halflife-photomode/dlls/shotgun.cpp

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/***
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*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "player.h"
#include "gamerules.h"
#include "UserMessages.h"
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// special deathmatch shotgun spreads
#define VECTOR_CONE_DM_SHOTGUN Vector(0.08716, 0.04362, 0.00) // 10 degrees by 5 degrees
#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector(0.17365, 0.04362, 0.00) // 20 degrees by 5 degrees
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LINK_ENTITY_TO_CLASS(weapon_shotgun, CShotgun);
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void CShotgun::Spawn()
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{
Precache();
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m_iId = WEAPON_SHOTGUN;
SET_MODEL(ENT(pev), "models/w_shotgun.mdl");
m_iDefaultAmmo = SHOTGUN_DEFAULT_GIVE;
FallInit(); // get ready to fall
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}
void CShotgun::Precache()
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{
PRECACHE_MODEL("models/v_shotgun.mdl");
PRECACHE_MODEL("models/w_shotgun.mdl");
PRECACHE_MODEL("models/p_shotgun.mdl");
m_iShell = PRECACHE_MODEL("models/shotgunshell.mdl"); // shotgun shell
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("weapons/dbarrel1.wav"); //shotgun
PRECACHE_SOUND("weapons/sbarrel1.wav"); //shotgun
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PRECACHE_SOUND("weapons/reload1.wav"); // shotgun reload
PRECACHE_SOUND("weapons/reload3.wav"); // shotgun reload
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// PRECACHE_SOUND ("weapons/sshell1.wav"); // shotgun reload - played on client
// PRECACHE_SOUND ("weapons/sshell3.wav"); // shotgun reload - played on client
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PRECACHE_SOUND("weapons/357_cock1.wav"); // gun empty sound
PRECACHE_SOUND("weapons/scock1.wav"); // cock gun
m_usSingleFire = PRECACHE_EVENT(1, "events/shotgun1.sc");
m_usDoubleFire = PRECACHE_EVENT(1, "events/shotgun2.sc");
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}
bool CShotgun::GetItemInfo(ItemInfo* p)
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{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "buckshot";
p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SHOTGUN_MAX_CLIP;
p->iSlot = 2;
p->iPosition = 1;
p->iFlags = 0;
p->iId = m_iId = WEAPON_SHOTGUN;
p->iWeight = SHOTGUN_WEIGHT;
return true;
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}
bool CShotgun::Deploy()
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{
return DefaultDeploy("models/v_shotgun.mdl", "models/p_shotgun.mdl", SHOTGUN_DRAW, "shotgun");
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}
void CShotgun::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
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m_flNextPrimaryAttack = GetNextAttackDelay(0.15);
return;
}
if (m_iClip <= 0)
{
Reload();
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if (m_iClip == 0)
PlayEmptySound();
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return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip--;
int flags;
#if defined(CLIENT_WEAPONS)
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flags = FEV_NOTHOST;
#else
flags = 0;
#endif
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
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Vector vecDir;
#ifdef CLIENT_DLL
if (bIsMultiplayer())
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#else
if (g_pGameRules->IsMultiplayer())
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#endif
{
vecDir = m_pPlayer->FireBulletsPlayer(4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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}
else
{
// regular old, untouched spread.
vecDir = m_pPlayer->FireBulletsPlayer(6, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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}
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usSingleFire, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
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if (0 == m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
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//if (m_iClip != 0)
m_flPumpTime = gpGlobals->time + 0.5;
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m_flNextPrimaryAttack = GetNextAttackDelay(0.75);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
if (m_iClip != 0)
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
else
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1;
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m_fInSpecialReload = 0;
}
void CShotgun::SecondaryAttack()
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{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
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m_flNextPrimaryAttack = GetNextAttackDelay(0.15);
return;
}
if (m_iClip <= 1)
{
Reload();
PlayEmptySound();
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return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip -= 2;
int flags;
#if defined(CLIENT_WEAPONS)
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flags = FEV_NOTHOST;
#else
flags = 0;
#endif
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
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Vector vecDir;
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#ifdef CLIENT_DLL
if (bIsMultiplayer())
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#else
if (g_pGameRules->IsMultiplayer())
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#endif
{
// tuned for deathmatch
vecDir = m_pPlayer->FireBulletsPlayer(8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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}
else
{
// untouched default single player
vecDir = m_pPlayer->FireBulletsPlayer(12, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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}
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usDoubleFire, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
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if (0 == m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
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//if (m_iClip != 0)
m_flPumpTime = gpGlobals->time + 0.95;
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m_flNextPrimaryAttack = GetNextAttackDelay(1.5);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5;
if (m_iClip != 0)
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 6.0;
else
m_flTimeWeaponIdle = 1.5;
m_fInSpecialReload = 0;
}
void CShotgun::Reload()
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{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_MAX_CLIP)
return;
// don't reload until recoil is done
if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
return;
// check to see if we're ready to reload
if (m_fInSpecialReload == 0)
{
SendWeaponAnim(SHOTGUN_START_RELOAD);
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m_fInSpecialReload = 1;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
return;
}
else if (m_fInSpecialReload == 1)
{
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
// was waiting for gun to move to side
m_fInSpecialReload = 2;
if (RANDOM_LONG(0, 1))
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 0x1f));
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else
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 0x1f));
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SendWeaponAnim(SHOTGUN_RELOAD);
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m_flNextReload = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
}
else
{
// Add them to the clip
m_iClip += 1;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
m_fInSpecialReload = 1;
}
}
void CShotgun::WeaponIdle()
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{
ResetEmptySound();
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m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
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//Moved to ItemPostFrame
/*
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if ( m_flPumpTime && m_flPumpTime < gpGlobals->time )
{
// play pumping sound
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
m_flPumpTime = 0;
}
*/
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
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{
if (m_iClip == 0 && m_fInSpecialReload == 0 && 0 != m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
Reload();
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}
else if (m_fInSpecialReload != 0)
{
if (m_iClip != 8 && 0 != m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
Reload();
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}
else
{
// reload debounce has timed out
SendWeaponAnim(SHOTGUN_PUMP);
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// play cocking sound
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0, 0x1f));
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m_fInSpecialReload = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
}
}
else
{
int iAnim;
float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1);
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if (flRand <= 0.8)
{
iAnim = SHOTGUN_IDLE_DEEP;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (60.0 / 12.0); // * RANDOM_LONG(2, 5);
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}
else if (flRand <= 0.95)
{
iAnim = SHOTGUN_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0 / 9.0);
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}
else
{
iAnim = SHOTGUN_IDLE4;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (20.0 / 9.0);
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}
SendWeaponAnim(iAnim);
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}
}
}
void CShotgun::ItemPostFrame()
{
if (0 != m_flPumpTime && m_flPumpTime < gpGlobals->time)
{
// play pumping sound
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0, 0x1f));
m_flPumpTime = 0;
}
CBasePlayerWeapon::ItemPostFrame();
}
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class CShotgunAmmo : public CBasePlayerAmmo
{
void Spawn() override
{
Precache();
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SET_MODEL(ENT(pev), "models/w_shotbox.mdl");
CBasePlayerAmmo::Spawn();
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}
void Precache() override
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{
PRECACHE_MODEL("models/w_shotbox.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
}
bool AddAmmo(CBaseEntity* pOther) override
{
if (pOther->GiveAmmo(AMMO_BUCKSHOTBOX_GIVE, "buckshot", BUCKSHOT_MAX_CARRY) != -1)
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{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
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return true;
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}
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return false;
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}
};
LINK_ENTITY_TO_CLASS(ammo_buckshot, CShotgunAmmo);