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-rw-r--r--game/shared/hl2mp/weapon_shotgun.cpp634
1 files changed, 634 insertions, 0 deletions
diff --git a/game/shared/hl2mp/weapon_shotgun.cpp b/game/shared/hl2mp/weapon_shotgun.cpp
new file mode 100644
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--- /dev/null
+++ b/game/shared/hl2mp/weapon_shotgun.cpp
@@ -0,0 +1,634 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "npcevent.h"
+#include "in_buttons.h"
+
+#ifdef CLIENT_DLL
+ #include "c_hl2mp_player.h"
+#else
+ #include "hl2mp_player.h"
+#endif
+
+#include "weapon_hl2mpbasehlmpcombatweapon.h"
+
+#ifdef CLIENT_DLL
+#define CWeaponShotgun C_WeaponShotgun
+#endif
+
+extern ConVar sk_auto_reload_time;
+extern ConVar sk_plr_num_shotgun_pellets;
+
+class CWeaponShotgun : public CBaseHL2MPCombatWeapon
+{
+public:
+ DECLARE_CLASS( CWeaponShotgun, CBaseHL2MPCombatWeapon );
+
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+private:
+ CNetworkVar( bool, m_bNeedPump ); // When emptied completely
+ CNetworkVar( bool, m_bDelayedFire1 ); // Fire primary when finished reloading
+ CNetworkVar( bool, m_bDelayedFire2 ); // Fire secondary when finished reloading
+ CNetworkVar( bool, m_bDelayedReload ); // Reload when finished pump
+
+public:
+ virtual const Vector& GetBulletSpread( void )
+ {
+ static Vector cone = VECTOR_CONE_10DEGREES;
+ return cone;
+ }
+
+ virtual int GetMinBurst() { return 1; }
+ virtual int GetMaxBurst() { return 3; }
+
+ bool StartReload( void );
+ bool Reload( void );
+ void FillClip( void );
+ void FinishReload( void );
+ void CheckHolsterReload( void );
+ void Pump( void );
+// void WeaponIdle( void );
+ void ItemHolsterFrame( void );
+ void ItemPostFrame( void );
+ void PrimaryAttack( void );
+ void SecondaryAttack( void );
+ void DryFire( void );
+ virtual float GetFireRate( void ) { return 0.7; };
+
+#ifndef CLIENT_DLL
+ DECLARE_ACTTABLE();
+#endif
+
+ CWeaponShotgun(void);
+
+private:
+ CWeaponShotgun( const CWeaponShotgun & );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponShotgun, DT_WeaponShotgun )
+
+BEGIN_NETWORK_TABLE( CWeaponShotgun, DT_WeaponShotgun )
+#ifdef CLIENT_DLL
+ RecvPropBool( RECVINFO( m_bNeedPump ) ),
+ RecvPropBool( RECVINFO( m_bDelayedFire1 ) ),
+ RecvPropBool( RECVINFO( m_bDelayedFire2 ) ),
+ RecvPropBool( RECVINFO( m_bDelayedReload ) ),
+#else
+ SendPropBool( SENDINFO( m_bNeedPump ) ),
+ SendPropBool( SENDINFO( m_bDelayedFire1 ) ),
+ SendPropBool( SENDINFO( m_bDelayedFire2 ) ),
+ SendPropBool( SENDINFO( m_bDelayedReload ) ),
+#endif
+END_NETWORK_TABLE()
+
+#ifdef CLIENT_DLL
+BEGIN_PREDICTION_DATA( CWeaponShotgun )
+ DEFINE_PRED_FIELD( m_bNeedPump, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
+ DEFINE_PRED_FIELD( m_bDelayedFire1, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
+ DEFINE_PRED_FIELD( m_bDelayedFire2, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
+ DEFINE_PRED_FIELD( m_bDelayedReload, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
+END_PREDICTION_DATA()
+#endif
+
+LINK_ENTITY_TO_CLASS( weapon_shotgun, CWeaponShotgun );
+PRECACHE_WEAPON_REGISTER(weapon_shotgun);
+
+#ifndef CLIENT_DLL
+acttable_t CWeaponShotgun::m_acttable[] =
+{
+ { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false },
+ { ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false },
+ { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false },
+ { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false },
+ { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
+ { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
+ { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false },
+ { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false },
+};
+
+IMPLEMENT_ACTTABLE(CWeaponShotgun);
+
+#endif
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Override so only reload one shell at a time
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+bool CWeaponShotgun::StartReload( void )
+{
+ if ( m_bNeedPump )
+ return false;
+
+ CBaseCombatCharacter *pOwner = GetOwner();
+
+ if ( pOwner == NULL )
+ return false;
+
+ if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
+ return false;
+
+ if (m_iClip1 >= GetMaxClip1())
+ return false;
+
+
+ int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
+
+ if (j <= 0)
+ return false;
+
+ SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );
+
+ // Make shotgun shell visible
+ SetBodygroup(1,0);
+
+ pOwner->m_flNextAttack = gpGlobals->curtime;
+ m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
+
+ m_bInReload = true;
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Override so only reload one shell at a time
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+bool CWeaponShotgun::Reload( void )
+{
+ // Check that StartReload was called first
+ if (!m_bInReload)
+ {
+ Warning("ERROR: Shotgun Reload called incorrectly!\n");
+ }
+
+ CBaseCombatCharacter *pOwner = GetOwner();
+
+ if ( pOwner == NULL )
+ return false;
+
+ if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
+ return false;
+
+ if (m_iClip1 >= GetMaxClip1())
+ return false;
+
+ int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
+
+ if (j <= 0)
+ return false;
+
+ FillClip();
+ // Play reload on different channel as otherwise steals channel away from fire sound
+ WeaponSound(RELOAD);
