 if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
209 // don't force reload an empty shotgun if its melee attack is active
210 if(WEP_CVAR(shotgun, secondary) < 2) {
211 thiswep.wr_reload(thiswep, actor, weaponentity);
218 if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
220 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
222 W_Shotgun_Attack(thiswep, actor, weaponentity, true,
223 WEP_CVAR_PRI(shotgun, ammo),
224 WEP_CVAR_PRI(shotgun, damage),
225 WEP_CVAR_PRI(shotgun, bullets),
226 WEP_CVAR_PRI(shotgun, spread),
227 WEP_CVAR_PRI(shotgun, solidpenetration),
228 WEP_CVAR_PRI(shotgun, force),
230 actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
231 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
235 else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
237 if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
239 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
241 W_Shotgun_Attack(thiswep, actor, weaponentity, false,
242 WEP_CVAR_PRI(shotgun, ammo),
243 WEP_CVAR_PRI(shotgun, damage),
244 WEP_CVAR_PRI(shotgun, bullets),
245 WEP_CVAR_PRI(shotgun, spread),
246 WEP_CVAR_PRI(shotgun, solidpenetration),
247 WEP_CVAR_PRI(shotgun, force),
249 actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
250 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
255 if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
256 if(WEP_CVAR(shotgun, secondary) == 1)
257 if(((fire & 1) && GetResource(actor, thiswep.ammo_type) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
258 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
260 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
261 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
264 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
266 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
267 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
270 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
272 if(IS_BOT_CLIENT(actor))
273 if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
274 return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
275 switch(WEP_CVAR(shotgun, secondary))
277 case 1: return true; // melee does not use ammo
278 case 2: // secondary triple shot
280 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(shotgun, ammo);
281 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
284 default: return false; // secondary unavailable
287 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
289 W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
291 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
293 return WEAPON_THINKING_WITH_PORTALS;
295 METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
297 if(w_deathtype & HITTYPE_SECONDARY)
298 return WEAPON_SHOTGUN_MURDER_SLAP;
300 return WEAPON_SHOTGUN_MURDER;
307 METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
309 vector org2 = w_org + w_backoff * 2;
310 pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
311 if(!w_issilent && time - actor.prevric > 0.25)
314 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
315 actor.prevric = time;