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418 lines
9.3 KiB
418 lines
9.3 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: This is the Shotgun weapon
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "npcevent.h"
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#include "hl1mp_basecombatweapon_shared.h"
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//#include "basecombatcharacter.h"
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//#include "AI_BaseNPC.h"
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#ifdef CLIENT_DLL
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#include "c_baseplayer.h"
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#else
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#include "player.h"
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#endif
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#include "gamerules.h" // For g_pGameRules
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#include "in_buttons.h"
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//#include "soundent.h"
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#include "vstdlib/random.h"
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#ifdef CLIENT_DLL
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#define CWeaponShotgun C_WeaponShotgun
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#endif
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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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class CWeaponShotgun : public CBaseHL1MPCombatWeapon
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{
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DECLARE_CLASS( CWeaponShotgun, CBaseHL1MPCombatWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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private:
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// float m_flPumpTime;
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// int m_fInSpecialReload;
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CNetworkVar( float, m_flPumpTime);
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CNetworkVar( int, m_fInSpecialReload );
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public:
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void Precache( void );
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bool Reload( void );
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void FillClip( void );
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void WeaponIdle( void );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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void DryFire( void );
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// DECLARE_SERVERCLASS();
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// DECLARE_DATADESC();
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CWeaponShotgun(void);
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//#ifndef CLIENT_DLL
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// DECLARE_ACTTABLE();
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//#endif
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponShotgun, DT_WeaponShotgun );
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BEGIN_NETWORK_TABLE( CWeaponShotgun, DT_WeaponShotgun )
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#ifdef CLIENT_DLL
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RecvPropFloat( RECVINFO( m_flPumpTime ) ),
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RecvPropInt( RECVINFO( m_fInSpecialReload ) ),
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#else
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SendPropFloat( SENDINFO( m_flPumpTime ) ),
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SendPropInt( SENDINFO( m_fInSpecialReload ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponShotgun )
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#ifdef CLIENT_DLL
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DEFINE_PRED_FIELD( m_flPumpTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_fInSpecialReload, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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#endif
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_shotgun, CWeaponShotgun );
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PRECACHE_WEAPON_REGISTER(weapon_shotgun);
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//IMPLEMENT_SERVERCLASS_ST( CWeaponShotgun, DT_WeaponShotgun )
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//END_SEND_TABLE()
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//BEGIN_DATADESC( CWeaponShotgun )
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//END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeaponShotgun::CWeaponShotgun( void )
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{
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m_bReloadsSingly = true;
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m_bFiresUnderwater = false;
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m_flPumpTime = 0.0;
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m_fInSpecialReload = 0;
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}
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void CWeaponShotgun::Precache( void )
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{
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BaseClass::Precache();
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}
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void CWeaponShotgun::PrimaryAttack( void )
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{
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// Only the player fires this way so we can cast
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if (!pPlayer)
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{
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return;
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}
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if ( m_iClip1 <= 0 )
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{
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Reload();
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if ( m_iClip1 <= 0 )
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DryFire( );
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return;
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}
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// MUST call sound before removing a round from the clip of a CMachineGun
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WeaponSound( SINGLE );
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pPlayer->DoMuzzleFlash();
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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// Don't fire again until fire animation has completed
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
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m_iClip1 -= 1;
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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if ( g_pGameRules->IsMultiplayer() )
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{
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FireBulletsInfo_t info( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
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info.m_pAttacker = pPlayer;
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pPlayer->FireBullets( info );
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}
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else
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{
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FireBulletsInfo_t info( 6, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
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info.m_pAttacker = pPlayer;
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pPlayer->FireBullets( info );
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// pPlayer->FireBullets( 6, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
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}
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EjectShell( pPlayer, 1 );
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#if !defined(CLIENT_DLL)
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pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 1.0 );
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#endif
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pPlayer->ViewPunch( QAngle( -5, 0, 0 ) );
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// CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 );
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WeaponSound( SINGLE );
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if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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{
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// HEV suit - indicate out of ammo condition
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pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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}
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if ( m_iClip1 > 0 )
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{
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m_flPumpTime = gpGlobals->curtime + 0.5;
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}
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m_fInSpecialReload = 0;
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}
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void CWeaponShotgun::SecondaryAttack( void )
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{
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// Only the player fires this way so we can cast
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if (!pPlayer)
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{
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return;
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}
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if ( m_iClip1 <= 1 )
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{
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Reload();
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if ( m_iClip1 <= 0 )
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DryFire( );
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return;
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}
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if ( pPlayer->GetWaterLevel() == 3 )
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{
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// This weapon doesn't fire underwater
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WeaponSound(EMPTY);
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.2;
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return;
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}
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// MUST call sound before removing a round from the clip of a CMachineGun
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WeaponSound( WPN_DOUBLE );
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pPlayer->DoMuzzleFlash();