+ SendWeaponAnim( ACT_VM_RELOAD );
+
+ pOwner->m_flNextAttack = gpGlobals->curtime;
+ m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Play finish reload anim and fill clip
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CWeaponShotgun::FinishReload( void )
+{
+ // Make shotgun shell invisible
+ SetBodygroup(1,1);
+
+ CBaseCombatCharacter *pOwner = GetOwner();
+
+ if ( pOwner == NULL )
+ return;
+
+ m_bInReload = false;
+
+ // Finish reload animation
+ SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH );
+
+ pOwner->m_flNextAttack = gpGlobals->curtime;
+ m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Play finish reload anim and fill clip
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CWeaponShotgun::FillClip( void )
+{
+ CBaseCombatCharacter *pOwner = GetOwner();
+
+ if ( pOwner == NULL )
+ return;
+
+ // Add them to the clip
+ if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
+ {
+ if ( Clip1() < GetMaxClip1() )
+ {
+ m_iClip1++;
+ pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Play weapon pump anim
+// Input :
+// Output :
+//-----------------------------------------------------------------------------
+void CWeaponShotgun::Pump( void )
+{
+ CBaseCombatCharacter *pOwner = GetOwner();
+
+ if ( pOwner == NULL )
+ return;
+
+ m_bNeedPump = false;
+
+ if ( m_bDelayedReload )
+ {
+ m_bDelayedReload = false;
+ StartReload();
+ }
+
+ WeaponSound( SPECIAL1 );
+
+ // Finish reload animation
+ SendWeaponAnim( ACT_SHOTGUN_PUMP );
+
+ pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
+ m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//
+//
+//-----------------------------------------------------------------------------
+void CWeaponShotgun::DryFire( void )
+{
+ WeaponSound(EMPTY);
+ SendWeaponAnim( ACT_VM_DRYFIRE );
+
+ m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//
+//
+//-----------------------------------------------------------------------------
+void CWeaponShotgun::PrimaryAttack( void )
+{
+ // Only the player fires this way so we can cast
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if (!pPlayer)
+ {
+ return;
+ }
+
+ // MUST call sound before removing a round from the clip of a CMachineGun
+ WeaponSound(SINGLE);
+
+ pPlayer->DoMuzzleFlash();
+
+ SendWeaponAnim( ACT_VM_PRIMARYATTACK );
+
+ // Don't fire again until fire animation has completed
+ m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
+ m_iClip1 -= 1;
+
+ // player "shoot" animation
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ Vector vecSrc = pPlayer->Weapon_ShootPosition( );
+ Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
+
+ FireBulletsInfo_t info( 7, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
+ info.m_pAttacker = pPlayer;
+
+ // Fire the bullets, and force the first shot to be perfectly accuracy
+ pPlayer->FireBullets( info );
+
+ QAngle punch;
+ punch.Init( SharedRandomFloat( "shotgunpax", -2, -1 ), SharedRandomFloat( "shotgunpay", -2, 2 ), 0 );
+ pPlayer->ViewPunch( punch );
+
+ if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
+ {
+ // HEV suit - indicate out of ammo condition
+ pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
+ }
+
+ m_bNeedPump = true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//
+//
+//-----------------------------------------------------------------------------
+void CWeaponShotgun::SecondaryAttack( void )
+{
+ // Only the player fires this way so we can cast
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if (!pPlayer)
+ {
+ return;
+ }
+
+ pPlayer->m_nButtons &= ~IN_ATTACK2;
+ // MUST call sound before removing a round from the clip of a CMachineGun
+ WeaponSound(WPN_DOUBLE);
+
+ pPlayer->DoMuzzleFlash();
+
+ SendWeaponAnim( ACT_VM_SECONDARYATTACK );
+
+ // 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
+
+ // player "shoot" animation
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ Vector vecSrc = pPlayer->Weapon_ShootPosition();
+ Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
+
+ FireBulletsInfo_t info( 12, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
+ info.m_pAttacker = pPlayer;
+
+ // Fire the bullets, and force the first shot to be perfectly accuracy
+ pPlayer->FireBullets( info );
+ pPlayer->ViewPunch( QAngle(SharedRandomFloat( "shotgunsax", -5, 5 ),0,0) );
+
+ if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
+ {
+ // HEV suit - indicate out of ammo condition
+ pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
+ }
+
+ m_bNeedPump = true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Override so shotgun can do mulitple reloads in a row
+//-----------------------------------------------------------------------------
+void CWeaponShotgun::ItemPostFrame( void )
+{
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+ if (!pOwner)
+ {
+ return;
+ }
+
+ if ( m_bNeedPump && ( pOwner->m_nButtons & IN_RELOAD ) )
+ {
+ m_bDelayedReload = true;
+ }
+
+ 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_bNeedPump )
+ {
+ m_bInReload = false;
+ m_bNeedPump = false;
+ m_bDelayedFire1 = true;
+ }
+ // If I'm secondary firing and have two rounds stop reloading and fire
+ else if ((pOwner->m_nButtons & IN_ATTACK2 ) && (m_iClip1 >=2) && !m_bNeedPump )
+ {
+ 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 );
+ }
+}
+*/