Ejemplo n.º 1
0
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;
}
Ejemplo n.º 2
0
bool CASW_Weapon::ASWReload( int iClipSize1, int iClipSize2, int iActivity )
{
	if ( m_bInReload )	// we're already reloading!
	{
		Msg("ASWReload already reloading\n");
		Assert(false);
		return true;
	}

	CASW_Marine *pMarine = GetMarine();
	if ( !pMarine || !ASWGameRules() )
		return false;

	bool bReload = false;
	if ( m_bIsFiring )
	{
		OnStoppedFiring();
	}

	// If you don't have clips, then don't try to reload them.
	if ( UsesClipsForAmmo1() )
	{
		// need to reload primary clip?
		int primary	= MIN( iClipSize1 - m_iClip1, pMarine->GetAmmoCount( m_iPrimaryAmmoType ) );
		if ( primary != 0 )
		{
			bReload = true;
		}
		else
		{
			// check if we have an ammo bag we can take a clip from instead
			CASW_Weapon_Ammo_Bag* pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>( pMarine->GetASWWeapon( 0 ) );
			if ( !pAmmoBag )
			{
				pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>( pMarine->GetASWWeapon( 1 ) );
			}

			if ( pAmmoBag && pAmmoBag->CanGiveAmmoToWeapon( this ) )
			{
#ifdef CLIENT_DLL
				bReload = true;
#else
				pAmmoBag->GiveClipTo(pMarine, m_iPrimaryAmmoType, true);

				// now we've given a clip, check if we can reload
				primary	= MIN(iClipSize1 - m_iClip1, pMarine->GetAmmoCount(m_iPrimaryAmmoType));
				if ( primary != 0 )
				{
					bReload = true;
				}
#endif
			}
		}
	}

	if ( UsesClipsForAmmo2() )
	{
		// need to reload secondary clip?
		int secondary = MIN( iClipSize2 - m_iClip2, pMarine->GetAmmoCount( m_iSecondaryAmmoType ) );
		if ( secondary != 0 )
		{
			bReload = true;
		}
	}

	if ( !bReload )
		return false;

	m_bFastReloadSuccess = false;
	m_bFastReloadFailure = false;

#ifndef CLIENT_DLL
	if ( GetMaxClip1() > 1 )
	{
		// Fire event when a player reloads a weapon with more than a bullet per clip
		IGameEvent * event = gameeventmanager->CreateEvent( "weapon_reload" );
		if ( event )
		{		
			CASW_Player *pPlayer = NULL;
			pPlayer = pMarine->GetCommander();

			int nClipSize = GetMaxClip1();

			int nClips = pMarine->GetAmmoCount( m_iPrimaryAmmoType ) / nClipSize;
			CASW_Weapon_Ammo_Bag *pAmmoBag = dynamic_cast< CASW_Weapon_Ammo_Bag* >( pMarine->GetASWWeapon( 0 ) );
			if ( !pAmmoBag )
			{
				pAmmoBag = dynamic_cast< CASW_Weapon_Ammo_Bag* >( pMarine->GetASWWeapon( 1 ) );
			}
			if ( pAmmoBag && this != pAmmoBag )
			{
				nClips += pAmmoBag->NumClipsForWeapon( this );					
			}

			event->SetInt( "userid", ( pPlayer ? pPlayer->GetUserID() : 0 ) );
			event->SetInt( "marine", pMarine->entindex() );
			event->SetInt( "lost", m_iClip1 );
			event->SetInt( "clipsize", nClipSize );
			event->SetInt( "clipsremaining", nClips - 1 );
			event->SetInt( "clipsmax", GetAmmoDef()->MaxCarry( m_iPrimaryAmmoType, pMarine ) / nClipSize );

			gameeventmanager->FireEvent( event );
		}
	}
#endif

	m_fReloadClearFiringTime = gpGlobals->curtime + GetFireRate();

	float fReloadTime = GetReloadTime();
	float flSequenceEndTime = gpGlobals->curtime + fReloadTime;
	pMarine->SetNextAttack( flSequenceEndTime );
	m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
	//Msg("  Setting nextprimary attack time to %f from aswreload\n", m_flNextPrimaryAttack);

	m_bInReload = true;	

	// set fast reload timings
	//  assuming 2.8 base reload time
	//    ~0.29 
	RandomSeed( CBaseEntity::GetPredictionRandomSeed() & 255 );	

	float flStartFraction = random->RandomFloat( 0.29f, 0.35f );

	// set width by difficulty
	float flFastReloadWidth = 0.12f;
	switch( ASWGameRules()->GetSkillLevel() )
	{
		default:
		case 1: 
		case 2: flFastReloadWidth = random->RandomFloat( 0.10f, 0.1f ); break;		// easy/normal
		case 3: flFastReloadWidth = random->RandomFloat( 0.08f, 0.12f ); break;		// hard
		case 4: flFastReloadWidth = random->RandomFloat( 0.06f, 0.10f ); break;		// insane
		case 5: flFastReloadWidth = random->RandomFloat( 0.055f, 0.09f ); break;		// imba
	}
	// scale by marine skills
	flFastReloadWidth *= MarineSkills()->GetSkillBasedValueByMarine( pMarine, ASW_MARINE_SKILL_RELOADING, ASW_MARINE_SUBSKILL_RELOADING_FAST_WIDTH_SCALE );
	
	m_fReloadStart = gpGlobals->curtime;
	m_fFastReloadStart = gpGlobals->curtime + flStartFraction * fReloadTime;
	m_fFastReloadEnd = m_fFastReloadStart + flFastReloadWidth * fReloadTime;

	SendReloadEvents();

#ifdef GAME_DLL
	pMarine->RemoveWeaponPowerup( this );
#endif

	return true;
}