Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
#define WEAPON_PEPSIGUN 22
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class CPepsigun : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( ) { return 3; }
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int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
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void PrimaryAttack( void );
BOOL Deploy( );
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void Reload( void );
void WeaponIdle( void );
int m_fInReload;
float m_flNextReload;
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
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return FALSE;
#endif
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}
private:
};
enum shotgun_e
{
SHOTGUN_IDLE = 0,
SHOTGUN_FIRE,
SHOTGUN_OPEN,
SHOTGUN_INSERT,
SHOTGUN_CLOSE,
SHOTGUN_DRAW
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};
LINK_ENTITY_TO_CLASS( weapon_pepsigun, CPepsigun )
void CPepsigun::Spawn()
{
Precache();
m_iId = WEAPON_PEPSIGUN;
SET_MODEL( ENT( pev ), "models/w_pepsigun.mdl" );
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m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE;
FallInit();// get ready to fall
}
void CPepsigun::Precache( void )
{
PRECACHE_MODEL( "models/v_pepsigun.mdl" );
PRECACHE_MODEL( "models/w_pepsigun.mdl" );
PRECACHE_MODEL( "models/p_pepsigun.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
PRECACHE_SOUND( "weapons/dbarrel1.wav" );//shotgun
PRECACHE_SOUND( "weapons/pepsigun_shoot.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
}
int CPepsigun::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 CPepsigun::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "Hand Grenade";
p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
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p->iMaxClip = 8;
p->iSlot = 2;
p->iPosition = 4;
p->iFlags = 0;
p->iId = m_iId = WEAPON_PEPSIGUN;
p->iWeight = SHOTGUN_WEIGHT;
return 1;
}
BOOL CPepsigun::Deploy()
{
return DefaultDeploy( "models/v_pepsigun.mdl", "models/p_pepsigun.mdl", SHOTGUN_DRAW, "shotgun" );
}
void CPepsigun::PrimaryAttack()
{
m_iClip--;
Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
if( angThrow.x < 0 )
angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 );
else
angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 );
float flVel = ( 90 - angThrow.x ) * 4;
if( flVel > 500 )
flVel = 500;
UTIL_MakeVectors( angThrow );
Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
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Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
CGrenade::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow*2, 3 );
SendWeaponAnim( SHOTGUN_FIRE );
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
m_fInSpecialReload = 0;
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}
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void CPepsigun::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() )
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return;
// check to see if we're ready to reload
if( m_fInSpecialReload == 0 )
{
SendWeaponAnim( SHOTGUN_OPEN );
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m_fInSpecialReload = 1;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
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return;
}
else if( m_fInSpecialReload == 1 )
{
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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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_INSERT );
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m_flNextReload = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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}
else
{
// Add them to the clip
m_iClip += 1;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
m_fInSpecialReload = 1;
}
}
void CPepsigun::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() )
{
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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
{
// reload debounce has timed out
SendWeaponAnim( SHOTGUN_CLOSE );
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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;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0 / 12.0 );// * RANDOM_LONG( 2, 5 );
}
else if( flRand <= 0.95 )
{
iAnim = SHOTGUN_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 );
}
else
{
iAnim = SHOTGUN_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 );
}
SendWeaponAnim( iAnim );
}
}
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}