//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "npcevent.h" #include "in_buttons.h" #ifdef CLIENT_DLL #include "c_hl2mp_player.h" #else #include "hl2mp_player.h" #endif #include "weapon_hl2mpbasehlmpcombatweapon.h" #ifdef CLIENT_DLL #define CWeaponShotgun C_WeaponShotgun #endif extern ConVar sk_auto_reload_time; extern ConVar sk_plr_num_shotgun_pellets; class CWeaponShotgun : public CBaseHL2MPCombatWeapon { public: DECLARE_CLASS( CWeaponShotgun, CBaseHL2MPCombatWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); private: CNetworkVar( bool, m_bNeedPump ); // When emptied completely CNetworkVar( bool, m_bDelayedFire1 ); // Fire primary when finished reloading CNetworkVar( bool, m_bDelayedFire2 ); // Fire secondary when finished reloading CNetworkVar( bool, m_bDelayedReload ); // Reload when finished pump public: virtual const Vector& GetBulletSpread( void ) { static Vector cone = VECTOR_CONE_10DEGREES; return cone; } virtual int GetMinBurst() { return 1; } virtual int GetMaxBurst() { return 3; } bool StartReload( void ); bool Reload( void ); void FillClip( void ); void FinishReload( void ); void CheckHolsterReload( void ); void Pump( void ); // void WeaponIdle( void ); void ItemHolsterFrame( void ); void ItemPostFrame( void ); void PrimaryAttack( void ); void SecondaryAttack( void ); void DryFire( void ); virtual float GetFireRate( void ) { return 0.7; }; #ifndef CLIENT_DLL DECLARE_ACTTABLE(); #endif CWeaponShotgun(void); private: CWeaponShotgun( const CWeaponShotgun & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponShotgun, DT_WeaponShotgun ) BEGIN_NETWORK_TABLE( CWeaponShotgun, DT_WeaponShotgun ) #ifdef CLIENT_DLL RecvPropBool( RECVINFO( m_bNeedPump ) ), RecvPropBool( RECVINFO( m_bDelayedFire1 ) ), RecvPropBool( RECVINFO( m_bDelayedFire2 ) ), RecvPropBool( RECVINFO( m_bDelayedReload ) ), #else SendPropBool( SENDINFO( m_bNeedPump ) ), SendPropBool( SENDINFO( m_bDelayedFire1 ) ), SendPropBool( SENDINFO( m_bDelayedFire2 ) ), SendPropBool( SENDINFO( m_bDelayedReload ) ), #endif END_NETWORK_TABLE() #ifdef CLIENT_DLL BEGIN_PREDICTION_DATA( CWeaponShotgun ) DEFINE_PRED_FIELD( m_bNeedPump, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bDelayedFire1, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bDelayedFire2, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bDelayedReload, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA() #endif LINK_ENTITY_TO_CLASS( weapon_shotgun, CWeaponShotgun ); PRECACHE_WEAPON_REGISTER(weapon_shotgun); #ifndef CLIENT_DLL acttable_t CWeaponShotgun::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false }, }; IMPLEMENT_ACTTABLE(CWeaponShotgun); #endif //----------------------------------------------------------------------------- // Purpose: Override so only reload one shell at a time // Input : // Output : //----------------------------------------------------------------------------- bool CWeaponShotgun::StartReload( void ) { if ( m_bNeedPump ) return false; CBaseCombatCharacter *pOwner = GetOwner(); if ( pOwner == NULL ) return false; if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0) return false; if (m_iClip1 >= GetMaxClip1()) return false; int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); if (j <= 0) return false; SendWeaponAnim( ACT_SHOTGUN_RELOAD_START ); // Make shotgun shell visible SetBodygroup(1,0); pOwner->m_flNextAttack = gpGlobals->curtime; m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); m_bInReload = true; return true; } //----------------------------------------------------------------------------- // Purpose: Override so only reload one shell at a time // Input : // Output : //----------------------------------------------------------------------------- bool CWeaponShotgun::Reload( void ) { // Check that StartReload was called first if (!m_bInReload) { Warning("ERROR: Shotgun Reload called incorrectly!\n"); } CBaseCombatCharacter *pOwner = GetOwner(); if ( pOwner == NULL ) return false; if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0) return false; if (m_iClip1 >= GetMaxClip1()) return false; int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); if (j <= 0) return false; FillClip(); // Play reload on different channel as otherwise steals channel away from fire sound WeaponSound(RELOAD); SendWeaponAnim( ACT_VM_RELOAD ); pOwner->m_flNextAttack = gpGlobals->curtime; m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); return true; } //----------------------------------------------------------------------------- // Purpose: Play finish reload anim and fill clip // Input : // Output : //----------------------------------------------------------------------------- void CWeaponShotgun::FinishReload( void ) { // Make shotgun shell invisible