float spread;
float bulletspeed;
float bulletconstant;
- local entity flash;
+ entity flash;
ammoamount = autocvar_g_balance_shotgun_primary_ammo;
bullets = autocvar_g_balance_shotgun_primary_bullets;
{
// declarations
float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
+ entity target_victim;
vector targpos;
- if(!self.cnt) { self.cnt = time; } // set start time of melee
+ if(!self.cnt) // set start time of melee
+ {
+ self.cnt = time;
+ W_PlayStrengthSound(self.realowner);
+ }
makevectors(self.realowner.v_angle); // update values for v_* vectors
// calculate swing percentage based on time
meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
- swing = bound(0, (self.cnt + meleetime - time) / meleetime, 1);
+ swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
// check to see if we can still continue, otherwise give up now
- if(time >= self.cnt + meleetime || (self.realowner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap))
+ if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
{
remove(self);
return;
+ (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
+ (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
- WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, lgbeam_owner_ent, ANTILAG_LATENCY(self.realowner));
-
+ WarpZone_traceline_antilag(self.realowner, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self.realowner, ANTILAG_LATENCY(self.realowner));
+
// draw lightning beams for debugging
- // te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
- // te_customflash(targpos, 40, 2, '1 1 1');
+ //te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
+ //te_customflash(targpos, 40, 2, '1 1 1');
is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
&& (trace_ent.takedamage == DAMAGE_AIM)
&& (trace_ent != self.swing_alreadyhit)
&& (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
- {
+ {
+ target_victim = trace_ent; // so it persists through other calls
+
if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
else
swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
- Damage(trace_ent, self.realowner, self.realowner,
+ //print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
+
+ Damage(target_victim, self.realowner, self.realowner,
swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
self.realowner.origin + self.realowner.view_ofs,
v_forward * autocvar_g_balance_shotgun_secondary_force);
- if(accuracy_isgooddamage(self.realowner, trace_ent))
- accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage);
+ if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
// draw large red flash for debugging
- // te_customflash(targpos, 200, 2, '15 0 0');
+ //te_customflash(targpos, 200, 2, '15 0 0');
if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
{
- self.swing_alreadyhit = trace_ent;
+ self.swing_alreadyhit = target_victim;
continue; // move along to next trace
}
else
}
}
- // set up next frame
- self.swing_prev = i;
- self.nextthink = time;
+ if(time >= self.cnt + meleetime)
+ {
+ // melee is finished
+ remove(self);
+ return;
+ }
+ else
+ {
+ // set up next frame
+ self.swing_prev = i;
+ self.nextthink = time;
+ }
}
void W_Shotgun_Attack2 (void)
{
- sound (self, CH_SHOTS, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
entity meleetemp;
}
}
if (self.clip_load >= 0) // we are not currently reloading
+ if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
{
else if (req == WR_CHECKAMMO1)
{
ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
- ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo;
+ ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
}
return TRUE;
-};
+}
#endif
#ifdef CSQC
.float prevric;
else if (req == WR_KILLMESSAGE)
{
if(w_deathtype & HITTYPE_SECONDARY)
- w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
+ w_deathtypestring = _("%2$s slapped %1$s around a bit with a large shotgun");
else
- w_deathtypestring = _("%s was gunned by %s");
+ w_deathtypestring = _("%s was gunned down with a shotgun by %s");
}
return TRUE;
}