/* * Black Mesa/HECU Standard SPAS-12 Shotgun * Sleeve Difference Code: KernCore, Mikk155 */ #include "../hl_utils" namespace HL_SHOTGUN { // special deathmatch shotgun spreads const Vector VECTOR_CONE_DM_SHOTGUN( 0.08716, 0.04362, 0.00 ); // 10 degrees by 5 degrees const Vector VECTOR_CONE_DM_DOUBLESHOTGUN( 0.17365, 0.04362, 0.00 ); // 20 degrees by 5 degrees const int SHOTGUN_DEFAULT_AMMO = 8; const int SHOTGUN_MAX_CARRY = 30; const int SHOTGUN_MAX_CLIP = 8; const int SHOTGUN_MAX_DROP = 3; const int SHOTGUN_WEIGHT = 15; const int SHOTGUN_MAX_DAMAGE = 17; const uint SHOTGUN_SINGLE_PELLETCOUNT = 4; const uint SHOTGUN_DOUBLE_PELLETCOUNT = SHOTGUN_SINGLE_PELLETCOUNT * 2; const string MODEL_AMMO = "models/hlclassic/w_shotbox.mdl"; const string MODEL_DROP = "models/w_shotshell.mdl"; const string V_MODEL = "models/bts_rc/weapons/v_shotgun.mdl"; enum ShotgunAnimation { SHOTGUN_IDLE = 0, SHOTGUN_FIRE, SHOTGUN_FIRE2, SHOTGUN_RELOAD, SHOTGUN_PUMP, SHOTGUN_START_RELOAD, SHOTGUN_DRAW, SHOTGUN_HOLSTER, SHOTGUN_IDLE4, SHOTGUN_IDLE_DEEP }; array HEV = { "bts_helmet" }; class weapon_bts_shotgun : ScriptBasePlayerWeaponEntity, HLWeaponUtils { private CBasePlayer@ m_pPlayer = null; float m_flNextReload; int m_iShell; float m_flPumpTime; bool m_fPlayPumpSound; bool m_fShotgunReload; 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 Spawn() { Precache(); g_EntityFuncs.SetModel( self, "models/bts_rc/weapons/w_shotgun.mdl" ); self.m_iDefaultAmmo = SHOTGUN_DEFAULT_AMMO; self.FallInit();// get ready to fall } void Precache() { self.PrecacheCustomModels(); g_Game.PrecacheModel( "models/bts_rc/weapons/v_shotgun.mdl" ); g_Game.PrecacheModel( "models/bts_rc/weapons/w_shotgun.mdl" ); g_Game.PrecacheModel( "models/bts_rc/weapons/p_shotgun.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( "hlclassic/weapons/dbarrel1.wav" );//shotgun g_SoundSystem.PrecacheSound( "bts_rc/weapons/spas12_dbarrel1.wav" ); //shotgun // g_SoundSystem.PrecacheSound( "hlclassic/weapons/sbarrel1.wav" );//shotgun g_SoundSystem.PrecacheSound( "hlclassic/weapons/reload1.wav" ); // shotgun reload g_SoundSystem.PrecacheSound( "hlclassic/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( "hlclassic/weapons/scock1.wav" ); // cock gun } 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 = WEAPON_NOCLIP; info.iMaxClip = SHOTGUN_MAX_CLIP; info.iSlot = 2; info.iPosition = 7; info.iFlags = 0; info.iWeight = SHOTGUN_WEIGHT; return true; } bool Deploy() { return self.DefaultDeploy( self.GetV_Model( "models/bts_rc/weapons/v_shotgun.mdl" ), self.GetP_Model( "models/bts_rc/weapons/p_shotgun.mdl" ), SHOTGUN_DRAW, "shotgun", 0, GetBodygroup() ); } float WeaponTimeBase() { return g_Engine.time; } void Holster( int skipLocal = 0 ) { 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, "hlclassic/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( SHOTGUN_FIRE, 0, GetBodygroup() ); g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "hlclassic/weapons/sbarrel1.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, SHOTGUN_MAX_DAMAGE ); //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; } 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() { // 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 <= 1 ) { self.Reload(); self.PlayEmptySound(); return; } self.SendWeaponAnim( SHOTGUN_FIRE2, 0, GetBodygroup() ); g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "bts_rc/weapons/spas12_dbarrel1.wav", Math.RandomFloat( 0.98, 1.0 ), ATTN_NORM, 0, 85 + Math.RandomLong( 0, 0x1f ) ); m_pPlayer.m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer.m_iWeaponFlash = NORMAL_GUN_FLASH; self.m_iClip -= 2; // player "shoot" animation