set g_balance_shotgun_reload_ammo 0
set g_balance_shotgun_reload_time 2
set g_balance_shotgun_secondary 1
+set g_balance_shotgun_secondary_ammo 1
set g_balance_shotgun_secondary_bullets 4
set g_balance_shotgun_secondary_animtime 1.15
set g_balance_shotgun_secondary_damage 70
}
else
{
- if(fire & 1)
+ if(fire & 1 && !actor.shotgun_load && !actor.shotgun_loadblock)
{
if(time >= actor.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
{
ammo_amount += actor.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_PRI(shotgun, ammo);
return ammo_amount;
}
+ case 3:
+ {
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(shotgun, ammo);
+ ammo_amount += actor.(weapon_load[WEP_SHOTGUN.m_id]) >= WEP_CVAR_SEC(shotgun, ammo);
+ return ammo_amount;
+ }
default: return false; // secondary unavailable
}
}