/*** * * 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_FIRE2, SHOTGUN_RELOAD, SHOTGUN_PUMP, SHOTGUN_START_RELOAD, SHOTGUN_DRAW, SHOTGUN_HOLSTER, SHOTGUN_IDLE4, 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_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" ); m_usDoubleFire = PRECACHE_EVENT( 1, "events/shotgun2.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 = 1; 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( 0.15f ); 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; #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; #ifdef 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( 6, 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 = GetNextAttackDelay( 0.75f ); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75f; if( m_iClip != 0 ) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f; else m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f; m_fInSpecialReload = 0; } void CShotgun::SecondaryAttack( void ) { // don't fire underwater if( m_pPlayer->pev->waterlevel == 3 ) { PlayEmptySound(); m_flNextPrimaryAttack = GetNextAttackDelay( 0.15f ); 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; #ifdef CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) #endif { // tuned for deathmatch vecDir = m_pPlayer->FireBulletsPlayer( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); } else { // untouched default single player vecDir = m_pPlayer->FireBulletsPlayer( 12, 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_usDoubleFire, 0.0f, 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 + 0.95f; m_flNextPrimaryAttack = GetNextAttackDelay( 1.5f ); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5f; if( m_iClip != 0 ) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 6.0f; else m_flTimeWeaponIdle = 1.5; m_fInSpecialReload = 0; } 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() + 0.6f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6f; m_flNextPrimaryAttack = GetNextAttackDelay( 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( SHOTGUN_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 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() + 1.5f; } } else { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); if( flRand <= 0.8f ) { iAnim = SHOTGUN_IDLE_DEEP; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0f / 12.0f );// * RANDOM_LONG( 2, 5 ); } else if( flRand <= 0.95f ) { iAnim = SHOTGUN_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0f / 9.0f ); } else { iAnim = SHOTGUN_IDLE4; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0f / 9.0f ); } SendWeaponAnim( iAnim ); } } } class CShotgunAmmo : public CBasePlayerAmmo { void Spawn( void ) { Precache(); if( FClassnameIs( pev, "weapon_bloodly_9mmAR" ) ) SET_MODEL( ENT( pev ), "models/w_bloodly_shotgun.mdl" ); else SET_MODEL( ENT( pev ), "models/w_shotbox.mdl" ); CBasePlayerAmmo::Spawn(); } void Precache( void ) { if( FClassnameIs( pev, "weapon_bloodly_9mmAR" ) ) PRECACHE_MODEL( "models/w_bloodly_shotgun.mdl" ); else 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( weapon_bloodly_shotgun, CShotgunAmmo ) LINK_ENTITY_TO_CLASS( ammo_buckshot, CShotgunAmmo )