//----------------------------------------------------------------------------- // Purpose: // // //----------------------------------------------------------------------------- void CWeaponShotgun::SecondaryAttack( void ) { // Only the player fires this way so we can cast CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if (!pPlayer) { return; } pPlayer->m_nButtons &= ~IN_ATTACK2; // MUST call sound before removing a round from the clip of a CMachineGun WeaponSound(WPN_DOUBLE); pPlayer->DoMuzzleFlash(); SendWeaponAnim( ACT_VM_SECONDARYATTACK ); // player "shoot" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); // Don't fire again until fire animation has completed m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration(); m_iClip1 -= 2; // Shotgun uses same clip for primary and secondary attacks Vector vecSrc = pPlayer->Weapon_ShootPosition(); Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT ); // Fire the bullets pPlayer->FireBullets( 12, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0, -1, -1, 0, NULL, false, false ); pPlayer->ViewPunch( QAngle(random->RandomFloat( -5, 5 ),0,0) ); pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 1.0 ); CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_SHOTGUN, 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 ) { // pump so long as some rounds are left. m_bNeedPump = true; } m_iSecondaryAttacks++; gamestats->Event_WeaponFired( pPlayer, false, GetClassname() ); }
//----------------------------------------------------------------------------- // Purpose: Override so shotgun can do mulitple reloads in a row //----------------------------------------------------------------------------- void CWeaponShotgun::ItemPostFrame( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if (!pOwner) { return; } //Create our trace_t class to hold the end result trace_t WallTR; //Create Vectors for the start, stop, and direction Vector vecAbsStart, vecAbsEnd, vecDir; //Take the Player's EyeAngles and turn it into a direction AngleVectors( pOwner->EyeAngles(), &vecDir ); //Get the Start/End vecAbsStart = pOwner->EyePosition(); vecAbsEnd = vecAbsStart + (vecDir * 32.0); //Do the TraceLine, and write our results to our trace_t class, tr. UTIL_TraceLine( vecAbsStart, vecAbsEnd, MASK_ALL, pOwner, COLLISION_GROUP_NONE, &WallTR ); if (WallTR.DidHit()) { bLowered = true; SendWeaponAnim( ACT_VM_IDLE_LOWERED ); m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration(); m_flNextPrimaryAttack = m_fLoweredReady; } else if ( !bLowered && (pOwner->m_nButtons & IN_SPEED ) ) { bLowered = true; SendWeaponAnim( ACT_VM_IDLE_LOWERED ); m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration(); m_flNextPrimaryAttack = m_fLoweredReady; } else if ( bLowered && !(pOwner->m_nButtons & IN_SPEED ) ) { bLowered = false; SendWeaponAnim( ACT_VM_IDLE ); m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration(); m_flNextPrimaryAttack = m_fLoweredReady; } if ( pOwner->m_nButtons & IN_ALT1 && !bLowered ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. EnableIronsights(); } else if ( !( pOwner->m_nButtons & IN_ALT1) || bLowered ) { DisableIronsights(); } if ( bLowered ) { if ( gpGlobals->curtime > m_fLoweredReady ) { bLowered = true; SendWeaponAnim( ACT_VM_IDLE_LOWERED ); m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration(); } return; } else if ( bLowered ) { if ( gpGlobals->curtime > m_fLoweredReady ) { bLowered = false; SendWeaponAnim( ACT_VM_IDLE ); m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration(); } return; } if (m_bInReload) { // If I'm primary firing and have one round stop reloading and fire if ((pOwner->m_nButtons & IN_ATTACK ) && (m_iClip1 >=1)) { m_bInReload = false; m_bNeedPump = false; m_bDelayedFire1 = true; } // If I'm secondary firing and have one round stop reloading and fire else if ((pOwner->m_nButtons & IN_ATTACK2 ) && (m_iClip1 >=2)) { m_bInReload = false; m_bNeedPump = false; m_bDelayedFire2 = true; } else if (m_flNextPrimaryAttack <= gpGlobals->curtime) { // If out of ammo end reload if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <=0) { FinishReload(); return; } // If clip not full reload again if (m_iClip1 < GetMaxClip1()) { Reload(); return; } // Clip full, stop reloading else { FinishReload(); return; } } } else { // Make shotgun shell invisible SetBodygroup(1,1); } if ((m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) { Pump(); return; } // Shotgun uses same timing and ammo for secondary attack if ((m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2)&&(m_flNextPrimaryAttack <= gpGlobals->curtime)) { m_bDelayedFire2 = false; if ( (m_iClip1 <= 1 && UsesClipsForAmmo1())) { // If only one shell is left, do a single shot instead if ( m_iClip1 == 1 ) { PrimaryAttack(); } else if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType)) { DryFire(); } else { StartReload(); } } // Fire underwater? else if (GetOwner()->GetWaterLevel() == 3 && m_bFiresUnderwater == false) { WeaponSound(EMPTY); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; return; } else { // If the firing button was just pressed, reset the firing time if ( pOwner->m_afButtonPressed & IN_ATTACK ) { m_flNextPrimaryAttack = gpGlobals->curtime; } SecondaryAttack(); } } else if ( (m_bDelayedFire1 || pOwner->m_nButtons & IN_ATTACK) && m_flNextPrimaryAttack <= gpGlobals->curtime) { m_bDelayedFire1 = false; if ( (m_iClip1 <= 0 && UsesClipsForAmmo1()) || ( !UsesClipsForAmmo1() && !pOwner->GetAmmoCount(m_iPrimaryAmmoType) ) ) { if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType)) { DryFire(); } else { StartReload(); } } // Fire underwater? else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false) { WeaponSound(EMPTY); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; return; } else { // If the firing button was just pressed, reset the firing time CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK ) { m_flNextPrimaryAttack = gpGlobals->curtime; } PrimaryAttack(); } } if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. StartReload(); } else { // no fire buttons down m_bFireOnEmpty = false; if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime ) { // weapon isn't useable, switch. if ( !(GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && pOwner->SwitchToNextBestWeapon( this ) ) { m_flNextPrimaryAttack = gpGlobals->curtime + 0.3; return; } } else { // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if ( m_iClip1 <= 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime ) { if (StartReload()) { // if we've successfully started to reload, we're done return; } } } WeaponIdle( ); return; } }