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SendWeaponAnim( ACT_VM_SECONDARYATTACK );
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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// Don't fire again until fire animation has completed
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.5;
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m_flNextSecondaryAttack = gpGlobals->curtime + 1.5;
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m_iClip1 -= 2; // Shotgun uses same clip for primary and secondary attacks
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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// Fire the bullets
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if ( g_pGameRules->IsMultiplayer() )
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{
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FireBulletsInfo_t info( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
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info.m_pAttacker = pPlayer;
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pPlayer->FireBullets( info );
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// pPlayer->FireBullets( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
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}
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else
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{
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FireBulletsInfo_t info( 12, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
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pPlayer->FireBullets( info );
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// pPlayer->FireBullets( 12, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
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}
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EjectShell( pPlayer, 1 );
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EjectShell( pPlayer, 1 );
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pPlayer->ViewPunch( QAngle( -10, 0, 0 ) );
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#if !defined(CLIENT_DLL)
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pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 1.0 );
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#endif
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// CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 800, 0.2 );
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WeaponSound( SINGLE );
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if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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{
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// HEV suit - indicate out of ammo condition
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pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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}
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if ( m_iClip1 > 0 )
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{
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m_flPumpTime = gpGlobals->curtime + 0.5;
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}
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m_fInSpecialReload = 0;
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}
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bool CWeaponShotgun::Reload( void )
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{
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CBaseCombatCharacter *pOwner = GetOwner();
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if ( pOwner == NULL )
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return false;
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if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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return false;
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if ( m_iClip1 >= GetMaxClip1() )
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return false;
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// don't reload until recoil is done
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if ( m_flNextPrimaryAttack > gpGlobals->curtime )
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return false;
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// check to see if we're ready to reload
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if ( m_fInSpecialReload == 0 )
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{
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SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );
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m_fInSpecialReload = 1;
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pOwner->m_flNextAttack = gpGlobals->curtime + 0.6;
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SetWeaponIdleTime( gpGlobals->curtime + 0.6 );
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
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m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
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return true;
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}
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else if ( m_fInSpecialReload == 1 )
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{
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if ( !HasWeaponIdleTimeElapsed() )
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return false;
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// was waiting for gun to move to side
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m_fInSpecialReload = 2;
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// Play reload on different channel as otherwise steals channel away from fire sound
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WeaponSound( RELOAD );
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SendWeaponAnim( ACT_VM_RELOAD );
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SetWeaponIdleTime( gpGlobals->curtime + 0.5 );
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}
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else
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{
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FillClip();
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m_fInSpecialReload = 1;
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}
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return true;
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}
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void CWeaponShotgun::FillClip( void )
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{
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CBaseCombatCharacter *pOwner = GetOwner();
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if ( pOwner == NULL )
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return;
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// Add them to the clip
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m_iClip1++;
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pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
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}
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void CWeaponShotgun::DryFire( void )
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{
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WeaponSound( EMPTY );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
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}
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void CWeaponShotgun::WeaponIdle( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer == NULL )
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return;
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pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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if ( m_flPumpTime && m_flPumpTime < gpGlobals->curtime )
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{
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// play pumping sound
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WeaponSound( SPECIAL1 );
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m_flPumpTime = 0;
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}
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if ( HasWeaponIdleTimeElapsed() )
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{
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if ( m_iClip1 == 0 && m_fInSpecialReload == 0 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
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{
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Reload();
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}
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else if ( m_fInSpecialReload != 0 )
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{
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if ( m_iClip1 != 8 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
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{
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Reload( );
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}
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else
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{
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// reload debounce has timed out
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SendWeaponAnim( ACT_SHOTGUN_PUMP );
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// play cocking sound
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WeaponSound( SPECIAL1 );
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m_fInSpecialReload = 0;
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SetWeaponIdleTime( gpGlobals->curtime + 1.5 );
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}
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}
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else
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{
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int iAnim;
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float flRand = random->RandomFloat( 0, 1 );
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if ( flRand <= 0.8 )
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{
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iAnim = ACT_SHOTGUN_IDLE_DEEP;
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}
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else if ( flRand <= 0.95 )
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{
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iAnim = ACT_VM_IDLE;
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}
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else
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{
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iAnim = ACT_SHOTGUN_IDLE4;
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}
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SendWeaponAnim( iAnim );
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}
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}
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}
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