Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

345 lines
8.2 KiB

/*
Copyright (c) 1999, Cold Ice Modification.
This code has been written by SlimShady ( darcuri@optonline.net )
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 and from the Cold Ice team.
Please if you use this code in any public form, please give us credit.
*/
#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 {
ASHOTGUN_IDLE = 0,
ASHOTGUN_FIRE,
ASHOTGUN_FIRE2,
ASHOTGUN_RELOAD,
ASHOTGUN_PUMP,
ASHOTGUN_START_RELOAD,
ASHOTGUN_DRAW,
ASHOTGUN_HOLSTER,
ASHOTGUN_IDLE4,
ASHOTGUN_IDLE_DEEP
};
class CAshotgun : public CBasePlayerWeapon
{
public:
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void Spawn( void );
void Precache( void );
int iItemSlot( ) { return 3; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( );
void Reload( void );
void WeaponIdle( void );
int m_fInReload;
float m_flNextReload;
int m_iShell;
float m_flPumpTime;
};
LINK_ENTITY_TO_CLASS( weapon_ashotgun, CAshotgun );
LINK_ENTITY_TO_CLASS( weapon_shotgun, CAshotgun );
TYPEDESCRIPTION CAshotgun::m_SaveData[] =
{
DEFINE_FIELD( CAshotgun, m_flNextReload, FIELD_TIME ),
DEFINE_FIELD( CAshotgun, m_fInReload, FIELD_INTEGER ),
DEFINE_FIELD( CAshotgun, m_flNextReload, FIELD_TIME ),
DEFINE_FIELD( CAshotgun, m_flPumpTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CAshotgun, CBasePlayerWeapon );
void CAshotgun::Spawn( )
{
pev->classname = MAKE_STRING("weapon_ashotgun");
Precache( );
m_iId = WEAPON_ASHOTGUN;
SET_MODEL(ENT(pev), "models/wmodels/w_ashotgun.mdl");
m_iDefaultAmmo = ASHOTGUN_DEFAULT_GIVE;
FallInit();
}
void CAshotgun::Precache( void )
{
PRECACHE_MODEL("models/vmodels/v_ashotgun.mdl");
PRECACHE_MODEL("models/wmodels/w_ashotgun.mdl");
PRECACHE_MODEL("models/pmodels/p_ashotgun.mdl");
m_iShell = PRECACHE_MODEL ("models/shotgunshell.mdl");
PRECACHE_SOUND ("weapons/ashotgun1.wav");
PRECACHE_SOUND ("weapons/reload1.wav");
PRECACHE_SOUND ("weapons/reload3.wav");
PRECACHE_SOUND ("weapons/scock1.wav");
}
int CAshotgun::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 CAshotgun::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "buckshot";
p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = ASHOTGUN_MAX_CLIP;
p->iSlot = 2;
p->iPosition = 1;
p->iFlags = 0;
p->iId = m_iId = WEAPON_ASHOTGUN;
p->iWeight = ASHOTGUN_WEIGHT;
return 1;
}
BOOL CAshotgun::Deploy( )
{
return DefaultDeploy( "models/vmodels/v_ashotgun.mdl", "models/pmodels/p_ashotgun.mdl", ASHOTGUN_DRAW, "shotgun" );
}
void CAshotgun::PrimaryAttack()
{
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
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--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
SendWeaponAnim( ASHOTGUN_FIRE );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecShellVelocity = m_pPlayer->pev->velocity
+ gpGlobals->v_right * RANDOM_FLOAT(50,70)
+ gpGlobals->v_up * RANDOM_FLOAT(100,150)
+ gpGlobals->v_forward * 25;
EjectBrass ( m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -12 + gpGlobals->v_forward * 20 + gpGlobals->v_right * 4 , vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHOTSHELL);
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/ashotgun1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0x1f));
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
m_pPlayer->FireBullets( 12, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 );
if (m_iClip != 0)
m_flPumpTime = gpGlobals->time + 0.5;
m_flNextPrimaryAttack = gpGlobals->time + 0.75;
m_flNextSecondaryAttack = gpGlobals->time + 0.75;
if (m_iClip != 0)
m_flTimeWeaponIdle = gpGlobals->time + 5.0;
else
m_flTimeWeaponIdle = 0.75;
m_fInReload = 0;
m_pPlayer->pev->punchangle.x -= 5;
}
void CAshotgun::SecondaryAttack( void )
{
}
void CAshotgun::Reload( void )
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == ASHOTGUN_MAX_CLIP)
return;
if (m_flNextReload > gpGlobals->time)
return;
if (m_flNextPrimaryAttack > gpGlobals->time)
return;
if (m_fInReload == 0)
{
SendWeaponAnim( ASHOTGUN_START_RELOAD );
m_fInReload = 1;
m_pPlayer->m_flNextAttack = gpGlobals->time + 0.6;
m_flTimeWeaponIdle = gpGlobals->time + 0.6;
m_flNextPrimaryAttack = gpGlobals->time + 1.0;
m_flNextSecondaryAttack = gpGlobals->time + 1.0;
return;
}
else if (m_fInReload == 1)
{
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
m_fInReload = 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( ASHOTGUN_RELOAD );
m_flNextReload = gpGlobals->time + 0.5;
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
}
else
{
// Add them to the clip
m_iClip += 1;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
m_fInReload = 1;
}
}
void CAshotgun::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 < gpGlobals->time)
{
if (m_iClip == 0 && m_fInReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload( );
}
else if (m_fInReload != 0)
{
if (m_iClip != 16 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload( );
}
else
{
// reload debounce has timed out
SendWeaponAnim( ASHOTGUN_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_fInReload = 0;
m_flTimeWeaponIdle = gpGlobals->time + 1.5;
}
}
else
{
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.8)
{
iAnim = ASHOTGUN_IDLE_DEEP;
m_flTimeWeaponIdle = gpGlobals->time + (60.0/12.0);// * RANDOM_LONG(2, 5);
}
else if (flRand <= 0.95)
{
iAnim = ASHOTGUN_IDLE;
m_flTimeWeaponIdle = gpGlobals->time + (20.0/9.0);
}
else
{
iAnim = ASHOTGUN_IDLE4;
m_flTimeWeaponIdle = gpGlobals->time + (20.0/9.0);
}
SendWeaponAnim( iAnim );
}
}
}
class CAshotgunAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/ammo/w_buckshot.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/ammo/w_buckshot.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_buckshotbox, CAshotgunAmmo );