2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
6 // weapon load persistence, for weapons that support reloading
9 void W_Shotgun_SetAmmoCounter()
11 // set clip_load to the weapon we have switched to, if the gun uses reloading
12 if(!autocvar_g_balance_shotgun_reload_ammo)
13 self.clip_load = 0; // also keeps crosshair ammo from displaying
16 self.clip_load = self.shotgun_load;
17 self.clip_size = autocvar_g_balance_shotgun_reload_ammo; // for the crosshair ammo display
21 void W_Shotgun_ReloadedAndReady()
25 // now do the ammo transfer
26 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
27 while(self.clip_load < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more ammo than we have
30 self.ammo_shells -= 1;
32 self.shotgun_load = self.clip_load;
34 t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1;
35 ATTACK_FINISHED(self) = t;
39 void W_Shotgun_Reload()
41 // return if reloading is disabled for this weapon
42 if(!autocvar_g_balance_shotgun_reload_ammo)
45 if(!W_ReloadCheck(self.ammo_shells, autocvar_g_balance_shotgun_primary_ammo))
50 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
52 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1;
53 ATTACK_FINISHED(self) = t;
55 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady);
57 self.old_clip_load = self.clip_load;
61 void W_Shotgun_Attack (void)
73 ammoamount = autocvar_g_balance_shotgun_primary_ammo;
74 bullets = autocvar_g_balance_shotgun_primary_bullets;
75 d = autocvar_g_balance_shotgun_primary_damage;
76 f = autocvar_g_balance_shotgun_primary_force;
77 spread = autocvar_g_balance_shotgun_primary_spread;
78 bulletspeed = autocvar_g_balance_shotgun_primary_speed;
79 bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
81 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
82 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
84 if(autocvar_g_balance_shotgun_reload_ammo)
86 self.clip_load -= ammoamount;
87 self.shotgun_load = self.clip_load;
90 self.ammo_shells -= ammoamount;
93 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
94 for (sc = 0;sc < bullets;sc = sc + 1)
95 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
96 endFireBallisticBullet();
98 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
101 if (autocvar_g_casings >= 1)
102 for (sc = 0;sc < ammoamount;sc = sc + 1)
103 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, self);
105 // muzzle flash for 1st person view
107 setmodel(flash, "models/uziflash.md3"); // precision set below
108 flash.think = SUB_Remove;
109 flash.nextthink = time + 0.06;
110 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
111 W_AttachToShotorg(flash, '5 0 0');
114 void shotgun_meleethink (void)
116 // store time when we started swinging down inside self.cnt
120 makevectors(self.owner.v_angle);
125 meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
129 f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
131 targpos = self.owner.origin + self.owner.view_ofs + angle * autocvar_g_balance_shotgun_secondary_melee_range + v_right * f * autocvar_g_balance_shotgun_secondary_melee_swing + v_up * f * autocvar_g_balance_shotgun_secondary_melee_swing;
133 WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
135 // apply the damage, also remove self
136 if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
139 force = angle * autocvar_g_balance_shotgun_secondary_force;
140 if(accuracy_isgooddamage(self.owner, trace_ent))
141 accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
142 Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
145 else if(time >= self.cnt + meleetime) // missed, remove ent
147 else // continue swinging the weapon in hope of hitting someone :)
148 self.nextthink = time;
151 void W_Shotgun_Attack2 (void)
153 sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
154 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
158 meleetemp.owner = self;
159 meleetemp.think = shotgun_meleethink;
160 meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
161 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
164 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
166 .float shotgun_primarytime;
168 float w_shotgun(float req)
172 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
173 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
175 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
176 else if (req == WR_THINK)
178 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
180 // don't force reload an empty shotgun if its melee attack is active
181 if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
186 if (self.BUTTON_ATCK)
188 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
190 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
193 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
194 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
199 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
200 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
202 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
203 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
206 else if (req == WR_PRECACHE)
208 precache_model ("models/uziflash.md3");
209 precache_model ("models/weapons/g_shotgun.md3");
210 precache_model ("models/weapons/v_shotgun.md3");
211 precache_model ("models/weapons/h_shotgun.iqm");
212 precache_sound ("misc/itempickup.wav");
213 precache_sound ("weapons/shotgun_fire.wav");
214 precache_sound ("weapons/shotgun_melee.wav");
215 precache_sound ("weapons/reload.wav");
217 else if (req == WR_SETUP)
219 weapon_setup(WEP_SHOTGUN);
220 W_Shotgun_SetAmmoCounter();
222 else if (req == WR_CHECKAMMO1)
224 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
225 ammo_amount += self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo;
228 else if (req == WR_CHECKAMMO2)
230 // melee attack is always available
233 else if (req == WR_RESETPLAYER)
235 // all weapons must be fully loaded when we spawn
236 self.shotgun_load = autocvar_g_balance_shotgun_reload_ammo;
238 else if (req == WR_RELOAD)
247 float w_shotgun(float req)
249 if(req == WR_IMPACTEFFECT)
252 org2 = w_org + w_backoff * 2;
253 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
254 if(!w_issilent && time - self.prevric > 0.25)
256 if(w_random < 0.0165)
257 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
258 else if(w_random < 0.033)
259 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
260 else if(w_random < 0.05)
261 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
265 else if(req == WR_PRECACHE)
267 precache_sound("weapons/ric1.wav");
268 precache_sound("weapons/ric2.wav");
269 precache_sound("weapons/ric3.wav");
271 else if (req == WR_SUICIDEMESSAGE)
272 w_deathtypestring = _("%s did the impossible");
273 else if (req == WR_KILLMESSAGE)
275 if(w_deathtype & HITTYPE_SECONDARY)
276 w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
278 w_deathtypestring = _("%s was gunned by %s");