4 spawnfunc(weapon_shotgun) { weapon_defaultspawnfunc(this, WEP_SHOTGUN); }
6 void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary)
8 W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(shotgun, ammo), weaponentity);
10 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));
11 for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, bullets);sc = sc + 1)
12 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);
14 Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, WEP_CVAR_PRI(shotgun, ammo));
17 if(autocvar_g_casings >= 1)
19 makevectors(actor.v_angle); // for some reason, this is lost
20 //for(int sc = 0;sc < WEP_CVAR_PRI(shotgun, ammo);sc = sc + 1)
21 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);
24 // muzzle flash for 1st person view
25 entity flash = spawn();
26 setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
27 setthink(flash, SUB_Remove);
28 flash.nextthink = time + 0.06;
29 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
30 W_AttachToShotorg(actor, weaponentity, flash, '5 0 0');
34 .entity swing_alreadyhit;
35 void W_Shotgun_Melee_Think(entity this)
38 float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
42 if(!this.cnt) // set start time of melee
45 W_PlayStrengthSound(this.realowner);
48 makevectors(this.realowner.v_angle); // update values for v_* vectors
50 // calculate swing percentage based on time
51 meleetime = WEP_CVAR_SEC(shotgun, melee_time) * W_WeaponRateFactor(this.realowner);
52 swing = bound(0, (this.cnt + meleetime - time) / meleetime, 10);
53 f = ((1 - swing) * WEP_CVAR_SEC(shotgun, melee_traces));
55 // check to see if we can still continue, otherwise give up now
56 if(IS_DEAD(this.realowner) && WEP_CVAR_SEC(shotgun, melee_no_doubleslap))
62 // if okay, perform the traces needed for this frame
63 for(i=this.swing_prev; i < f; ++i)
65 swing_factor = ((1 - (i / WEP_CVAR_SEC(shotgun, melee_traces))) * 2 - 1);
67 targpos = (this.realowner.origin + this.realowner.view_ofs
68 + (v_forward * WEP_CVAR_SEC(shotgun, melee_range))
69 + (v_up * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_up))
70 + (v_right * swing_factor * WEP_CVAR_SEC(shotgun, melee_swing_side)));
72 WarpZone_traceline_antilag(this, this.realowner.origin + this.realowner.view_ofs, targpos, false, this.realowner, ((IS_CLIENT(this.realowner)) ? ANTILAG_LATENCY(this.realowner) : 0));
74 // draw lightning beams for debugging
75 //te_lightning2(NULL, targpos, this.realowner.origin + this.realowner.view_ofs + v_forward * 5 - v_up * 5);
76 //te_customflash(targpos, 40, 2, '1 1 1');
78 is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
80 if((trace_fraction < 1) // if trace is good, apply the damage and remove this
81 && (trace_ent.takedamage == DAMAGE_AIM)
82 && (trace_ent != this.swing_alreadyhit)
83 && (is_player || WEP_CVAR_SEC(shotgun, melee_nonplayerdamage)))
85 target_victim = trace_ent; // so it persists through other calls
87 if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
88 swing_damage = (WEP_CVAR_SEC(shotgun, damage) * min(1, swing_factor + 1));
90 swing_damage = (WEP_CVAR_SEC(shotgun, melee_nonplayerdamage) * min(1, swing_factor + 1));
92 //print(strcat(this.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
94 Damage(target_victim, this.realowner, this.realowner,
95 swing_damage, WEP_SHOTGUN.m_id | HITTYPE_SECONDARY,
96 this.realowner.origin + this.realowner.view_ofs,
97 v_forward * WEP_CVAR_SEC(shotgun, force));
99 if(accuracy_isgooddamage(this.realowner, target_victim)) { accuracy_add(this.realowner, WEP_SHOTGUN.m_id, 0, swing_damage); }
101 // draw large red flash for debugging
102 //te_customflash(targpos, 200, 2, '15 0 0');
104 if(WEP_CVAR_SEC(shotgun, melee_multihit)) // allow multiple hits with one swing, but not against the same player twice.
