6 if (
vdist(actor.origin - actor.enemy.origin, >,
WEP_CVAR_PRI(okshotgun, bot_range)))
18 if ((
WEP_CVAR_SEC(okshotgun, refire_type) == 1) && (fire & 2) && (
time >= actor.jump_interval))
22 BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
23 if ((actor.(weaponentity).wframe == WFRAME_IDLE) ||
24 (actor.(weaponentity).wframe == WFRAME_FIRE2))
27 actor.(weaponentity).wframe = WFRAME_FIRE2;
29 if (it == actor || (
IS_SPEC(it) && it.enemy == actor))
31 wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
40 thiswep.wr_reload(thiswep, actor, weaponentity);
49 W_Shotgun_Attack(thiswep, actor, weaponentity,
true,
60 if ((fire & 2) && (
WEP_CVAR_SEC(okshotgun, refire_type) == 0))
66 BLASTER_SECONDARY_ATTACK(okshotgun, actor, weaponentity);
90 return WEAPON_THINKING_WITH_PORTALS;
95 return WEAPON_OVERKILL_SHOTGUN_MURDER;
104 vector org2 = w_org + w_backoff * 2;
106 if(!w_issilent &&
time - actor.prevric > 0.25)
110 actor.prevric =
time;
#define WEP_CVAR_PRI(wepname, name)
#define PHYS_INPUT_BUTTON_ATCK2(s)
bool bot_aim(entity this,.entity weaponentity, float shotspeed, float shotspeedupward, float maxshottime, float applygravity)
#define WEP_CVAR_SEC(wepname, name)
float weapon_load[REGISTRY_MAX(Weapons)]
#define FOREACH_CLIENT(cond, body)
void w_ready(Weapon thiswep, entity actor,.entity weaponentity, int fire)
#define WEP_CVAR(wepname, name)
#define METHOD(cname, name, prototype)
bool weapon_prepareattack(Weapon thiswep, entity actor,.entity weaponentity, bool secondary, float attacktime)
void animdecide_setaction(entity e, float action, float restart)
#define PHYS_INPUT_BUTTON_ATCK(s)
const int ANIMACTION_SHOOT
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
entity Notification
always last
void weapon_thinkf(entity actor,.entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,.entity weaponentity, int fire) func)
#define sound(e, c, s, v, a)
float W_WeaponRateFactor(entity this)
void W_Reload(entity actor,.entity weaponentity, float sent_ammo_min, Sound sent_sound)