mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
418 lines
9.3 KiB
C++
418 lines
9.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: This is the Shotgun weapon
|
|
//
|
|
// $Workfile: $
|
|
// $Date: $
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "npcevent.h"
|
|
#include "hl1mp_basecombatweapon_shared.h"
|
|
//#include "basecombatcharacter.h"
|
|
//#include "AI_BaseNPC.h"
|
|
#ifdef CLIENT_DLL
|
|
#include "c_baseplayer.h"
|
|
#else
|
|
#include "player.h"
|
|
#endif
|
|
#include "gamerules.h" // For g_pGameRules
|
|
#include "in_buttons.h"
|
|
//#include "soundent.h"
|
|
#include "vstdlib/random.h"
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
#define CWeaponShotgun C_WeaponShotgun
|
|
#endif
|
|
|
|
// special deathmatch shotgun spreads
|
|
#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees
|
|
#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees
|
|
|
|
|
|
class CWeaponShotgun : public CBaseHL1MPCombatWeapon
|
|
{
|
|
DECLARE_CLASS( CWeaponShotgun, CBaseHL1MPCombatWeapon );
|
|
|
|
DECLARE_NETWORKCLASS();
|
|
DECLARE_PREDICTABLE();
|
|
|
|
private:
|
|
// float m_flPumpTime;
|
|
// int m_fInSpecialReload;
|
|
|
|
CNetworkVar( float, m_flPumpTime);
|
|
CNetworkVar( int, m_fInSpecialReload );
|
|
|
|
public:
|
|
void Precache( void );
|
|
|
|
bool Reload( void );
|
|
void FillClip( void );
|
|
void WeaponIdle( void );
|
|
void PrimaryAttack( void );
|
|
void SecondaryAttack( void );
|
|
void DryFire( void );
|
|
|
|
// DECLARE_SERVERCLASS();
|
|
// DECLARE_DATADESC();
|
|
|
|
CWeaponShotgun(void);
|
|
|
|
//#ifndef CLIENT_DLL
|
|
// DECLARE_ACTTABLE();
|
|
//#endif
|
|
};
|
|
|
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponShotgun, DT_WeaponShotgun );
|
|
|
|
BEGIN_NETWORK_TABLE( CWeaponShotgun, DT_WeaponShotgun )
|
|
#ifdef CLIENT_DLL
|
|
RecvPropFloat( RECVINFO( m_flPumpTime ) ),
|
|
RecvPropInt( RECVINFO( m_fInSpecialReload ) ),
|
|
#else
|
|
SendPropFloat( SENDINFO( m_flPumpTime ) ),
|
|
SendPropInt( SENDINFO( m_fInSpecialReload ) ),
|
|
#endif
|
|
END_NETWORK_TABLE()
|
|
|
|
BEGIN_PREDICTION_DATA( CWeaponShotgun )
|
|
#ifdef CLIENT_DLL
|
|
DEFINE_PRED_FIELD( m_flPumpTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
|
|
DEFINE_PRED_FIELD( m_fInSpecialReload, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
|
|
#endif
|
|
END_PREDICTION_DATA()
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_shotgun, CWeaponShotgun );
|
|
PRECACHE_WEAPON_REGISTER(weapon_shotgun);
|
|
|
|
//IMPLEMENT_SERVERCLASS_ST( CWeaponShotgun, DT_WeaponShotgun )
|
|
//END_SEND_TABLE()
|
|
|
|
//BEGIN_DATADESC( CWeaponShotgun )
|
|
//END_DATADESC()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CWeaponShotgun::CWeaponShotgun( void )
|
|
{
|
|
m_bReloadsSingly = true;
|
|
m_bFiresUnderwater = false;
|
|
m_flPumpTime = 0.0;
|
|
m_fInSpecialReload = 0;
|
|
}
|
|
|
|
|
|
void CWeaponShotgun::Precache( void )
|
|
{
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
void CWeaponShotgun::PrimaryAttack( void )
|
|
{
|
|
// Only the player fires this way so we can cast
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
|
|
if (!pPlayer)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( m_iClip1 <= 0 )
|
|
{
|
|
Reload();
|
|
if ( m_iClip1 <= 0 )
|
|
DryFire( );
|
|
|
|
return;
|
|
}
|
|
|
|
// MUST call sound before removing a round from the clip of a CMachineGun
|
|
WeaponSound( SINGLE );
|
|
|
|
pPlayer->DoMuzzleFlash();
|
|
|
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
|
|
pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
// Don't fire again until fire animation has completed
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
|
|
m_iClip1 -= 1;
|
|
|
|
Vector vecSrc = pPlayer->Weapon_ShootPosition();
|
|
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
|
|
|
if ( g_pGameRules->IsMultiplayer() )
|
|
{
|
|
FireBulletsInfo_t info( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
|
|
info.m_pAttacker = pPlayer;
|
|
|
|
pPlayer->FireBullets( info );
|
|
}
|
|
else
|
|
{
|
|
FireBulletsInfo_t info( 6, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
|
|
info.m_pAttacker = pPlayer;
|
|
|
|
pPlayer->FireBullets( info );
|
|
|
|
// pPlayer->FireBullets( 6, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
|
|
}
|
|
|
|
EjectShell( pPlayer, 1 );
|
|
|
|
#if !defined(CLIENT_DLL)
|
|
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 1.0 );
|
|
#endif
|
|
|
|
pPlayer->ViewPunch( QAngle( -5, 0, 0 ) );
|
|
|
|
// CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 );
|
|
WeaponSound( SINGLE );
|
|
|
|
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_fInSpecialReload = 0;
|
|
}
|
|
|
|
|
|
void CWeaponShotgun::SecondaryAttack( void )
|
|
{
|
|
// Only the player fires this way so we can cast
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
|
|
if (!pPlayer)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( m_iClip1 <= 1 )
