#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 class CPepsigun : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( ) { return 3; } int GetItemInfo(ItemInfo *p); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack( void ); BOOL Deploy( ); void Reload( void ); void WeaponIdle( void ); int m_fInReload; float m_flNextReload; virtual BOOL UseDecrement( void ) { #if defined( CLIENT_WEAPONS ) return TRUE; #else return FALSE; #endif } private: }; enum shotgun_e { SHOTGUN_IDLE = 0, SHOTGUN_FIRE, SHOTGUN_OPEN, SHOTGUN_INSERT, SHOTGUN_CLOSE, SHOTGUN_DRAW }; LINK_ENTITY_TO_CLASS( weapon_pepsigun, CPepsigun ) void CPepsigun::Spawn() { Precache(); m_iId = WEAPON_PEPSIGUN; SET_MODEL( ENT( pev ), "models/w_pepsigun.mdl" ); 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 ); p->pszAmmo1 = "Hand Grenade"; p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; 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; 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; } 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() ) return; // check to see if we're ready to reload if( m_fInSpecialReload == 0 ) { SendWeaponAnim( SHOTGUN_OPEN ); 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; 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_INSERT ); 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 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() ) { 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 ); 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 ); } } }