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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/shared/sdk/weapon_shotgun.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/shared/sdk/weapon_shotgun.cpp')
| -rw-r--r-- | mp/src/game/shared/sdk/weapon_shotgun.cpp | 246 |
1 files changed, 246 insertions, 0 deletions
diff --git a/mp/src/game/shared/sdk/weapon_shotgun.cpp b/mp/src/game/shared/sdk/weapon_shotgun.cpp new file mode 100644 index 00000000..807a9520 --- /dev/null +++ b/mp/src/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 );
+ }
+ }
+}
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