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794 lines
22 KiB
C++
794 lines
22 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A shotgun.
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//
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// Primary attack: single barrel shot.
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// Secondary attack: double barrel shot.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "npcevent.h"
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#include "basehlcombatweapon_shared.h"
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#include "basecombatcharacter.h"
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#include "ai_basenpc.h"
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#include "player.h"
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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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#include "gamestats.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern ConVar sk_auto_reload_time;
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extern ConVar sk_plr_num_shotgun_pellets;
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class CWeaponShotgun : public CBaseHLCombatWeapon
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CWeaponShotgun, CBaseHLCombatWeapon );
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DECLARE_SERVERCLASS();
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private:
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bool m_bNeedPump; // When emptied completely
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bool m_bDelayedFire1; // Fire primary when finished reloading
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bool m_bDelayedFire2; // Fire secondary when finished reloading
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public:
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void Precache( void );
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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virtual const Vector& GetBulletSpread( void )
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{
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static Vector vitalAllyCone = VECTOR_CONE_3DEGREES;
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static Vector cone = VECTOR_CONE_10DEGREES;
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if( GetOwner() && (GetOwner()->Classify() == CLASS_PLAYER_ALLY_VITAL) )
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{
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// Give Alyx's shotgun blasts more a more directed punch. She needs
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// to be at least as deadly as she would be with her pistol to stay interesting (sjb)
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return vitalAllyCone;
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}
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return cone;
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}
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virtual int GetMinBurst() { return 1; }
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virtual int GetMaxBurst() { return 3; }
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virtual float GetMinRestTime();
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virtual float GetMaxRestTime();
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virtual float GetFireRate( void );
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bool StartReload( void );
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bool Reload( void );
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void FillClip( void );
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void FinishReload( void );
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void CheckHolsterReload( void );
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void Pump( void );
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// void WeaponIdle( void );
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void ItemHolsterFrame( void );
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void ItemPostFrame( 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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void FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles );
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void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary );
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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DECLARE_ACTTABLE();
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CWeaponShotgun(void);
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};
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IMPLEMENT_SERVERCLASS_ST(CWeaponShotgun, DT_WeaponShotgun)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_shotgun, CWeaponShotgun );
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PRECACHE_WEAPON_REGISTER(weapon_shotgun);
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BEGIN_DATADESC( CWeaponShotgun )
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DEFINE_FIELD( m_bNeedPump, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bDelayedFire1, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bDelayedFire2, FIELD_BOOLEAN ),
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END_DATADESC()
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acttable_t CWeaponShotgun::m_acttable[] =
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{
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{ ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to shotgun unique
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD, ACT_RELOAD_SHOTGUN, false },
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{ ACT_WALK, ACT_WALK_RIFLE, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
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// Readiness activities (not aiming)
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{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
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{ ACT_IDLE_AGITATED, ACT_IDLE_SHOTGUN_AGITATED, false },//always aims
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{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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// Readiness activities (aiming)
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
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{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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//End readiness activities
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{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
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{ ACT_RUN, ACT_RUN_RIFLE, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true },
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{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponShotgun);
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void CWeaponShotgun::Precache( void )
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{
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CBaseCombatWeapon::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOperator -
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//-----------------------------------------------------------------------------
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void CWeaponShotgun::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles )
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{
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Vector vecShootOrigin, vecShootDir;
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CAI_BaseNPC *npc = pOperator->MyNPCPointer();
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ASSERT( npc != NULL );
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WeaponSound( SINGLE_NPC );
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pOperator->DoMuzzleFlash();
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m_iClip1 = m_iClip1 - 1;
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if ( bUseWeaponAngles )
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{
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QAngle angShootDir;
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GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
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AngleVectors( angShootDir, &vecShootDir );
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}
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else
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{
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vecShootOrigin = pOperator->Weapon_ShootPosition();
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vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
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}
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pOperator->FireBullets( 8, vecShootOrigin, vecShootDir, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponShotgun::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
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{
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// Ensure we have enough rounds in the clip
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m_iClip1++;
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FireNPCPrimaryAttack( pOperator, true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeaponShotgun::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
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{
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switch( pEvent->event )
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{
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case EVENT_WEAPON_SHOTGUN_FIRE:
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{
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FireNPCPrimaryAttack( pOperator, false );
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}
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break;
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default:
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CBaseCombatWeapon::Operator_HandleAnimEvent( pEvent, pOperator );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: When we shipped HL2, the shotgun weapon did not override the
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// BaseCombatWeapon default rest time of 0.3 to 0.6 seconds. When
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// NPC's fight from a stationary position, their animation events
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// govern when they fire so the rate of fire is specified by the
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// animation. When NPC's move-and-shoot, the rate of fire is
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// specifically controlled by the shot regulator, so it's imporant
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// that GetMinRestTime and GetMaxRestTime are implemented and provide
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// reasonable defaults for the weapon. To address difficulty concerns,
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// we are going to fix the combine's rate of shotgun fire in episodic.
