/*** * * 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 shotguna_e { SHOTGUNA_IDLE = 0, SHOTGUNA_IDLE2, SHOTGUNA_IDLE3, SHOTGUNA_SHOOT, SHOTGUNA_RELOAD, SHOTGUNA_START_RELOAD, SHOTGUNA_END_RELOAD, SHOTGUNA_DRAW, SHOTGUNA_HOLSTER }; LINK_ENTITY_TO_CLASS( weapon_autoshotgun, CShotgunA ); void CShotgunA::Spawn( ) { Precache( ); m_iId = WEAPON_SHOTGUNA; SET_MODEL(ENT(pev), "models/w_autoshotgun.mdl"); m_iDefaultAmmo = SHOTGUNA_DEFAULT_GIVE; FallInit();// get ready to fall } void CShotgunA::Precache( void ) { PRECACHE_MODEL("models/v_autoshotgun.mdl"); PRECACHE_MODEL("models/w_autoshotgun.mdl"); PRECACHE_MODEL("models/p_autoshotgun.mdl"); m_iShell = PRECACHE_MODEL ("models/autoshotgunshell.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/autoshotgun1.sc" ); m_usDoubleFire = PRECACHE_EVENT( 1, "events/autoshotgun2.sc" ); } int CShotgunA::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 CShotgunA::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "buckshot"; p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = SHOTGUNA_MAX_CLIP; p->iSlot = 2; p->iPosition = 3; p->iFlags = 0; p->iId = m_iId = WEAPON_SHOTGUNA; p->iWeight = SHOTGUNA_WEIGHT; p->weaponName = "Full Automatic Shotgun"; return 1; } BOOL CShotgunA::Deploy( ) { return DefaultDeploy( "models/v_autoshotgun.mdl", "models/p_autoshotgun.mdl", SHOTGUNA_DRAW, "autoshotgun" ); } void CShotgunA::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. if ( m_fInZoom ) { SecondaryAttack(); } m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); SendWeaponAnim( SHOTGUNA_HOLSTER ); } void CShotgunA::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) { PlayEmptySound( ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.05f; 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; 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( 8, 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 = UTIL_WeaponTimeBase() + 0.35f; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.65f; if (m_iClip != 0) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f; else m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f; m_fInSpecialReload = 0; } void CShotgunA::SecondaryAttack( void ) { if ( m_pPlayer->pev->fov != 0 ) { m_fInZoom = FALSE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov } else if ( m_pPlayer->pev->fov != 40 ) { m_fInZoom = TRUE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40; } m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f; } void CShotgunA::Reload( void ) { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUNA_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( SHOTGUNA_START_RELOAD ); m_fInZoom = FALSE; m_fInSpecialReload = 1; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6f; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 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( SHOTGUNA_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 CShotgunA::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 { // 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 = SHOTGUNA_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (60.0f/12.0f);// * RANDOM_LONG(2, 5); } else if (flRand <= 0.95f) { iAnim = SHOTGUNA_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0f/9.0f); } else { iAnim = SHOTGUNA_IDLE3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0f/9.0f); } SendWeaponAnim( iAnim ); } } }