#ifdef REGISTER_WEAPON
REGISTER_WEAPON(
-/* WEP_##id */ SHOTGUN,
-/* function */ w_shotgun,
+/* WEP_##id */ SHOCKWAVE,
+/* function */ w_shockwave,
/* ammotype */ IT_SHELLS,
/* impulse */ 2,
/* flags */ WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN,
/* rating */ BOT_PICKUP_RATING_LOW,
/* model */ "shotgun",
-/* netname */ "shotgun",
-/* fullname */ _("Shotgun")
+/* netname */ "shockwave",
+/* fullname */ _("Shockwave")
);
#else
#ifdef SVQC
-void spawnfunc_weapon_shotgun()
+void spawnfunc_weapon_shockwave()
{
- if(autocvar_sv_q3acompat_machineshotgunswap)
+ if(autocvar_sv_q3acompat_machineshockwaveswap)
if(self.classname != "droppedweapon")
{
weapon_defaultspawnfunc(WEP_UZI);
return;
}
- weapon_defaultspawnfunc(WEP_SHOTGUN);
+ weapon_defaultspawnfunc(WEP_SHOCKWAVE);
}
-void W_Shotgun_Attack (void)
+void W_Shockwave_Pellets(void)
{
- float sc;
- float ammoamount;
- float bullets;
- float d;
- float f;
- float spread;
- float bulletspeed;
- float bulletconstant;
+ float sc;
+ float ammoamount;
+ float bullets;
+ float d;
+ float f;
+ float spread;
+ float bulletspeed;
+ float bulletconstant;
entity flash;
- ammoamount = autocvar_g_balance_shotgun_primary_ammo;
- bullets = autocvar_g_balance_shotgun_primary_bullets;
- d = autocvar_g_balance_shotgun_primary_damage;
- f = autocvar_g_balance_shotgun_primary_force;
- spread = autocvar_g_balance_shotgun_primary_spread;
- bulletspeed = autocvar_g_balance_shotgun_primary_speed;
- bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
+ ammoamount = autocvar_g_balance_shockwave_primary_ammo;
+ bullets = autocvar_g_balance_shockwave_primary_bullets;
+ d = autocvar_g_balance_shockwave_primary_damage;
+ f = autocvar_g_balance_shockwave_primary_force;
+ spread = autocvar_g_balance_shockwave_primary_spread;
+ bulletspeed = autocvar_g_balance_shockwave_primary_speed;
+ bulletconstant = autocvar_g_balance_shockwave_primary_bulletconstant;
- W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
+ W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shockwave_reload_ammo);
- W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, d * bullets);
+ W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shockwave_fire.wav", CH_WEAPON_A, d * bullets);
for (sc = 0;sc < bullets;sc = sc + 1)
- fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOTGUN, 0, 1, bulletconstant);
+ fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, f, WEP_SHOCKWAVE, 0, 1, bulletconstant);
endFireBallisticBullet();
- pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
+ pointparticles(particleeffectnum("shockwave_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shockwave_primary_ammo);
// casing code
if (autocvar_g_casings >= 1)
.float swing_prev;
.entity swing_alreadyhit;
-void shotgun_meleethink (void)
+void shockwave_meleethink (void)
{
// declarations
float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
makevectors(self.realowner.v_angle); // update values for v_* vectors
// calculate swing percentage based on time
- meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
+ meleetime = autocvar_g_balance_shockwave_secondary_melee_time * W_WeaponRateFactor();
swing = bound(0, (self.cnt + meleetime - time) / meleetime, 10);
- f = ((1 - swing) * autocvar_g_balance_shotgun_secondary_melee_traces);
+ f = ((1 - swing) * autocvar_g_balance_shockwave_secondary_melee_traces);
// check to see if we can still continue, otherwise give up now
- if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)
+ if((self.realowner.deadflag != DEAD_NO) && autocvar_g_balance_shockwave_secondary_melee_no_doubleslap)
{
remove(self);
return;
// if okay, perform the traces needed for this frame
for(i=self.swing_prev; i < f; ++i)
{
- swing_factor = ((1 - (i / autocvar_g_balance_shotgun_secondary_melee_traces)) * 2 - 1);
+ swing_factor = ((1 - (i / autocvar_g_balance_shockwave_secondary_melee_traces)) * 2 - 1);