106 this.swing_alreadyhit = target_victim;
107 continue; // move along to next trace
117 if(time >= this.cnt + meleetime)
127 this.nextthink = time;
131 void W_Shotgun_Attack2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
133 sound(actor, CH_WEAPON_A, SND_SHOTGUN_MELEE, VOL_BASE, ATTEN_NORM);
134 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(shotgun, animtime), w_ready);
136 entity meleetemp = new_pure(meleetemp);
137 meleetemp.realowner = actor;
138 setthink(meleetemp, W_Shotgun_Melee_Think);
139 meleetemp.nextthink = time + WEP_CVAR_SEC(shotgun, melee_delay) * W_WeaponRateFactor(actor);
140 W_SetupShot_Range(actor, weaponentity, true, 0, SND_Null, 0, WEP_CVAR_SEC(shotgun, damage), WEP_CVAR_SEC(shotgun, melee_range));
143 // alternate secondary weapon frames
144 void W_Shotgun_Attack3_Frame2(Weapon thiswep, entity actor, .entity weaponentity, int fire)
146 if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
147 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
149 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
150 w_ready(thiswep, actor, weaponentity, fire);
154 sound(actor, CH_WEAPON_SINGLE, SND_Null, VOL_BASE, ATTN_NORM); // kill previous sound
155 W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, true); // actually is secondary, but we trick the last shot into playing full reload sound
156 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
158 void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
160 if (!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
161 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
163 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
164 w_ready(thiswep, actor, weaponentity, fire);
168 W_Shotgun_Attack(WEP_SHOTGUN, actor, weaponentity, false);
169 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
172 .float shotgun_primarytime;
174 METHOD(Shotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
176 if(vdist(actor.origin - actor.enemy.origin, <=, WEP_CVAR_SEC(shotgun, melee_range)))
177 PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
179 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
181 METHOD(Shotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
183 if(WEP_CVAR(shotgun, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(shotgun, ammo)) // forced reload
185 // don't force reload an empty shotgun if its melee attack is active
186 if(WEP_CVAR(shotgun, secondary) < 2) {
187 thiswep.wr_reload(thiswep, actor, weaponentity);
194 if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
196 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(shotgun, animtime)))
198 W_Shotgun_Attack(thiswep, actor, weaponentity, true);
199 actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
200 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
204 else if((fire & 2) && WEP_CVAR(shotgun, secondary) == 2)
206 if(time >= actor.(weaponentity).shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
208 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(shotgun, alt_animtime)))
210 W_Shotgun_Attack(thiswep, actor, weaponentity, false);
211 actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
212 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
217 if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
218 if(WEP_CVAR(shotgun, secondary) == 1)
219 if(((fire & 1) && actor.(thiswep.ammo_field) <= 0 && !(actor.items & IT_UNLIMITED_WEAPON_AMMO)) || (fire & 2))
220 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(shotgun, refire)))
222 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
223 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, W_Shotgun_Attack2);
226 METHOD(Shotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
228 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
229 ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
232 METHOD(Shotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
234 if(IS_BOT_CLIENT(actor))
235 if(vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_SEC(shotgun, melee_range)))
236 return false; // bots cannot use secondary out of range (fixes constant melee when out of ammo)
237 switch(WEP_CVAR(shotgun, secondary))
239 case 1: return true; // melee does not use ammo
240 case 2: // secondary triple shot
242 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(shotgun, ammo);
243 ammo_amount += actor.(weaponentity).(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
246 default: return false; // secondary unavailable
249 METHOD(Shotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
251 W_Reload(actor, weaponentity, WEP_CVAR_PRI(shotgun, ammo), SND_RELOAD); // WEAPONTODO
253 METHOD(Shotgun, wr_suicidemessage, Notification(entity thiswep))
255 return WEAPON_THINKING_WITH_PORTALS;
257 METHOD(Shotgun, wr_killmessage, Notification(entity thiswep))
259 if(w_deathtype & HITTYPE_SECONDARY)
260 return WEAPON_SHOTGUN_MURDER_SLAP;
262 return WEAPON_SHOTGUN_MURDER;
269 METHOD(Shotgun, wr_impacteffect, void(entity thiswep, entity actor))
271 vector org2 = w_org + w_backoff * 2;
272 pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
273 if(!w_issilent && time - actor.prevric > 0.25)
276 sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
277 actor.prevric = time;