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326 lines
8.1 KiB
326 lines
8.1 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 shotguna_e |
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{ |
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SHOTGUNA_IDLE = 0, |
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SHOTGUNA_IDLE2, |
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SHOTGUNA_IDLE3, |
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SHOTGUNA_SHOOT, |
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SHOTGUNA_RELOAD, |
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SHOTGUNA_START_RELOAD, |
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SHOTGUNA_END_RELOAD, |
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SHOTGUNA_DRAW, |
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SHOTGUNA_HOLSTER |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_autoshotgun, CShotgunA ); |
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void CShotgunA::Spawn( ) |
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{ |
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Precache( ); |
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m_iId = WEAPON_SHOTGUNA; |
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SET_MODEL(ENT(pev), "models/w_autoshotgun.mdl"); |
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m_iDefaultAmmo = SHOTGUNA_DEFAULT_GIVE; |
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FallInit();// get ready to fall |
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} |
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void CShotgunA::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_autoshotgun.mdl"); |
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PRECACHE_MODEL("models/w_autoshotgun.mdl"); |
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PRECACHE_MODEL("models/p_autoshotgun.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/autoshotgunshell.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/autoshotgun1.sc" ); |
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m_usDoubleFire = PRECACHE_EVENT( 1, "events/autoshotgun2.sc" ); |
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} |
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int CShotgunA::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 CShotgunA::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 = SHOTGUNA_MAX_CLIP; |
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p->iSlot = 2; |
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p->iPosition = 3; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_SHOTGUNA; |
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p->iWeight = SHOTGUNA_WEIGHT; |
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p->weaponName = "Full Automatic Shotgun"; |
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return 1; |
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} |
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BOOL CShotgunA::Deploy( ) |
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{ |
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return DefaultDeploy( "models/v_autoshotgun.mdl", "models/p_autoshotgun.mdl", SHOTGUNA_DRAW, "autoshotgun" ); |
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} |
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void CShotgunA::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_fInReload = FALSE;// cancel any reload in progress. |
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if ( m_fInZoom ) |
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{ |
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SecondaryAttack(); |
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} |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; |
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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SendWeaponAnim( SHOTGUNA_HOLSTER ); |
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} |
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void CShotgunA::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() + 0.05f; |
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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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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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Vector vecDir; |
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#if CLIENT_DLL |
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if ( bIsMultiplayer() ) |
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#else |
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if ( g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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vecDir = m_pPlayer->FireBulletsPlayer( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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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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vecDir = m_pPlayer->FireBulletsPlayer( 8, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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} |
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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 && 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 + 0.5f; |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.35f; |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.65f; |
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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() + 0.75f; |
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m_fInSpecialReload = 0; |
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} |
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void CShotgunA::SecondaryAttack( void ) |
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{ |
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if ( m_pPlayer->pev->fov != 0 ) |
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{ |
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m_fInZoom = FALSE; |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov |
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} |
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else if ( m_pPlayer->pev->fov != 40 ) |
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{ |
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m_fInZoom = TRUE; |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40; |
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} |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f; |
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} |
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void CShotgunA::Reload( void ) |
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{ |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUNA_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( SHOTGUNA_START_RELOAD ); |
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m_fInZoom = FALSE; |
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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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m_flNextSecondaryAttack = 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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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( SHOTGUNA_RELOAD ); |
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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 CShotgunA::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 < 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 != 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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// 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_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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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); |
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if (flRand <= 0.8f) |
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{ |
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iAnim = SHOTGUNA_IDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (60.0f/12.0f);// * RANDOM_LONG(2, 5); |
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} |
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else if (flRand <= 0.95f) |
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{ |
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iAnim = SHOTGUNA_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0f/9.0f); |
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} |
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else |
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{ |
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iAnim = SHOTGUNA_IDLE3; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0f/9.0f); |
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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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