#ifdef SVQC
-void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force)
+void W_Shotgun_Attack(Weapon thiswep, entity actor, .entity weaponentity, float isprimary, float ammocount, float damage, float bullets, float spread, float solidpenetration, float force, entity bullet_trail_effect)
{
W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, WEP_SHOTGUN.m_id);
for(int sc = 0;sc < bullets;sc = sc + 1)
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, EFFECT_RIFLE_WEAK);
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, bullet_trail_effect);
Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
WEP_CVAR_PRI(shotgun, bullets),
WEP_CVAR_PRI(shotgun, spread),
WEP_CVAR_PRI(shotgun, solidpenetration),
- WEP_CVAR_PRI(shotgun, force)); // actually is secondary, but we trick the last shot into playing full reload sound
+ WEP_CVAR_PRI(shotgun, force),
+ EFFECT_BULLET); // actually is secondary, but we trick the last shot into playing full reload sound
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), w_ready);
}
void W_Shotgun_Attack3_Frame1(Weapon thiswep, entity actor, .entity weaponentity, int fire)
WEP_CVAR_PRI(shotgun, bullets),
WEP_CVAR_PRI(shotgun, spread),
WEP_CVAR_PRI(shotgun, solidpenetration),
- WEP_CVAR_PRI(shotgun, force));
+ WEP_CVAR_PRI(shotgun, force),
+ EFFECT_BULLET);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame2);
}
WEP_CVAR_PRI(shotgun, bullets),
WEP_CVAR_PRI(shotgun, spread),
WEP_CVAR_PRI(shotgun, solidpenetration),
- WEP_CVAR_PRI(shotgun, force));
+ WEP_CVAR_PRI(shotgun, force),
+ EFFECT_BULLET);
actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_PRI(shotgun, refire) * W_WeaponRateFactor(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(shotgun, animtime), w_ready);
}
WEP_CVAR_PRI(shotgun, bullets),
WEP_CVAR_PRI(shotgun, spread),
WEP_CVAR_PRI(shotgun, solidpenetration),
- WEP_CVAR_PRI(shotgun, force));
+ WEP_CVAR_PRI(shotgun, force),
+ EFFECT_BULLET);
actor.(weaponentity).shotgun_primarytime = time + WEP_CVAR_SEC(shotgun, alt_refire) * W_WeaponRateFactor(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(shotgun, alt_animtime), W_Shotgun_Attack3_Frame1);
}