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417 lines
9.3 KiB
417 lines
9.3 KiB
//========= 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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