SetBodygroup(1,1); CBaseCombatCharacter *pOwner = GetOwner(); if ( pOwner == NULL ) return; m_bInReload = false; // Finish reload animation SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH ); pOwner->m_flNextAttack = gpGlobals->curtime; m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); } //----------------------------------------------------------------------------- // Purpose: Play finish reload anim and fill clip // Input : // Output : //----------------------------------------------------------------------------- void CWeaponShotgun::FillClip( void ) { CBaseCombatCharacter *pOwner = GetOwner(); if ( pOwner == NULL ) return; // Add them to the clip if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) > 0 ) { if ( Clip1() < GetMaxClip1() ) { m_iClip1++; pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType ); } } } //----------------------------------------------------------------------------- // Purpose: Play weapon pump anim // Input : // Output : //----------------------------------------------------------------------------- void CWeaponShotgun::Pump( void ) { CBaseCombatCharacter *pOwner = GetOwner(); if ( pOwner == NULL ) return; m_bNeedPump = false; if ( m_bDelayedReload ) { m_bDelayedReload = false; StartReload(); } WeaponSound( SPECIAL1 ); // Finish reload animation SendWeaponAnim( ACT_SHOTGUN_PUMP ); pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration(); m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); } //----------------------------------------------------------------------------- // Purpose: // // //----------------------------------------------------------------------------- void CWeaponShotgun::DryFire( void ) { WeaponSound(EMPTY); SendWeaponAnim( ACT_VM_DRYFIRE ); m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); } //----------------------------------------------------------------------------- // Purpose: // // //----------------------------------------------------------------------------- void CWeaponShotgun::PrimaryAttack( void ) { // Only the player fires this way so we can cast CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if (!pPlayer) { return; } // MUST call sound before removing a round from the clip of a CMachineGun WeaponSound(SINGLE); pPlayer->DoMuzzleFlash(); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); // Don't fire again until fire animation has completed m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); m_iClip1 -= 1; // player "shoot" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = pPlayer->Weapon_ShootPosition( ); Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); FireBulletsInfo_t info( 7, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType ); info.m_pAttacker = pPlayer; // Fire the bullets, and force the first shot to be perfectly accuracy pPlayer->FireBullets( info ); QAngle punch; punch.Init( SharedRandomFloat( "shotgunpax", -2, -1 ), SharedRandomFloat( "shotgunpay", -2, 2 ), 0 ); pPlayer->ViewPunch( punch ); if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0) { // HEV suit - indicate out of ammo condition pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); } m_bNeedPump = true; } //----------------------------------------------------------------------------- // Purpose: // // //----------------------------------------------------------------------------- void CWeaponShotgun::SecondaryAttack( void ) { // Only the player fires this way so we can cast CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if (!pPlayer) { return; } pPlayer->m_nButtons &= ~IN_ATTACK2; // MUST call sound before removing a round from the clip of a CMachineGun WeaponSound(WPN_DOUBLE); pPlayer->DoMuzzleFlash(); SendWeaponAnim( ACT_VM_SECONDARYATTACK ); // Don't fire again until fire animation has completed m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); m_iClip1 -= 2; // Shotgun uses same clip for primary and secondary attacks // player "shoot" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = pPlayer->Weapon_ShootPosition(); Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); FireBulletsInfo_t info( 12, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType ); info.m_pAttacker = pPlayer; // Fire the bullets, and force the first shot to be perfectly accuracy pPlayer->FireBullets( info ); pPlayer->ViewPunch( QAngle(SharedRandomFloat( "shotgunsax", -5, 5 ),0,0) ); if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0) { // HEV suit - indicate out of ammo condition pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); } m_bNeedPump = true; } //----------------------------------------------------------------------------- // Purpose: Override so shotgun can do mulitple reloads in a row //----------------------------------------------------------------------------- void