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376 lines
9.2 KiB
376 lines
9.2 KiB
/*** |
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* |
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* Copyright (c) 1999, 2000 Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "gamerules.h" |
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// special deathmatch shotgun spreads |
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#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees |
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#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees |
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enum shotgun_e { |
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SHOTGUN_IDLE = 0, |
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SHOTGUN_IDLE_DEEP, |
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SHOTGUN_DRAW, |
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SHOTGUN_FIRE, |
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SHOTGUN_FIRE2, |
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SHOTGUN_START_RELOAD, |
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SHOTGUN_RELOAD, |
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SHOTGUN_PUMP |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_shotgun, CShotgun ); |
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void CShotgun::Spawn( ) |
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{ |
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Precache( ); |
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m_iId = WEAPON_SHOTGUN; |
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SET_MODEL(ENT(pev), "models/w_shotgun.mdl"); |
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m_iDefaultAmmo = SHOTGUN_DEFAULT_GIVE; |
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FallInit();// get ready to fall |
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} |
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void CShotgun::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_shotgun.mdl"); |
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PRECACHE_MODEL("models/w_shotgun.mdl"); |
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PRECACHE_MODEL("models/p_shotgun.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/shotgunshell.mdl");// shotgun shell |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND ("weapons/dbarrel1.wav");//shotgun |
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PRECACHE_SOUND ("weapons/sbarrel1.wav");//shotgun |
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PRECACHE_SOUND ("weapons/reload1.wav"); // shotgun reload |
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PRECACHE_SOUND ("weapons/reload3.wav"); // shotgun reload |
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// PRECACHE_SOUND ("weapons/sshell1.wav"); // shotgun reload - played on client |
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// PRECACHE_SOUND ("weapons/sshell3.wav"); // shotgun reload - played on client |
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PRECACHE_SOUND ("weapons/357_cock1.wav"); // gun empty sound |
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PRECACHE_SOUND ("weapons/scock1.wav"); // cock gun |
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m_usSingleFire = PRECACHE_EVENT( 1, "events/shotgun1.sc" ); |
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m_usDoubleFire = PRECACHE_EVENT( 1, "events/shotgun2.sc" ); |
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} |
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int CShotgun::AddToPlayer( CBasePlayer *pPlayer ) |
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{ |
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if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) |
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{ |
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); |
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WRITE_BYTE( m_iId ); |
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MESSAGE_END(); |
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m_pPlayer->TextAmmo( TA_SHOTGUN ); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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int CShotgun::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "buckshot"; |
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p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = SHOTGUN_MAX_CLIP; |
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p->iSlot = 2; |
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p->iPosition = 1; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_SHOTGUN; |
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p->iWeight = SHOTGUN_WEIGHT; |
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return 1; |
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} |
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BOOL CShotgun::Deploy( ) |
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{ |
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return DefaultDeploy( "models/v_shotgun.mdl", "models/p_shotgun.mdl", SHOTGUN_DRAW, "shotgun" ); |
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} |
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void CShotgun::PrimaryAttack() |
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{ |
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// don't fire underwater |
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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PlayEmptySound( ); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.15; |
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return; |
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} |
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if (m_iClip <= 0) |
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{ |
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Reload( ); |
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if (m_iClip == 0) |
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PlayEmptySound( ); |
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return; |
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} |
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PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usSingleFire ); |
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
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m_pPlayer->Gunflash (); |
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m_iClip--; |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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if ( g_pGameRules->IsDeathmatch() ) |
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{ |
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// altered deathmatch spread |
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m_pPlayer->FireBullets( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); |
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} |
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else |
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{ |
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// regular old, untouched spread. |
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m_pPlayer->FireBullets( 6, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); |
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} |
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) |
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// HEV suit - indicate out of ammo condition |
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
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if (m_iClip != 0) |
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m_flPumpTime = gpGlobals->time + 0.5; |
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m_flNextPrimaryAttack = gpGlobals->time + 0.75; |
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m_flNextSecondaryAttack = gpGlobals->time + 0.75; |
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if (m_iClip != 0) |
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m_flTimeWeaponIdle = gpGlobals->time + 5.0; |
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else |
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m_flTimeWeaponIdle = 0.75; |
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m_fInReload = 0; |
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} |
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void CShotgun::SecondaryAttack( void ) |
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{ |
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// don't fire underwater |
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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PlayEmptySound( ); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.15; |
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return; |
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} |
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if (m_iClip <= 1) |
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{ |
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Reload( ); |
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PlayEmptySound( ); |
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return; |
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} |
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PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usDoubleFire ); |
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
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m_pPlayer->Gunflash (); |
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m_iClip -= 2; |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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if ( g_pGameRules->IsDeathmatch() ) |
