Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1999, 2000 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_IDLE_DEEP,
SHOTGUN_DRAW,
SHOTGUN_FIRE,
SHOTGUN_FIRE2,
SHOTGUN_START_RELOAD,
SHOTGUN_RELOAD,
SHOTGUN_PUMP
};
/*class CShotgun : public CBasePlayerWeapon
{
public:
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void Spawn( void );
void Precache( void );
int iItemSlot( ) { return 3; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( );
void Reload( void );
void WeaponIdle( void );
int m_fInReload;
float m_flNextReload;
int m_iShell;
float m_flPumpTime;
private:
unsigned short m_usDoubleFire;
unsigned short m_usSingleFire;
};*/
LINK_ENTITY_TO_CLASS( weapon_shotgun, CShotgun );
/*TYPEDESCRIPTION CShotgun::m_SaveData[] =
{
DEFINE_FIELD( CShotgun, m_flNextReload, FIELD_TIME ),
DEFINE_FIELD( CShotgun, m_fInReload, FIELD_INTEGER ),
DEFINE_FIELD( CShotgun, m_flNextReload, FIELD_TIME ),
// DEFINE_FIELD( CShotgun, m_iShell, FIELD_INTEGER ),
DEFINE_FIELD( CShotgun, m_flPumpTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CShotgun, CBasePlayerWeapon );*/
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();
m_pPlayer->TextAmmo( TA_SHOTGUN );
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 = gpGlobals->time + 0.15;
return;
}
if (m_iClip <= 0)
{
Reload( );
if (m_iClip == 0)
PlayEmptySound( );
return;
}
PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usSingleFire );
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->Gunflash ();
m_iClip--;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if ( g_pGameRules->IsDeathmatch() )
{
// altered deathmatch spread
m_pPlayer->FireBullets( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 );
}
else
{
// regular old, untouched spread.
m_pPlayer->FireBullets( 6, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 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 + 0.5;
m_flNextPrimaryAttack = gpGlobals->time + 0.75;
m_flNextSecondaryAttack = gpGlobals->time + 0.75;
if (m_iClip != 0)
m_flTimeWeaponIdle = gpGlobals->time + 5.0;
else
m_flTimeWeaponIdle = 0.75;
m_fInReload = 0;
}
void CShotgun::SecondaryAttack( void )
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
if (m_iClip <= 1)
{
Reload( );
PlayEmptySound( );
return;
}
PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usDoubleFire );
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->Gunflash ();
m_iClip -= 2;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if ( g_pGameRules->IsDeathmatch() )
{
// tuned for deathmatch
m_pPlayer->FireBullets( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT_DOUBLE, 0 );
}
else
{
// untouched default single player
m_pPlayer->FireBullets( 12, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT_DOUBLE, 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 + 0.95;
m_flNextPrimaryAttack = gpGlobals->time + 1.5;
m_flNextSecondaryAttack = gpGlobals->time + 1.5;
if (m_iClip != 0)
m_flTimeWeaponIdle = gpGlobals->time + 6.0;
else
m_flTimeWeaponIdle = 1.5;
m_fInReload = 0;
}
void CShotgun::Reload( void )
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_MAX_CLIP)
return;
if (m_flNextReload > gpGlobals->time)
return;
// don't reload until recoil is done
if (m_flNextPrimaryAttack > gpGlobals->time)
return;
// check to see if we're ready to reload
if (m_fInReload == 0)
{
SendWeaponAnim( SHOTGUN_START_RELOAD );
m_fInReload = 1;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
m_flTimeWeaponIdle = gpGlobals->time + 0.6;
m_flNextPrimaryAttack = gpGlobals->time + 1.0;
m_flNextSecondaryAttack = gpGlobals->time + 1.0;
return;
}
else if (m_fInReload == 1)
{
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
// was waiting for gun to move to side
m_fInReload = 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 = gpGlobals->time + 0.5;
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
}
else
{
// Add them to the clip
m_iClip += 1;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
m_fInReload = 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/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
m_flPumpTime = 0;
}
if (m_flTimeWeaponIdle < gpGlobals->time)
{
if (m_iClip == 0 && m_fInReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload( );
}
else if (m_fInReload != 0)
{
if (m_iClip != 8 && 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_fInReload = 0;
m_flTimeWeaponIdle = gpGlobals->time + 1.5;
}
}
else
{
int iAnim;
float flRand = RANDOM_FLOAT(0, 1);
if (flRand <= 0.8)
{
iAnim = SHOTGUN_IDLE_DEEP;
m_flTimeWeaponIdle = gpGlobals->time + (60.0/12.0);// * RANDOM_LONG(2, 5);
}
else /*if (flRand <= 0.95)*/
{
iAnim = SHOTGUN_IDLE;
m_flTimeWeaponIdle = gpGlobals->time + (20.0/9.0);
}
/* else
{
iAnim = SHOTGUN_IDLE4;
m_flTimeWeaponIdle = gpGlobals->time + (20.0/9.0);
}
*/ SendWeaponAnim( iAnim );
}
}
}
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 );