//========= Copyright 1996-2005, 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 ); } } }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |