#include "okshotgun.qh" #ifdef SVQC METHOD(OverkillShotgun, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if (vdist(actor.origin - actor.enemy.origin, >, WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, bot_range))) PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, false); else PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, false); } METHOD(OverkillShotgun, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if (WEP_CVAR_SEC(WEP_OVERKILL_SHOTGUN, refire_type) == 1 && (fire & 2) && time >= actor.jump_interval) { // Secondary uses it's own refire timer if refire_type is 1. actor.jump_interval = time + WEP_CVAR_PRI(WEP_BLASTER, refire) * W_WeaponRateFactor(actor); makevectors(actor.v_angle); W_Blaster_Attack(actor, weaponentity); if (actor.(weaponentity).wframe == WFRAME_IDLE || actor.(weaponentity).wframe == WFRAME_FIRE2) { // Set secondary fire animation. actor.(weaponentity).wframe = WFRAME_FIRE2; FOREACH_CLIENT(true, LAMBDA( if (it == actor || (IS_SPEC(it) && it.enemy == actor)) wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true); )); animdecide_setaction(actor, ANIMACTION_SHOOT, true); } } if (WEP_CVAR(WEP_OVERKILL_SHOTGUN, reload_ammo) && actor.(weaponentity).clip_load < WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, ammo)) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); return; } if (fire & 1) // Primary attack { if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, refire))) return; W_Shotgun_Attack(thiswep, actor, weaponentity, true, WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, ammo), WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, damage), WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, damagefalloff_halflife), WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, damagefalloff_mindist), WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, damagefalloff_maxdist), WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, bullets), WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, spread), WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, spread_pattern), WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, spread_pattern_scale), WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, spread_pattern_bias), WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, solidpenetration), WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, force), WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, damagefalloff_forcehalflife), EFFECT_RIFLE_WEAK ); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, animtime), w_ready); return; } if ((fire & 2) && WEP_CVAR_SEC(WEP_OVERKILL_SHOTGUN, refire_type) == 0) // Secondary attack { if (!weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_BLASTER, refire))) return; makevectors(actor.v_angle); W_Blaster_Attack(actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_PRI(WEP_BLASTER, animtime), w_ready); } } METHOD(OverkillShotgun, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_OVERKILL_SHOTGUN.m_id]) >= WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, ammo); return ammo_amount; } METHOD(OverkillShotgun, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { return true; // Blaster secondary is unlimited. } METHOD(OverkillShotgun, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, weaponentity, WEP_CVAR_PRI(WEP_OVERKILL_SHOTGUN, ammo), SND_RELOAD); // WEAPONTODO } METHOD(OverkillShotgun, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_THINKING_WITH_PORTALS; } METHOD(OverkillShotgun, wr_killmessage, Notification(entity thiswep)) { return WEAPON_OVERKILL_SHOTGUN_MURDER; } #endif // SVQC #ifdef CSQC .float prevric; METHOD(OverkillShotgun, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2 = w_org + w_backoff * 2; pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1); if (!w_issilent && time - actor.prevric > 0.25) { if (w_random < 0.05) sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM); actor.prevric = time; } } #endif // CSQC #ifdef MENUQC #include #include METHOD(OverkillShotgun, describe, string(OverkillShotgun this)) { TC(OverkillShotgun, this); PAGE_TEXT_INIT(); PAR(_("The %s fires a single shotgun round which spreads into multiple pellets upon exiting the barrel, dealing a deadly blow if up close."), COLORED_NAME(this)); PAR(_("Like with all %s weapons, the secondary fire shoots a laser which doesn't damage or push enemies, but can be used to push yourself around."), COLORED_NAME(MUTATOR_ok)); PAR(_("The primary fire consumes %s ammo, although you spawn with an infinite amount of it in %s. " "It has a limited magazine size, so needs reloading after several shots."), COLORED_NAME(ITEM_Shells), COLORED_NAME(MUTATOR_ok)); PAR(_("The %s damage drops off quickly as the range increases, so it is only useful for close combat or sometimes medium range combat."), COLORED_NAME(this)); PAR(W_Guide_Keybinds(this)); PAR(W_Guide_DPS_onlyOneMultishot(this.netname, "primary", "primary_bullets", "")); return PAGE_TEXT; } #endif // MENUQC