/* * Mossberg 500 w/ Torchlight Attached * Models: ZikShadow * Scripts: Mikk, RaptorSKA * Sound: RaptorSKA * Sprites: ZikShadow */ #include "../hl_utils" namespace HL_SBSHOTGUN { enum SbshotgunAnimation { SBSHOTGUN_IDLE = 0, SBSHOTGUN_FIRE, SBSHOTGUN_FIRE2, SBSHOTGUN_RELOAD, SBSHOTGUN_PUMP, SBSHOTGUN_START_RELOAD, SBSHOTGUN_DRAW, SBSHOTGUN_HOLSTER, SBSHOTGUN_IDLE4, SBSHOTGUN_IDLE_DEEP }; array HEV = { "bts_helmet" }; // special deathmatch shotgun spreads const Vector VECTOR_CONE_DM_SHOTGUN( 0.08716, 0.04362, 0.00 ); // 10 degrees by 5 degrees const uint SHOTGUN_SINGLE_PELLETCOUNT = 4; const int SHOTGUN_DEFAULT_AMMO = 6; const int SHOTGUN_MAX_CARRY = 30; const int SHOTGUN_MAX_CLIP = 6; const int SHOTGUN_WEIGHT = 15; const int MAX_DMG = 16; const int BATTERY_MAX_AMMO = 60; const int BATTERY_DEFAULT_GIVE = 5; const bool g_bShowFlashlightToAll = true; const float LIGHT_DISTANCE = 3072.0f; const int DRAIN_RATE = 440; const string MODEL_AMMO = "models/hlclassic/w_shotbox.mdl"; const string V_MODEL = "models/bts_rc/weapons/v_sbshotgun.mdl"; class weapon_bts_sbshotgun : ScriptBasePlayerWeaponEntity, HLWeaponUtils { bool m_bIsFlashlightOn; private CBasePlayer@ m_pPlayer = null; float m_flNextReload; int m_iShell; float m_flPumpTime; bool m_fPlayPumpSound; bool m_fShotgunReload; private TraceResult tr; private float m_flNextFlashlightTime; private int m_iNextDainTime; dictionary g_Models = { { "bts_barney", 0 }, { "bts_otis", 0 }, { "bts_barney2", 0 }, { "bts_barney3", 0 }, { "bts_scientist", 1 }, { "bts_scientist2", 1 }, { "bts_scientist3", 3 }, { "bts_scientist4", 1 }, { "bts_scientist5", 1 }, { "bts_scientist6", 1 }, { "bts_construction", 2 }, { "bts_helmet", 4 } }; int GetBodygroup() { string modelName = g_EngineFuncs.GetInfoKeyBuffer(m_pPlayer.edict()).GetValue( "model" ); switch( int(g_Models[ modelName ]) ) { case 0: m_iCurBodyConfig = g_ModelFuncs.SetBodygroup( g_ModelFuncs.ModelIndex( V_MODEL ), m_iCurBodyConfig, 2, 0 ); break; case 1: m_iCurBodyConfig = g_ModelFuncs.SetBodygroup( g_ModelFuncs.ModelIndex( V_MODEL ), m_iCurBodyConfig, 2, 1 ); break; case 2: m_iCurBodyConfig = g_ModelFuncs.SetBodygroup( g_ModelFuncs.ModelIndex( V_MODEL ), m_iCurBodyConfig, 2, 2 ); break; case 3: m_iCurBodyConfig = g_ModelFuncs.SetBodygroup( g_ModelFuncs.ModelIndex( V_MODEL ), m_iCurBodyConfig, 2, 3 ); break; case 4: m_iCurBodyConfig = g_ModelFuncs.SetBodygroup( g_ModelFuncs.ModelIndex( V_MODEL ), m_iCurBodyConfig, 2, 4 ); break; } return m_iCurBodyConfig; } void ItemPreFrame() { if( g_Engine.time > m_flNextFlashlightTime ) { if( m_bIsFlashlightOn ) { g_Utility.TraceLine( m_pPlayer.GetGunPosition(), m_pPlayer.GetGunPosition() + g_Engine.v_forward * LIGHT_DISTANCE, dont_ignore_monsters, m_pPlayer.edict(), tr ); if( g_bShowFlashlightToAll ) { NetworkMessage flon( MSG_BROADCAST, NetworkMessages::SVC_TEMPENTITY ); flon.WriteByte( TE_DLIGHT ); flon.WriteCoord( tr.vecEndPos.x ); flon.WriteCoord( tr.vecEndPos.y ); flon.WriteCoord( tr.vecEndPos.z ); flon.WriteByte( 9 ); flon.WriteByte( 150 ); flon.WriteByte( 150 ); flon.WriteByte( 150 ); flon.WriteByte( 1 ); flon.WriteByte( 1 ); flon.End(); } else { NetworkMessage flon( MSG_ONE, NetworkMessages::SVC_TEMPENTITY, m_pPlayer.edict() ); flon.WriteByte( TE_DLIGHT ); flon.WriteCoord( tr.vecEndPos.x ); flon.WriteCoord( tr.vecEndPos.y ); flon.WriteCoord( tr.vecEndPos.z ); flon.WriteByte( 9 ); flon.WriteByte( 150 ); flon.WriteByte( 150 ); flon.WriteByte( 150 ); flon.WriteByte( 1 ); flon.WriteByte( 1 ); flon.End(); } if( m_iNextDainTime > DRAIN_RATE ) { m_pPlayer.m_rgAmmo( self.m_iSecondaryAmmoType, m_pPlayer.m_rgAmmo( self.m_iSecondaryAmmoType ) - 1 ); m_iNextDainTime = 0; } else m_iNextDainTime++; if( !HasBattery() ) m_bIsFlashlightOn = false; } m_flNextFlashlightTime = g_Engine.time + 0.0125f; // torchlight's light flickering per seconds } BaseClass.ItemPreFrame(); } void Spawn() { Precache(); g_EntityFuncs.SetModel( self, "models/bts_rc/weapons/w_sbshotgun.mdl" ); self.m_iDefaultAmmo = SHOTGUN_DEFAULT_AMMO; self.m_iDefaultSecAmmo = BATTERY_DEFAULT_GIVE; self.FallInit();// get ready to fall } void Precache() { self.PrecacheCustomModels(); g_Game.PrecacheModel( "models/bts_rc/weapons/v_sbshotgun.mdl" ); g_Game.PrecacheModel( "models/bts_rc/weapons/w_sbshotgun.mdl" ); g_Game.PrecacheModel( "models/bts_rc/weapons/p_sbshotgun.mdl" ); g_Game.PrecacheModel( MODEL_AMMO ); m_iShell = g_Game.PrecacheModel( "models/shotgunshell.mdl" );// shotgun shell g_SoundSystem.PrecacheSound( "items/9mmclip1.wav" ); g_SoundSystem.PrecacheSound( "bts_rc/weapons/sbshotgun_fire1.wav" );//shotgun g_SoundSystem.PrecacheSound( "bts_rc/weapons/reload1.wav" ); // shotgun reload g_SoundSystem.PrecacheSound( "bts_rc/weapons/reload3.wav" ); // shotgun reload g_SoundSystem.PrecacheSound("weapons/sshell1.wav"); // shotgun reload g_SoundSystem.PrecacheSound("weapons/sshell3.wav"); // shotgun reload g_SoundSystem.PrecacheSound( "hlclassic/weapons/357_cock1.wav" ); // gun empty sound g_SoundSystem.PrecacheSound( "bts_rc/weapons/scock1.wav" ); // cock gun g_SoundSystem.PrecacheSound( "hlclassic/items/9mmclip1.wav"); // ammo pickup sound } bool AddToPlayer( CBasePlayer@ pPlayer ) { if ( !BaseClass.AddToPlayer( pPlayer ) ) return false; @m_pPlayer = pPlayer; NetworkMessage message( MSG_ONE, NetworkMessages::WeapPickup, pPlayer.edict() ); message.WriteLong( self.m_iId ); message.End(); return true; } bool PlayEmptySound() { if( self.m_bPlayEmptySound ) { self.m_bPlayEmptySound = false; g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "hlclassic/weapons/357_cock1.wav", 0.8, ATTN_NORM, 0, PITCH_NORM ); } return false; } bool GetItemInfo( ItemInfo& out info ) { info.iMaxAmmo1 = SHOTGUN_MAX_CARRY; info.iMaxAmmo2 = BATTERY_MAX_AMMO; info.iMaxClip = SHOTGUN_MAX_CLIP; info.iSlot = 2; info.iPosition = 6; info.iFlags = 0; info.iWeight = SHOTGUN_WEIGHT; return true; } bool Deploy() { m_bIsFlashlightOn = false; return self.DefaultDeploy( self.GetV_Model( "models/bts_rc/weapons/v_sbshotgun.mdl" ), self.GetP_Model( "models/bts_rc/weapons/p_sbshotgun.mdl" ), SBSHOTGUN_DRAW, "shotgun", 0, GetBodygroup() ); } bool HasBattery() { if( m_pPlayer.m_rgAmmo( self.m_iSecondaryAmmoType ) <= 0 ) { m_pPlayer.SetSuitUpdate( "!HEV_AMO0", false, 0 ); return false; } return true; } float WeaponTimeBase() { return g_Engine.time; } void Holster( int skipLocal = 0 ) { m_bIsFlashlightOn = false; m_fShotgunReload = false; BaseClass.Holster( skipLocal ); } void ItemPostFrame() { if( m_flPumpTime != 0 && m_flPumpTime < g_Engine.time && m_fPlayPumpSound ) { // play pumping sound g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_ITEM, "bts_rc/weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + Math.RandomLong( 0,0x1f ) ); m_fPlayPumpSound = false; } BaseClass.ItemPostFrame(); } void CreatePelletDecals( const Vector& in vecSrc, const Vector& in vecAiming, const Vector& in vecSpread, const uint uiPelletCount ) { TraceResult tr; float x, y; for( uint uiPellet = 0; uiPellet < uiPelletCount; ++uiPellet ) { g_Utility.GetCircularGaussianSpread( x, y ); Vector vecDir = vecAiming + x * vecSpread.x * g_Engine.v_right + y * vecSpread.y * g_Engine.v_up; Vector vecEnd = vecSrc + vecDir * 2048; g_Utility.TraceLine( vecSrc, vecEnd, dont_ignore_monsters, m_pPlayer.edict(), tr ); if( tr.flFraction < 1.0 ) { if( tr.pHit !is null ) { CBaseEntity@ pHit = g_EntityFuncs.Instance( tr.pHit ); if( pHit is null || pHit.IsBSPModel() ) g_WeaponFuncs.DecalGunshot( tr, BULLET_PLAYER_BUCKSHOT ); } } } } void PrimaryAttack() { // don't fire underwater if( m_pPlayer.pev.waterlevel == WATERLEVEL_HEAD ) { self.PlayEmptySound(); self.m_flNextPrimaryAttack = g_Engine.time + 0.15; return; } if( self.m_iClip <= 0 ) { self.m_flNextPrimaryAttack = self.m_flTimeWeaponIdle = g_Engine.time + 0.75; self.Reload(); self.PlayEmptySound(); return; } self.SendWeaponAnim( SBSHOTGUN_FIRE, 0, GetBodygroup() ); g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "bts_rc/weapons/sbshotgun_fire1.wav", Math.RandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + Math.RandomLong( 0, 0x1f ) ); m_pPlayer.m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer.m_iWeaponFlash = NORMAL_GUN_FLASH; --self.m_iClip; // player "shoot" animation m_pPlayer.SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = m_pPlayer.GetGunPosition(); Vector vecAiming = m_pPlayer.GetAutoaimVector( AUTOAIM_5DEGREES ); m_pPlayer.FireBullets( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_CUSTOMDAMAGE, 0, MAX_DMG );//m_pPlayer.FireBullets( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0 ); //Shell ejection Math.MakeVectors( m_pPlayer.pev.v_angle ); Vector vecShellVelocity = m_pPlayer.pev.velocity + g_Engine.v_right * Math.RandomFloat(50, 70) + g_Engine.v_up* Math.RandomFloat(100, 150) + g_Engine.v_forward * 25; g_EntityFuncs.EjectBrass(vecSrc + m_pPlayer.pev.view_ofs + g_Engine.v_up * -34 + g_Engine.v_forward * 14 + g_Engine.v_right * 6, vecShellVelocity, m_pPlayer.pev.angles.y, m_iShell, TE_BOUNCE_SHOTSHELL); if( self.m_iClip == 0 && m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) <= 0 ) // HEV suit - indicate out of ammo condition m_pPlayer.SetSuitUpdate( "!HEV_AMO0", false, 0 ); if( self.m_iClip != 0 ) m_flPumpTime = g_Engine.time + 0.5; // difference in model for nextprimaryattack string modelName = g_EngineFuncs.GetInfoKeyBuffer(m_pPlayer.edict()).GetValue( "model" ); if ( HEV.find(modelName) >= 0 ) { m_pPlayer.pev.punchangle.x = -5.0; self.m_flNextPrimaryAttack = g_Engine.time + 0.85; self.m_flNextSecondaryAttack = g_Engine.time + 0.85; if( self.m_iClip != 0 ) self.m_flTimeWeaponIdle = g_Engine.time + 5.0; else self.m_flNextPrimaryAttack = self.m_flTimeWeaponIdle = g_Engine.time + 0.75; } else { m_pPlayer.pev.punchangle.x = -11.0; m_pPlayer.pev.velocity = -64 * g_Engine.v_forward; // Knockback! self.m_flNextPrimaryAttack = g_Engine.time + 1.0; self.m_flNextSecondaryAttack = g_Engine.time + 1.0; if( self.m_iClip != 0 ) self.m_flTimeWeaponIdle = g_Engine.time + 5.0; else self.m_flNextPrimaryAttack = self.m_flTimeWeaponIdle = g_Engine.time + 0.75; } m_fShotgunReload = false; m_fPlayPumpSound = true; CreatePelletDecals( vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, SHOTGUN_SINGLE_PELLETCOUNT ); } void SecondaryAttack() { if( !HasBattery() ) return; g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "bts_rc/items/flashlight1.wav", 1.0, ATTN_NORM, 0, 95 + Math.RandomLong( 0, 10 ) ); m_bIsFlashlightOn = !m_bIsFlashlightOn; self.m_flNextPrimaryAttack = g_Engine.time + 0.5f; self.m_flNextSecondaryAttack = g_Engine.time + 0.5f; } void Reload() { if( m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) <= 0 || self.m_iClip == SHOTGUN_MAX_CLIP ) return; if( m_flNextReload > g_Engine.time ) return; // don't reload until recoil is done if( self.m_flNextPrimaryAttack > g_Engine.time && !m_fShotgunReload ) return; // check to see if we're ready to reload if( !m_fShotgunReload ) { self.SendWeaponAnim( SBSHOTGUN_START_RELOAD, 0, GetBodygroup() ); m_pPlayer.m_flNextAttack = 0.6; //Always uses a relative time due to prediction self.m_flTimeWeaponIdle = g_Engine.time + 0.6; self.m_flNextPrimaryAttack = g_Engine.time + 1.0; self.m_flNextSecondaryAttack = g_Engine.time + 1.0; m_fShotgunReload = true; return; } else if( m_fShotgunReload ) { if( self.m_flTimeWeaponIdle > g_Engine.time ) return; if( self.m_iClip == SHOTGUN_MAX_CLIP ) { m_fShotgunReload = false; return; } self.SendWeaponAnim( SBSHOTGUN_RELOAD, 0, GetBodygroup() ); // difference in model for reload speed string modelName = g_EngineFuncs.GetInfoKeyBuffer(m_pPlayer.edict()).GetValue( "model" ); if ( HEV.find(modelName) >= 0 ) { m_flNextReload = g_Engine.time + 0.5; self.m_flNextPrimaryAttack = g_Engine.time + 0.5; self.m_flNextSecondaryAttack = g_Engine.time + 