CWeaponShotgun::ItemPostFrame( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if (!pOwner) { return; } if ( m_bNeedPump && ( pOwner->m_nButtons & IN_RELOAD ) ) { m_bDelayedReload = true; } if (m_bInReload) { // If I'm primary firing and have one round stop reloading and fire if ((pOwner->m_nButtons & IN_ATTACK ) && (m_iClip1 >=1) && !m_bNeedPump ) { m_bInReload = false; m_bNeedPump = false; m_bDelayedFire1 = true; } // If I'm secondary firing and have two rounds stop reloading and fire else if ((pOwner->m_nButtons & IN_ATTACK2 ) && (m_iClip1 >=2) && !m_bNeedPump ) { m_bInReload = false; m_bNeedPump = false; m_bDelayedFire2 = true; } else if (m_flNextPrimaryAttack <= gpGlobals->curtime) { // If out of ammo end reload if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <=0) { FinishReload(); return; } // If clip not full reload again if (m_iClip1 < GetMaxClip1()) { Reload(); return; } // Clip full, stop reloading else { FinishReload(); return; } } } else { // Make shotgun shell invisible SetBodygroup(1,1); } if ((m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) { Pump(); return; } // Shotgun uses same timing and ammo for secondary attack if ((m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2)&&(m_flNextPrimaryAttack <= gpGlobals->curtime)) { m_bDelayedFire2 = false; if ( (m_iClip1 <= 1 && UsesClipsForAmmo1())) { // If only one shell is left, do a single shot instead if ( m_iClip1 == 1 ) { PrimaryAttack(); } else if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType)) { DryFire(); } else { StartReload(); } } // Fire underwater? else if (GetOwner()->GetWaterLevel() == 3 && m_bFiresUnderwater == false) { WeaponSound(EMPTY); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; return; } else { // If the firing button was just pressed, reset the firing time if ( pOwner->m_afButtonPressed & IN_ATTACK ) { m_flNextPrimaryAttack = gpGlobals->curtime; } SecondaryAttack(); } } else if ( (m_bDelayedFire1 || pOwner->m_nButtons & IN_ATTACK) && m_flNextPrimaryAttack <= gpGlobals->curtime) { m_bDelayedFire1 = false; if ( (m_iClip1 <= 0 && UsesClipsForAmmo1()) || ( !UsesClipsForAmmo1() && !pOwner->GetAmmoCount(m_iPrimaryAmmoType) ) ) { if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType)) { DryFire(); } else { StartReload(); } } // Fire underwater? else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false) { WeaponSound(EMPTY); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; return; } else { // If the firing button was just pressed, reset the firing time CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK ) { m_flNextPrimaryAttack = gpGlobals->curtime; } PrimaryAttack(); } } if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. StartReload(); } else { // no fire buttons down m_bFireOnEmpty = false; if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime ) { // weapon isn't useable, switch. if ( !(GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && pOwner->SwitchToNextBestWeapon( this ) ) { m_flNextPrimaryAttack = gpGlobals->curtime + 0.3; return; } } else { // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if ( m_iClip1 <= 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime ) { if (StartReload()) { // if we've successfully started to reload, we're done return; } } } WeaponIdle( ); return; } } //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CWeaponShotgun::CWeaponShotgun( void ) { m_bReloadsSingly = true; m_bNeedPump = false; m_bDelayedFire1 = false; m_bDelayedFire2 = false; m_fMinRange1 = 0.0; m_fMaxRange1 = 500; m_fMinRange2 = 0.0; m_fMaxRange2 = 200; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponShotgun::ItemHolsterFrame( void ) { // Must be player held if ( GetOwner() && GetOwner()->IsPlayer() == false ) return; // We can't be active if ( GetOwner()->GetActiveWeapon() == this ) return; // If it's been longer than three seconds, reload if ( ( gpGlobals->curtime - m_flHolsterTime ) > sk_auto_reload_time.GetFloat() ) { // Reset the timer m_flHolsterTime = gpGlobals->curtime; if ( GetOwner() == NULL ) return; if ( m_iClip1 == GetMaxClip1() ) return; // Just load the clip with no animations int ammoFill = MIN( (GetMaxClip1() - m_iClip1), GetOwner()->GetAmmoCount( GetPrimaryAmmoType() ) ); GetOwner()->RemoveAmmo( ammoFill, GetPrimaryAmmoType() ); m_iClip1 += ammoFill; } } //================================================== // Purpose: //================================================== /* void CWeaponShotgun::WeaponIdle( void ) { //Only the player fires this way so we can cast CBasePlayer *pPlayer = GetOwner() if ( pPlayer == NULL ) return; //If we're on a target, play the new anim if ( pPlayer->IsOnTarget() ) { SendWeaponAnim( ACT_VM_IDLE_ACTIVE ); } } */