hlsdk-xash3d/dlls/tfc/shotgun.cpp

204 lines
5.9 KiB
C++

#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
LINK_ENTITY_TO_CLASS( tf_weapon_shotgun, CTFShotgun )
void CTFShotgun::Spawn()
{
Precache();
m_iId = 8;
m_iDefaultAmmo = 8;
m_iMaxClipSize = 8;
m_iShellsReloaded = 1;
m_fReloadTime = 0.25;
m_flPumpTime = 1000;
pev->solid = SOLID_TRIGGER;
}
void CTFShotgun::Precache( void )
{
PRECACHE_MODEL("models/v_tfc_12gauge.mdl");
PRECACHE_MODEL("models/p_smallshotgun.mdl");
PRECACHE_MODEL("models/p_shotgun2.mdl");
m_iShell = PRECACHE_MODEL("models/shotgunshell.mdl");
PRECACHE_SOUND("weapons/dbarrel1.wav");
PRECACHE_SOUND("weapons/sbarrel1.wav");
PRECACHE_SOUND("weapons/reload1.wav");
PRECACHE_SOUND("weapons/reload3.wav");
PRECACHE_SOUND("weapons/357_cock1.wav");
PRECACHE_SOUND("weapons/scock1.wav");
PRECACHE_SOUND("weapons/shotgn2.wav");
m_usFireShotgun = PRECACHE_EVENT(1, "events/wpn/tf_sg.sc");
m_usReloadShotgun = PRECACHE_EVENT(1, "events/wpn/tf_sgreload.sc");
m_usPumpShotgun = PRECACHE_EVENT(1, "events/wpn/tf_sgpump.sc");
}
int CTFShotgun::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 CTFShotgun::GetItemInfo( ItemInfo *p )
{
p->pszAmmo1 = "buckshot";
p->pszName = STRING( pev->classname );
p->iMaxAmmo1 = 200;
p->pszAmmo2 = 0;
p->iMaxAmmo2 = -1;
p->iSlot = 1;
p->iPosition = 3;
p->iFlags = 0;
p->iMaxClip = m_iMaxClipSize;
p->iId = 8;
p->iWeight = 15;
return 1;
}
BOOL CTFShotgun::Deploy()
{
return DefaultDeploy( "models/v_tfc_12gauge.mdl", "models/p_smallshotgun.mdl", TFCSHOTGUN_DRAW, "shotgun", 1 );
}
void CTFShotgun::PrimaryAttack()
{
float flDelta;
vec3_t *p_vecDirShooting;
vec3_t vecSrc, vecAiming;
vec3_t spread;
if ( m_iClip <= 0 )
{
Reload();
if( m_iClip == 0 )
PlayEmptySound();
}
else
{
m_pPlayer->m_iWeaponVolume = 1000;
m_pPlayer->m_iWeaponFlash = 256;
PLAYBACK_EVENT_FULL(1, ENT(m_pPlayer->pev), m_usFireShotgun, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0, 0, 0);
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
vecSrc = m_pPlayer->GetGunPosition();
vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
spread.x = 0.04;
spread.y = 0.04;
spread.z = 0;
m_pPlayer->FireBullets(6, vecSrc, vecAiming, spread, 2048.0, 6, 0, 4, 0);
if ( !m_iClip && m_pPlayer->ammo_buckshot <= 0 )
{
p_vecDirShooting = 0;
flDelta = 0.0;
}
m_iClip--;
pev->effects |= EF_MUZZLEFLASH;
m_fInSpecialReload = 0;
m_flTimeWeaponIdle = 5;
//m_pPlayer->tfstate &= 2;
if ( m_iClip )
m_flPumpTime = 0.5;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
}
void CTFShotgun::Reload( void )
{
if ( m_pPlayer->ammo_buckshot >= m_iShellsReloaded )
{
if ( m_iClip != m_iMaxClipSize && m_flNextReload <= 0.0 && m_flNextPrimaryAttack <= 0.0 )
{
if (m_fInSpecialReload)
{
if ( m_fInSpecialReload == 1 )
{
if ( m_flTimeWeaponIdle <= 0.0 )
{
m_fInSpecialReload = 2;
PLAYBACK_EVENT_FULL(1, ENT(m_pPlayer->pev), m_usReloadShotgun, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0);
m_flNextReload = m_fReloadTime;
m_flTimeWeaponIdle = m_fReloadTime;
}
}
else
{
m_iClip = m_iShellsReloaded + m_iClip;
m_pPlayer->ammo_buckshot -= m_iShellsReloaded;
m_fInSpecialReload = 1;
//m_pPlayer->tfstate &= 2;
}
}
else
{
SendWeaponAnim(TFCSHOTGUN_STARTRELOAD, 1);
//m_pPlayer->tfstate |= 2;
m_fInSpecialReload = 1;
m_pPlayer->m_flNextAttack = 0.1;
m_flTimeWeaponIdle = 0.1;
m_flNextSecondaryAttack = 0.1;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
}
}
}
}
void CTFShotgun::WeaponIdle( void )
{
int iAnim;
ResetEmptySound();
if ( m_flPumpTime != 1000.0 && m_flPumpTime < 0.0 )
{
PLAYBACK_EVENT_FULL(1, ENT(m_pPlayer->pev), m_usPumpShotgun, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0);
m_flPumpTime = 1000;
}
if (m_flTimeWeaponIdle < 0.0 )
{
if ( m_fInSpecialReload )
{
if ( m_iClip == m_iMaxClipSize || m_pPlayer->ammo_buckshot < m_iShellsReloaded )
{
PLAYBACK_EVENT_FULL(1, ENT(m_pPlayer->pev), m_usPumpShotgun, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 1, 0);
m_fInSpecialReload = 0;
m_flTimeWeaponIdle = 1.5;
return;
}
Reload();
return;
}
int i = UTIL_SharedRandomLong(m_pPlayer->random_seed, 0, 20);
if ( i == 5 * (i / 5) )
{
if ( i == 20 * (i / 20) )
{
m_flTimeWeaponIdle = 2.22222;
iAnim = TFCSHOTGUN_IDLE;
}
else
{
m_flTimeWeaponIdle = 2.10526;
iAnim = TFCSHOTGUN_IDLE4;
}
}
else
{
m_flTimeWeaponIdle = 5;
iAnim = TFCSHOTGUN_DEEPIDLE;
}
SendWeaponAnim(iAnim, 1);
}
}