0.5; self.m_flTimeWeaponIdle = g_Engine.time + 0.5; } else { m_flNextReload = g_Engine.time + 0.64; self.m_flNextPrimaryAttack = g_Engine.time + 0.64; self.m_flNextSecondaryAttack = g_Engine.time + 0.64; self.m_flTimeWeaponIdle = g_Engine.time + 0.64; } // Add them to the clip self.m_iClip += 1; m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType, m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) - 1 ); switch( Math.RandomLong( 0, 1 ) ) { case 0: g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_ITEM, "bts_rc/weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + Math.RandomLong( 0, 0x1f ) ); break; case 1: g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_ITEM, "bts_rc/weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + Math.RandomLong( 0, 0x1f ) ); break; } } BaseClass.Reload(); } void WeaponIdle() { self.ResetEmptySound(); m_pPlayer.GetAutoaimVector( AUTOAIM_5DEGREES ); if( self.m_flTimeWeaponIdle < g_Engine.time ) { if( self.m_iClip == 0 && !m_fShotgunReload && m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) != 0 ) { self.Reload(); } else if( m_fShotgunReload ) { if( self.m_iClip != SHOTGUN_MAX_CLIP && m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) > 0 ) { self.Reload(); } else { // reload debounce has timed out self.SendWeaponAnim( SBSHOTGUN_PUMP, 0, GetBodygroup() ); g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_ITEM, "bts_rc/weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + Math.RandomLong( 0,0x1f ) ); m_fShotgunReload = false; self.m_flTimeWeaponIdle = g_Engine.time + 1.5; } } else { int iAnim; switch( g_PlayerFuncs.SharedRandomLong( m_pPlayer.random_seed, 0, 2 ) ) { case 0: iAnim = SBSHOTGUN_IDLE_DEEP; self.m_flTimeWeaponIdle = WeaponTimeBase() + (60.0/12.0); break; case 1: iAnim = SBSHOTGUN_IDLE; self.m_flTimeWeaponIdle = WeaponTimeBase() + (20.0/9.0); break; case 2: iAnim = SBSHOTGUN_IDLE4; self.m_flTimeWeaponIdle = WeaponTimeBase() + (20.0/9.0); break; } self.SendWeaponAnim( iAnim, 0, GetBodygroup() ); } } } } class ammo_bts_sbshotgun : ScriptBasePlayerAmmoEntity { void Spawn() { g_EntityFuncs.SetModel( self, MODEL_AMMO ); pev.scale = 1.0; BaseClass.Spawn(); } bool AddAmmo( CBaseEntity@ pOther ) { int iGive; iGive = SHOTGUN_MAX_CLIP; if( pOther.GiveAmmo( iGive, "buckshot", SHOTGUN_MAX_CARRY ) != -1) { g_SoundSystem.EmitSound( self.edict(), CHAN_ITEM, "hlclassic/items/9mmclip1.wav", 1, ATTN_NORM ); return true; } return false; } } string GetSBShotgunName() { return "weapon_bts_sbshotgun"; } string GetSBShotgunAmmoName() { return "ammo_bts_sbshotgun"; } void RegisterSBShotgun() { g_CustomEntityFuncs.RegisterCustomEntity( "HL_SBSHOTGUN::weapon_bts_sbshotgun", GetSBShotgunName() ); g_CustomEntityFuncs.RegisterCustomEntity( "HL_SBSHOTGUN::ammo_bts_sbshotgun", GetSBShotgunAmmoName() ); g_ItemRegistry.RegisterWeapon( GetSBShotgunName(), "bts_rc/weapons", "buckshot", "flashlightbattery", GetSBShotgunAmmoName() ); } }