set g_balance_shotgun_secondary_animtime 1.15
set g_balance_shotgun_secondary_damage 70
set g_balance_shotgun_secondary_force 200
+set g_balance_shotgun_secondary_melee_blockedbyfiring 0
set g_balance_shotgun_secondary_melee_delay 0.25
set g_balance_shotgun_secondary_melee_multihit 1
set g_balance_shotgun_secondary_melee_no_doubleslap 1
set g_balance_shotgun_secondary_animtime 1.15
set g_balance_shotgun_secondary_damage 80
set g_balance_shotgun_secondary_force 200
+set g_balance_shotgun_secondary_melee_blockedbyfiring 0
set g_balance_shotgun_secondary_melee_delay 0.25
set g_balance_shotgun_secondary_melee_multihit 1
set g_balance_shotgun_secondary_melee_no_doubleslap 1
set g_balance_shotgun_secondary_animtime 1.15
set g_balance_shotgun_secondary_damage 80
set g_balance_shotgun_secondary_force 200
+set g_balance_shotgun_secondary_melee_blockedbyfiring 0
set g_balance_shotgun_secondary_melee_delay 0.25
set g_balance_shotgun_secondary_melee_multihit 1
set g_balance_shotgun_secondary_melee_no_doubleslap 1
set g_balance_shotgun_secondary_animtime 1.15
set g_balance_shotgun_secondary_damage 70
set g_balance_shotgun_secondary_force 200
+set g_balance_shotgun_secondary_melee_blockedbyfiring 0
set g_balance_shotgun_secondary_melee_delay 0.25
set g_balance_shotgun_secondary_melee_multihit 1
set g_balance_shotgun_secondary_melee_no_doubleslap 1
set g_balance_shotgun_secondary_animtime 1.15
set g_balance_shotgun_secondary_damage 70
set g_balance_shotgun_secondary_force 200
+set g_balance_shotgun_secondary_melee_blockedbyfiring 0
set g_balance_shotgun_secondary_melee_delay 0.25
set g_balance_shotgun_secondary_melee_multihit 1
set g_balance_shotgun_secondary_melee_no_doubleslap 1
if(actor.(weaponentity).clip_load >= 0) // we are not currently reloading
if(WEP_CVAR(WEP_SHOTGUN, secondary) == 1)
if(((fire & 1) && !IS_BOT_CLIENT(actor) && GetResource(actor, thiswep.ammo_type) <= 0 && actor.(weaponentity).clip_load == 0 && !(actor.items & IT_UNLIMITED_AMMO)) || (fire & 2))
+ if(!WEP_CVAR_SEC(WEP_SHOTGUN, melee_blockedbyfiring) || time >= actor.(weaponentity).shotgun_primarytime)
if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(WEP_SHOTGUN, refire)))
{
// melee attack
P(class, prefix, damagefalloff_maxdist, float, PRI) \
P(class, prefix, damagefalloff_mindist, float, PRI) \
P(class, prefix, force, float, BOTH) \
+ P(class, prefix, melee_blockedbyfiring, bool, SEC) \
P(class, prefix, melee_delay, float, SEC) \
P(class, prefix, melee_multihit, float, SEC) \
P(class, prefix, melee_nonplayerdamage, float, SEC) \