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-rw-r--r--game/shared/tf2/weapon_combat_shotgun.cpp318
1 files changed, 318 insertions, 0 deletions
diff --git a/game/shared/tf2/weapon_combat_shotgun.cpp b/game/shared/tf2/weapon_combat_shotgun.cpp
new file mode 100644
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+++ b/game/shared/tf2/weapon_combat_shotgun.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Shotgun & Shield combo
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "weapon_combatshield.h"
+#include "weapon_combat_usedwithshieldbase.h"
+#include "in_buttons.h"
+#include "takedamageinfo.h"
+#include "tf_gamerules.h"
+
+// Damage CVars
+ConVar weapon_combat_shotgun_damage( "weapon_combat_shotgun_damage","5", FCVAR_REPLICATED, "Shotgun damage per pellet" );
+ConVar weapon_combat_shotgun_powered_damage( "weapon_combat_shotgun_powered_damage","10", FCVAR_REPLICATED, "Shotgun damage per pellet when powered" );
+ConVar weapon_combat_shotgun_range( "weapon_combat_shotgun_range","900", FCVAR_REPLICATED, "Shotgun maximum range" );
+ConVar weapon_combat_shotgun_pellets( "weapon_combat_shotgun_pellets","8", FCVAR_REPLICATED, "Shotgun pellets per fire" );
+ConVar weapon_combat_shotgun_ducking_mod( "weapon_combat_shotgun_ducking_mod", "0.75", FCVAR_REPLICATED, "Shotgun ducking speed modifier" );
+ConVar weapon_combat_shotgun_energy_cost( "weapon_combat_shotgun_energy_cost", "0.1", FCVAR_REPLICATED, "Sapper's energy cost to fire a powered shotgun round" );
+
+
+#if defined( CLIENT_DLL )
+#include "fx.h"
+#include "c_tf_class_sapper.h"
+#define CWeaponCombatShotgun C_WeaponCombatShotgun
+#define CPlayerClassSapper C_PlayerClassSapper
+#else
+#include "tf_class_sapper.h"
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CWeaponCombatShotgun : public CWeaponCombatUsedWithShieldBase
+{
+ DECLARE_CLASS( CWeaponCombatShotgun, CWeaponCombatUsedWithShieldBase );
+public:
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponCombatShotgun( void );
+
+ virtual const Vector& GetBulletSpread( void );
+ virtual void ItemPostFrame( void );
+ virtual void PrimaryAttack( void );
+ virtual float GetFireRate( void );
+ virtual float GetDefaultAnimSpeed( void );
+
+ // All predicted weapons need to implement and return true
+ virtual bool IsPredicted( void ) const
+ {
+ return true;
+ }
+private:
+ CWeaponCombatShotgun( const CWeaponCombatShotgun & );
+
+public:
+#if defined( CLIENT_DLL )
+ virtual bool ShouldPredict( void )
+ {
+ if ( GetOwner() &&
+ GetOwner() == C_BasePlayer::GetLocalPlayer() )
+ return true;
+
+ return BaseClass::ShouldPredict();
+ }
+
+ bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
+ void ViewModelDrawn( C_BaseViewModel *pViewModel );
+#endif
+
+private:
+ // If true, the current shot being fired is a powered shot, using some of the Sapper's energy
+ bool m_bPoweredShot;
+ float m_flOwnersEnergyLevel;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CWeaponCombatShotgun::CWeaponCombatShotgun( void )
+{
+ SetPredictionEligible( true );
+ m_bReloadsSingly = true;
+ m_flOwnersEnergyLevel = 0;
+}
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatShotgun, DT_WeaponCombatShotgun )
+
+BEGIN_NETWORK_TABLE( CWeaponCombatShotgun, DT_WeaponCombatShotgun )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponCombatShotgun )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_combat_shotgun, CWeaponCombatShotgun );
+PRECACHE_WEAPON_REGISTER(weapon_combat_shotgun);
+
+//-----------------------------------------------------------------------------
+// Purpose: Get the accuracy derived from weapon and player, and return it
+//-----------------------------------------------------------------------------
+const Vector& CWeaponCombatShotgun::GetBulletSpread( void )
+{
+ static Vector cone = VECTOR_CONE_20DEGREES;
+ static Vector powered_cone = VECTOR_CONE_10DEGREES;
+
+ if ( m_bPoweredShot )
+ return powered_cone;
+
+ return cone;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCombatShotgun::ItemPostFrame( void )
+{
+ CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
+ if (!pOwner)
+ return;
+
+ // Get our player's energy level
+ if ( pOwner->PlayerClass() == TFCLASS_SAPPER )
+ {
+ CPlayerClassSapper *pSapper = static_cast<CPlayerClassSapper*>( pOwner->GetPlayerClass() );
+ if ( pSapper )
+ {
+ m_flOwnersEnergyLevel = pSapper->GetDrainedEnergy();
+ }
+ }
+
+ if ( UsesClipsForAmmo1() )
+ {
+ CheckReload();
+ }
+
+ // Handle firing
+ if ( GetShieldState() == SS_DOWN && !m_bInReload )
+ {
+ if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
+ {
+ if ( m_iClip1 > 0 )
+ {
+ // Fire the plasma shot
+ PrimaryAttack();
+ }
+ else
+ {
+ Reload();
+ }
+ }
+
+ // Reload button (or fire button when we're out of ammo)
+ if ( m_flNextPrimaryAttack <= gpGlobals->curtime )
+ {
+ if ( pOwner->m_nButtons & IN_RELOAD )
+ {
+ Reload();
+ }
+ else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
+ {
+ if ( !m_iClip1 && HasPrimaryAmmo() )
+ {
+ Reload();
+ }
+ }
+ }
+ }
+
+ // Prevent shield post frame if we're not ready to attack, or we're charging
+ AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload );
+
+ WeaponIdle();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCombatShotgun::PrimaryAttack( void )
+{
+ CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
+ if (!pPlayer)
+ return;
+
+ WeaponSound(SINGLE);
+
+ // Fire the bullets
+ Vector vecSrc = pPlayer->Weapon_ShootPosition( );
+ Vector vecAiming;
+ pPlayer->EyeVectors( &vecAiming );
+
+ PlayAttackAnimation( GetPrimaryAttackActivity() );
+
+ float flDamage = weapon_combat_shotgun_damage.GetFloat();
+
+ m_bPoweredShot = false;
+ // Always allow a powered shot, even if they have less than the actual cost.
