local Shotgun = extend(app.logic.weapon) ---------------- -- Meta ---------------- Shotgun.name = 'Shotgun' Shotgun.code = 'shotgun' Shotgun.text = 'It is a shotgun. It blows people to bits.' Shotgun.type = 'weapon' ---------------- -- Data ---------------- Shotgun.image = data.media.graphics.shotgun Shotgun.scale = .2 Shotgun.damage = 25 Shotgun.fireTime = .65 Shotgun.reloadTime = 2 Shotgun.switchTime = .75 Shotgun.clip = 4 Shotgun.ammo = 16 Shotgun.spread = math.rad(16) Shotgun.recoil = 6 Shotgun.count = 4 Shotgun.anchorx = 191 Shotgun.anchory = 40 Shotgun.tipx = 246 Shotgun.tipy = -10 ---------------- -- Crosshair ---------------- function Shotgun:crosshair() local g, p, x, y = love.graphics, ctx.players:get(ctx.id), ctx.view:frameMouseX(), ctx.view:frameMouseY() local vx, vy, s = ctx.view:worldMouseX(), ctx.view:worldMouseY(), ctx.view.scale local d = math.distance(p.x, p.y, vx, vy) local alpha = 50 + ((300 - math.clamp(d - 200, 0, 300)) / 300) * 205 if self.timers.switch > 0 then alpha = alpha / 2 end local dir = p.angle local dx, dy = p.class.handx * p.class.scale * s, p.class.handy * p.class.scale * s x = x + math.dx(dx, dir) - math.dy(dy, dir) y = y + math.dy(dx, dir) + math.dx(dy, dir) dx, dy = self.tipx * self.scale * s, self.tipy * self.scale * s x = x + math.dx(dx, dir) - math.dy(dy, dir) y = y + math.dy(dx, dir) + math.dx(dy, dir) local d2 = (math.distance(0, 0, p.class.handx, p.class.handy) * p.class.scale) + (math.distance(0, 0, self.tipx, self.tipy) * self.scale) x = x - math.dx(math.min(d2, d) * s, dir) y = y - math.dy(math.min(d2, d) * s, dir) local factor = (1 - (math.clamp(tick - p.lastDamageDealt, 0, .4 / tickRate) / (.4 / tickRate))) ^ 2 g.setColor(table.interpolate({255, 255, 255, alpha}, {255, 0, 0, alpha}, factor)) local radius = math.abs(math.atan(self.spread / 2)) * math.max(math.distance(p.x, p.y, vx, vy) - d2, 0) * s g.circle('line', x, y, radius) end return Shotgun