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// This change will not affect Alyx using a shotgun in EP1. (sjb)
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//-----------------------------------------------------------------------------
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float CWeaponShotgun::GetMinRestTime()
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{
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if( hl2_episodic.GetBool() && GetOwner() && GetOwner()->Classify() == CLASS_COMBINE )
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{
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return 1.2f;
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}
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return BaseClass::GetMinRestTime();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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float CWeaponShotgun::GetMaxRestTime()
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{
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if( hl2_episodic.GetBool() && GetOwner() && GetOwner()->Classify() == CLASS_COMBINE )
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{
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return 1.5f;
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}
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return BaseClass::GetMaxRestTime();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Time between successive shots in a burst. Also returned for EP2
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// with an eye to not messing up Alyx in EP1.
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//-----------------------------------------------------------------------------
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float CWeaponShotgun::GetFireRate()
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{
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if( hl2_episodic.GetBool() && GetOwner() && GetOwner()->Classify() == CLASS_COMBINE )
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{
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return 0.8f;
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}
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return 0.7;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override so only reload one shell at a time
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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bool CWeaponShotgun::StartReload( 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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// If shotgun totally emptied then a pump animation is needed
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//NOTENOTE: This is kinda lame because the player doesn't get strong feedback on when the reload has finished,
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// without the pump. Technically, it's incorrect, but it's good for feedback...
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if (m_iClip1 <= 0)
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{
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m_bNeedPump = true;
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}
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int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
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if (j <= 0)
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return false;
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SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );
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// Make shotgun shell visible
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SetBodygroup(1,0);
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pOwner->m_flNextAttack = gpGlobals->curtime;
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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m_bInReload = true;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override so only reload one shell at a time
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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bool CWeaponShotgun::Reload( void )
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{
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// Check that StartReload was called first
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if (!m_bInReload)
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{
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Warning("ERROR: Shotgun Reload called incorrectly!\n");
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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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int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
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if (j <= 0)
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return false;
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FillClip();
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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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pOwner->m_flNextAttack = gpGlobals->curtime;
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play finish reload anim and fill clip
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeaponShotgun::FinishReload( void )
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{
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// Make shotgun shell invisible
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SetBodygroup(1,1);
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CBaseCombatCharacter *pOwner = GetOwner();
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if ( pOwner == NULL )
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return;
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m_bInReload = false;
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// Finish reload animation
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SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH );
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pOwner->m_flNextAttack = gpGlobals->curtime;
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play finish reload anim and fill clip
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// Input :
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// Output :
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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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if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
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{
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if ( Clip1() < GetMaxClip1() )
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{
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m_iClip1++;
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pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play weapon pump anim
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeaponShotgun::Pump( 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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m_bNeedPump = false;
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WeaponSound( SPECIAL1 );
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// Finish reload animation
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SendWeaponAnim( ACT_SHOTGUN_PUMP );
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pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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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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SendWeaponAnim( ACT_VM_DRYFIRE );
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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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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// 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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// player "shoot" animation
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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 + SequenceDuration();
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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_SCALE_DEFAULT );
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pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 1.0 );
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// Fire the bullets, and force the first shot to be perfectly accuracy
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pPlayer->FireBullets( sk_plr_num_shotgun_pellets.GetInt(), vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0, -1, -1, 0, NULL, true, true );
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pPlayer->ViewPunch( QAngle( random->RandomFloat( -2, -1 ), random->RandomFloat( -2, 2 ), 0 ) );
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_SHOTGUN, 0.2, GetOwner() );
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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 )
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{
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// pump so long as some rounds are left.
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m_bNeedPump = true;
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}
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m_iPrimaryAttacks++;
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gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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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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pPlayer->m_nButtons &= ~IN_ATTACK2;
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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();
|
|
|
|
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 );
|
|
}
|
|
}
|
|
*/
|