+ // Prevents them having to examine the energy bar carefully to know if they have enough.
+ if ( m_flOwnersEnergyLevel || pPlayer->HasPowerup(POWERUP_BOOST) )
+ {
+ if ( m_flOwnersEnergyLevel )
+ {
+ CPlayerClassSapper *pSapper = static_cast<CPlayerClassSapper*>( pPlayer->GetPlayerClass() );
+ pSapper->DeductDrainedEnergy( weapon_combat_shotgun_energy_cost.GetFloat() );
+ }
+
+ m_bPoweredShot = true;
+
+ flDamage = weapon_combat_shotgun_powered_damage.GetFloat();
+ }
+
+ // Make a satisfying shotgun force, and knock them into the air
+ float flForceScale = (100) * 75;
+ Vector vecForce = vecAiming;
+ vecForce.z += 0.7;
+ vecForce *= flForceScale;
+
+ CTakeDamageInfo info( this, pPlayer, vecForce, vec3_origin, flDamage, DMG_BULLET | DMG_BUCKSHOT);
+ TFGameRules()->FireBullets( info, weapon_combat_shotgun_pellets.GetFloat(), vecSrc, vecAiming, GetBulletSpread(), weapon_combat_shotgun_range.GetFloat(), m_iPrimaryAmmoType, 2, entindex(), 0 );
+
+ m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
+ m_iClip1 = m_iClip1 - 1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+float CWeaponCombatShotgun::GetFireRate( void )
+{
+ float flFireRate = ( SequenceDuration() * 2) + SHARED_RANDOMFLOAT( 0.0, 0.035f );
+
+ CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() );
+ if ( pPlayer )
+ {
+ // Ducking players should fire more rapidly.
+ if ( pPlayer->GetFlags() & FL_DUCKING )
+ {
+ flFireRate *= weapon_combat_shotgun_ducking_mod.GetFloat();
+ }
+ }
+
+ return flFireRate;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Match the anim speed to the weapon speed while crouching
+//-----------------------------------------------------------------------------
+float CWeaponCombatShotgun::GetDefaultAnimSpeed( void )
+{
+ if ( GetOwner() && GetOwner()->IsPlayer() )
+ {
+ if ( GetOwner()->GetFlags() & FL_DUCKING )
+ return (1.0 + (1.0 - weapon_combat_shotgun_ducking_mod.GetFloat()) );
+ }
+
+ return 1.0;
+}
+
+#if defined ( CLIENT_DLL )
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CWeaponCombatShotgun::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
+{
+ CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() );
+ if ( !pPlayer )
+ return true;
+
+ if ( m_flOwnersEnergyLevel || pPlayer->HasPowerup(POWERUP_BOOST) )
+ {
+ Vector vecMuzzlePos, vecBarrelPos;
+ QAngle angMuzzle;
+ int iAttachment = pViewModel->LookupAttachment( "0" );
+ pViewModel->GetAttachment( iAttachment, vecBarrelPos, angMuzzle );
+ //pViewModel->UncorrectViewModelAttachment( vecBarrelPos );
+ iAttachment = pViewModel->LookupAttachment( "muzzle" );
+ pViewModel->GetAttachment( 0, vecMuzzlePos, angMuzzle );
+
+ unsigned char color[3];
+ color[0] = 50;
+ color[1] = 255;
+ color[2] = 50;
+ FX_MuzzleEffect( vecBarrelPos, angMuzzle, 1.0, GetRefEHandle(), &color[0] );
+
+ return true;
+ }
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCombatShotgun::ViewModelDrawn( C_BaseViewModel *pViewModel )
+{
+ CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() );
+ if ( !pPlayer )
+ return;
+
+ if ( m_flOwnersEnergyLevel )
+ {
+ Vector vecMuzzlePos, vecBarrelPos;
+ QAngle angMuzzle;
+ int iAttachment = pViewModel->LookupAttachment( "0" );
+ pViewModel->GetAttachment( iAttachment, vecBarrelPos, angMuzzle );
+ //pViewModel->UncorrectViewModelAttachment( vecBarrelPos );
+ iAttachment = pViewModel->LookupAttachment( "muzzle" );
+ pViewModel->GetAttachment( 0, vecMuzzlePos, angMuzzle );
+
+ unsigned char color[3];
+ color[0] = 50;
+ color[1] = 128;
+ color[2] = 50;
+ FX_Smoke( vecBarrelPos, angMuzzle, MAX(0.3,m_flOwnersEnergyLevel), 1, &color[0], 255 );
+ }
+}
+#endif \ No newline at end of file