diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/shared/hl2mp/weapon_shotgun.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/shared/hl2mp/weapon_shotgun.cpp')
| -rw-r--r-- | sp/src/game/shared/hl2mp/weapon_shotgun.cpp | 1268 |
1 files changed, 634 insertions, 634 deletions
diff --git a/sp/src/game/shared/hl2mp/weapon_shotgun.cpp b/sp/src/game/shared/hl2mp/weapon_shotgun.cpp index 504f267a..da370b53 100644 --- a/sp/src/game/shared/hl2mp/weapon_shotgun.cpp +++ b/sp/src/game/shared/hl2mp/weapon_shotgun.cpp @@ -1,634 +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 );
- }
-}
-*/
+//========= 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 ); + } +} +*/ |