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_Reload()
23 self.reload_ammo_player = ammo_fuel;
24 self.reload_ammo_min = autocvar_g_balance_shotgun_primary_ammo;
25 self.reload_ammo_amount = autocvar_g_balance_shotgun_reload_ammo;
26 self.reload_time = autocvar_g_balance_shotgun_reload_time;
27 self.reload_sound = "weapons/reload.wav";
32 void W_Shotgun_Attack (void)
44 ammoamount = autocvar_g_balance_shotgun_primary_ammo;
45 bullets = autocvar_g_balance_shotgun_primary_bullets;
46 d = autocvar_g_balance_shotgun_primary_damage;
47 f = autocvar_g_balance_shotgun_primary_force;
48 spread = autocvar_g_balance_shotgun_primary_spread;
49 bulletspeed = autocvar_g_balance_shotgun_primary_speed;
50 bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
52 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
53 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
55 if(autocvar_g_balance_shotgun_reload_ammo)
57 self.clip_load -= ammoamount;
58 self.shotgun_load = self.clip_load;
61 self.ammo_shells -= ammoamount;
64 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
65 for (sc = 0;sc < bullets;sc = sc + 1)
66 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
67 endFireBallisticBullet();
69 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
72 if (autocvar_g_casings >= 1)
73 for (sc = 0;sc < ammoamount;sc = sc + 1)
74 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);
76 // muzzle flash for 1st person view
78 setmodel(flash, "models/uziflash.md3"); // precision set below
79 flash.think = SUB_Remove;
80 flash.nextthink = time + 0.06;
81 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
82 W_AttachToShotorg(flash, '5 0 0');
85 void shotgun_meleethink (void)
87 // store time when we started swinging down inside self.cnt
91 makevectors(self.owner.v_angle);
96 meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
100 f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
102 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;
104 WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
106 // apply the damage, also remove self
107 if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
110 force = angle * autocvar_g_balance_shotgun_secondary_force;
111 if(accuracy_isgooddamage(self.owner, trace_ent))
112 accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
113 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);
116 else if(time >= self.cnt + meleetime) // missed, remove ent
118 else // continue swinging the weapon in hope of hitting someone :)
119 self.nextthink = time;
122 void W_Shotgun_Attack2 (void)
124 sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
125 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
129 meleetemp.owner = self;
130 meleetemp.think = shotgun_meleethink;
131 meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
132 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
135 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
137 .float shotgun_primarytime;
139 float w_shotgun(float req)
143 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
144 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
146 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
147 else if (req == WR_THINK)
149 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
151 // don't force reload an empty shotgun if its melee attack is active
152 if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
157 if (self.BUTTON_ATCK)
159 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
161 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
164 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
165 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
170 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
171 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
173 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
174 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
177 else if (req == WR_PRECACHE)
179 precache_model ("models/uziflash.md3");
180 precache_model ("models/weapons/g_shotgun.md3");
181 precache_model ("models/weapons/v_shotgun.md3");
182 precache_model ("models/weapons/h_shotgun.iqm");
183 precache_sound ("misc/itempickup.wav");
184 precache_sound ("weapons/shotgun_fire.wav");
185 precache_sound ("weapons/shotgun_melee.wav");
186 precache_sound ("weapons/reload.wav");
188 else if (req == WR_SETUP)
190 weapon_setup(WEP_SHOTGUN);
191 W_Shotgun_SetAmmoCounter();
193 else if (req == WR_CHECKAMMO1)
195 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
196 ammo_amount += self.shotgun_load >= autocvar_g_balance_shotgun_primary_ammo;
199 else if (req == WR_CHECKAMMO2)
201 // melee attack is always available
204 else if (req == WR_RESETPLAYER)
206 // all weapons must be fully loaded when we spawn
207 self.shotgun_load = autocvar_g_balance_shotgun_reload_ammo;
209 else if (req == WR_RELOAD)
218 float w_shotgun(float req)
220 if(req == WR_IMPACTEFFECT)
223 org2 = w_org + w_backoff * 2;
224 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
225 if(!w_issilent && time - self.prevric > 0.25)
227 if(w_random < 0.0165)
228 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
229 else if(w_random < 0.033)
230 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
231 else if(w_random < 0.05)
232 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
236 else if(req == WR_PRECACHE)
238 precache_sound("weapons/ric1.wav");
239 precache_sound("weapons/ric2.wav");
240 precache_sound("weapons/ric3.wav");
242 else if (req == WR_SUICIDEMESSAGE)
243 w_deathtypestring = _("%s did the impossible");
244 else if (req == WR_KILLMESSAGE)
246 if(w_deathtype & HITTYPE_SECONDARY)
247 w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
249 w_deathtypestring = _("%s was gunned by %s");