2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", "Shotgun");
5 void W_Shotgun_Attack (void)
17 ammoamount = cvar("g_balance_shotgun_primary_ammo");
18 bullets = cvar("g_balance_shotgun_primary_bullets");
19 d = cvar("g_balance_shotgun_primary_damage");
20 f = cvar("g_balance_shotgun_primary_force");
21 spread = cvar("g_balance_shotgun_primary_spread");
22 bulletspeed = cvar("g_balance_shotgun_primary_speed");
23 bulletconstant = cvar("g_balance_shotgun_primary_bulletconstant");
25 W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_primary_damage"));
26 for (sc = 0;sc < bullets;sc = sc + 1)
27 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
28 endFireBallisticBullet();
29 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
30 self.ammo_shells = self.ammo_shells - ammoamount;
32 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_primary_ammo"));
35 if (cvar("g_casings") >= 1)
36 for (sc = 0;sc < ammoamount;sc = sc + 1)
37 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);
39 // muzzle flash for 1st person view
41 setmodel(flash, "models/uziflash.md3"); // precision set below
42 flash.think = SUB_Remove;
43 flash.nextthink = time + 0.06;
44 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
45 W_AttachToShotorg(flash, '5 0 0');
49 void shotgun_meleethink (void)
51 // store time when we started swinging down inside self.cnt
55 makevectors(self.owner.v_angle);
61 f = (self.cnt + cvar("g_balance_shotgun_secondary_melee_time") - time) / cvar("g_balance_shotgun_secondary_melee_time") * 2 - 1;
63 targpos = self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_shotgun_secondary_melee_range") + v_right * f * cvar("g_balance_shotgun_secondary_melee_swing") + v_up * f * cvar("g_balance_shotgun_secondary_melee_swing");
65 WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
67 // apply the damage, also remove self
68 if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
71 force = angle * cvar("g_balance_shotgun_secondary_force");
72 Damage (trace_ent, self.owner, self.owner, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
73 Damage_RecordDamage(self.owner, WEP_SHOTGUN | HITTYPE_SECONDARY, cvar("g_balance_shotgun_secondary_damage") * min(1, f + 1));
76 else if(time >= self.cnt + cvar("g_balance_shotgun_secondary_melee_time")) // missed, remove ent
78 else // continue swinging the weapon in hope of hitting someone :)
79 self.nextthink = time;
82 void W_Shotgun_Attack2 (void)
84 sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
85 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
89 meleetemp.owner = self;
90 meleetemp.think = shotgun_meleethink;
91 meleetemp.nextthink = time + cvar("g_balance_shotgun_secondary_melee_delay");
92 W_SetupShot_Range(self, TRUE, 0, "", cvar("g_balance_shotgun_secondary_damage"), cvar("g_balance_shotgun_secondary_melee_range"));
95 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
97 .float shotgun_primarytime;
99 float w_shotgun(float req)
102 if(vlen(self.origin-self.enemy.origin)>200)
103 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
105 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
106 else if (req == WR_THINK)
108 if (self.BUTTON_ATCK)
110 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
112 if(weapon_prepareattack(0, cvar("g_balance_shotgun_primary_animtime")))
115 self.shotgun_primarytime = time + cvar("g_balance_shotgun_primary_refire");
116 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
120 if (self.BUTTON_ATCK2 && cvar("g_balance_shotgun_secondary"))
121 if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
123 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
124 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
127 else if (req == WR_PRECACHE)
129 precache_model ("models/uziflash.md3");
130 precache_model ("models/weapons/g_shotgun.md3");
131 precache_model ("models/weapons/v_shotgun.md3");
132 precache_model ("models/weapons/h_shotgun.iqm");
133 precache_sound ("misc/itempickup.wav");
134 precache_sound ("weapons/shotgun_fire.wav");
135 precache_sound ("weapons/shotgun_melee.wav");
137 else if (req == WR_SETUP)
138 weapon_setup(WEP_SHOTGUN);
139 else if (req == WR_CHECKAMMO1)
140 return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
141 else if (req == WR_CHECKAMMO2)
149 float w_shotgun(float req)
151 if(req == WR_IMPACTEFFECT)
154 org2 = w_org + w_backoff * 2;
155 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
159 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
160 else if(w_random < 0.1)
161 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
162 else if(w_random < 0.2)
163 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
166 else if(req == WR_PRECACHE)
168 precache_sound("weapons/ric1.wav");
169 precache_sound("weapons/ric2.wav");
170 precache_sound("weapons/ric3.wav");
172 else if (req == WR_SUICIDEMESSAGE)
173 w_deathtypestring = "%s did the impossible";
174 else if (req == WR_KILLMESSAGE)
176 if(w_deathtype & HITTYPE_SECONDARY)
177 w_deathtypestring = "%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun";
179 w_deathtypestring = "%s was gunned by %s";