Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
// special deathmatch shotgun spreads
#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees
#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees
enum shotguna_e
{
SHOTGUNA_IDLE = 0,
SHOTGUNA_IDLE2,
SHOTGUNA_IDLE3,
SHOTGUNA_SHOOT,
SHOTGUNA_RELOAD,
SHOTGUNA_START_RELOAD,
SHOTGUNA_END_RELOAD,
SHOTGUNA_DRAW,
SHOTGUNA_HOLSTER
};
LINK_ENTITY_TO_CLASS( weapon_autoshotgun, CShotgunA );
void CShotgunA::Spawn( )
{
Precache( );
m_iId = WEAPON_SHOTGUNA;
SET_MODEL(ENT(pev), "models/w_autoshotgun.mdl");
m_iDefaultAmmo = SHOTGUNA_DEFAULT_GIVE;
FallInit();// get ready to fall
}
void CShotgunA::Precache( void )
{
PRECACHE_MODEL("models/v_autoshotgun.mdl");
PRECACHE_MODEL("models/w_autoshotgun.mdl");
PRECACHE_MODEL("models/p_autoshotgun.mdl");
m_iShell = PRECACHE_MODEL ("models/autoshotgunshell.mdl");// shotgun shell
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND ("weapons/dbarrel1.wav");//shotgun
PRECACHE_SOUND ("weapons/sbarrel1.wav");//shotgun
PRECACHE_SOUND ("weapons/reload1.wav"); // shotgun reload
PRECACHE_SOUND ("weapons/reload3.wav"); // shotgun reload
PRECACHE_SOUND ("weapons/sshell1.wav"); // shotgun reload - played on client
PRECACHE_SOUND ("weapons/sshell3.wav"); // shotgun reload - played on client
PRECACHE_SOUND ("weapons/357_cock1.wav"); // gun empty sound
PRECACHE_SOUND ("weapons/scock1.wav"); // cock gun
m_usSingleFire = PRECACHE_EVENT( 1, "events/autoshotgun1.sc" );
m_usDoubleFire = PRECACHE_EVENT( 1, "events/autoshotgun2.sc" );
}
int CShotgunA::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
int CShotgunA::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "buckshot";
p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SHOTGUNA_MAX_CLIP;
p->iSlot = 2;
p->iPosition = 3;
p->iFlags = 0;
p->iId = m_iId = WEAPON_SHOTGUNA;
p->iWeight = SHOTGUNA_WEIGHT;
p->weaponName = "Full Automatic Shotgun";
return 1;
}
BOOL CShotgunA::Deploy( )
{
return DefaultDeploy( "models/v_autoshotgun.mdl", "models/p_autoshotgun.mdl", SHOTGUNA_DRAW, "autoshotgun" );
}
void CShotgunA::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
if ( m_fInZoom )
{
SecondaryAttack();
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
SendWeaponAnim( SHOTGUNA_HOLSTER );
}
void CShotgunA::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
{
PlayEmptySound( );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.05f;
return;
}
if (m_iClip <= 0)
{
Reload( );
if (m_iClip == 0)
PlayEmptySound( );
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip--;
int flags;
4 years ago
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
Vector vecDir;
4 years ago
#if CLIENT_DLL
if ( bIsMultiplayer() )
#else
if ( g_pGameRules->IsMultiplayer() )
#endif
{
vecDir = m_pPlayer->FireBulletsPlayer( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
}
else
{
// regular old, untouched spread.
vecDir = m_pPlayer->FireBulletsPlayer( 8, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
}
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSingleFire, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
if (m_iClip != 0)
m_flPumpTime = gpGlobals->time + 0.5f;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.35f;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.65f;
if (m_iClip != 0)
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f;
else
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f;
m_fInSpecialReload = 0;
}
void CShotgunA::SecondaryAttack( void )
{
if ( m_pPlayer->pev->fov != 0 )
{
m_fInZoom = FALSE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
}
else if ( m_pPlayer->pev->fov != 40 )
{
m_fInZoom = TRUE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40;
}
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f;
}
void CShotgunA::Reload( void )
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUNA_MAX_CLIP)
return;
// don't reload until recoil is done
if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
return;
// check to see if we're ready to reload
if (m_fInSpecialReload == 0)
{
SendWeaponAnim( SHOTGUNA_START_RELOAD );
m_fInZoom = FALSE;
m_fInSpecialReload = 1;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6f;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0f;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f;
return;
}
else if (m_fInSpecialReload == 1)
{
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
// was waiting for gun to move to side
m_fInSpecialReload = 2;
if (RANDOM_LONG(0,1))
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
else
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
SendWeaponAnim( SHOTGUNA_RELOAD );
m_flNextReload = UTIL_WeaponTimeBase() + 0.5f;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
}
else
{
// Add them to the clip
m_iClip += 1;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
m_fInSpecialReload = 1;
}
}
void CShotgunA::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if ( m_flPumpTime && m_flPumpTime < gpGlobals->time )
{
// play pumping sound
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
m_flPumpTime = 0;
}
if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
{
if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload( );
}
else if (m_fInSpecialReload != 0)
{
if (m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload( );
}
else
{
// play cocking sound
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
m_fInSpecialReload = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f;
}
}
else
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
if (flRand <= 0.8f)
{
iAnim = SHOTGUNA_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (60.0f/12.0f);// * RANDOM_LONG(2, 5);
}
else if (flRand <= 0.95f)
{
iAnim = SHOTGUNA_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0f/9.0f);
}
else
{
iAnim = SHOTGUNA_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0f/9.0f);
}
SendWeaponAnim( iAnim );
}
}
}