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.
 
 
 
 
 
 

793 lines
22 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A shotgun.
//
// Primary attack: single barrel shot.
// Secondary attack: double barrel shot.
//
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "basehlcombatweapon_shared.h"
#include "basecombatcharacter.h"
#include "ai_basenpc.h"
#include "player.h"
#include "gamerules.h" // For g_pGameRules
#include "in_buttons.h"
#include "soundent.h"
#include "vstdlib/random.h"
#include "gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar sk_auto_reload_time;
extern ConVar sk_plr_num_shotgun_pellets;
class CWeaponShotgun : public CBaseHLCombatWeapon
{
DECLARE_DATADESC();
public:
DECLARE_CLASS( CWeaponShotgun, CBaseHLCombatWeapon );
DECLARE_SERVERCLASS();
private:
bool m_bNeedPump; // When emptied completely
bool m_bDelayedFire1; // Fire primary when finished reloading
bool m_bDelayedFire2; // Fire secondary when finished reloading
public:
void Precache( void );
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
virtual const Vector& GetBulletSpread( void )
{
static Vector vitalAllyCone = VECTOR_CONE_3DEGREES;
static Vector cone = VECTOR_CONE_10DEGREES;
if( GetOwner() && (GetOwner()->Classify() == CLASS_PLAYER_ALLY_VITAL) )
{
// Give Alyx's shotgun blasts more a more directed punch. She needs
// to be at least as deadly as she would be with her pistol to stay interesting (sjb)
return vitalAllyCone;
}
return cone;
}
virtual int GetMinBurst() { return 1; }
virtual int GetMaxBurst() { return 3; }
virtual float GetMinRestTime();
virtual float GetMaxRestTime();
virtual float GetFireRate( void );
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 );
void FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles );
void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary );
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
DECLARE_ACTTABLE();
CWeaponShotgun(void);
};
IMPLEMENT_SERVERCLASS_ST(CWeaponShotgun, DT_WeaponShotgun)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_shotgun, CWeaponShotgun );
PRECACHE_WEAPON_REGISTER(weapon_shotgun);
BEGIN_DATADESC( CWeaponShotgun )
DEFINE_FIELD( m_bNeedPump, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bDelayedFire1, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bDelayedFire2, FIELD_BOOLEAN ),
END_DATADESC()
acttable_t CWeaponShotgun::m_acttable[] =
{
{ ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to shotgun unique
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RELOAD, ACT_RELOAD_SHOTGUN, false },
{ ACT_WALK, ACT_WALK_RIFLE, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_SHOTGUN_AGITATED, false },//always aims
{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
//End readiness activities
{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
{ ACT_RUN, ACT_RUN_RIFLE, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true },
{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false },
};
IMPLEMENT_ACTTABLE(CWeaponShotgun);
void CWeaponShotgun::Precache( void )
{
CBaseCombatWeapon::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOperator -
//-----------------------------------------------------------------------------
void CWeaponShotgun::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles )
{
Vector vecShootOrigin, vecShootDir;
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
ASSERT( npc != NULL );
WeaponSound( SINGLE_NPC );
pOperator->DoMuzzleFlash();
m_iClip1 = m_iClip1 - 1;
if ( bUseWeaponAngles )
{
QAngle angShootDir;
GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
AngleVectors( angShootDir, &vecShootDir );
}
else
{
vecShootOrigin = pOperator->Weapon_ShootPosition();
vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
}
pOperator->FireBullets( 8, vecShootOrigin, vecShootDir, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponShotgun::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
{
// Ensure we have enough rounds in the clip
m_iClip1++;
FireNPCPrimaryAttack( pOperator, true );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeaponShotgun::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
switch( pEvent->event )
{
case EVENT_WEAPON_SHOTGUN_FIRE:
{
FireNPCPrimaryAttack( pOperator, false );
}
break;
default:
CBaseCombatWeapon::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: When we shipped HL2, the shotgun weapon did not override the
// BaseCombatWeapon default rest time of 0.3 to 0.6 seconds. When
// NPC's fight from a stationary position, their animation events
// govern when they fire so the rate of fire is specified by the
