📄 hl1_weapon_shotgun.cpp
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//=========== (C) Copyright 2000 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: This is the Shotgun weapon
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "NPCEvent.h"
#include "hl1_basecombatweapon_shared.h"
#include "basecombatcharacter.h"
#include "AI_BaseNPC.h"
#include "player.h"
#include "gamerules.h" // For g_pGameRules
#include "in_buttons.h"
#include "soundent.h"
#include "vstdlib/random.h"
// 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
class CWeaponShotgun : public CBaseHL1CombatWeapon
{
DECLARE_CLASS( CWeaponShotgun, CBaseHL1CombatWeapon );
private:
float m_flPumpTime;
int m_fInSpecialReload;
public:
void Precache( void );
bool Reload( void );
void FillClip( void );
void WeaponIdle( void );
void PrimaryAttack( void );
void SecondaryAttack( void );
void DryFire( void );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CWeaponShotgun(void);
};
LINK_ENTITY_TO_CLASS( weapon_shotgun, CWeaponShotgun );
PRECACHE_WEAPON_REGISTER(weapon_shotgun);
IMPLEMENT_SERVERCLASS_ST( CWeaponShotgun, DT_WeaponShotgun )
END_SEND_TABLE()
BEGIN_DATADESC( CWeaponShotgun )
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponShotgun::CWeaponShotgun( void )
{
m_bReloadsSingly = true;
m_bFiresUnderwater = false;
m_flPumpTime = 0.0;
m_fInSpecialReload = 0;
}
void CWeaponShotgun::Precache( void )
{
BaseClass::Precache();
}
void CWeaponShotgun::PrimaryAttack( void )
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
{
return;
}
if ( m_iClip1 <= 0 )
{
Reload();
if ( m_iClip1 <= 0 )
DryFire( );
return;
}
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound( SINGLE );
pPlayer->m_fEffects |= EF_MUZZLEFLASH;
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Don't fire again until fire animation has completed
m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
m_iClip1 -= 1;
Vector vecSrc = pPlayer->Weapon_ShootPosition();
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if ( g_pGameRules->IsMultiplayer() )
{
pPlayer->FireBullets( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
}
else
{
pPlayer->FireBullets( 6, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
}
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 1.0 );
pPlayer->ViewPunch( QAngle( -5, 0, 0 ) );
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 400, 0.2 );
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;
SetWeaponIdleTime( gpGlobals->curtime + 5.0 );
}
else
{
SetWeaponIdleTime( gpGlobals->curtime + 0.75 );
}
m_fInSpecialReload = 0;
}
void CWeaponShotgun::SecondaryAttack( void )
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
{
return;
}
if ( m_iClip1 <= 1 )
{
Reload();
if ( m_iClip1 <= 0 )
DryFire( );
return;
}
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound( DOUBLE );
pPlayer->m_fEffects |= EF_MUZZLEFLASH;
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Don't fire again until fire animation has completed
m_flNextPrimaryAttack = gpGlobals->curtime + 1.5;
m_flNextSecondaryAttack = gpGlobals->curtime + 1.5;
m_iClip1 -= 2; // Shotgun uses same clip for primary and secondary attacks
Vector vecSrc = pPlayer->Weapon_ShootPosition();
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
// Fire the bullets
if ( g_pGameRules->IsMultiplayer() )
{
pPlayer->FireBullets( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
}
else
{
pPlayer->FireBullets( 12, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
}
pPlayer->ViewPunch( QAngle( -10, 0, 0 ) );
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 1.0 );
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 800, 0.2 );
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;
SetWeaponIdleTime( gpGlobals->curtime + 5.0 );
}
else
{
SetWeaponIdleTime( gpGlobals->curtime + 0.75 );
}
m_fInSpecialReload = 0;
}
bool CWeaponShotgun::Reload( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner == NULL )
return false;
if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
return false;
if ( m_iClip1 >= GetMaxClip1() )
return false;
// don't reload until recoil is done
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return false;
// check to see if we're ready to reload
if ( m_fInSpecialReload == 0 )
{
SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );
m_fInSpecialReload = 1;
pOwner->m_flNextAttack = gpGlobals->curtime + 0.6;
SetWeaponIdleTime( gpGlobals->curtime + 0.6 );
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
return true;
}
else if ( m_fInSpecialReload == 1 )
{
if ( !HasWeaponIdleTimeElapsed() )
return false;
// was waiting for gun to move to side
m_fInSpecialReload = 2;
// Play reload on different channel as otherwise steals channel away from fire sound
WeaponSound( RELOAD );
SendWeaponAnim( ACT_VM_RELOAD );
SetWeaponIdleTime( gpGlobals->curtime + 0.5 );
}
else
{
FillClip();
m_fInSpecialReload = 1;
}
return true;
}
void CWeaponShotgun::FillClip( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner == NULL )
return;
// Add them to the clip
m_iClip1++;
pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
}
void CWeaponShotgun::DryFire( void )
{
WeaponSound( EMPTY );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
}
void CWeaponShotgun::WeaponIdle( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if ( m_flPumpTime && m_flPumpTime < gpGlobals->curtime )
{
// play pumping sound
WeaponSound( SPECIAL1 );
m_flPumpTime = 0;
}
if ( HasWeaponIdleTimeElapsed() )
{
if ( m_iClip1 == 0 && m_fInSpecialReload == 0 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
{
Reload();
}
else if ( m_fInSpecialReload != 0 )
{
if ( m_iClip1 != 8 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
{
Reload( );
}
else
{
// reload debounce has timed out
SendWeaponAnim( ACT_SHOTGUN_PUMP );
// play cocking sound
WeaponSound( SPECIAL1 );
m_fInSpecialReload = 0;
SetWeaponIdleTime( gpGlobals->curtime + 1.5 );
}
}
else
{
int iAnim;
float flRand = random->RandomFloat( 0, 1 );
if ( flRand <= 0.8 )
{
iAnim = ACT_SHOTGUN_IDLE_DEEP;
}
else if ( flRand <= 0.95 )
{
iAnim = ACT_VM_IDLE;
}
else
{
iAnim = ACT_SHOTGUN_IDLE4;
}
SendWeaponAnim( iAnim );
}
}
}
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