#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", "Shotgun");
+REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
#else
#ifdef SVQC
+
+.float shotgun_load;
+
+void W_Shotgun_SetAmmoCounter()
+{
+ // set ammo counter to the weapon we have switched to
+ if(!autocvar_g_balance_shotgun_reload_ammo)
+ self.ammo_counter = 0; // also keeps the crosshair ammo from displaying
+ else
+ self.ammo_counter = self.shotgun_load;
+}
+
+void W_Shotgun_ReloadedAndReady()
+{
+ float t;
+
+ // now do the ammo maths
+ self.ammo_counter = self.old_ammo_counter; // restore ammo counter, in case we still had ammo in the weapon while reloading
+ while(self.ammo_counter < autocvar_g_balance_shotgun_reload_ammo && self.ammo_shells) // make sure we don't add more than the amount of ammo we have
+ {
+ self.ammo_counter += 1;
+ self.ammo_shells -= 1;
+ }
+ self.shotgun_load = self.ammo_counter;
+
+ t = ATTACK_FINISHED(self) - autocvar_g_balance_shotgun_reload_time - 1;
+ ATTACK_FINISHED(self) = t;
+ w_ready();
+}
+
+void W_Shotgun_Reload()
+{
+ // reloading is disabled for this weapon
+ if(!autocvar_g_balance_shotgun_reload_ammo)
+ return;
+
+ float t;
+
+ if(!W_ReloadCheck(self.ammo_shells, autocvar_g_balance_shotgun_primary_ammo, 0))
+ return;
+
+ sound (self, CHAN_WEAPON2, "weapons/campingrifle_reload.wav", VOL_BASE, ATTN_NORM);
+
+ t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_shotgun_reload_time + 1;
+ ATTACK_FINISHED(self) = t;
+
+ weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_shotgun_reload_time, W_Shotgun_ReloadedAndReady);
+
+ self.old_ammo_counter = self.ammo_counter;
+ self.ammo_counter = -1;
+}
+
void W_Shotgun_Attack (void)
{
float sc;
float bulletconstant;
local entity flash;
+ if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0)
+ return; // reloading, so we are done
+
ammoamount = autocvar_g_balance_shotgun_primary_ammo;
bullets = autocvar_g_balance_shotgun_primary_bullets;
d = autocvar_g_balance_shotgun_primary_damage;
fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
endFireBallisticBullet();
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_shells = self.ammo_shells - ammoamount;
+ {
+ if(!autocvar_g_balance_shotgun_reload_ammo)
+ self.ammo_shells = self.ammo_shells - ammoamount;
+ else
+ self.shotgun_load -= ammoamount;
+ }
pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
W_AttachToShotorg(flash, '5 0 0');
+ self.ammo_counter = self.ammo_counter - 1;
}
void shotgun_meleethink (void)
vector angle;
angle = v_forward;
+ float meleetime;
+ meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
+
// perform trace
float f;
- f = (self.cnt + autocvar_g_balance_shotgun_secondary_melee_time - time) / autocvar_g_balance_shotgun_secondary_melee_time * 2 - 1;
+ f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
vector targpos;
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;
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);
remove(self);
}
- else if(time >= self.cnt + autocvar_g_balance_shotgun_secondary_melee_time) // missed, remove ent
+ else if(time >= self.cnt + meleetime) // missed, remove ent
remove(self);
else // continue swinging the weapon in hope of hitting someone :)
self.nextthink = time;
self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
else if (req == WR_THINK)
{
- if (self.BUTTON_ATCK)
+ if(autocvar_g_balance_shotgun_reload_ammo && self.ammo_counter <= 0) // forced reload
+ W_Shotgun_Reload();
+ else
{
- if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ if (self.BUTTON_ATCK)
{
- if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
+ if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
{
- W_Shotgun_Attack();
- self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
+ if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
+ {
+ W_Shotgun_Attack();
+ self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
+ }
}
}
+ if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
+ if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
+ {
+ // attempt forcing playback of the anim by switching to another anim (that we never play) here...
+ weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+ }
}
- if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
- if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
- {
- // attempt forcing playback of the anim by switching to another anim (that we never play) here...
- weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
- }
+ if(self.wish_reload)
+ {
+ if(self.switchweapon == self.weapon)
+ {
+ if(self.weaponentity.state == WS_READY)
+ {
+ self.wish_reload = 0;
+ W_Shotgun_Reload();
+ }
+ }
+ }
}
else if (req == WR_PRECACHE)
{
precache_sound ("weapons/shotgun_melee.wav");
}
else if (req == WR_SETUP)
+ {
weapon_setup(WEP_SHOTGUN);
+ W_Shotgun_SetAmmoCounter();
+ }
else if (req == WR_CHECKAMMO1)
return self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
else if (req == WR_CHECKAMMO2)