You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
392 lines
10 KiB
392 lines
10 KiB
/*** |
|
* |
|
* 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 shotgun_e |
|
{ |
|
SHOTGUN_IDLE = 0, |
|
SHOTGUN_FIRE, |
|
SHOTGUN_FIRE2, |
|
SHOTGUN_RELOAD, |
|
SHOTGUN_PUMP, |
|
SHOTGUN_START_RELOAD, |
|
SHOTGUN_DRAW, |
|
SHOTGUN_HOLSTER, |
|
SHOTGUN_IDLE4, |
|
SHOTGUN_IDLE_DEEP |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( weapon_shotgun, CShotgun ) |
|
|
|
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(); |
|
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 = GetNextAttackDelay( 0.15 ); |
|
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; |
|
|
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
|
|
|
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( 6, 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, (float *)&g_vecZero, (float *)&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 + 0.5; |
|
|
|
m_flNextPrimaryAttack = GetNextAttackDelay( 0.75 ); |
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75; |
|
if( m_iClip != 0 ) |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; |
|
else |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75; |
|
m_fInSpecialReload = 0; |
|
} |
|
|
|
void CShotgun::SecondaryAttack( void ) |
|
{ |
|
// don't fire underwater |
|
if( m_pPlayer->pev->waterlevel == 3 ) |
|
{ |
|
PlayEmptySound(); |
|
m_flNextPrimaryAttack = GetNextAttackDelay( 0.15 ); |
|
return; |
|
} |
|
|
|
if( m_iClip <= 1 ) |
|
{ |
|
Reload(); |
|
PlayEmptySound(); |
|
return; |
|
} |
|
|
|
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
|
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
|
|
|
m_iClip -= 2; |
|
|
|
int flags; |
|
#if defined( CLIENT_WEAPONS ) |
|
flags = FEV_NOTHOST; |
|
#else |
|
flags = 0; |
|
#endif |
|
m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; |
|
|
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
|
|
|
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 |
|
{ |
|
// tuned for deathmatch |
|
vecDir = m_pPlayer->FireBulletsPlayer( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
|
} |
|
else |
|
{ |
|
// untouched default single player |
|
vecDir = m_pPlayer->FireBulletsPlayer( 12, 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_usDoubleFire, 0.0, (float *)&g_vecZero, (float *)&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 + 0.95; |
|
|
|
m_flNextPrimaryAttack = GetNextAttackDelay( 1.5 ); |
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5; |
|
if( m_iClip != 0 ) |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 6.0; |
|
else |
|
m_flTimeWeaponIdle = 1.5; |
|
|
|
m_fInSpecialReload = 0; |
|
} |
|
|
|
void CShotgun::Reload( void ) |
|
{ |
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_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( SHOTGUN_START_RELOAD ); |
|
m_fInSpecialReload = 1; |
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6; |
|
m_flNextPrimaryAttack = GetNextAttackDelay( 1.0 ); |
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0; |
|
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( SHOTGUN_RELOAD ); |
|
|
|
m_flNextReload = UTIL_WeaponTimeBase() + 0.5; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; |
|
} |
|
else |
|
{ |
|
// Add them to the clip |
|
m_iClip += 1; |
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1; |
|
m_fInSpecialReload = 1; |
|
} |
|
} |
|
|
|
void CShotgun::WeaponTick() |
|
{ |
|
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; |
|
} |
|
} |
|
|
|
void CShotgun::WeaponIdle( void ) |
|
{ |
|
ResetEmptySound(); |
|
|
|
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
|
|
|
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 != SHOTGUN_MAX_CLIP && 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_fInSpecialReload = 0; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5; |
|
} |
|
} |
|
else |
|
{ |
|
int iAnim; |
|
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); |
|
if( flRand <= 0.8 ) |
|
{ |
|
iAnim = SHOTGUN_IDLE_DEEP; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0 / 12.0 );// * RANDOM_LONG( 2, 5 ); |
|
} |
|
else if( flRand <= 0.95 ) |
|
{ |
|
iAnim = SHOTGUN_IDLE; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 ); |
|
} |
|
else |
|
{ |
|
iAnim = SHOTGUN_IDLE4; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 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 )
|
|
|