targpos = (self.realowner.origin + self.realowner.view_ofs
- + (v_forward * autocvar_g_balance_shotgun_secondary_melee_range)
- + (v_up * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_up)
- + (v_right * swing_factor * autocvar_g_balance_shotgun_secondary_melee_swing_side));
+ + (v_forward * autocvar_g_balance_shockwave_secondary_melee_range)
+ + (v_up * swing_factor * autocvar_g_balance_shockwave_secondary_melee_swing_up)
+ + (v_right * swing_factor * autocvar_g_balance_shockwave_secondary_melee_swing_side));
WarpZone_traceline_antilag(self, self.realowner.origin + self.realowner.view_ofs, targpos, FALSE, self, ANTILAG_LATENCY(self.realowner));
if((trace_fraction < 1) // if trace is good, apply the damage and remove self
&& (trace_ent.takedamage == DAMAGE_AIM)
&& (trace_ent != self.swing_alreadyhit)
- && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
+ && (is_player || autocvar_g_balance_shockwave_secondary_melee_nonplayerdamage))
{
target_victim = trace_ent; // so it persists through other calls
if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
- swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
+ swing_damage = (autocvar_g_balance_shockwave_secondary_damage * min(1, swing_factor + 1));
else
- swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
+ swing_damage = (autocvar_g_balance_shockwave_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));
//print(strcat(self.realowner.netname, " hitting ", target_victim.netname, " with ", strcat(ftos(swing_damage), " damage (factor: ", ftos(swing_factor), ") at "), ftos(time), " seconds.\n"));
Damage(target_victim, self.realowner, self.realowner,
- swing_damage, WEP_SHOTGUN | HITTYPE_SECONDARY,
+ swing_damage, WEP_SHOCKWAVE | HITTYPE_SECONDARY,
self.realowner.origin + self.realowner.view_ofs,
- v_forward * autocvar_g_balance_shotgun_secondary_force);
+ v_forward * autocvar_g_balance_shockwave_secondary_force);
- if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOTGUN, 0, swing_damage); }
+ if(accuracy_isgooddamage(self.realowner, target_victim)) { accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, swing_damage); }
// draw large red flash for debugging
//te_customflash(targpos, 200, 2, '15 0 0');
- if(autocvar_g_balance_shotgun_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
+ if(autocvar_g_balance_shockwave_secondary_melee_multihit) // allow multiple hits with one swing, but not against the same player twice.
{
self.swing_alreadyhit = target_victim;
continue; // move along to next trace
}
}
-void W_Shotgun_Attack2 (void)
+void W_Shockwave_Attack2 (void)
{
- sound (self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTEN_NORM);
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
+ sound (self, CH_WEAPON_A, "weapons/shockwave_melee.wav", VOL_BASE, ATTEN_NORM);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shockwave_secondary_animtime, w_ready);
entity meleetemp;
meleetemp = spawn();
meleetemp.realowner = self;
- meleetemp.think = shotgun_meleethink;
- meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
- W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
+ meleetemp.think = shockwave_meleethink;
+ meleetemp.nextthink = time + autocvar_g_balance_shockwave_secondary_melee_delay * W_WeaponRateFactor();
+ W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shockwave_secondary_damage, autocvar_g_balance_shockwave_secondary_melee_range);
}
-void spawnfunc_weapon_shotgun(); // defined in t_items.qc
+void spawnfunc_weapon_shockwave(); // defined in t_items.qc
-.float shotgun_primarytime;
+.float shockwave_primarytime;
-float w_shotgun(float req)
+float w_shockwave(float req)
{
float ammo_amount;
{
case WR_AIM:
{
- if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
+ if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shockwave_secondary_melee_range)
self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
else
{
if(autocvar_g_antilag_bullets)