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{ |
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// tuned for deathmatch |
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m_pPlayer->FireBullets( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT_DOUBLE, 0 ); |
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} |
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else |
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{ |
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// untouched default single player |
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m_pPlayer->FireBullets( 12, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT_DOUBLE, 0 ); |
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} |
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) |
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// HEV suit - indicate out of ammo condition |
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
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if (m_iClip != 0) |
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m_flPumpTime = gpGlobals->time + 0.95; |
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m_flNextPrimaryAttack = gpGlobals->time + 1.5; |
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m_flNextSecondaryAttack = gpGlobals->time + 1.5; |
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if (m_iClip != 0) |
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m_flTimeWeaponIdle = gpGlobals->time + 6.0; |
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else |
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m_flTimeWeaponIdle = 1.5; |
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m_fInReload = 0; |
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} |
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void CShotgun::Reload( void ) |
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{ |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_MAX_CLIP) |
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return; |
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if (m_flNextReload > gpGlobals->time) |
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return; |
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// don't reload until recoil is done |
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if (m_flNextPrimaryAttack > gpGlobals->time) |
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return; |
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// check to see if we're ready to reload |
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if (m_fInReload == 0) |
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{ |
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SendWeaponAnim( SHOTGUN_START_RELOAD ); |
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m_fInReload = 1; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6; |
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m_flTimeWeaponIdle = gpGlobals->time + 0.6; |
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m_flNextPrimaryAttack = gpGlobals->time + 1.0; |
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m_flNextSecondaryAttack = gpGlobals->time + 1.0; |
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return; |
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} |
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else if (m_fInReload == 1) |
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{ |
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if (m_flTimeWeaponIdle > gpGlobals->time) |
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return; |
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// was waiting for gun to move to side |
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m_fInReload = 2; |
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if (RANDOM_LONG(0,1)) |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f)); |
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else |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f)); |
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SendWeaponAnim( SHOTGUN_RELOAD ); |
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m_flNextReload = gpGlobals->time + 0.5; |
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m_flTimeWeaponIdle = gpGlobals->time + 0.5; |
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} |
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else |
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{ |
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// Add them to the clip |
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m_iClip += 1; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1; |
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m_fInReload = 1; |
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} |
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} |
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void CShotgun::WeaponIdle( void ) |
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{ |
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ResetEmptySound( ); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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if (m_flPumpTime && m_flPumpTime < gpGlobals->time) |
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{ |
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// play pumping sound |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f)); |
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m_flPumpTime = 0; |
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} |
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if (m_flTimeWeaponIdle < gpGlobals->time) |
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{ |
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if (m_iClip == 0 && m_fInReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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Reload( ); |
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} |
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else if (m_fInReload != 0) |
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{ |
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if (m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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Reload( ); |
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} |
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else |
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{ |
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// reload debounce has timed out |
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SendWeaponAnim( SHOTGUN_PUMP ); |
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// play cocking sound |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f)); |
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m_fInReload = 0; |
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m_flTimeWeaponIdle = gpGlobals->time + 1.5; |
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} |
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} |
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else |
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{ |
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int iAnim; |
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float flRand = RANDOM_FLOAT(0, 1); |
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if (flRand <= 0.8) |
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{ |
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iAnim = SHOTGUN_IDLE_DEEP; |
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m_flTimeWeaponIdle = gpGlobals->time + (60.0/12.0);// * RANDOM_LONG(2, 5); |
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} |
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else /*if (flRand <= 0.95)*/ |
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{ |
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iAnim = SHOTGUN_IDLE; |
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m_flTimeWeaponIdle = gpGlobals->time + (20.0/9.0); |
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} |
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/* else |
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{ |
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iAnim = SHOTGUN_IDLE4; |
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m_flTimeWeaponIdle = gpGlobals->time + (20.0/9.0); |
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} |
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*/ SendWeaponAnim( iAnim ); |
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} |
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} |
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} |
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class CShotgunAmmo : public CBasePlayerAmmo |
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{ |
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void Spawn( void ) |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/w_shotbox.mdl"); |
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CBasePlayerAmmo::Spawn( ); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL ("models/w_shotbox.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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} |
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BOOL AddAmmo( CBaseEntity *pOther ) |
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{ |
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if (pOther->GiveAmmo( AMMO_BUCKSHOTBOX_GIVE, "buckshot", BUCKSHOT_MAX_CARRY ) != -1) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( ammo_buckshot, CShotgunAmmo ); |
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