Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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.

318 lines
9.9 KiB

5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Shotgun & Shield combo
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "weapon_combatshield.h"
#include "weapon_combat_usedwithshieldbase.h"
#include "in_buttons.h"
#include "takedamageinfo.h"
#include "tf_gamerules.h"
// Damage CVars
ConVar weapon_combat_shotgun_damage( "weapon_combat_shotgun_damage","5", FCVAR_REPLICATED, "Shotgun damage per pellet" );
ConVar weapon_combat_shotgun_powered_damage( "weapon_combat_shotgun_powered_damage","10", FCVAR_REPLICATED, "Shotgun damage per pellet when powered" );
ConVar weapon_combat_shotgun_range( "weapon_combat_shotgun_range","900", FCVAR_REPLICATED, "Shotgun maximum range" );
ConVar weapon_combat_shotgun_pellets( "weapon_combat_shotgun_pellets","8", FCVAR_REPLICATED, "Shotgun pellets per fire" );
ConVar weapon_combat_shotgun_ducking_mod( "weapon_combat_shotgun_ducking_mod", "0.75", FCVAR_REPLICATED, "Shotgun ducking speed modifier" );
ConVar weapon_combat_shotgun_energy_cost( "weapon_combat_shotgun_energy_cost", "0.1", FCVAR_REPLICATED, "Sapper's energy cost to fire a powered shotgun round" );
#if defined( CLIENT_DLL )
#include "fx.h"
#include "c_tf_class_sapper.h"
#define CWeaponCombatShotgun C_WeaponCombatShotgun
#define CPlayerClassSapper C_PlayerClassSapper
#else
#include "tf_class_sapper.h"
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CWeaponCombatShotgun : public CWeaponCombatUsedWithShieldBase
{
DECLARE_CLASS( CWeaponCombatShotgun, CWeaponCombatUsedWithShieldBase );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponCombatShotgun( void );
virtual const Vector& GetBulletSpread( void );
virtual void ItemPostFrame( void );
virtual void PrimaryAttack( void );
virtual float GetFireRate( void );
virtual float GetDefaultAnimSpeed( void );
// All predicted weapons need to implement and return true
virtual bool IsPredicted( void ) const
{
return true;
}
private:
CWeaponCombatShotgun( const CWeaponCombatShotgun & );
public:
#if defined( CLIENT_DLL )
virtual bool ShouldPredict( void )
{
if ( GetOwner() &&
GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
void ViewModelDrawn( C_BaseViewModel *pViewModel );
#endif
private:
// If true, the current shot being fired is a powered shot, using some of the Sapper's energy
bool m_bPoweredShot;
float m_flOwnersEnergyLevel;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CWeaponCombatShotgun::CWeaponCombatShotgun( void )
{
SetPredictionEligible( true );
m_bReloadsSingly = true;
m_flOwnersEnergyLevel = 0;
}
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatShotgun, DT_WeaponCombatShotgun )
BEGIN_NETWORK_TABLE( CWeaponCombatShotgun, DT_WeaponCombatShotgun )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponCombatShotgun )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_combat_shotgun, CWeaponCombatShotgun );
PRECACHE_WEAPON_REGISTER(weapon_combat_shotgun);
//-----------------------------------------------------------------------------
// Purpose: Get the accuracy derived from weapon and player, and return it
//-----------------------------------------------------------------------------
const Vector& CWeaponCombatShotgun::GetBulletSpread( void )
{
static Vector cone = VECTOR_CONE_20DEGREES;
static Vector powered_cone = VECTOR_CONE_10DEGREES;
if ( m_bPoweredShot )
return powered_cone;
return cone;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatShotgun::ItemPostFrame( void )
{
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
if (!pOwner)
return;
// Get our player's energy level
if ( pOwner->PlayerClass() == TFCLASS_SAPPER )
{
CPlayerClassSapper *pSapper = static_cast<CPlayerClassSapper*>( pOwner->GetPlayerClass() );
if ( pSapper )
{
m_flOwnersEnergyLevel = pSapper->GetDrainedEnergy();
}
}
if ( UsesClipsForAmmo1() )
{
CheckReload();
}
// Handle firing
if ( GetShieldState() == SS_DOWN && !m_bInReload )
{
if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
{
if ( m_iClip1 > 0 )
{
// Fire the plasma shot
PrimaryAttack();
}
else
{
Reload();
}
}
// Reload button (or fire button when we're out of ammo)
if ( m_flNextPrimaryAttack <= gpGlobals->curtime )
{
if ( pOwner->m_nButtons & IN_RELOAD )
{
Reload();
}
else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
{
if ( !m_iClip1 && HasPrimaryAmmo() )
{
Reload();
}
}
}
}
// Prevent shield post frame if we're not ready to attack, or we're charging
AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload );
WeaponIdle();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatShotgun::PrimaryAttack( void )
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
if (!pPlayer)
return;
WeaponSound(SINGLE);
// Fire the bullets
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
Vector vecAiming;
pPlayer->EyeVectors( &vecAiming );
PlayAttackAnimation( GetPrimaryAttackActivity() );
float flDamage = weapon_combat_shotgun_damage.GetFloat();
m_bPoweredShot = false;
// Always allow a powered shot, even if they have less than the actual cost.
