1 void() shotgun_ready_01;
2 void() shotgun_fire1_01;
3 void() shotgun_fire2_01;
4 void() shotgun_deselect_01;
5 void() shotgun_select_01;
7 float() shotgun_check =
9 if (self.ammo_shells >= 1)
14 void(float req) w_shotgun =
18 else if (req == WR_FIRE1)
19 weapon_prepareattack(shotgun_check, shotgun_check, shotgun_fire1_01, cvar("g_balance_shotgun_refire"));
20 else if (req == WR_FIRE2)
21 weapon_prepareattack(shotgun_check, shotgun_check, shotgun_fire2_01, cvar("g_balance_shotgun_refire2"));
22 else if (req == WR_RAISE)
24 else if (req == WR_UPDATECOUNTS)
25 self.currentammo = self.ammo_shells;
26 else if (req == WR_DROP)
27 shotgun_deselect_01();
28 else if (req == WR_SETUP)
29 weapon_setup(WEP_SHOTGUN, "w_shotgun.zym", IT_SHELLS);
30 else if (req == WR_CHECKAMMO)
31 weapon_hasammo = shotgun_check();
34 void W_Shotgun_Attack (void)
42 sound (self, CHAN_WEAPON, "weapons/shotgun_fire.wav", 1, ATTN_NORM);
43 bullets = cvar("g_balance_shotgun_bullets");
44 d = cvar("g_balance_shotgun_damage");
46 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 5);
47 spread = cvar("g_balance_shotgun_spread");
48 for (sc = 0;sc < bullets;sc = sc + 1)
49 fireBullet (org, v_forward, spread, d, IT_SHOTGUN, sc < 3);
50 self.ammo_shells = self.ammo_shells - 1;
53 if (cvar("g_casings") >= 1)
55 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 10);
56 SpawnCasing (org, ((random () * 50 + 50) * v_right) - ((random () * 25 + 25) * v_forward) - ((random () * 5 + 10) * v_up), 2, v_forward,'0 250 0', 100, 1);
59 org = self.origin + self.view_ofs + (v_right * 6) - (v_up * 8) + (v_forward * 20);
60 W_Smoke(org, v_forward, 12);
63 self.punchangle_x = -5;
68 void() shotgun_ready_01 = {weapon_thinkf(WFRAME_IDLE, 0.1, shotgun_ready_01); self.weaponentity.state = WS_READY;};
69 void() shotgun_select_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_ready); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');};
70 void() shotgun_deselect_01 = {weapon_thinkf(-1, cvar("g_balance_weaponswitchdelay"), w_clear); weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);};
71 void() shotgun_fire1_01 =
73 weapon_doattack(shotgun_check, shotgun_check, W_Shotgun_Attack);
74 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_refire3"), shotgun_ready_01);
76 void() shotgun_fire2_03 =
78 weapon_doattack(shotgun_check, shotgun_check, W_Shotgun_Attack);
79 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_refire3"), shotgun_ready_01);
81 void() shotgun_fire2_02 =
83 weapon_doattack(shotgun_check, shotgun_check, W_Shotgun_Attack);
84 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_refire3"), shotgun_fire2_03);
86 void() shotgun_fire2_01 =
88 weapon_doattack(shotgun_check, shotgun_check, W_Shotgun_Attack);
89 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_shotgun_refire3"), shotgun_fire2_02);