m_pPlayer.SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = m_pPlayer.GetGunPosition(); Vector vecAiming = m_pPlayer.GetAutoaimVector( AUTOAIM_5DEGREES ); m_pPlayer.FireBullets( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, 2048, BULLET_PLAYER_CUSTOMDAMAGE, 0, SHOTGUN_MAX_DAMAGE ); //m_pPlayer.FireBullets( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, 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 * 3, vecShellVelocity, m_pPlayer.pev.angles.y, m_iShell, TE_BOUNCE_SHOTSHELL); g_EntityFuncs.EjectBrass(vecSrc + m_pPlayer.pev.view_ofs + g_Engine.v_up * -32 + g_Engine.v_forward * 18 + 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 + 0.95; self.m_flNextPrimaryAttack = g_Engine.time + 1.5; self.m_flNextSecondaryAttack = g_Engine.time + 1.5; if( self.m_iClip != 0 ) self.m_flTimeWeaponIdle = g_Engine.time + 6.0; else self.m_flTimeWeaponIdle = g_Engine.time + 1.5; // difference in model for shotgun recoil string modelName = g_EngineFuncs.GetInfoKeyBuffer(m_pPlayer.edict()).GetValue( "model" ); if ( HEV.find(modelName) >= 0 ) { m_pPlayer.pev.punchangle.x = -10.0; } else { m_pPlayer.pev.punchangle.x = -24.0; m_pPlayer.pev.velocity = -128 * g_Engine.v_forward; // Knockback! } m_fShotgunReload = false; m_fPlayPumpSound = true; CreatePelletDecals( vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, SHOTGUN_DOUBLE_PELLETCOUNT ); } 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( SHOTGUN_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; } // animation self.SendWeaponAnim( SHOTGUN_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, "hlclassic/weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + Math.RandomLong( 0, 0x1f ) ); break; case 1: g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_ITEM, "hlclassic/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( SHOTGUN_PUMP, 0, GetBodygroup() ); g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_ITEM, "hlclassic/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 = SHOTGUN_IDLE_DEEP; self.m_flTimeWeaponIdle = WeaponTimeBase() + (60.0/12.0); break; case 1: iAnim = SHOTGUN_IDLE; self.m_flTimeWeaponIdle = WeaponTimeBase() + (20.0/9.0); break; case 2: iAnim = SHOTGUN_IDLE4; self.m_flTimeWeaponIdle = WeaponTimeBase() + (20.0/9.0); break; } /*float flRand = g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed, 0, 1 ); if( flRand <= 0.8 ) { iAnim = SHOTGUN_IDLE_DEEP; self.m_flTimeWeaponIdle = g_Engine.time + (60.0/12.0); // * RANDOM_LONG(2, 5); } else if( flRand <= 0.95 ) { iAnim = SHOTGUN_IDLE; self.m_flTimeWeaponIdle = g_Engine.time + (20.0/9.0); } else { iAnim = SHOTGUN_IDLE4; self.m_flTimeWeaponIdle = g_Engine.time + (20.0/9.0); }*/ self.SendWeaponAnim( iAnim, 0, GetBodygroup() ); } } } } class ammo_bts_shotgun : 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; } } class ammo_bts_shotshell : ScriptBasePlayerAmmoEntity { void Spawn() { g_EntityFuncs.SetModel( self, MODEL_DROP ); pev.scale = 1.0; BaseClass.Spawn(); } bool AddAmmo( CBaseEntity@ pOther ) { int iGive; iGive = SHOTGUN_MAX_DROP; 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 GetHLShotgunName() { return "weapon_bts_shotgun"; } string GetHLShotgunAmmoName() { return "ammo_bts_shotgun"; } string GetHLShotgunDAmmoName() { return "ammo_bts_shotshell"; } void RegisterHLShotgun() { g_CustomEntityFuncs.RegisterCustomEntity( "HL_SHOTGUN::weapon_bts_shotgun", GetHLShotgunName() ); g_CustomEntityFuncs.RegisterCustomEntity( "HL_SHOTGUN::ammo_bts_shotgun", GetHLShotgunAmmoName() ); g_CustomEntityFuncs.RegisterCustomEntity( "HL_SHOTGUN::ammo_bts_shotshell", GetHLShotgunDAmmoName() ); g_ItemRegistry.RegisterWeapon( GetHLShotgunName(), "bts_rc/weapons", "buckshot", "", GetHLShotgunAmmoName(), GetHLShotgunDAmmoName() ); } }