Keep in mind I just edited this and i'm a big newb, so it might be chocked full of errors.
// some basic defines
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
// type scope
#define private 0
#define protected 1
#define public 2
#define WeaponNoSlot 0// dummy weapons
#define WeaponSlotPrimary 1// primary weapons
#define WeaponSlotSecondary 16// secondary weapons
#define WeaponSlotItem 256// items
#define WeaponSlotBinocular 4096// binocular
#define WeaponHardMounted 65536
class CfgPatches
{
class TFCShotgun
{
units[] = {};
weapons[] = {TFC_Shotgun};
requiredVersion = 1.01;
};
};
class CfgAmmo
{
class default {};
class BulletSingle : Default
{ };
class BulletBurst: BulletSingle {};
class ShotgunShell : BulletBurst
{
hit=9;indirectHit=6;indirectHitRange=0.1;
};
};
class CfgWeapons
{
class Default {};
class MGun: Default {};
class Riffle: MGun {};
=
class TFCShotgun : Riffle
=
scopeWeapon = private;
scopeMagazine = public;
modelOptics="\TFCShotgun\optika_kozlice";
picture="\TFCShotgun\m_kozlice1.paa";
optics = true;
opticsZoomMin=0.35; //was 0.21
opticsZoomMax=0.35;
displayName = $STR_DN_TFCSHOTGUN;
displayNameMagazine = $STR_MN_SHOTGUN_SHELL;
shortNameMagazine = $STR_SN_SHOTGUN_SHELL;
drySound[]={"weapons\M16dry",db-40,1}; // empty magazine
muzzles[] = {};
ammo = ShotgunShell;
count = 7;
multiplier=1;
division=7; //added for fix in the US version of wrong ammo count
burst=7;
dispersion=0.0001;
sound[]={\TFCShotgun\kozl_single,db0,1};
reloadMagazineSound[]={\kozl\kozl_load,db-70,1};
soundContinuous=false;
reloadTime=0.001;
magazineReloadTime=3;
ffCount=1;
recoil=sniperSingle;
recoilFixed=riffleSingleFixed;
autoFire = false;
aiRateOfFire=5.0; // delay between shots at given distance
aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero
useAction = false;
useActionTitle = "";
};
};
};
class CfgNonAIVehicles
{
class ProxyWeapon {};
class ProxyKozlice: ProxyWeapon {};
};