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.
 
 
 
 
 
 

246 lines
5.0 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_sdkbase.h"
#include "sdk_fx_shared.h"
#if defined( CLIENT_DLL )
#define CWeaponShotgun C_WeaponShotgun
#include "c_sdk_player.h"
#else
#include "sdk_player.h"
#include "te_firebullets.h"
#endif
class CWeaponShotgun : public CWeaponSDKBase
{
public:
DECLARE_CLASS( CWeaponShotgun, CWeaponSDKBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponShotgun();
virtual void PrimaryAttack();
virtual bool Reload();
virtual void WeaponIdle();
virtual SDKWeaponID GetWeaponID( void ) const { return WEAPON_SHOTGUN; }
private:
CWeaponShotgun( const CWeaponShotgun & );
float m_flPumpTime;
CNetworkVar( int, m_fInSpecialReload );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponShotgun, DT_WeaponShotgun )
BEGIN_NETWORK_TABLE( CWeaponShotgun, DT_WeaponShotgun )
#ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_fInSpecialReload ) )
#else
SendPropInt( SENDINFO( m_fInSpecialReload ), 2, SPROP_UNSIGNED )
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponShotgun )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_shotgun, CWeaponShotgun );
PRECACHE_WEAPON_REGISTER( weapon_shotgun );
CWeaponShotgun::CWeaponShotgun()
{
m_flPumpTime = 0;
}
void CWeaponShotgun::PrimaryAttack()
{
CSDKPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
// don't fire underwater
if (pPlayer->GetWaterLevel() == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.15;
return;
}
// Out of ammo?
if ( m_iClip1 <= 0 )
{
Reload();
if ( m_iClip1 == 0 )
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
}
return;
}
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
m_iClip1--;
pPlayer->DoMuzzleFlash();
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Dispatch the FX right away with full accuracy.
FX_FireBullets(
pPlayer->entindex(),
pPlayer->Weapon_ShootPosition(),
pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
GetWeaponID(),
Primary_Mode,
CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server
0.0675 );
if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
}
if (m_iClip1 != 0)
m_flPumpTime = gpGlobals->curtime + 0.5;
m_flNextPrimaryAttack = gpGlobals->curtime + 0.875;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.875;
if (m_iClip1 != 0)
SetWeaponIdleTime( gpGlobals->curtime + 2.5 );
else
SetWeaponIdleTime( gpGlobals->curtime + 0.875 );
m_fInSpecialReload = 0;
// Update punch angles.
QAngle angle = pPlayer->GetPunchAngle();
if ( pPlayer->GetFlags() & FL_ONGROUND )
{
angle.x -= SharedRandomInt( "ShotgunPunchAngleGround", 4, 6 );
}
else
{
angle.x -= SharedRandomInt( "ShotgunPunchAngleAir", 8, 11 );
}
pPlayer->SetPunchAngle( angle );
}
bool CWeaponShotgun::Reload()
{
CSDKPlayer *pPlayer = GetPlayerOwner();
if (pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 || m_iClip1 == GetMaxClip1())
return true;
// don't reload until recoil is done
if (m_flNextPrimaryAttack > gpGlobals->curtime)
return true;
// check to see if we're ready to reload
if (m_fInSpecialReload == 0)
{
pPlayer->SetAnimation( PLAYER_RELOAD );
SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );
m_fInSpecialReload = 1;
pPlayer->m_flNextAttack = gpGlobals->curtime + 0.5;
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
SetWeaponIdleTime( gpGlobals->curtime + 0.5 );
return true;
}
else if (m_fInSpecialReload == 1)
{
if (m_flTimeWeaponIdle > gpGlobals->curtime)
return true;
// was waiting for gun to move to side
m_fInSpecialReload = 2;
SendWeaponAnim( ACT_VM_RELOAD );
SetWeaponIdleTime( gpGlobals->curtime + 0.45 );
}
else
{
// Add them to the clip
m_iClip1 += 1;
#ifdef GAME_DLL
SendReloadEvents();
#endif
CSDKPlayer *pPlayer = GetPlayerOwner();
if ( pPlayer )
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
m_fInSpecialReload = 1;
}
return true;
}
void CWeaponShotgun::WeaponIdle()
{
CSDKPlayer *pPlayer = GetPlayerOwner();
if (m_flPumpTime && m_flPumpTime < gpGlobals->curtime)
{
// play pumping sound
m_flPumpTime = 0;
}
if (m_flTimeWeaponIdle < gpGlobals->curtime)
{
if (m_iClip1 == 0 && m_fInSpecialReload == 0 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ))
{
Reload( );
}
else if (m_fInSpecialReload != 0)
{
if (m_iClip1 != 8 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ))
{
Reload( );
}
else
{
// reload debounce has timed out
//MIKETODO: shotgun anims
SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH );
// play cocking sound
m_fInSpecialReload = 0;
SetWeaponIdleTime( gpGlobals->curtime + 1.5 );
}
}
else
{
SendWeaponAnim( ACT_VM_IDLE );
}
}
}