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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "util.h"
#include "weapon_tfc_super_shotgun.h"
#include "decals.h"
#include "in_buttons.h"
#if defined( CLIENT_DLL )
#include "c_tfc_player.h"
#else
#include "tfc_player.h"
#endif
// ----------------------------------------------------------------------------- //
// CTFCSuperShotgun tables.
// ----------------------------------------------------------------------------- //
IMPLEMENT_NETWORKCLASS_ALIASED( TFCSuperShotgun, DT_WeaponSuperShotgun )
BEGIN_NETWORK_TABLE( CTFCSuperShotgun, DT_WeaponSuperShotgun )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFCSuperShotgun )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_super_shotgun, CTFCSuperShotgun );
PRECACHE_WEAPON_REGISTER( weapon_super_shotgun );
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFCSuperShotgun )
END_DATADESC()
#endif
// ----------------------------------------------------------------------------- //
// CTFCSuperShotgun implementation.
// ----------------------------------------------------------------------------- //
CTFCSuperShotgun::CTFCSuperShotgun()
{
m_iShellsReloaded = 2;
}
TFCWeaponID CTFCSuperShotgun::GetWeaponID() const
{
return WEAPON_SUPER_SHOTGUN;
}
void CTFCSuperShotgun::PrimaryAttack()
{
CTFCPlayer *pOwner = GetPlayerOwner();
if ( !pOwner )
return;
Assert( Clip1() > 0 );
// If we've only 1 shell left, fire a single shot
if ( Clip1() == 1 )
{
BaseClass::PrimaryAttack();
return;
}
WeaponSound( SINGLE );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pOwner->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
// Shoot!
FireBulletsInfo_t info;
info.m_vecSrc = pOwner->Weapon_ShootPosition();
info.m_vecDirShooting = pOwner->GetAutoaimVector( AUTOAIM_5DEGREES );
info.m_iShots = 14;
info.m_flDistance = 2048;
info.m_iAmmoType = GetPrimaryAmmoType();
info.m_vecSpread = VECTOR_CONE_TF_SHOTGUN;
info.m_iTracerFreq = 4;
info.m_flDamage = 4;
pOwner->FireBullets( info );
m_iClip1 -= 2;
m_flTimeWeaponIdle = gpGlobals->curtime + 5.0;
m_fInSpecialReload = 0;
// Setup fire delays
if ( Clip1() != 0 )
m_flPumpTime = gpGlobals->curtime + 0.7;
m_flNextPrimaryAttack = gpGlobals->curtime + 0.7;
}
#ifdef CLIENT_DLL
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
// CLIENT DLL SPECIFIC CODE
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
#else
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
// GAME DLL SPECIFIC CODE
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
#endif
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