if SERVER then AddCSLuaFile( "shared.lua" ) end SWEP.HoldType = "shotgun" if CLIENT then SWEP.PrintName = "shotgun_name" SWEP.Slot = 2 SWEP.Icon = "VGUI/ttt/icon_shotgun" end SWEP.Base = "weapon_tttbase" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.Kind = WEAPON_HEAVY SWEP.WeaponID = AMMO_SHOTGUN SWEP.Primary.Ammo = "Buckshot" SWEP.Primary.Damage = 11 SWEP.Primary.Cone = 0.085 SWEP.Primary.Delay = 0.8 SWEP.Primary.ClipSize = 8 SWEP.Primary.ClipMax = 24 SWEP.Primary.DefaultClip = 8 SWEP.Primary.Automatic = true SWEP.Primary.NumShots = 8 SWEP.AutoSpawnable = true SWEP.AmmoEnt = "item_box_buckshot_ttt" SWEP.ViewModel = "models/weapons/v_shot_xm1014.mdl" SWEP.WorldModel = "models/weapons/w_shot_xm1014.mdl" SWEP.Primary.Sound = Sound( "Weapon_XM1014.Single" ) SWEP.Primary.Recoil = 7 --SWEP.IronSightsPos = Vector( 5.7, -3, 3 ) SWEP.IronSightsPos = Vector( 5.14, -5, 2.14 ) SWEP.IronSightsAng = Vector(0, 0.8, 0) SWEP.reloadtimer = 0 function SWEP:SetupDataTables() self:DTVar("Bool", 0, "reloading") return self.BaseClass.SetupDataTables(self) end function SWEP:Reload() self:SetIronsights( false ) --if self.Weapon:GetNetworkedBool( "reloading", false ) then return end if self.dt.reloading then return end if not IsFirstTimePredicted() then return end if self.Weapon:Clip1() < self.Primary.ClipSize and self.Owner:GetAmmoCount( self.Primary.Ammo ) > 0 then if self:StartReload() then return end end end function SWEP:StartReload() --if self.Weapon:GetNWBool( "reloading", false ) then if self.dt.reloading then return false end if not IsFirstTimePredicted() then return false end self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) local ply = self.Owner if not ply or ply:GetAmmoCount(self.Primary.Ammo) <= 0 then return false end local wep = self.Weapon if wep:Clip1() >= self.Primary.ClipSize then return false end wep:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START) self.reloadtimer = CurTime() + wep:SequenceDuration() --wep:SetNWBool("reloading", true) self.dt.reloading = true return true end function SWEP:PerformReload() local ply = self.Owner -- prevent normal shooting in between reloads self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) if not ply or ply:GetAmmoCount(self.Primary.Ammo) <= 0 then return end local wep = self.Weapon if wep:Clip1() >= self.Primary.ClipSize then return end self.Owner:RemoveAmmo( 1, self.Primary.Ammo, false ) self.Weapon:SetClip1( self.Weapon:Clip1() + 1 ) wep:SendWeaponAnim(ACT_VM_RELOAD) self.reloadtimer = CurTime() + wep:SequenceDuration() end function SWEP:FinishReload() self.dt.reloading = false self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH) self.reloadtimer = CurTime() + self.Weapon:SequenceDuration() end function SWEP:CanPrimaryAttack() if self.Weapon:Clip1() <= 0 then self:EmitSound( "Weapon_Shotgun.Empty" ) self:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) return false end return true end function SWEP:Think() if self.dt.reloading and IsFirstTimePredicted() then if self.Owner:KeyDown(IN_ATTACK) then self:FinishReload() return end if self.reloadtimer <= CurTime() then if self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0 then self:FinishReload() elseif self.Weapon:Clip1() < self.Primary.ClipSize then self:PerformReload() else self:FinishReload() end return end end end function SWEP:Deploy() self.dt.reloading = false self.reloadtimer = 0 return self.BaseClass.Deploy(self) end -- The shotgun's headshot damage multiplier is based on distance. The closer it -- is, the more damage it does. This reinforces the shotgun's role as short -- range weapon by reducing effectiveness at mid-range, where one could score -- lucky headshots relatively easily due to the spread. function SWEP:GetHeadshotMultiplier(victim, dmginfo) local att = dmginfo:GetAttacker() if not ValidEntity(att) then return 3 end local dist = victim:GetPos():Distance(att:GetPos()) local d = math.max(0, dist - 140) -- decay from 3.1 to 1 slowly as distance increases return 1 + math.max(0, (2.1 - 0.002 * (d ^ 1.25))) end