// Prevents them having to examine the energy bar carefully to know if they have enough.
if ( m_flOwnersEnergyLevel || pPlayer->HasPowerup(POWERUP_BOOST) )
{
if ( m_flOwnersEnergyLevel )
{
CPlayerClassSapper *pSapper = static_cast<CPlayerClassSapper*>( pPlayer->GetPlayerClass() );
pSapper->DeductDrainedEnergy( weapon_combat_shotgun_energy_cost.GetFloat() );
}
m_bPoweredShot = true;
flDamage = weapon_combat_shotgun_powered_damage.GetFloat();
}
// Make a satisfying shotgun force, and knock them into the air
float flForceScale = (100) * 75;
Vector vecForce = vecAiming;
vecForce.z += 0.7;
vecForce *= flForceScale;
CTakeDamageInfo info( this, pPlayer, vecForce, vec3_origin, flDamage, DMG_BULLET | DMG_BUCKSHOT);
TFGameRules()->FireBullets( info, weapon_combat_shotgun_pellets.GetFloat(), vecSrc, vecAiming, GetBulletSpread(), weapon_combat_shotgun_range.GetFloat(), m_iPrimaryAmmoType, 2, entindex(), 0 );
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
m_iClip1 = m_iClip1 - 1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CWeaponCombatShotgun::GetFireRate( void )
{
float flFireRate = ( SequenceDuration() * 2) + SHARED_RANDOMFLOAT( 0.0, 0.035f );
CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() );
if ( pPlayer )
{
// Ducking players should fire more rapidly.
if ( pPlayer->GetFlags() & FL_DUCKING )
{
flFireRate *= weapon_combat_shotgun_ducking_mod.GetFloat();
}
}
return flFireRate;
}
//-----------------------------------------------------------------------------
// Purpose: Match the anim speed to the weapon speed while crouching
//-----------------------------------------------------------------------------
float CWeaponCombatShotgun::GetDefaultAnimSpeed( void )
{
if ( GetOwner() && GetOwner()->IsPlayer() )
{
if ( GetOwner()->GetFlags() & FL_DUCKING )
return (1.0 + (1.0 - weapon_combat_shotgun_ducking_mod.GetFloat()) );
}
return 1.0;
}
#if defined ( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponCombatShotgun::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
{
CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() );
if ( !pPlayer )
return true;
if ( m_flOwnersEnergyLevel || pPlayer->HasPowerup(POWERUP_BOOST) )
{
Vector vecMuzzlePos, vecBarrelPos;
QAngle angMuzzle;
int iAttachment = pViewModel->LookupAttachment( "0" );
pViewModel->GetAttachment( iAttachment, vecBarrelPos, angMuzzle );
//pViewModel->UncorrectViewModelAttachment( vecBarrelPos );
iAttachment = pViewModel->LookupAttachment( "muzzle" );
pViewModel->GetAttachment( 0, vecMuzzlePos, angMuzzle );
unsigned char color[3];
color[0] = 50;
color[1] = 255;
color[2] = 50;
FX_MuzzleEffect( vecBarrelPos, angMuzzle, 1.0, GetRefEHandle(), &color[0] );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatShotgun::ViewModelDrawn( C_BaseViewModel *pViewModel )
{
CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() );
if ( !pPlayer )
return;
if ( m_flOwnersEnergyLevel )
{
Vector vecMuzzlePos, vecBarrelPos;
QAngle angMuzzle;
int iAttachment = pViewModel->LookupAttachment( "0" );
pViewModel->GetAttachment( iAttachment, vecBarrelPos, angMuzzle );
//pViewModel->UncorrectViewModelAttachment( vecBarrelPos );
iAttachment = pViewModel->LookupAttachment( "muzzle" );
pViewModel->GetAttachment( 0, vecMuzzlePos, angMuzzle );
unsigned char color[3];
color[0] = 50;
color[1] = 128;
color[2] = 50;
FX_Smoke( vecBarrelPos, angMuzzle, MAX(0.3,m_flOwnersEnergyLevel), 1, &color[0], 255 );
}
}
#endif