self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
else
- self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shotgun_primary_speed, 0, 0.001, FALSE);
+ self.BUTTON_ATCK = bot_aim(autocvar_g_balance_shockwave_primary_speed, 0, 0.001, FALSE);
}
return TRUE;
}
case WR_THINK:
{
- if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
+ if(autocvar_g_balance_shockwave_reload_ammo && self.clip_load < autocvar_g_balance_shockwave_primary_ammo) // forced reload
{
- // don't force reload an empty shotgun if its melee attack is active
- if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
+ // don't force reload an empty shockwave if its melee attack is active
+ if not(autocvar_g_balance_shockwave_secondary && self.ammo_shells < autocvar_g_balance_shockwave_primary_ammo)
WEP_ACTION(self.weapon, WR_RELOAD);
}
else
{
if (self.BUTTON_ATCK)
{
- if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
+ if (time >= self.shockwave_primarytime) // handle refire separately so the secondary can be fired straight after a primary
{
- if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
+ if(weapon_prepareattack(0, autocvar_g_balance_shockwave_primary_animtime))
{
- W_Shotgun_Attack();
- self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
+ W_Shockwave_Attack();
+ self.shockwave_primarytime = time + autocvar_g_balance_shockwave_primary_refire * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shockwave_primary_animtime, w_ready);
}
}
}
}
if (self.clip_load >= 0) // we are not currently reloading
if (!self.crouch) // no crouchmelee please
- if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
- if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
+ if (self.BUTTON_ATCK2 && autocvar_g_balance_shockwave_secondary)
+ if (weapon_prepareattack(1, autocvar_g_balance_shockwave_secondary_refire))
{
// attempt forcing playback of the anim by switching to another anim (that we never play) here...
- weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
+ weapon_thinkf(WFRAME_FIRE1, 0, W_Shockwave_Attack2);
}
return TRUE;
case WR_INIT:
{
precache_model ("models/uziflash.md3");
- precache_model ("models/weapons/g_shotgun.md3");
- precache_model ("models/weapons/v_shotgun.md3");
- precache_model ("models/weapons/h_shotgun.iqm");
+ precache_model ("models/weapons/g_shockwave.md3");
+ precache_model ("models/weapons/v_shockwave.md3");
+ precache_model ("models/weapons/h_shockwave.iqm");
precache_sound ("misc/itempickup.wav");
- precache_sound ("weapons/shotgun_fire.wav");
- precache_sound ("weapons/shotgun_melee.wav");
+ precache_sound ("weapons/shockwave_fire.wav");
+ precache_sound ("weapons/shockwave_melee.wav");
return TRUE;
}
case WR_SETUP:
}
case WR_CHECKAMMO1:
{
- ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
- ammo_amount += self.(weapon_load[WEP_SHOTGUN]) >= autocvar_g_balance_shotgun_primary_ammo;
+ ammo_amount = self.ammo_shells >= autocvar_g_balance_shockwave_primary_ammo;
+ ammo_amount += self.(weapon_load[WEP_SHOCKWAVE]) >= autocvar_g_balance_shockwave_primary_ammo;
return ammo_amount;
}
case WR_CHECKAMMO2:
}
case WR_RELOAD:
{
- W_Reload(autocvar_g_balance_shotgun_primary_ammo, "weapons/reload.wav");
+ W_Reload(autocvar_g_balance_shockwave_primary_ammo, "weapons/reload.wav");
return TRUE;
}
case WR_SUICIDEMESSAGE:
case WR_KILLMESSAGE:
{
if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_SHOTGUN_MURDER_SLAP;
+ return WEAPON_SHOCKWAVE_MURDER_SLAP;
else
- return WEAPON_SHOTGUN_MURDER;
+ return WEAPON_SHOCKWAVE_MURDER;
}
}
return TRUE;
#endif
#ifdef CSQC
.float prevric;
-float w_shotgun(float req)
+float w_shockwave(float req)
{
switch(req)
{
{
vector org2;
org2 = w_org + w_backoff * 2;
- pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
+ pointparticles(particleeffectnum("shockwave_impact"), org2, w_backoff * 1000, 1);
if(!w_issilent && time - self.prevric > 0.25)
{
if(w_random < 0.0165)