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303 lines
7.6 KiB
303 lines
7.6 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, 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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{ |
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SHOTGUN_IDLE = 0, |
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SHOTGUN_IDLE2, |
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SHOTGUN_FIRE, |
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SHOTGUN_RELOAD_START, |
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SHOTGUN_RELOAD_INS, |
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SHOTGUN_RELOAD_END, |
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SHOTGUN_DRAW |
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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/shotgun_fire_safe.wav"); |
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PRECACHE_SOUND ("weapons/shotgun_fire.wav"); |
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PRECACHE_SOUND ("weapons/shotgun_insert.wav"); |
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PRECACHE_SOUND ("weapons/shotgun_pump.wav"); |
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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/shotgun.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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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 = 2; |
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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 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) |
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{ |
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PlayEmptySound( ); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; |
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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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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
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#ifndef CLIENT_DLL |
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SetThink( &CShotgun::LolShell ); |
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pev->nextthink = gpGlobals->time + 0.6f; |
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#endif |
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m_iClip--; |
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int flags; |
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#if CLIENT_WEAPONS |
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flags = FEV_NOTHOST; |
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#else |
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flags = 0; |
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#endif |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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// regular old, untouched spread. |
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Vector vecDir = m_pPlayer->FireBulletsPlayer( 8, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, gSkillData.plrDmgBuckshot, m_pPlayer->pev, m_pPlayer->random_seed ); |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSingleFire, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); |
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// if (m_iClip != 0) |
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m_flPumpTime = gpGlobals->time + 0.5f; |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.3f; |
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if (m_iClip != 0) |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f; |
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else |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.3f; |
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m_fInSpecialReload = 0; |
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} |
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void CShotgun::LolShell( void ) |
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{ |
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#ifndef CLIENT_DLL |
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Vector vecShellVelocity = m_pPlayer->pev->velocity |
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+ gpGlobals->v_right * 60 |
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+ gpGlobals->v_up * 200 |
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+ gpGlobals->v_forward * 40; |
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EjectBrass( m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -12 + gpGlobals->v_forward * 45 + gpGlobals->v_right * 30, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHOTSHELL ); |
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#endif |
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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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// don't reload until recoil is done |
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if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase()) |
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return; |
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// check to see if we're ready to reload |
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if (m_fInSpecialReload == 0) |
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{ |
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SendWeaponAnim( SHOTGUN_RELOAD_START ); |
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m_fInSpecialReload = 1; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6f; |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0f; |
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return; |
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} |
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else if (m_fInSpecialReload == 1) |
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{ |
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) |
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return; |
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// was waiting for gun to move to side |
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m_fInSpecialReload = 2; |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shotgun_insert.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f)); |
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SendWeaponAnim( SHOTGUN_RELOAD_INS ); |
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m_flNextReload = UTIL_WeaponTimeBase() + 0.5f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; |
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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_fInSpecialReload = 1; |
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} |
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} |
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void CShotgun::ItemPostFrame( void ) |
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{ |
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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/shotgun_pump.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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CBasePlayerWeapon::ItemPostFrame(); |
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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_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
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{ |
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if (m_iClip == 0 && m_fInSpecialReload == 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_fInSpecialReload != 0) |
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{ |
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if (m_iClip != SHOTGUN_MAX_CLIP && 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_RELOAD_END ); |
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// play cocking sound |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shotgun_pump.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f)); |
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m_fInSpecialReload = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f; |
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} |
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} |
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else |
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{ |
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SendWeaponAnim( SHOTGUN_IDLE ); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0f/9.0f); |
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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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