mirror of https://github.com/FWGS/hlsdk-xash3d
Merge assault shotgun source code into shotgun.
This commit is contained in:
parent
5c38662c4e
commit
904d742f54
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@ -39,7 +39,7 @@ set (CLDLL_SOURCES
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# ../dlls/python.cpp
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../dlls/rpg.cpp
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../dlls/satchel.cpp
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# ../dlls/shotgun.cpp
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../dlls/shotgun.cpp
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# ../dlls/squeakgrenade.cpp
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../dlls/tripmine.cpp
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# ../dlls/glock.cpp
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@ -594,19 +594,12 @@ void EV_FireShotGunDouble( event_args_t *args )
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EV_EjectBrass( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHOTSHELL );
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}
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/dbarrel1.wav", gEngfuncs.pfnRandomFloat( 0.98, 1.0 ), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/ashotgun1.wav", gEngfuncs.pfnRandomFloat( 0.98, 1.0 ), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
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EV_GetGunPosition( args, vecSrc, origin );
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VectorCopy( forward, vecAiming );
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if( gEngfuncs.GetMaxClients() > 1 )
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{
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EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.17365, 0.04362 );
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}
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else
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{
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EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.08716 );
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}
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EV_HLDM_FireBullets( idx, forward, right, up, 16, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.08716 );
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}
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void EV_FireShotGunSingle( event_args_t *args )
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@ -646,19 +639,12 @@ void EV_FireShotGunSingle( event_args_t *args )
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EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHOTSHELL );
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sbarrel1.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/ashotgun1.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
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EV_GetGunPosition( args, vecSrc, origin );
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VectorCopy( forward, vecAiming );
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if( gEngfuncs.GetMaxClients() > 1 )
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{
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EV_HLDM_FireBullets( idx, forward, right, up, 4, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.04362 );
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}
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else
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{
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EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.08716 );
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}
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EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.08716 );
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}
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//======================
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// SHOTGUN END
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@ -60,7 +60,7 @@ CPython g_Python;
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CMP5 g_Mp5*/;
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CCrossbow g_Crossbow;
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//CShotgun g_Shotgun;
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CShotgun g_Shotgun;
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CRpg g_Rpg;
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//CGauss g_Gauss;
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CEgon g_Egon;
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@ -630,7 +630,7 @@ void HUD_InitClientWeapons( void )
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/*HUD_PrepEntity( &g_Python, &player );
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HUD_PrepEntity( &g_Mp5, &player );*/
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HUD_PrepEntity( &g_Crossbow, &player );
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//HUD_PrepEntity( &g_Shotgun, &player );
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HUD_PrepEntity( &g_Shotgun, &player );
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HUD_PrepEntity( &g_Rpg, &player );
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//HUD_PrepEntity( &g_Gauss, &player );
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HUD_PrepEntity( &g_Egon, &player );
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@ -716,10 +716,10 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
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break;*/
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case WEAPON_BOLTGUN:
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pWeapon = &g_Crossbow;
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break;/*
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case WEAPON_SHOTGUN:
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break;
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case WEAPON_ASHOTGUN:
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pWeapon = &g_Shotgun;
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break;*/
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break;
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case WEAPON_ROCKETL:
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pWeapon = &g_Rpg;
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break;/*
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@ -105,7 +105,7 @@ set (SVDLL_SOURCES
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schedule.cpp
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scientist.cpp
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scripted.cpp
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# shotgun.cpp
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shotgun.cpp
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singleplay_gamerules.cpp
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skill.cpp
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sound.cpp
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@ -134,7 +134,7 @@ set (SVDLL_SOURCES
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coldice/m16.cpp
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coldice/railgun_arena.cpp
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coldice/sshotgun.cpp
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coldice/ashotgun.cpp
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# coldice/ashotgun.cpp
