Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/*
Copyright (c) 1999, Cold Ice Modification.
This code has been written by SlimShady ( darcuri@optonline.net )
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 and from the Cold Ice team.
Please if you use this code in any public form, please give us credit.
*/
#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 sshotgun_e {
SHOTGUN_FIREBOTH,
SHOTGUN_FIRELEFT,
SHOTGUN_FIRERIGHT,
SHOTGUN_RELOAD,
SHOTGUN_DEPOLY,
SHOTGUN_HOLSTER,
SHOTGUN_IDLE,
};
class CSshotgun : public CBasePlayerWeapon
{
public:
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_iShell;
};
LINK_ENTITY_TO_CLASS( weapon_sshotgun, CSshotgun );
void CSshotgun::Spawn( )
{
pev->classname = MAKE_STRING("weapon_sshotgun");
Precache( );
m_iId = WEAPON_SSHOTGUN;
SET_MODEL(ENT(pev), "models/wmodels/w_sshotgun.mdl");
m_iDefaultAmmo = SSHOTGUN_DEFAULT_GIVE;
FallInit();
}
void CSshotgun::Precache( void )
{
PRECACHE_MODEL("models/vmodels/v_sshotgun.mdl");
PRECACHE_MODEL("models/wmodels/w_sshotgun.mdl");
PRECACHE_MODEL("models/pmodels/p_sshotgun.mdl");
m_iShell = PRECACHE_MODEL ("models/shotgunshell.mdl");
PRECACHE_SOUND ("weapons/sshotgun1.wav");
PRECACHE_SOUND ("weapons/sshotgun2.wav");
}
int CSshotgun::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 CSshotgun::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "buckshot";
p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SSHOTGUN_MAX_CLIP;
p->iSlot = 2;
p->iPosition = 0;
p->iFlags = 0;
p->iId = m_iId = WEAPON_SSHOTGUN;
p->iWeight = SSHOTGUN_WEIGHT;
return 1;
}
BOOL CSshotgun::Deploy( )
{
return DefaultDeploy( "models/vmodels/v_sshotgun.mdl", "models/pmodels/p_sshotgun.mdl", SHOTGUN_DEPOLY, "shotgun" );
}
void CSshotgun::PrimaryAttack()
{
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;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
SendWeaponAnim( SHOTGUN_FIREBOTH );
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecShellVelocity = m_pPlayer->pev->velocity
+ gpGlobals->v_right * RANDOM_FLOAT(50,70)
+ gpGlobals->v_up * RANDOM_FLOAT(100,150)
+ gpGlobals->v_forward * 25;
EjectBrass ( m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_up * -12 + gpGlobals->v_forward * 20 + gpGlobals->v_right * 4 , vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHOTSHELL);
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/sshotgun1.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0x1f));
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
m_pPlayer->FireBullets( 8, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 );
m_flNextPrimaryAttack = gpGlobals->time + 0.75;
m_flNextSecondaryAttack = gpGlobals->time + 0.75;
m_flTimeWeaponIdle = gpGlobals->time + 5.0;
m_pPlayer->pev->punchangle.x -= 5;
}
void CSshotgun::SecondaryAttack( void )
{
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 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;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
SendWeaponAnim( SHOTGUN_FIREBOTH );
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/sshotgun2.wav", RANDOM_FLOAT(0.98, 1.0), ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f));
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
m_pPlayer->FireBullets( 16, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 );
m_flNextPrimaryAttack = gpGlobals->time + 1.5;
m_flNextSecondaryAttack = gpGlobals->time + 1.5;
m_flTimeWeaponIdle = gpGlobals->time + 6.0;
m_pPlayer->pev->punchangle.x -= 10;
}
void CSshotgun::Reload( void )
{
int iResult;
if (m_iClip == 0)
iResult = DefaultReload( 2, SHOTGUN_RELOAD, 3.0 );
else
iResult = DefaultReload( 2, SHOTGUN_RELOAD, 3.0 );
if (iResult)
{
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
}
void CSshotgun::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
int iAnim;
switch ( RANDOM_LONG( 0, 1 ) )
{
case 0:
iAnim = SHOTGUN_IDLE;
break;
default:
case 1:
iAnim = SHOTGUN_IDLE;
break;
}
SendWeaponAnim( iAnim );
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}