2 void W_Shotgun_Attack (void)
14 ammoamount = cvar("g_balance_shotgun_primary_ammo");
15 bullets = cvar("g_balance_shotgun_primary_bullets");
16 d = cvar("g_balance_shotgun_primary_damage");
17 f = cvar("g_balance_shotgun_primary_force");
18 spread = cvar("g_balance_shotgun_primary_spread");
19 bulletspeed = cvar("g_balance_shotgun_primary_speed");
20 bulletconstant = cvar("g_balance_shotgun_primary_bulletconstant");
22 W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_primary_damage"));
23 for (sc = 0;sc < bullets;sc = sc + 1)
24 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
25 endFireBallisticBullet();
26 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
27 self.ammo_shells = self.ammo_shells - ammoamount;
29 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_primary_ammo"));
32 if (cvar("g_casings") >= 1)
33 for (sc = 0;sc < ammoamount;sc = sc + 1)
34 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);
36 // muzzle flash for 1st person view
38 setmodel(flash, "models/uziflash.md3"); // precision set below
39 flash.think = SUB_Remove;
40 flash.nextthink = time + 0.06;
41 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
42 W_AttachToShotorg(flash, '5 0 0');
46 void W_Shotgun_Attack2 (void)
58 ammoamount = cvar("g_balance_shotgun_secondary_ammo");
59 bullets = cvar("g_balance_shotgun_secondary_bullets");
60 d = cvar("g_balance_shotgun_secondary_damage");
61 f = cvar("g_balance_shotgun_secondary_force");
62 spread = cvar("g_balance_shotgun_secondary_spread");
63 bulletspeed = cvar("g_balance_shotgun_secondary_speed");
64 bulletconstant = cvar("g_balance_shotgun_secondary_bulletconstant");
66 W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_secondary_damage"));
67 for (sc = 0;sc < bullets;sc = sc + 1)
68 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN | HITTYPE_SECONDARY, 0, 1, bulletconstant);
69 endFireBallisticBullet();
70 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
71 self.ammo_shells = self.ammo_shells - ammoamount;
73 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_secondary_ammo"));
76 if (cvar("g_casings") >= 1)
77 for (sc = 0;sc < ammoamount;sc = sc + 1)
78 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);
81 setmodel(flash, "models/uziflash.md3"); // precision set below
83 flash.think = SUB_Remove;
84 flash.nextthink = time + 0.06;
85 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
86 W_AttachToShotorg(flash, '5 0 0');
90 void shotgun_fire2_03()
93 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
95 void shotgun_fire2_02()
98 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_03);
101 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
103 float w_shotgun(float req)
106 if(vlen(self.origin-self.enemy.origin)>200)
107 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
109 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
110 else if (req == WR_THINK)
112 if (self.BUTTON_ATCK)
113 if (weapon_prepareattack(0, cvar("g_balance_shotgun_primary_refire")))
116 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
118 if (self.BUTTON_ATCK2)
119 if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
122 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_02);
125 else if (req == WR_PRECACHE)
127 precache_model ("models/uziflash.md3");
128 precache_model ("models/weapons/g_shotgun.md3");
129 precache_model ("models/weapons/v_shotgun.md3");
130 precache_model ("models/weapons/h_shotgun.dpm");
131 precache_sound ("misc/itempickup.wav");
132 precache_sound ("weapons/shotgun_fire.wav");
134 else if (req == WR_SETUP)
135 weapon_setup(WEP_SHOTGUN);
136 else if (req == WR_CHECKAMMO1)
137 return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
138 else if (req == WR_CHECKAMMO2)
139 return self.ammo_shells >= cvar("g_balance_shotgun_secondary_ammo") * 3;
140 else if (req == WR_SUICIDEMESSAGE)
141 w_deathtypestring = "did the impossible";
142 else if (req == WR_KILLMESSAGE)
144 w_deathtypestring = "was gunned by"; // unchecked: SECONDARY