2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", "Shotgun");
4 void W_Shotgun_Attack (void)
16 ammoamount = cvar("g_balance_shotgun_primary_ammo");
17 bullets = cvar("g_balance_shotgun_primary_bullets");
18 d = cvar("g_balance_shotgun_primary_damage");
19 f = cvar("g_balance_shotgun_primary_force");
20 spread = cvar("g_balance_shotgun_primary_spread");
21 bulletspeed = cvar("g_balance_shotgun_primary_speed");
22 bulletconstant = cvar("g_balance_shotgun_primary_bulletconstant");
24 W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_primary_damage"));
25 for (sc = 0;sc < bullets;sc = sc + 1)
26 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
27 endFireBallisticBullet();
28 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
29 self.ammo_shells = self.ammo_shells - ammoamount;
31 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_primary_ammo"));
34 if (cvar("g_casings") >= 1)
35 for (sc = 0;sc < ammoamount;sc = sc + 1)
36 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);
38 // muzzle flash for 1st person view
40 setmodel(flash, "models/uziflash.md3"); // precision set below
41 flash.think = SUB_Remove;
42 flash.nextthink = time + 0.06;
43 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
44 W_AttachToShotorg(flash, '5 0 0');
48 void W_Shotgun_Attack2 (void)
60 ammoamount = cvar("g_balance_shotgun_secondary_ammo");
61 bullets = cvar("g_balance_shotgun_secondary_bullets");
62 d = cvar("g_balance_shotgun_secondary_damage");
63 f = cvar("g_balance_shotgun_secondary_force");
64 spread = cvar("g_balance_shotgun_secondary_spread");
65 bulletspeed = cvar("g_balance_shotgun_secondary_speed");
66 bulletconstant = cvar("g_balance_shotgun_secondary_bulletconstant");
68 W_SetupShot (self, cvar("g_antilag_bullets") && bulletspeed >= cvar("g_antilag_bullets"), 5, "weapons/shotgun_fire.wav", cvar("g_balance_shotgun_secondary_damage"));
69 for (sc = 0;sc < bullets;sc = sc + 1)
70 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN | HITTYPE_SECONDARY, 0, 1, bulletconstant);
71 endFireBallisticBullet();
72 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
73 self.ammo_shells = self.ammo_shells - ammoamount;
75 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, cvar("g_balance_shotgun_secondary_ammo"));
78 if (cvar("g_casings") >= 1)
79 for (sc = 0;sc < ammoamount;sc = sc + 1)
80 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);
83 setmodel(flash, "models/uziflash.md3"); // precision set below
85 flash.think = SUB_Remove;
86 flash.nextthink = time + 0.06;
87 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
88 W_AttachToShotorg(flash, '5 0 0');
92 void shotgun_fire2_03()
95 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), w_ready);
97 void shotgun_fire2_02()
100 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_03);
103 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
105 float w_shotgun(float req)
108 if(vlen(self.origin-self.enemy.origin)>200)
109 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
111 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
112 else if (req == WR_THINK)
114 if (self.BUTTON_ATCK)
115 if (weapon_prepareattack(0, cvar("g_balance_shotgun_primary_refire")))
118 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_primary_animtime"), w_ready);
120 if (self.BUTTON_ATCK2)
121 if (weapon_prepareattack(1, cvar("g_balance_shotgun_secondary_refire")))
124 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_shotgun_secondary_animtime"), shotgun_fire2_02);
127 else if (req == WR_PRECACHE)
129 precache_model ("models/uziflash.md3");
130 precache_model ("models/weapons/g_shotgun.md3");
131 precache_model ("models/weapons/v_shotgun.md3");
132 precache_model ("models/weapons/h_shotgun.dpm");
133 precache_sound ("misc/itempickup.wav");
134 precache_sound ("weapons/shotgun_fire.wav");
136 else if (req == WR_SETUP)
137 weapon_setup(WEP_SHOTGUN);
138 else if (req == WR_CHECKAMMO1)
139 return self.ammo_shells >= cvar("g_balance_shotgun_primary_ammo");
140 else if (req == WR_CHECKAMMO2)
141 return self.ammo_shells >= cvar("g_balance_shotgun_secondary_ammo") * 3;
142 else if (req == WR_SUICIDEMESSAGE)
143 w_deathtypestring = "did the impossible";
144 else if (req == WR_KILLMESSAGE)
146 w_deathtypestring = "was gunned by"; // unchecked: SECONDARY