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318 lines
9.9 KiB
318 lines
9.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Shotgun & Shield combo |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "weapon_combatshield.h" |
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#include "weapon_combat_usedwithshieldbase.h" |
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#include "in_buttons.h" |
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#include "takedamageinfo.h" |
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#include "tf_gamerules.h" |
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// Damage CVars |
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ConVar weapon_combat_shotgun_damage( "weapon_combat_shotgun_damage","5", FCVAR_REPLICATED, "Shotgun damage per pellet" ); |
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ConVar weapon_combat_shotgun_powered_damage( "weapon_combat_shotgun_powered_damage","10", FCVAR_REPLICATED, "Shotgun damage per pellet when powered" ); |
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ConVar weapon_combat_shotgun_range( "weapon_combat_shotgun_range","900", FCVAR_REPLICATED, "Shotgun maximum range" ); |
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ConVar weapon_combat_shotgun_pellets( "weapon_combat_shotgun_pellets","8", FCVAR_REPLICATED, "Shotgun pellets per fire" ); |
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ConVar weapon_combat_shotgun_ducking_mod( "weapon_combat_shotgun_ducking_mod", "0.75", FCVAR_REPLICATED, "Shotgun ducking speed modifier" ); |
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ConVar weapon_combat_shotgun_energy_cost( "weapon_combat_shotgun_energy_cost", "0.1", FCVAR_REPLICATED, "Sapper's energy cost to fire a powered shotgun round" ); |
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#if defined( CLIENT_DLL ) |
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#include "fx.h" |
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#include "c_tf_class_sapper.h" |
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#define CWeaponCombatShotgun C_WeaponCombatShotgun |
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#define CPlayerClassSapper C_PlayerClassSapper |
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#else |
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#include "tf_class_sapper.h" |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CWeaponCombatShotgun : public CWeaponCombatUsedWithShieldBase |
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{ |
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DECLARE_CLASS( CWeaponCombatShotgun, CWeaponCombatUsedWithShieldBase ); |
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public: |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponCombatShotgun( void ); |
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virtual const Vector& GetBulletSpread( void ); |
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virtual void ItemPostFrame( void ); |
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virtual void PrimaryAttack( void ); |
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virtual float GetFireRate( void ); |
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virtual float GetDefaultAnimSpeed( void ); |
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// All predicted weapons need to implement and return true |
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virtual bool IsPredicted( void ) const |
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{ |
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return true; |
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} |
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private: |
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CWeaponCombatShotgun( const CWeaponCombatShotgun & ); |
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public: |
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#if defined( CLIENT_DLL ) |
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virtual bool ShouldPredict( void ) |
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{ |
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if ( GetOwner() && |
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GetOwner() == C_BasePlayer::GetLocalPlayer() ) |
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return true; |
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return BaseClass::ShouldPredict(); |
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} |
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bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options ); |
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void ViewModelDrawn( C_BaseViewModel *pViewModel ); |
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#endif |
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private: |
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// If true, the current shot being fired is a powered shot, using some of the Sapper's energy |
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bool m_bPoweredShot; |
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float m_flOwnersEnergyLevel; |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CWeaponCombatShotgun::CWeaponCombatShotgun( void ) |
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{ |
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SetPredictionEligible( true ); |
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m_bReloadsSingly = true; |
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m_flOwnersEnergyLevel = 0; |
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} |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatShotgun, DT_WeaponCombatShotgun ) |
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BEGIN_NETWORK_TABLE( CWeaponCombatShotgun, DT_WeaponCombatShotgun ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponCombatShotgun ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_combat_shotgun, CWeaponCombatShotgun ); |
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PRECACHE_WEAPON_REGISTER(weapon_combat_shotgun); |
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//----------------------------------------------------------------------------- |
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// Purpose: Get the accuracy derived from weapon and player, and return it |
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//----------------------------------------------------------------------------- |
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const Vector& CWeaponCombatShotgun::GetBulletSpread( void ) |
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{ |
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static Vector cone = VECTOR_CONE_20DEGREES; |
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static Vector powered_cone = VECTOR_CONE_10DEGREES; |
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if ( m_bPoweredShot ) |
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return powered_cone; |
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return cone; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponCombatShotgun::ItemPostFrame( void ) |
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{ |
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() ); |
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if (!pOwner) |
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return; |
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// Get our player's energy level |
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if ( pOwner->PlayerClass() == TFCLASS_SAPPER ) |
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{ |
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CPlayerClassSapper *pSapper = static_cast<CPlayerClassSapper*>( pOwner->GetPlayerClass() ); |
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if ( pSapper ) |
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{ |
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m_flOwnersEnergyLevel = pSapper->GetDrainedEnergy(); |
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} |
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} |
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if ( UsesClipsForAmmo1() ) |
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{ |
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CheckReload(); |
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} |
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// Handle firing |
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if ( GetShieldState() == SS_DOWN && !m_bInReload ) |
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{ |
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if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) ) |
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{ |
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if ( m_iClip1 > 0 ) |
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{ |
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// Fire the plasma shot |
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PrimaryAttack(); |
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} |
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else |
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{ |
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Reload(); |
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} |
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} |
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// Reload button (or fire button when we're out of ammo) |
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if ( m_flNextPrimaryAttack <= gpGlobals->curtime ) |
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{ |
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if ( pOwner->m_nButtons & IN_RELOAD ) |
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{ |
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Reload(); |
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} |
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else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) ) |
