Files
HL2Overcharged/game/server/hl2/weapon_shotgun.cpp
2025-05-21 21:20:08 +03:00

337 lines
12 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A shotgun.
//
// Primary attack: single barrel shot.
// Secondary attack: double barrel shot.
//
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "weapon_shotgun.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"
#include "gamestats.h"
/////////NEW///////////////
#include "IEffects.h"
#include "te_effect_dispatch.h"
#include "beam_shared.h"//For Laser
#include "Sprite.h"//For laser
#include "baseviewmodel_shared.h"
#include "OverCharged/ShotgunBullet.h"
/////////////////////////////////
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar weapon_laser_pointer;
extern ConVar sk_plr_num_shotgun_pellets;
extern ConVar sk_plr_num_shotgun_pellets2;
ConVar oc_weapon_shotgun_animation("oc_weapon_shotgun_animation", "0");
ConVar oc_weapon_shotgun_animation_pump("oc_weapon_shotgun_animation_pump", "0");
#define BEAM_SPRITE "effects/laser1_noz.vmt"
#define LASER_SPRITE "sprites/greenglow1.vmt"//"effects/greenglow1"//"sprites/redglow1.vmt"
#define LSPRITE "sprites/greenglow1.vmt"
IMPLEMENT_SERVERCLASS_ST(CWeaponShotgun, DT_WeaponShotgun)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_shotgun, CWeaponShotgun );
PRECACHE_WEAPON_REGISTER(weapon_shotgun);
BEGIN_DATADESC( CWeaponShotgun )
DEFINE_FIELD(PumpAfterTwoBarrels, FIELD_BOOLEAN),
DEFINE_FIELD( m_bNeedPump, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bDelayedFire1, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bDelayedFire2, FIELD_BOOLEAN ),
DEFINE_FIELD(ChangeOnce, FIELD_BOOLEAN),
DEFINE_FIELD(wasAnimated, FIELD_BOOLEAN),
END_DATADESC()
acttable_t CWeaponShotgun::m_acttable[] =
{
/*{ ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to shotgun unique
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RELOAD, ACT_RELOAD_SHOTGUN, false },
{ ACT_WALK, ACT_WALK_RIFLE, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_SHOTGUN_AGITATED, false },//always aims
{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
//End readiness activities
{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
{ ACT_RUN, ACT_RUN_RIFLE, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true },
{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false },
{ 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 },*/
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false }, // Light Kill : MP animstate for singleplayer
{ 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 }, // END
{ ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to shotgun unique
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RELOAD, ACT_RELOAD_SHOTGUN, false },
{ ACT_WALK, ACT_WALK_RIFLE, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_SHOTGUN_AGITATED, false },//always aims
{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
//End readiness activities
{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
{ ACT_RUN, ACT_RUN_RIFLE, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true },
{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false },
};
IMPLEMENT_ACTTABLE(CWeaponShotgun);
void CWeaponShotgun::Precache( void )
{
CBaseCombatWeapon::Precache();
PrecacheParticleSystem("weapon_muzzle_smoke");
PrecacheScriptSound("FX_RicochetSound.Ricochet");
PrecacheScriptSound("Bullets.DefaultNearmiss");
PrecacheModel("sprites/greenglow1.vmt");
PrecacheModel(LASER_SPRITE);
PrecacheModel(LSPRITE);
PrecacheModel(BEAM_SPRITE);
PrecacheScriptSound("Weapon_Shotgun.Draw");
PumpAfterTwoBarrels = false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOperator -
//-----------------------------------------------------------------------------
void CWeaponShotgun::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles )
{
Vector vecShootOrigin, vecShootDir;
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
ASSERT(npc != NULL);
WeaponSound(SINGLE_NPC);
pOperator->DoMuzzleFlash();
m_iClip1 = m_iClip1 - 1;
FireBulletsInfo_t info;
info.m_iTracerFreq = 1;
if (bUseWeaponAngles)
{
QAngle angShootDir;
GetAttachment(LookupAttachment("muzzle"), vecShootOrigin, angShootDir);
AngleVectors(angShootDir, &vecShootDir);
}
else
{
vecShootOrigin = pOperator->Weapon_ShootPosition();
vecShootDir = npc->GetActualShootTrajectory(vecShootOrigin);
}
info.m_vecSpread = pOperator->GetAttackSpread(this);
if (((cvar->FindVar("oc_weapons_enable_dynamic_bullets")->GetInt() == 0)) || ((cvar->FindVar("oc_weapons_enable_dynamic_bullets")->GetInt() == 2)))
{
pOperator->FireBullets(9, vecShootOrigin, vecShootDir, info.m_vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 1);
}
else if ((cvar->FindVar("oc_weapons_enable_dynamic_bullets")->GetInt() == 1))
{
pOperator->FireBulletsShotgun(9, vecShootOrigin, vecShootDir, info.m_vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 1);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponShotgun::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
{
// Ensure we have enough rounds in the clip
m_iClip1++;
FireNPCPrimaryAttack( pOperator, true );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeaponShotgun::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
switch( pEvent->event )
{
case EVENT_WEAPON_SHOTGUN_FIRE:
{
FireNPCPrimaryAttack( pOperator, false );
}
break;
default:
CBaseCombatWeapon::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: When we shipped HL2, the shotgun weapon did not override the
// BaseCombatWeapon default rest time of 0.3 to 0.6 seconds. When
// NPC's fight from a stationary position, their animation events
// govern when they fire so the rate of fire is specified by the
// animation. When NPC's move-and-shoot, the rate of fire is
// specifically controlled by the shot regulator, so it's imporant
// that GetMinRestTime and GetMaxRestTime are implemented and provide
// reasonable defaults for the weapon. To address difficulty concerns,
// we are going to fix the combine's rate of shotgun fire in episodic.
// This change will not affect Alyx using a shotgun in EP1. (sjb)
//-----------------------------------------------------------------------------
float CWeaponShotgun::GetMinRestTime()
{
if( hl2_episodic.GetBool() && GetOwner() && GetOwner()->Classify() == CLASS_COMBINE )
{
return 1.2f;
}
return BaseClass::GetMinRestTime();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float CWeaponShotgun::GetMaxRestTime()
{
if( hl2_episodic.GetBool() && GetOwner() && GetOwner()->Classify() == CLASS_COMBINE )
{
return 1.5f;
}
return BaseClass::GetMaxRestTime();
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CWeaponShotgun::DryFire( void )
{
WeaponSound(EMPTY);
SendWeaponAnim( ACT_VM_DRYFIRE );
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
}
bool CWeaponShotgun::Holster(CBaseCombatWeapon *pSwitchingTo)
{
bool rRet;
pSwitchingTo = NULL;
rRet = BaseClass::Holster(pSwitchingTo);
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer)
m_bReloadComplete = 0;
return BaseClass::Holster(pSwitchingTo);
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponShotgun::CWeaponShotgun( void )
{
m_bReloadsSingly = true;
ChangeOnce = true;
m_bNeedPump = false;
m_bDelayedFire1 = false;
m_bDelayedFire2 = false;
m_fMinRange1 = 0.0;
m_fMaxRange1 = 500;
m_fMinRange2 = 0.0;
m_fMaxRange2 = 200;
wasAnimated = false;
}