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coldice/cluster_grenade.cpp
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coldice/mac_10.cpp
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# coldice/railgun.cpp
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108
dlls/shotgun.cpp
108
dlls/shotgun.cpp
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@ -28,51 +28,48 @@
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enum shotgun_e
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{
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SHOTGUN_IDLE = 0,
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SHOTGUN_FIRE,
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SHOTGUN_FIRE2,
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SHOTGUN_RELOAD,
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SHOTGUN_PUMP,
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SHOTGUN_START_RELOAD,
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SHOTGUN_DRAW,
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SHOTGUN_HOLSTER,
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SHOTGUN_IDLE4,
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SHOTGUN_IDLE_DEEP
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ASHOTGUN_IDLE = 0,
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ASHOTGUN_FIRE,
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ASHOTGUN_FIRE2,
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ASHOTGUN_RELOAD,
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ASHOTGUN_PUMP,
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ASHOTGUN_START_RELOAD,
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ASHOTGUN_DRAW,
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ASHOTGUN_HOLSTER,
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ASHOTGUN_IDLE4,
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ASHOTGUN_IDLE_DEEP
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};
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LINK_ENTITY_TO_CLASS( weapon_ashotgun, CShotgun )
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LINK_ENTITY_TO_CLASS( weapon_shotgun, CShotgun )
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void CShotgun::Spawn()
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{
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pev->classname = MAKE_STRING("weapon_ashotgun");
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Precache();
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m_iId = WEAPON_SHOTGUN;
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SET_MODEL( ENT( pev ), "models/w_shotgun.mdl" );
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m_iId = WEAPON_ASHOTGUN;
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SET_MODEL( ENT( pev ), "models/wmodels/w_ashotgun.mdl" );
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m_iDefaultAmmo = SHOTGUN_DEFAULT_GIVE;
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m_iDefaultAmmo = ASHOTGUN_DEFAULT_GIVE;
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FallInit();// get ready to fall
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}
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void CShotgun::Precache( void )
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{
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PRECACHE_MODEL( "models/v_shotgun.mdl" );
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PRECACHE_MODEL( "models/w_shotgun.mdl" );
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PRECACHE_MODEL( "models/p_shotgun.mdl" );
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PRECACHE_MODEL( "models/vmodels/v_ashotgun.mdl" );
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PRECACHE_MODEL( "models/wmodels/w_ashotgun.mdl" );
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PRECACHE_MODEL( "models/pmodels/p_ashotgun.mdl" );
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m_iShell = PRECACHE_MODEL( "models/shotgunshell.mdl" );// shotgun shell
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PRECACHE_SOUND( "items/9mmclip1.wav" );
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PRECACHE_SOUND( "weapons/dbarrel1.wav" );//shotgun
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PRECACHE_SOUND( "weapons/sbarrel1.wav" );//shotgun
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PRECACHE_SOUND( "weapons/reload1.wav" ); // shotgun reload
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PRECACHE_SOUND( "weapons/reload3.wav" ); // shotgun reload
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//PRECACHE_SOUND( "weapons/sshell1.wav" ); // shotgun reload - played on client
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//PRECACHE_SOUND( "weapons/sshell3.wav" ); // shotgun reload - played on client
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PRECACHE_SOUND( "weapons/357_cock1.wav" ); // gun empty sound
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PRECACHE_SOUND( "weapons/ashotgun1.wav" );
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PRECACHE_SOUND( "weapons/scock1.wav" ); // cock gun
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m_usSingleFire = PRECACHE_EVENT( 1, "events/shotgun1.sc" );
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@ -98,19 +95,19 @@ int CShotgun::GetItemInfo( ItemInfo *p )
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p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = SHOTGUN_MAX_CLIP;
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p->iMaxClip = ASHOTGUN_MAX_CLIP;
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p->iSlot = 2;
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p->iPosition = 1;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_SHOTGUN;
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p->iWeight = SHOTGUN_WEIGHT;
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p->iId = m_iId = WEAPON_ASHOTGUN;
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p->iWeight = ASHOTGUN_WEIGHT;
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return 1;
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}
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BOOL CShotgun::Deploy()
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{
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return DefaultDeploy( "models/v_shotgun.mdl", "models/p_shotgun.mdl", SHOTGUN_DRAW, "shotgun" );
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return DefaultDeploy( "models/vmodels/v_ashotgun.mdl", "models/pmodels/p_ashotgun.mdl", ASHOTGUN_DRAW, "shotgun" );
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}
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void CShotgun::PrimaryAttack()
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@ -149,26 +146,10 @@ void CShotgun::PrimaryAttack()
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Vector vecDir;
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#ifdef CLIENT_DLL
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if( bIsMultiplayer() )
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#else
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if( g_pGameRules->IsMultiplayer() )
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#endif
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{
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vecDir = m_pPlayer->FireBulletsPlayer( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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else
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{
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// regular old, untouched spread.