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{ |
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if ( !m_iClip1 && HasPrimaryAmmo() ) |
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{ |
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Reload(); |
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} |
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} |
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} |
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} |
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// Prevent shield post frame if we're not ready to attack, or we're charging |
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AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload ); |
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WeaponIdle(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponCombatShotgun::PrimaryAttack( void ) |
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{ |
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner(); |
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if (!pPlayer) |
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return; |
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WeaponSound(SINGLE); |
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// Fire the bullets |
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Vector vecSrc = pPlayer->Weapon_ShootPosition( ); |
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Vector vecAiming; |
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pPlayer->EyeVectors( &vecAiming ); |
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PlayAttackAnimation( GetPrimaryAttackActivity() ); |
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float flDamage = weapon_combat_shotgun_damage.GetFloat(); |
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m_bPoweredShot = false; |
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// Always allow a powered shot, even if they have less than the actual cost. |
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// Prevents them having to examine the energy bar carefully to know if they have enough. |
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if ( m_flOwnersEnergyLevel || pPlayer->HasPowerup(POWERUP_BOOST) ) |
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{ |
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if ( m_flOwnersEnergyLevel ) |
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{ |
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CPlayerClassSapper *pSapper = static_cast<CPlayerClassSapper*>( pPlayer->GetPlayerClass() ); |
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pSapper->DeductDrainedEnergy( weapon_combat_shotgun_energy_cost.GetFloat() ); |
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} |
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m_bPoweredShot = true; |
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flDamage = weapon_combat_shotgun_powered_damage.GetFloat(); |
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} |
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// Make a satisfying shotgun force, and knock them into the air |
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float flForceScale = (100) * 75; |
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Vector vecForce = vecAiming; |
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vecForce.z += 0.7; |
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vecForce *= flForceScale; |
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CTakeDamageInfo info( this, pPlayer, vecForce, vec3_origin, flDamage, DMG_BULLET | DMG_BUCKSHOT); |
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TFGameRules()->FireBullets( info, weapon_combat_shotgun_pellets.GetFloat(), vecSrc, vecAiming, GetBulletSpread(), weapon_combat_shotgun_range.GetFloat(), m_iPrimaryAmmoType, 2, entindex(), 0 ); |
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m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate(); |
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m_iClip1 = m_iClip1 - 1; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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float CWeaponCombatShotgun::GetFireRate( void ) |
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{ |
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float flFireRate = ( SequenceDuration() * 2) + SHARED_RANDOMFLOAT( 0.0, 0.035f ); |
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CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() ); |
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if ( pPlayer ) |
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{ |
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// Ducking players should fire more rapidly. |
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if ( pPlayer->GetFlags() & FL_DUCKING ) |
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{ |
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flFireRate *= weapon_combat_shotgun_ducking_mod.GetFloat(); |
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} |
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} |
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return flFireRate; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Match the anim speed to the weapon speed while crouching |
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//----------------------------------------------------------------------------- |
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float CWeaponCombatShotgun::GetDefaultAnimSpeed( void ) |
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{ |
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if ( GetOwner() && GetOwner()->IsPlayer() ) |
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{ |
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if ( GetOwner()->GetFlags() & FL_DUCKING ) |
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return (1.0 + (1.0 - weapon_combat_shotgun_ducking_mod.GetFloat()) ); |
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} |
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return 1.0; |
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} |
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#if defined ( CLIENT_DLL ) |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CWeaponCombatShotgun::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options ) |
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{ |
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CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() ); |
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if ( !pPlayer ) |
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return true; |
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if ( m_flOwnersEnergyLevel || pPlayer->HasPowerup(POWERUP_BOOST) ) |
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{ |
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Vector vecMuzzlePos, vecBarrelPos; |
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QAngle angMuzzle; |
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int iAttachment = pViewModel->LookupAttachment( "0" ); |
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pViewModel->GetAttachment( iAttachment, vecBarrelPos, angMuzzle ); |
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//pViewModel->UncorrectViewModelAttachment( vecBarrelPos ); |
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iAttachment = pViewModel->LookupAttachment( "muzzle" ); |
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pViewModel->GetAttachment( 0, vecMuzzlePos, angMuzzle ); |
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unsigned char color[3]; |
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color[0] = 50; |
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color[1] = 255; |
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color[2] = 50; |
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FX_MuzzleEffect( vecBarrelPos, angMuzzle, 1.0, GetRefEHandle(), &color[0] ); |
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return true; |
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} |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponCombatShotgun::ViewModelDrawn( C_BaseViewModel *pViewModel ) |
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{ |
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CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() ); |
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if ( !pPlayer ) |
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return; |
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if ( m_flOwnersEnergyLevel ) |
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{ |
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Vector vecMuzzlePos, vecBarrelPos; |
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QAngle angMuzzle; |
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int iAttachment = pViewModel->LookupAttachment( "0" ); |
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pViewModel->GetAttachment( iAttachment, vecBarrelPos, angMuzzle ); |
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//pViewModel->UncorrectViewModelAttachment( vecBarrelPos ); |
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iAttachment = pViewModel->LookupAttachment( "muzzle" ); |
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pViewModel->GetAttachment( 0, vecMuzzlePos, angMuzzle ); |
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unsigned char color[3]; |
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color[0] = 50; |
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color[1] = 128; |
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color[2] = 50; |
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FX_Smoke( vecBarrelPos, angMuzzle, MAX(0.3,m_flOwnersEnergyLevel), 1, &color[0], 255 ); |
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} |
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} |
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#endif |