|
|
{
|
|
Reload();
|
|
if ( m_iClip1 <= 0 )
|
|
DryFire( );
|
|
|
|
return;
|
|
}
|
|
|
|
if ( pPlayer->GetWaterLevel() == 3 )
|
|
{
|
|
// This weapon doesn't fire underwater
|
|
WeaponSound(EMPTY);
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.2;
|
|
return;
|
|
}
|
|
|
|
// MUST call sound before removing a round from the clip of a CMachineGun
|
|
WeaponSound( WPN_DOUBLE );
|
|
|
|
pPlayer->DoMuzzleFlash();
|
|
|
|
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
|
|
pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
// Don't fire again until fire animation has completed
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + 1.5;
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + 1.5;
|
|
|
|
m_iClip1 -= 2; // Shotgun uses same clip for primary and secondary attacks
|
|
|
|
Vector vecSrc = pPlayer->Weapon_ShootPosition();
|
|
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
|
|
|
// Fire the bullets
|
|
if ( g_pGameRules->IsMultiplayer() )
|
|
{
|
|
FireBulletsInfo_t info( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
|
|
info.m_pAttacker = pPlayer;
|
|
|
|
pPlayer->FireBullets( info );
|
|
|
|
// pPlayer->FireBullets( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
|
|
}
|
|
else
|
|
{
|
|
FireBulletsInfo_t info( 12, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
|
|
|
|
pPlayer->FireBullets( info );
|
|
// pPlayer->FireBullets( 12, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
|
|
}
|
|
|
|
EjectShell( pPlayer, 1 );
|
|
EjectShell( pPlayer, 1 );
|
|
|
|
pPlayer->ViewPunch( QAngle( -10, 0, 0 ) );
|
|
#if !defined(CLIENT_DLL)
|
|
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 1.0 );
|
|
#endif
|
|
|
|
// CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 800, 0.2 );
|
|
WeaponSound( SINGLE );
|
|
|
|
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_fInSpecialReload = 0;
|
|
}
|
|
|
|
|
|
bool CWeaponShotgun::Reload( void )
|
|
{
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
|
|
if ( pOwner == NULL )
|
|
return false;
|
|
|
|
if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
|
|
return false;
|
|
|
|
if ( m_iClip1 >= GetMaxClip1() )
|
|
return false;
|
|
|
|
// don't reload until recoil is done
|
|
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
|
|
return false;
|
|
|
|
// check to see if we're ready to reload
|
|
if ( m_fInSpecialReload == 0 )
|
|
{
|
|
SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );
|
|
m_fInSpecialReload = 1;
|
|
|
|
pOwner->m_flNextAttack = gpGlobals->curtime + 0.6;
|
|
SetWeaponIdleTime( gpGlobals->curtime + 0.6 );
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
|
|
|
|
return true;
|
|
}
|
|
else if ( m_fInSpecialReload == 1 )
|
|
{
|
|
if ( !HasWeaponIdleTimeElapsed() )
|
|
return false;
|
|
|
|
// was waiting for gun to move to side
|
|
m_fInSpecialReload = 2;
|
|
|
|
// Play reload on different channel as otherwise steals channel away from fire sound
|
|
WeaponSound( RELOAD );
|
|
SendWeaponAnim( ACT_VM_RELOAD );
|
|
|
|
SetWeaponIdleTime( gpGlobals->curtime + 0.5 );
|
|
}
|
|
else
|
|
{
|
|
FillClip();
|
|
m_fInSpecialReload = 1;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void CWeaponShotgun::FillClip( void )
|
|
{
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
|
|
if ( pOwner == NULL )
|
|
return;
|
|
|
|
// Add them to the clip
|
|
m_iClip1++;
|
|
pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
|
|
}
|
|
|
|
|
|
void CWeaponShotgun::DryFire( void )
|
|
{
|
|
WeaponSound( EMPTY );
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
|
|
}
|
|
|
|
|
|
void CWeaponShotgun::WeaponIdle( void )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
|
|
if ( pPlayer == NULL )
|
|
return;
|
|
|
|
pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
|
|
|
|
if ( m_flPumpTime && m_flPumpTime < gpGlobals->curtime )
|
|
{
|
|
// play pumping sound
|
|
WeaponSound( SPECIAL1 );
|
|
m_flPumpTime = 0;
|
|
}
|
|
|
|
if ( HasWeaponIdleTimeElapsed() )
|
|
{
|
|
if ( m_iClip1 == 0 && m_fInSpecialReload == 0 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
|
|
{
|
|
Reload();
|
|
}
|
|
else if ( m_fInSpecialReload != 0 )
|
|
{
|
|
if ( m_iClip1 != 8 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
|
|
{
|
|
Reload( );
|
|
}
|
|
else
|
|
{
|
|
// reload debounce has timed out
|
|
SendWeaponAnim( ACT_SHOTGUN_PUMP );
|
|
|
|
// play cocking sound
|
|
WeaponSound( SPECIAL1 );
|
|
m_fInSpecialReload = 0;
|
|
SetWeaponIdleTime( gpGlobals->curtime + 1.5 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int iAnim;
|
|
float flRand = random->RandomFloat( 0, 1 );
|
|
|
|
if ( flRand <= 0.8 )
|
|
{
|
|
iAnim = ACT_SHOTGUN_IDLE_DEEP;
|
|
}
|
|
else if ( flRand <= 0.95 )
|
|
{
|
|
iAnim = ACT_VM_IDLE;
|
|
}
|
|
else
|
|
{
|
|
iAnim = ACT_SHOTGUN_IDLE4;
|
|
}
|
|
|
|
SendWeaponAnim( iAnim );
|
|
}
|
|
}
|
|
}
|