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261 lines
6.0 KiB
261 lines
6.0 KiB
/* |
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Copyright (c) 1999, Cold Ice Modification. |
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This code has been written by SlimShady ( darcuri@optonline.net ) |
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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 and from the Cold Ice team. |
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Please if you use this code in any public form, please give us credit. |
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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 sshotgun_e { |
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SHOTGUN_FIREBOTH, |
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SHOTGUN_FIRELEFT, |
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SHOTGUN_FIRERIGHT, |
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SHOTGUN_RELOAD, |
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SHOTGUN_DEPOLY, |
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SHOTGUN_HOLSTER, |
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SHOTGUN_IDLE, |
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}; |
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class CSshotgun : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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int iItemSlot( ) { return 3; } |
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int GetItemInfo(ItemInfo *p); |
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int AddToPlayer( CBasePlayer *pPlayer ); |
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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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BOOL Deploy( ); |
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void Reload( void ); |
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void WeaponIdle( void ); |
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int m_iShell; |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_sshotgun, CSshotgun ); |
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void CSshotgun::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_sshotgun"); |
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Precache( ); |
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m_iId = WEAPON_SSHOTGUN; |
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SET_MODEL(ENT(pev), "models/wmodels/w_sshotgun.mdl"); |
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m_iDefaultAmmo = SSHOTGUN_DEFAULT_GIVE; |
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FallInit(); |
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} |
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void CSshotgun::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/vmodels/v_sshotgun.mdl"); |
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PRECACHE_MODEL("models/wmodels/w_sshotgun.mdl"); |
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PRECACHE_MODEL("models/pmodels/p_sshotgun.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/shotgunshell.mdl"); |
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PRECACHE_SOUND ("weapons/sshotgun1.wav"); |
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PRECACHE_SOUND ("weapons/sshotgun2.wav"); |
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} |
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int CSshotgun::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 CSshotgun::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 = SSHOTGUN_MAX_CLIP; |
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p->iSlot = 2; |
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p->iPosition = 0; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_SSHOTGUN; |
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p->iWeight = SSHOTGUN_WEIGHT; |
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return 1; |
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} |
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BOOL CSshotgun::Deploy( ) |
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{ |
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return DefaultDeploy( "models/vmodels/v_sshotgun.mdl", "models/pmodels/p_sshotgun.mdl", SHOTGUN_DEPOLY, "shotgun" ); |
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} |
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void CSshotgun::PrimaryAttack() |
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{ |
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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PlayEmptySound( ); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.15; |
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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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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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SendWeaponAnim( SHOTGUN_FIREBOTH ); |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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Vector vecShellVelocity = m_pPlayer->pev->velocity |
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+ gpGlobals->v_right * RANDOM_FLOAT(50,70) |
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+ gpGlobals->v_up * RANDOM_FLOAT(100,150) |
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+ gpGlobals->v_forward * 25; |
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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); |
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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)); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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m_pPlayer->FireBullets( 8, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.75; |
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m_flNextSecondaryAttack = gpGlobals->time + 0.75; |
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m_flTimeWeaponIdle = gpGlobals->time + 5.0; |
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m_pPlayer->pev->punchangle.x -= 5; |
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} |
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void CSshotgun::SecondaryAttack( void ) |
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{ |
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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PlayEmptySound( ); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.15; |
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return; |
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} |
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if (m_iClip <= 1) |
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{ |
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Reload( ); |
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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 -= 2; |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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SendWeaponAnim( SHOTGUN_FIREBOTH ); |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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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)); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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m_pPlayer->FireBullets( 16, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); |
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m_flNextPrimaryAttack = gpGlobals->time + 1.5; |
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m_flNextSecondaryAttack = gpGlobals->time + 1.5; |
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m_flTimeWeaponIdle = gpGlobals->time + 6.0; |
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m_pPlayer->pev->punchangle.x -= 10; |
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} |
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void CSshotgun::Reload( void ) |
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{ |
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int iResult; |
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if (m_iClip == 0) |
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iResult = DefaultReload( 2, SHOTGUN_RELOAD, 3.0 ); |
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else |
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iResult = DefaultReload( 2, SHOTGUN_RELOAD, 3.0 ); |
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if (iResult) |
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{ |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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} |
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void CSshotgun::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 > gpGlobals->time) |
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return; |
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int iAnim; |
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switch ( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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iAnim = SHOTGUN_IDLE; |
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break; |
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default: |
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case 1: |
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iAnim = SHOTGUN_IDLE; |
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break; |
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} |
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SendWeaponAnim( iAnim ); |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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