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vecDir = m_pPlayer->FireBulletsPlayer( 6, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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vecDir = m_pPlayer->FireBulletsPlayer( 12, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSingleFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
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if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
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if( m_iClip != 0 )
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m_flPumpTime = gpGlobals->time + 0.5;
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@ -219,27 +200,10 @@ void CShotgun::SecondaryAttack( void )
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Vector vecDir;
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#ifdef CLIENT_DLL
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if( bIsMultiplayer() )
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#else
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if( g_pGameRules->IsMultiplayer() )
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#endif
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{
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// tuned for deathmatch
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vecDir = m_pPlayer->FireBulletsPlayer( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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else
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{
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// untouched default single player
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vecDir = m_pPlayer->FireBulletsPlayer( 12, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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}
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vecDir = m_pPlayer->FireBulletsPlayer( 16, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usDoubleFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
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if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
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if( m_iClip != 0 )
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m_flPumpTime = gpGlobals->time + 0.95;
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@ -255,7 +219,7 @@ void CShotgun::SecondaryAttack( void )
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void CShotgun::Reload( void )
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_MAX_CLIP )
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == ASHOTGUN_MAX_CLIP )
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return;
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// don't reload until recoil is done
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@ -265,7 +229,7 @@ void CShotgun::Reload( void )
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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( SHOTGUN_START_RELOAD );
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SendWeaponAnim( ASHOTGUN_START_RELOAD );
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m_fInSpecialReload = 1;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
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@ -285,7 +249,7 @@ void CShotgun::Reload( void )
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else
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) );
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SendWeaponAnim( SHOTGUN_RELOAD );
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SendWeaponAnim( ASHOTGUN_RELOAD );
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m_flNextReload = UTIL_WeaponTimeBase() + 0.5;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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@ -320,14 +284,14 @@ void CShotgun::WeaponIdle( void )
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}
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else if( m_fInSpecialReload != 0 )
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{
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if( m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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if( m_iClip != 16 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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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( SHOTGUN_PUMP );
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SendWeaponAnim( ASHOTGUN_PUMP );
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// play cocking sound
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) );
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@ -341,17 +305,17 @@ void CShotgun::WeaponIdle( void )
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
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if( flRand <= 0.8 )
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{
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iAnim = SHOTGUN_IDLE_DEEP;
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iAnim = ASHOTGUN_IDLE_DEEP;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0 / 12.0 );// * RANDOM_LONG( 2, 5 );
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}
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else if( flRand <= 0.95 )
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{
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iAnim = SHOTGUN_IDLE;
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iAnim = ASHOTGUN_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 );
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}
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else
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{
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iAnim = SHOTGUN_IDLE4;
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iAnim = ASHOTGUN_IDLE4;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 );
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}
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SendWeaponAnim( iAnim );
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@ -364,12 +328,12 @@ class CShotgunAmmo : public CBasePlayerAmmo
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void Spawn( void )
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/w_shotbox.mdl" );
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SET_MODEL( ENT( pev ), "models/ammo/w_buckshot.mdl" );
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CBasePlayerAmmo::Spawn();
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}
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void Precache( void )
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{
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PRECACHE_MODEL( "models/w_shotbox.mdl" );
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PRECACHE_MODEL( "models/ammo/w_buckshot.mdl" );
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PRECACHE_SOUND( "items/9mmclip1.wav" );
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}
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BOOL AddAmmo( CBaseEntity *pOther )
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@ -383,4 +347,4 @@ class CShotgunAmmo : public CBasePlayerAmmo
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}
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};
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LINK_ENTITY_TO_CLASS( ammo_buckshot, CShotgunAmmo )
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LINK_ENTITY_TO_CLASS( ammo_buckshotbox, CShotgunAmmo )
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@ -1643,7 +1643,7 @@ TYPEDESCRIPTION CRpgRocket::m_SaveData[] =
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};
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IMPLEMENT_SAVERESTORE( CRpgRocket, CGrenade )
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/*
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TYPEDESCRIPTION CShotgun::m_SaveData[] =
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{
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DEFINE_FIELD( CShotgun, m_flNextReload, FIELD_TIME ),
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@ -1654,7 +1654,7 @@ TYPEDESCRIPTION CShotgun::m_SaveData[] =
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};
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IMPLEMENT_SAVERESTORE( CShotgun, CBasePlayerWeapon )
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/*
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TYPEDESCRIPTION CGauss::m_SaveData[] =
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{
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DEFINE_FIELD( CGauss, m_fInAttack, FIELD_INTEGER ),
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|
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@ -663,7 +663,7 @@ private:
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unsigned short m_usCrossbow;
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unsigned short m_usCrossbow2;
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};
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/*
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|
||||
class CShotgun : public CBasePlayerWeapon
|
||||
{
|
||||
public:
|
||||
|
@ -700,7 +700,7 @@ private:
|
|||
unsigned short m_usDoubleFire;
|
||||
unsigned short m_usSingleFire;
|
||||
};
|
||||
*/
|
||||
|
||||
class CLaserSpot : public CBaseEntity
|
||||
{
|
||||
void Spawn( void );
|
||||
|
|
Loading…
Reference in New Issue