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233 lines
5.6 KiB
233 lines
5.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "util.h"
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#include "weapon_tfc_shotgun.h"
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#include "decals.h"
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#include "in_buttons.h"
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#if defined( CLIENT_DLL )
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#include "c_tfc_player.h"
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#else
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#include "tfc_player.h"
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#endif
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#define RE_SHOTGUN_TIME 2
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// ----------------------------------------------------------------------------- //
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// CTFCShotgun tables.
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// ----------------------------------------------------------------------------- //
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IMPLEMENT_NETWORKCLASS_ALIASED( TFCShotgun, DT_WeaponShotgun )
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BEGIN_NETWORK_TABLE( CTFCShotgun, DT_WeaponShotgun )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFCShotgun )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_shotgun, CTFCShotgun );
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PRECACHE_WEAPON_REGISTER( weapon_shotgun );
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CTFCShotgun )
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END_DATADESC()
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#endif
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// ----------------------------------------------------------------------------- //
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// CTFCShotgun implementation.
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// ----------------------------------------------------------------------------- //
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CTFCShotgun::CTFCShotgun()
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{
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m_fReloadTime = 0.25; // Time to insert an individual shell
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m_iShellsReloaded = 1; // Number of shells inserted each reload
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m_flPumpTime = -1;
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m_fInSpecialReload = 0;
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m_flNextReload = -1;
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}
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TFCWeaponID CTFCShotgun::GetWeaponID() const
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{
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return WEAPON_SHOTGUN;
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}
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void CTFCShotgun::PrimaryAttack()
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{
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CTFCPlayer *pOwner = GetPlayerOwner();
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if ( !pOwner )
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return;
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Assert( Clip1() != 0 );
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WeaponSound( SINGLE );
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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pOwner->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
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// Shoot!
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FireBulletsInfo_t info;
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info.m_vecSrc = pOwner->Weapon_ShootPosition();
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info.m_vecDirShooting = pOwner->GetAutoaimVector( AUTOAIM_5DEGREES );
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info.m_iShots = 6;
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info.m_flDistance = 2048;
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info.m_iAmmoType = GetPrimaryAmmoType();
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info.m_vecSpread = VECTOR_CONE_TF_SHOTGUN;
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info.m_iTracerFreq = 0;
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info.m_flDamage = 4;
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pOwner->FireBullets( info );
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m_flTimeWeaponIdle = gpGlobals->curtime + 5.0;
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m_fInSpecialReload = 0;
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pOwner->m_Shared.RemoveStateFlags( TFSTATE_RELOADING );
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// Setup fire delays
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m_iClip1 -= 1;
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if ( Clip1() != 0 )
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m_flPumpTime = gpGlobals->curtime + 0.5;
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
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}
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void CTFCShotgun::SecondaryAttack()
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{
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return;
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}
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bool CTFCShotgun::Reload()
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{
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CTFCPlayer *pOwner = GetPlayerOwner();
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if ( !pOwner )
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return false;
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if ( pOwner->GetAmmoCount( GetPrimaryAmmoType() ) < m_iShellsReloaded || Clip1() == GetMaxClip1() )
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{
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return false;
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}
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if (gpGlobals->curtime < m_flNextReload)
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{
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return false;
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}
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// don't reload until recoil is done
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if (gpGlobals->curtime < m_flNextPrimaryAttack)
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{
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return false;
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}
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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_VM_PULLBACK ); // (ie: start reload)
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pOwner->m_Shared.AddStateFlags( TFSTATE_RELOADING );
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m_fInSpecialReload = 1;
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m_flTimeWeaponIdle = gpGlobals->curtime + 0.1; // 0.6;
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.1; // 1.0;
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}
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else if (m_fInSpecialReload == 1)
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{
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if ( m_flTimeWeaponIdle > gpGlobals->curtime )
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{
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return false;
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}
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// was waiting for gun to move to side
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m_fInSpecialReload = 2;
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SendWeaponAnim( ACT_VM_RELOAD );
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WeaponSound( RELOAD );
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m_flNextReload = gpGlobals->curtime + m_fReloadTime; //0.5;
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m_flTimeWeaponIdle = gpGlobals->curtime + m_fReloadTime; //0.5;
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}
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else
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{
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// Add them to the clip
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m_iClip1 += m_iShellsReloaded;
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pOwner->RemoveAmmo( m_iShellsReloaded, GetPrimaryAmmoType() );
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m_fInSpecialReload = 1;
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pOwner->m_Shared.RemoveStateFlags( TFSTATE_RELOADING );
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}
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return true;
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}
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void CTFCShotgun::WeaponIdle()
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{
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CTFCPlayer *pOwner = GetPlayerOwner();
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if ( !pOwner )
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return;
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// After firing, pump the shotgun.
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if ( m_flPumpTime != -1 && gpGlobals->curtime >= m_flPumpTime )
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{
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SendWeaponAnim( ACT_VM_PULLBACK_HIGH );
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WeaponSound( SPECIAL1 ); // Pump sound.
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m_flPumpTime = -1;
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}
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if ( gpGlobals->curtime > m_flTimeWeaponIdle)
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{
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if (Clip1() == 0 && m_fInSpecialReload == 0 && pOwner->GetAmmoCount( GetPrimaryAmmoType() ) >= m_iShellsReloaded)
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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 (Clip1() != GetMaxClip1() && pOwner->GetAmmoCount( GetPrimaryAmmoType() ) >= m_iShellsReloaded)
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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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// play pumping sound
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SendWeaponAnim( ACT_VM_PULLBACK_HIGH );
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WeaponSound( SPECIAL1 ); // Pump sound.
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m_fInSpecialReload = 0;
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m_flTimeWeaponIdle = 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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SendWeaponAnim( ACT_VM_IDLE );
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m_flTimeWeaponIdle = gpGlobals->curtime + GetViewModelSequenceDuration();
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}
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}
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}
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#ifdef CLIENT_DLL
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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// CLIENT DLL SPECIFIC CODE
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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#else
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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// GAME DLL SPECIFIC CODE
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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#endif
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