// animation. When NPC's move-and-shoot, the rate of fire is
// specifically controlled by the shot regulator, so it's imporant
// that GetMinRestTime and GetMaxRestTime are implemented and provide
// reasonable defaults for the weapon. To address difficulty concerns,
// we are going to fix the combine's rate of shotgun fire in episodic.
// This change will not affect Alyx using a shotgun in EP1. (sjb)
//-----------------------------------------------------------------------------
float CWeaponShotgun::GetMinRestTime()
{
if( hl2_episodic.GetBool() && GetOwner() && GetOwner()->Classify() == CLASS_COMBINE )
{
return 1.2f;
}
return BaseClass::GetMinRestTime();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CWeaponShotgun::GetMaxRestTime()
{
if( hl2_episodic.GetBool() && GetOwner() && GetOwner()->Classify() == CLASS_COMBINE )
{
return 1.5f;
}
return BaseClass::GetMaxRestTime();
}
//-----------------------------------------------------------------------------
// Purpose: Time between successive shots in a burst. Also returned for EP2
// with an eye to not messing up Alyx in EP1.
//-----------------------------------------------------------------------------
float CWeaponShotgun::GetFireRate()
{
if( hl2_episodic.GetBool() && GetOwner() && GetOwner()->Classify() == CLASS_COMBINE )
{
return 0.8f;
}
return 0.7;
}
//-----------------------------------------------------------------------------
// Purpose: Override so only reload one shell at a time
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeaponShotgun::StartReload( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner == NULL )
return false;
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
return false;
if (m_iClip1 >= GetMaxClip1())
return false;
// If shotgun totally emptied then a pump animation is needed
//NOTENOTE: This is kinda lame because the player doesn't get strong feedback on when the reload has finished,
// without the pump. Technically, it's incorrect, but it's good for feedback...
if (m_iClip1 <= 0)
{
m_bNeedPump = true;
}
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;
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 );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Don't fire again until fire animation has completed
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_iClip1 -= 1;
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 1.0 );
// Fire the bullets, and force the first shot to be perfectly accuracy
pPlayer->FireBullets( sk_plr_num_shotgun_pellets.GetInt(), vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0, -1, -1, 0, NULL, true, true );
pPlayer->ViewPunch( QAngle( random->RandomFloat( -2, -1 ), random->RandomFloat( -2, 2 ), 0 ) );
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_SHOTGUN, 0.2, GetOwner() );
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
if( m_iClip1 )
{
// pump so long as some rounds are left.
m_bNeedPump = true;
}
m_iPrimaryAttacks++;
gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
}
//-----------------------------------------------------------------------------
// 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 );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// 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
Vector vecSrc = pPlayer->Weapon_ShootPosition();
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
// Fire the bullets
pPlayer->FireBullets( 12, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0, -1, -1, 0, NULL, false, false );
pPlayer->ViewPunch( QAngle(random->RandomFloat( -5, 5 ),0,0) );
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 1.0 );
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_SHOTGUN, 0.2 );
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
if( m_iClip1 )
{
// pump so long as some rounds are left.
m_bNeedPump = true;
}
m_iSecondaryAttacks++;
gamestats->Event_WeaponFired( pPlayer, false, GetClassname() );
}
//-----------------------------------------------------------------------------
// Purpose: Override so shotgun can do mulitple reloads in a row
//-----------------------------------------------------------------------------
void CWeaponShotgun::ItemPostFrame( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (!pOwner)
{
return;
}
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_bInReload = false;
m_bNeedPump = false;
m_bDelayedFire1 = true;
}
// If I'm secondary firing and have one round stop reloading and fire
else if ((pOwner->m_nButtons & IN_ATTACK2 ) && (m_iClip1 >=2))
{
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 );
}
}
*/