1 void W_Shotgun_Attack (void)
13 ammoamount = cvar("g_balance_shotgun_primary_ammo");
14 bullets = cvar("g_balance_shotgun_primary_bullets");
15 d = cvar("g_balance_shotgun_primary_damage");
16 f = cvar("g_balance_shotgun_primary_force");
17 spread = cvar("g_balance_shotgun_primary_spread");
18 bulletspeed = cvar("g_balance_shotgun_primary_speed");
19 bulletconstant = cvar("g_balance_shotgun_primary_bulletconstant");
21 W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_primary_damage"));
22 for (sc = 0;sc < bullets;sc = sc + 1)
23 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
24 endFireBallisticBullet();
25 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
26 self.ammo_shells = self.ammo_shells - ammoamount;
28 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_primary_ammo"));
31 if (cvar("g_casings") >= 1)
32 for (sc = 0;sc < ammoamount;sc = sc + 1)
33 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);
35 // muzzle flash for 1st person view
37 setmodel(flash, "models/uziflash.md3"); // precision set below
38 flash.think = SUB_Remove;
39 flash.nextthink = time + 0.06;
40 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
41 W_AttachToShotorg(flash, '5 0 0');
45 void W_Shotgun_Attack2 (void)
57 ammoamount = cvar("g_balance_shotgun_secondary_ammo");
58 bullets = cvar("g_balance_shotgun_secondary_bullets");
59 d = cvar("g_balance_shotgun_secondary_damage");
60 f = cvar("g_balance_shotgun_secondary_force");
61 spread = cvar("g_balance_shotgun_secondary_spread");
62 bulletspeed = cvar("g_balance_shotgun_secondary_speed");
63 bulletconstant = cvar("g_balance_shotgun_secondary_bulletconstant");
65 W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_secondary_damage"));
66 for (sc = 0;sc < bullets;sc = sc + 1)
67 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN | HITTYPE_SECONDARY, 0, 1, bulletconstant);
68 endFireBallisticBullet();
69 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
70 self.ammo_shells = self.ammo_shells - ammoamount;
72 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_secondary_ammo"));
75 if (cvar("g_casings") >= 1)
76 for (sc = 0;sc < ammoamount;sc = sc + 1)
77 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);
80 setmodel(flash, "models/uziflash.md3"); // precision set below
82 flash.think = SUB_Remove;
83 flash.nextthink = time + 0.06;
84 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
85 W_AttachToShotorg(flash, '5 0 0');
89 void shotgun_fire2_03()
92 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
94 void shotgun_fire2_02()
97 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_03);
100 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
102 float w_shotgun(float req)
105 if(vlen(self.origin-self.enemy.origin)>200)
106 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
108 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
109 else if (req == WR_THINK)
111 if (self.BUTTON_ATCK)
112 if (weapon_prepareattack(0, cvar("g_balance_shotgun_primary_refire")))
115 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
117 if (self.BUTTON_ATCK2)
118 if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
121 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_02);
124 else if (req == WR_PRECACHE)
126 precache_model ("models/uziflash.md3");
127 precache_model ("models/weapons/g_shotgun.md3");
128 precache_model ("models/weapons/v_shotgun.md3");
129 precache_model ("models/weapons/h_shotgun.dpm");
130 precache_sound ("misc/itempickup.wav");
131 precache_sound ("weapons/shotgun_fire.wav");
133 else if (req == WR_SETUP)
134 weapon_setup(WEP_SHOTGUN);
135 else if (req == WR_CHECKAMMO1)
136 return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
137 else if (req == WR_CHECKAMMO2)
138 return self.ammo_shells >= cvar("g_balance_shotgun_secondary_ammo") * 3;
139 else if (req == WR_SUICIDEMESSAGE)
140 w_deathtypestring = "did the impossible";
141 else if (req == WR_KILLMESSAGE)
143 w_deathtypestring = "was gunned by"; // unchecked: SECONDARY