/*** * * 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_IDLE2, SHOTGUN_FIRE, SHOTGUN_RELOAD_START, SHOTGUN_RELOAD_INS, SHOTGUN_RELOAD_END, SHOTGUN_DRAW }; 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_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND ("weapons/dbarrel1.wav");//shotgun PRECACHE_SOUND ("weapons/sbarrel1.wav");//shotgun PRECACHE_SOUND ("weapons/shotgun_fire_safe.wav"); PRECACHE_SOUND ("weapons/shotgun_fire.wav"); PRECACHE_SOUND ("weapons/shotgun_insert.wav"); PRECACHE_SOUND ("weapons/shotgun_pump.wav"); //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/shotgun.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 = 2; 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 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) { PlayEmptySound( ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 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; #ifndef CLIENT_DLL SetThink( &CShotgun::LolShell ); pev->nextthink = gpGlobals->time + 0.6; #endif m_iClip--; int flags; #if defined( 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 ); // regular old, untouched spread. Vector vecDir = m_pPlayer->FireBulletsPlayer( 8, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, gSkillData.plrDmgBuckshot, 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 != 0) m_flPumpTime = gpGlobals->time + 0.5; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.3; if (m_iClip != 0) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; else m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.3; m_fInSpecialReload = 0; } void CShotgun::LolShell( void ) { #ifndef CLIENT_DLL Vector vecShellVelocity = m_pPlayer->pev->velocity + gpGlobals->v_right * 60 + gpGlobals->v_up * 200 + gpGlobals->v_forward * 40; EjectBrass( m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -12 + gpGlobals->v_forward * 45 + gpGlobals->v_right * 30, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHOTSHELL ); #endif } 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_RELOAD_START ); m_fInSpecialReload = 1; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0; return; } else if (m_fInSpecialReload == 1) { if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; // was waiting for gun to move to side m_fInSpecialReload = 2; EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shotgun_insert.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f)); SendWeaponAnim( SHOTGUN_RELOAD_INS ); m_flNextReload = UTIL_WeaponTimeBase() + 0.5; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; } else { // Add them to the clip m_iClip += 1; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1; m_fInSpecialReload = 1; } } void CShotgun::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/shotgun_pump.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 != SHOTGUN_MAX_CLIP && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { Reload( ); } else { // reload debounce has timed out SendWeaponAnim( SHOTGUN_RELOAD_END ); // play cocking sound EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shotgun_pump.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f)); m_fInSpecialReload = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5; } } else { SendWeaponAnim( SHOTGUN_IDLE ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0/9.0); } } } 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 );