/*** * * Copyright (c) 1999, 2000 Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "gamerules.h" // 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 enum shotgun_e { SHOTGUN_IDLE = 0, SHOTGUN_FIRE, SHOTGUN_FIRE2, SHOTGUN_RELOAD, SHOTGUN_PUMP, SHOTGUN_START_RELOAD, SHOTGUN_DRAW, SHOTGUN_HOLSTER, SHOTGUN_IDLE4, SHOTGUN_IDLE_DEEP }; class CShotgun : public CBasePlayerWeapon { public: int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; void Spawn( void ); void Precache( void ); int iItemSlot( ) { return 3; } int GetItemInfo(ItemInfo *p); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack( void ); void SecondaryAttack( void ); BOOL Deploy( ); void Reload( void ); void WeaponIdle( void ); int m_fInReload; float m_flNextReload; int m_iShell; float m_flPumpTime; private: unsigned short m_usDoubleFire; unsigned short m_usSingleFire; }; LINK_ENTITY_TO_CLASS( weapon_shotgun, CShotgun ); TYPEDESCRIPTION CShotgun::m_SaveData[] = { DEFINE_FIELD( CShotgun, m_flNextReload, FIELD_TIME ), DEFINE_FIELD( CShotgun, m_fInReload, FIELD_INTEGER ), DEFINE_FIELD( CShotgun, m_flNextReload, FIELD_TIME ), // DEFINE_FIELD( CShotgun, m_iShell, FIELD_INTEGER ), DEFINE_FIELD( CShotgun, m_flPumpTime, FIELD_TIME ), }; IMPLEMENT_SAVERESTORE( CShotgun, CBasePlayerWeapon ); void CShotgun::Spawn( ) { Precache( ); m_iId = WEAPON_SHOTGUN; SET_MODEL(ENT(pev), "models/w_shotgun.mdl"); m_iDefaultAmmo = SHOTGUN_DEFAULT_GIVE; FallInit();// get ready to fall } void CShotgun::Precache( void ) { PRECACHE_MODEL("models/v_shotgun.mdl"); PRECACHE_MODEL("models/w_shotgun.mdl"); PRECACHE_MODEL("models/p_shotgun.mdl"); m_iShell = PRECACHE_MODEL ("models/shotgunshell.mdl");// shotgun shell PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND ("weapons/dbarrel1.wav");//shotgun PRECACHE_SOUND ("weapons/sbarrel1.wav");//shotgun PRECACHE_SOUND ("weapons/reload1.wav"); // shotgun reload PRECACHE_SOUND ("weapons/reload3.wav"); // shotgun reload // PRECACHE_SOUND ("weapons/sshell1.wav"); // shotgun reload - played on client // PRECACHE_SOUND ("weapons/sshell3.wav"); // shotgun reload - played on client PRECACHE_SOUND ("weapons/357_cock1.wav"); // gun empty sound PRECACHE_SOUND ("weapons/scock1.wav"); // cock gun m_usSingleFire = PRECACHE_EVENT( 1, "events/shotgun1.sc" ); m_usDoubleFire = PRECACHE_EVENT( 1, "events/shotgun2.sc" ); } int CShotgun::AddToPlayer( CBasePlayer *pPlayer ) { if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); MESSAGE_END(); return TRUE; } return FALSE; } int CShotgun::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "buckshot"; p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = SHOTGUN_MAX_CLIP; p->iSlot = 2; p->iPosition = 1; p->iFlags = 0; p->iId = m_iId = WEAPON_SHOTGUN; p->iWeight = SHOTGUN_WEIGHT; return 1; } BOOL CShotgun::Deploy( ) { return DefaultDeploy( "models/v_shotgun.mdl", "models/p_shotgun.mdl", SHOTGUN_DRAW, "shotgun" ); } void CShotgun::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound( ); m_flNextPrimaryAttack = gpGlobals->time + 0.15; return; } if (m_iClip <= 0) { Reload( ); if (m_iClip == 0) PlayEmptySound( ); return; } PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usSingleFire ); m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip--; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if ( g_pGameRules->IsDeathmatch() ) { // altered deathmatch spread m_pPlayer->FireBullets( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); } else { // regular old, untouched spread. m_pPlayer->FireBullets( 6, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); } if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); if (m_iClip != 0) m_flPumpTime = gpGlobals->time + 0.5; m_flNextPrimaryAttack = gpGlobals->time + 0.75; m_flNextSecondaryAttack = gpGlobals->time + 0.75; if (m_iClip != 0) m_flTimeWeaponIdle = gpGlobals->time + 5.0; else m_flTimeWeaponIdle = 0.75; m_fInReload = 0; } void CShotgun::SecondaryAttack( void ) { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound( ); m_flNextPrimaryAttack = gpGlobals->time + 0.15; return; } if (m_iClip <= 1) { Reload( ); PlayEmptySound( ); return; } PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usDoubleFire ); m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip -= 2; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if ( g_pGameRules->IsDeathmatch() ) { // tuned for deathmatch m_pPlayer->FireBullets( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); } else { // untouched default single player m_pPlayer->FireBullets( 12, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); } if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); if (m_iClip != 0) m_flPumpTime = gpGlobals->time + 0.95; m_flNextPrimaryAttack = gpGlobals->time + 1.5; m_flNextSecondaryAttack = gpGlobals->time + 1.5; if (m_iClip != 0) m_flTimeWeaponIdle = gpGlobals->time + 6.0; else m_flTimeWeaponIdle = 1.5; m_fInReload = 0; } void CShotgun::Reload( void ) { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_MAX_CLIP) return; if (m_flNextReload > gpGlobals->time) return; // don't reload until recoil is done if (m_flNextPrimaryAttack > gpGlobals->time) return; // check to see if we're ready to reload if (m_fInReload == 0) { SendWeaponAnim( SHOTGUN_START_RELOAD ); m_fInReload = 1; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6; m_flTimeWeaponIdle = gpGlobals->time + 0.6; m_flNextPrimaryAttack = gpGlobals->time + 1.0; m_flNextSecondaryAttack = gpGlobals->time + 1.0; return; } else if (m_fInReload == 1) { if (m_flTimeWeaponIdle > gpGlobals->time) return; // was waiting for gun to move to side m_fInReload = 2; if (RANDOM_LONG(0,1)) EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f)); else EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0,0x1f)); SendWeaponAnim( SHOTGUN_RELOAD ); m_flNextReload = gpGlobals->time + 0.5; m_flTimeWeaponIdle = gpGlobals->time + 0.5; } else { // Add them to the clip m_iClip += 1; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1; m_fInReload = 1; } } void CShotgun::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if (m_flPumpTime && m_flPumpTime < gpGlobals->time) { // play pumping sound EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f)); m_flPumpTime = 0; } if (m_flTimeWeaponIdle < gpGlobals->time) { if (m_iClip == 0 && m_fInReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { Reload( ); } else if (m_fInReload != 0) { if (m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { Reload( ); } else { // reload debounce has timed out SendWeaponAnim( SHOTGUN_PUMP ); // play cocking sound EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f)); m_fInReload = 0; m_flTimeWeaponIdle = gpGlobals->time + 1.5; } } else { int iAnim; float flRand = RANDOM_FLOAT(0, 1); if (flRand <= 0.8) { iAnim = SHOTGUN_IDLE_DEEP; m_flTimeWeaponIdle = gpGlobals->time + (60.0/12.0);// * RANDOM_LONG(2, 5); } else if (flRand <= 0.95) { iAnim = SHOTGUN_IDLE; m_flTimeWeaponIdle = gpGlobals->time + (20.0/9.0); } else { iAnim = SHOTGUN_IDLE4; m_flTimeWeaponIdle = gpGlobals->time + (20.0/9.0); } SendWeaponAnim( iAnim ); } } } class CShotgunAmmo : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_shotbox.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_shotbox.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { if (pOther->GiveAmmo( AMMO_BUCKSHOTBOX_GIVE, "buckshot", BUCKSHOT_MAX_CARRY ) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_buckshot, CShotgunAmmo );
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 937 | Sam Stafford |
Renaming my guest directory to the more conventional sam_stafford. |
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//guest/samwise/p4hl/src/dlls/shotgun.cpp | |||||
#1 | 936 | Sam Stafford |
Adding P4HL to the public depot. See relnotes.txt for installation instructions; all relevant files are under p4hl/dist. Source code is under p4hl/src in the form of a VC++ project. |