Script:Files:script/weapons/shotgun.script

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/***********************************************************************

weapon_shotgun.script

***********************************************************************/

object weapon_shotgun : weapon_clip {
    void        preinit();

    float        DoReload( boolean wasScoped );
    void        ShotgunReload();
    void        Base_BeginReload();
};

void weapon_shotgun::preinit() {
    hasScope        = false;
    hasIronSights    = true;
}

float weapon_shotgun::DoReload( boolean wasScoped ) {
    if ( !sys.isServer() && sys.getLocalViewPlayer() != myPlayer ) {
        weaponReloading();
        playAnim( ANIMCHANNEL_ALL, "reload" );
        waitUntil( animDone( ANIMCHANNEL_ALL, 4 ) );
        weaponReady();
    } else {
        playAnim( ANIMCHANNEL_ALL, "reload_start" );
        waitUntil( animDone( ANIMCHANNEL_ALL, 4 ) );

        if ( CanReload() ) {
            ShotgunReload();
        }
    }

    playAnim( ANIMCHANNEL_ALL, "reload_end" );
    waitUntil( animDone( ANIMCHANNEL_ALL, 4 ) );

    return 0.0f;
}

void weapon_shotgun::ShotgunReload() {
    Base_BeginReload();

    while ( CanReload() ) {
        sys.waitFrame();
        weaponReloading();
        playAnim( ANIMCHANNEL_ALL, "reload" );
        waitUntil( animDone( ANIMCHANNEL_ALL, 4 ) );
        addToClip( 0, reloadAmmo );
        weaponReady();

        if ( WEAPON_ATTACK && sys.getTime() > refireTime ) {
            // let it transition back towards an idle animation for a bit
            Base_EndReload();
            playAnimBlended( ANIMCHANNEL_ALL, "idle", 0.1f );
            sys.wait( 0.1f );
            weaponState( "Idle", 4 );
        }

        if ( WEAPON_HIDE ) {
            Base_EndReload();
            weaponState( "Idle", 4 );            
        }

        if ( WEAPON_LOWERWEAPON ) {
            Base_EndReload();
            weaponState( "Lower", 4 );
        }
    }

    Base_EndReload();
}

void weapon_shotgun::Base_BeginReload() {
    if ( ShouldRunGuis() ) {
        float need = clipSize( 0 ) - ammoInClip( 0 );
        if ( need > ( ammoAvailable( 0 ) - ammoInClip( 0 ) ) ) {
            need = ammoAvailable( 0 ) - ammoInClip( 0 );
        }
        float reloadTime = ( getAnimLength( "reload" ) ) * need - need * 0.09f;
        sys.setGUIFloat( GUI_GLOBALS_HANDLE, "gameHud.weaponReloadTime", reloadTime );
    }
}