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