|
|
|
/***
|
|
|
|
*
|
|
|
|
* 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 shotgun_e
|
|
|
|
{
|
|
|
|
SHOTGUN_IDLE = 0,
|
|
|
|
SHOTGUN_FIRE,
|
|
|
|
SHOTGUN_RELOAD,
|
|
|
|
SHOTGUN_PUMP,
|
|
|
|
SHOTGUN_START_RELOAD,
|
|
|
|
SHOTGUN_DRAW,
|
|
|
|
SHOTGUN_HOLSTER,
|
|
|
|
SHOTGUN_IDLE_DEEP
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_shotgun, CShotgun )
|
|
|
|
|
|
|
|
void CShotgun::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
m_iId = WEAPON_SHOTGUN;
|
|
|
|
SET_MODEL( ENT( pev ), "models/w_shotgun.mdl" );
|
|
|
|
|
|
|
|
m_iDefaultAmmo = SHOTGUN_DEFAULT_GIVE;
|
|
|
|
|
|
|
|
FallInit();// get ready to fall
|
|
|
|
}
|
|
|
|
|
|
|
|
void CShotgun::Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/v_shotgun.mdl" );
|
|
|
|
PRECACHE_MODEL( "models/w_shotgun.mdl" );
|
|
|
|
PRECACHE_MODEL( "models/p_shotgun.mdl" );
|
|
|
|
|
|
|
|
m_iShell = PRECACHE_MODEL( "models/shotgunshell.mdl" );// shotgun shell
|
|
|
|
|
|
|
|
PRECACHE_MODEL( "sprites/wallsmoke.spr" );
|
|
|
|
|
|
|
|
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/shotgun1.sc" );
|
|
|
|
}
|
|
|
|
|
|
|
|
int CShotgun::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 CShotgun::GetItemInfo( ItemInfo *p )
|
|
|
|
{
|
|
|
|
p->pszName = STRING( pev->classname );
|
|
|
|
p->pszAmmo1 = "buckshot";
|
|
|
|
p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY;
|
|
|
|
p->pszAmmo2 = NULL;
|
|
|
|
p->iMaxAmmo2 = -1;
|
|
|
|
p->iMaxClip = SHOTGUN_MAX_CLIP;
|
|
|
|
p->iSlot = 2;
|
|
|
|
p->iPosition = 0;
|
|
|
|
p->iFlags = 0;
|
|
|
|
p->iId = m_iId = WEAPON_SHOTGUN;
|
|
|
|
p->iWeight = SHOTGUN_WEIGHT;
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CShotgun::Deploy()
|
|
|
|
{
|
|
|
|
return DefaultDeploy( "models/v_shotgun.mdl", "models/p_shotgun.mdl", SHOTGUN_DRAW, "shotgun" );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CShotgun::PrimaryAttack()
|
|
|
|
{
|
|
|
|
// don't fire underwater
|
|
|
|
if( m_pPlayer->pev->waterlevel == 3 )
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
m_flNextPrimaryAttack = GetNextAttackDelay( 0.15 );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_iClip <= 1 )
|
|
|
|
{
|
|
|
|
Reload();
|
|
|
|
PlayEmptySound();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
|
|
|
|
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
|
|
|
|
|
|
|
|
m_iClip -= 2;
|
|
|
|
|
|
|
|
int flags;
|
|
|
|
#if defined( CLIENT_WEAPONS )
|
|
|
|
flags = FEV_NOTHOST;
|
|
|
|
#else
|
|
|
|
flags = 0;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH;
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
|
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition();
|
|
|
|
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
|
|
|
|
|
|
|
Vector vecDir;
|
|
|
|
|
|
|
|
vecDir = m_pPlayer->FireBulletsPlayer( 12, vecSrc, vecAiming, VECTOR_CONE_15DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
|
|
|
|
|
|
|
|
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSingleFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.2;
|
|
|
|
if( m_iClip != 0 )
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 6.0;
|
|
|
|
else
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.2;
|
|
|
|
|
|
|
|
m_fInSpecialReload = 0;
|
|
|
|
|
|
|
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
|
|
|
|
|
|
|
|
Vector oldVelocity = m_pPlayer->pev->velocity;
|
|
|
|
|
|
|
|
// Send player impulse.
|
|
|
|
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * 200;
|
|
|
|
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - ( m_pPlayer->pev->velocity - oldVelocity ) * 0.5f;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CShotgun::SecondaryAttack( void )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void CShotgun::Reload( void )
|
|
|
|
{
|
|
|
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_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( SHOTGUN_START_RELOAD );
|
|
|
|
m_fInSpecialReload = 1;
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.4;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.4;
|
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.8;
|
|
|
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.8;
|
|
|
|
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( SHOTGUN_RELOAD );
|
|
|
|
|
|
|
|
m_flNextReload = UTIL_WeaponTimeBase() + 0.3;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.3;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Add them to the clip
|
|
|
|
m_iClip += 1;
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
|
|
|
|
m_fInSpecialReload = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CShotgun::WeaponTick()
|
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CShotgun::WeaponIdle( void )
|
|
|
|
{
|
|
|
|
ResetEmptySound();
|
|
|
|
|
|
|
|
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
|
|
|
|
|
|
|
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 != SHOTGUN_MAX_CLIP && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
|
|
|
{
|
|
|
|
Reload();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// reload debounce has timed out
|
|
|
|
SendWeaponAnim( SHOTGUN_PUMP );
|
|
|
|
|
|
|
|
// 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() + 1.5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
int iAnim;
|
|
|
|
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
|
|
|
if( flRand <= 0.8 )
|
|
|
|
{
|
|
|
|
iAnim = SHOTGUN_IDLE_DEEP;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 51.0 / 12.0 );// * RANDOM_LONG( 2, 5 );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
iAnim = SHOTGUN_IDLE;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 51.0 / 9.0 );
|
|
|
|
}
|
|
|
|
SendWeaponAnim( iAnim );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
class CShotgunAmmo : public CBasePlayerAmmo
|
|
|
|
{
|
|
|
|
void Spawn( void )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SET_MODEL( ENT( pev ), "models/w_shotbox.mdl" );
|
|
|
|
CBasePlayerAmmo::Spawn();
|
|
|
|
}
|
|
|
|
void Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/w_shotbox.mdl" );
|
|
|
|
PRECACHE_SOUND( "items/9mmclip1.wav" );
|
|
|
|
}
|
|
|
|
BOOL AddAmmo( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
if( pOther->GiveAmmo( AMMO_BUCKSHOTBOX_GIVE, "buckshot", BUCKSHOT_MAX_CARRY ) != -1 )
|
|
|
|
{
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( ammo_buckshot, CShotgunAmmo )
|