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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/sdk/weapon_shotgun.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/sdk/weapon_shotgun.cpp')
| -rw-r--r-- | game/shared/sdk/weapon_shotgun.cpp | 246 |
1 files changed, 246 insertions, 0 deletions
diff --git a/game/shared/sdk/weapon_shotgun.cpp b/game/shared/sdk/weapon_shotgun.cpp new file mode 100644 index 0000000..b4cd059 --- /dev/null +++ b/game/shared/sdk/weapon_shotgun.cpp @@ -0,0 +1,246 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "weapon_sdkbase.h" +#include "sdk_fx_shared.h" + + +#if defined( CLIENT_DLL ) + + #define CWeaponShotgun C_WeaponShotgun + #include "c_sdk_player.h" + +#else + + #include "sdk_player.h" + #include "te_firebullets.h" + +#endif + + +class CWeaponShotgun : public CWeaponSDKBase +{ +public: + DECLARE_CLASS( CWeaponShotgun, CWeaponSDKBase ); + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + + CWeaponShotgun(); + + virtual void PrimaryAttack(); + virtual bool Reload(); + virtual void WeaponIdle(); + + virtual SDKWeaponID GetWeaponID( void ) const { return WEAPON_SHOTGUN; } + + +private: + + CWeaponShotgun( const CWeaponShotgun & ); + + float m_flPumpTime; + CNetworkVar( int, m_fInSpecialReload ); + +}; + +IMPLEMENT_NETWORKCLASS_ALIASED( WeaponShotgun, DT_WeaponShotgun ) + +BEGIN_NETWORK_TABLE( CWeaponShotgun, DT_WeaponShotgun ) + + #ifdef CLIENT_DLL + RecvPropInt( RECVINFO( m_fInSpecialReload ) ) + #else + SendPropInt( SENDINFO( m_fInSpecialReload ), 2, SPROP_UNSIGNED ) + #endif + +END_NETWORK_TABLE() + +BEGIN_PREDICTION_DATA( CWeaponShotgun ) +END_PREDICTION_DATA() + +LINK_ENTITY_TO_CLASS( weapon_shotgun, CWeaponShotgun ); +PRECACHE_WEAPON_REGISTER( weapon_shotgun ); + + + +CWeaponShotgun::CWeaponShotgun() +{ + m_flPumpTime = 0; +} + +void CWeaponShotgun::PrimaryAttack() +{ + CSDKPlayer *pPlayer = GetPlayerOwner(); + if ( !pPlayer ) + return; + + // don't fire underwater + if (pPlayer->GetWaterLevel() == 3) + { + PlayEmptySound( ); + m_flNextPrimaryAttack = gpGlobals->curtime + 0.15; + return; + } + + // Out of ammo? + if ( m_iClip1 <= 0 ) + { + Reload(); + if ( m_iClip1 == 0 ) + { + PlayEmptySound(); + m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; + } + + return; + } + + SendWeaponAnim( ACT_VM_PRIMARYATTACK ); + + m_iClip1--; + pPlayer->DoMuzzleFlash(); + + // player "shoot" animation + pPlayer->SetAnimation( PLAYER_ATTACK1 ); + + // Dispatch the FX right away with full accuracy. + FX_FireBullets( + pPlayer->entindex(), + pPlayer->Weapon_ShootPosition(), + pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), + GetWeaponID(), + Primary_Mode, + CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server + 0.0675 ); + + 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_flNextPrimaryAttack = gpGlobals->curtime + 0.875; + m_flNextSecondaryAttack = gpGlobals->curtime + 0.875; + if (m_iClip1 != 0) + SetWeaponIdleTime( gpGlobals->curtime + 2.5 ); + else + SetWeaponIdleTime( gpGlobals->curtime + 0.875 ); + m_fInSpecialReload = 0; + + // Update punch angles. + QAngle angle = pPlayer->GetPunchAngle(); + + if ( pPlayer->GetFlags() & FL_ONGROUND ) + { + angle.x -= SharedRandomInt( "ShotgunPunchAngleGround", 4, 6 ); + } + else + { + angle.x -= SharedRandomInt( "ShotgunPunchAngleAir", 8, 11 ); + } + + pPlayer->SetPunchAngle( angle ); +} + + +bool CWeaponShotgun::Reload() +{ + CSDKPlayer *pPlayer = GetPlayerOwner(); + + if (pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 || m_iClip1 == GetMaxClip1()) + return true; + + // don't reload until recoil is done + if (m_flNextPrimaryAttack > gpGlobals->curtime) + return true; + + // check to see if we're ready to reload + if (m_fInSpecialReload == 0) + { + pPlayer->SetAnimation( PLAYER_RELOAD ); + + SendWeaponAnim( ACT_SHOTGUN_RELOAD_START ); + m_fInSpecialReload = 1; + pPlayer->m_flNextAttack = gpGlobals->curtime + 0.5; + m_flNextPrimaryAttack = gpGlobals->curtime + 0.5; + m_flNextSecondaryAttack = gpGlobals->curtime + 0.5; + SetWeaponIdleTime( gpGlobals->curtime + 0.5 ); + return true; + } + else if (m_fInSpecialReload == 1) + { + if (m_flTimeWeaponIdle > gpGlobals->curtime) + return true; + // was waiting for gun to move to side + m_fInSpecialReload = 2; + + SendWeaponAnim( ACT_VM_RELOAD ); + SetWeaponIdleTime( gpGlobals->curtime + 0.45 ); + } + else + { + // Add them to the clip + m_iClip1 += 1; + +#ifdef GAME_DLL + SendReloadEvents(); +#endif + + CSDKPlayer *pPlayer = GetPlayerOwner(); + + if ( pPlayer ) + pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType ); + + m_fInSpecialReload = 1; + } + + return true; +} + + +void CWeaponShotgun::WeaponIdle() +{ + CSDKPlayer *pPlayer = GetPlayerOwner(); + + if (m_flPumpTime && m_flPumpTime < gpGlobals->curtime) + { + // play pumping sound + m_flPumpTime = 0; + } + + if (m_flTimeWeaponIdle < gpGlobals->curtime) + { + if (m_iClip1 == 0 && m_fInSpecialReload == 0 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType )) + { + Reload( ); + } + else if (m_fInSpecialReload != 0) + { + if (m_iClip1 != 8 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType )) + { + Reload( ); + } + else + { + // reload debounce has timed out + //MIKETODO: shotgun anims + SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH ); + + // play cocking sound + m_fInSpecialReload = 0; + SetWeaponIdleTime( gpGlobals->curtime + 1.5 ); + } + } + else + { + SendWeaponAnim( ACT_VM_IDLE ); + } + } +} |