#include <amxmodx>
#include <hamsandwich>
#include <fakemeta>
#include <xs>
#include <hl_wpnmod>
#define PLUGIN "shotgunman"
#define VERSION "1.0"
#define AUTHOR "dima_mark7"
// Weapon settings
#define WEAPON_NAME "weapon_shotgunman"
#define WEAPON_SLOT 2
#define WEAPON_POSITION 3
#define WEAPON_PRIMARY_AMMO "buckshot"
#define WEAPON_PRIMARY_AMMO_MAX 125
#define WEAPON_SECONDARY_AMMO ""
#define WEAPON_SECONDARY_AMMO_MAX -1
#define WEAPON_MAX_CLIP -1
#define WEAPON_DEFAULT_AMMO 32
#define WEAPON_FLAGS 0
#define WEAPON_WEIGHT 15
#define WEAPON_DAMAGE 18.0
// Hud
#define WEAPON_HUD_TXT "sprites/weapon_shotgunman.txt"
#define WEAPON_HUD_SPR "sprites/weapon_shotgunman.spr"
// Models
#define MODEL_WORLD "models/w_shotgunman.mdl"
#define MODEL_VIEW "models/v_shotgunman.mdl"
#define MODEL_PLAYER "models/p_shotgunman.mdl"
#define MODEL_SHELL "models/shotgunshell.mdl"
// Sounds
#define SOUND_FIRE "weapons/sbarrel1.wav"
#define SOUND_WEAPON "weapons/shotgun_cock_heavy.wav"
// Animation
#define ANIM_EXTENSION "shotgun"
new shell, g_bullet[33] = {2, ...};
enum _:shotgunman
{
GUN_DRAW,
GUN_IDLE,
GUN_IDLE2,
GUN_SHOOT_1,
GUN_SHOOT_2,
GUN_SHOOT_3,
GUN_SHOOT_4,
GUN_CUSTOMIZE
};
public plugin_precache()
{
PRECACHE_MODEL(MODEL_VIEW);
PRECACHE_MODEL(MODEL_WORLD);
PRECACHE_MODEL(MODEL_PLAYER);
shell = PRECACHE_MODEL(MODEL_SHELL)
PRECACHE_SOUND(SOUND_FIRE);
PRECACHE_SOUND(SOUND_WEAPON);
PRECACHE_GENERIC(WEAPON_HUD_TXT);
PRECACHE_GENERIC(WEAPON_HUD_SPR);
}
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
new ishotgunman = wpnmod_register_weapon
(
WEAPON_NAME,
WEAPON_SLOT,
WEAPON_POSITION,
WEAPON_PRIMARY_AMMO,
WEAPON_PRIMARY_AMMO_MAX,
WEAPON_SECONDARY_AMMO,
WEAPON_SECONDARY_AMMO_MAX,
WEAPON_MAX_CLIP,
WEAPON_FLAGS,
WEAPON_WEIGHT
);
wpnmod_register_weapon_forward(ishotgunman, Fwd_Wpn_Spawn, "shotgunman_spawn");
wpnmod_register_weapon_forward(ishotgunman, Fwd_Wpn_Deploy, "shotgunman_deploy");
wpnmod_register_weapon_forward(ishotgunman, Fwd_Wpn_Idle, "shotgunman_idle");
wpnmod_register_weapon_forward(ishotgunman, Fwd_Wpn_PrimaryAttack, "shotgunman_primaryattack");
wpnmod_register_weapon_forward(ishotgunman, Fwd_Wpn_SecondaryAttack,"shotgunman_secondary")
wpnmod_register_weapon_forward(ishotgunman, Fwd_Wpn_Holster, "shotgunman_holster");
}
public client_disconnect(id)
{
g_bullet[id] = 2;
}
public shotgunman_spawn(const iItem)
{
SET_MODEL(iItem, MODEL_WORLD);
wpnmod_set_offset_int(iItem, Offset_iDefaultAmmo, WEAPON_DEFAULT_AMMO);
}
public shotgunman_deploy(const iItem)
{
return wpnmod_default_deploy(iItem, MODEL_VIEW, MODEL_PLAYER, GUN_DRAW, ANIM_EXTENSION);
}
public shotgunman_holster(const iItem)
{
wpnmod_set_offset_int(iItem, Offset_iInReload, 0);
}
public shotgunman_idle(const iItem)
{
wpnmod_reset_empty_sound(iItem);
if (wpnmod_get_offset_float(iItem, Offset_flTimeWeaponIdle) <= 0.0)
{
wpnmod_send_weapon_anim(iItem, random_float(0.0, 1.0) <= 0.8 ? GUN_IDLE : GUN_IDLE2);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 2.06);
}
}
public shotgunman_primaryattack(const iItem, const iPlayer, iClip, iAmmo)
{
if (pev(iPlayer, pev_waterlevel) == 3 || iAmmo <= 0)
{
wpnmod_play_empty_sound(iItem);
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 0.15);
return;
}
shotgunman_ShotBullets(iItem, iPlayer, g_bullet[iPlayer], iAmmo);
wpnmod_set_offset_float(iItem, Offset_flNextPrimaryAttack, 0.92);
wpnmod_set_offset_float(iItem, Offset_flNextSecondaryAttack, 0.92);
wpnmod_set_offset_float(iItem, Offset_flTimeWeaponIdle, 0.92);
wpnmod_set_player_anim(iPlayer, PLAYER_ATTACK1);
emit_sound(iPlayer, CHAN_WEAPON, SOUND_FIRE, 0.92, ATTN_NORM, 0, PITCH_NORM);
}
public shotgunman_secondary(const iItem, const iPlayer)
{
if (++g_bullet[iPlayer] > 4)
{
g_bullet[iPlayer] = 1
}
wpnmod_send_weapon_anim(iItem,GUN_CUSTOMIZE);
wpnmod_set_offset_float(iItem,Offset_flNextPrimaryAttack,2.3);
wpnmod_set_offset_float(iItem,Offset_flNextSecondaryAttack,2.3);
wpnmod_set_offset_float(iItem,Offset_flTimeWeaponIdle,2.3);
client_print(iPlayer,print_center,"Bullets: %i", g_bullet[iPlayer])
}
shotgunman_ShotBullets(const iItem, const iPlayer, iBullets, const iAmmo)
{
static Float: flMult;
static Float: flZVel;
static Float: vecAngle[3];
static Float: vecForward[3];
static Float: vecVelocity[3];
static Float: vecPunchangle[3];
if (iAmmo < iBullets)
{
iBullets = iAmmo;
}
wpnmod_fire_bullets(iPlayer, iPlayer, iBullets * 4, VECTOR_CONE_15DEGREES, 2048.0, WEAPON_DAMAGE, DMG_BULLET, iBullets * 4);
for (new i = 0; i < iBullets; i++)
{
wpnmod_eject_brass(iPlayer, shell, TE_BOUNCE_SHOTSHELL, 16.0, -18.0, 6.0);
}
wpnmod_send_weapon_anim(iItem, GUN_IDLE2 + iBullets);
wpnmod_set_player_ammo(iPlayer, WEAPON_PRIMARY_AMMO, iAmmo - iBullets);
global_get(glb_v_forward, vecForward);
pev(iPlayer, pev_v_angle, vecAngle);
pev(iPlayer, pev_velocity, vecVelocity);
pev(iPlayer, pev_punchangle, vecPunchangle);
xs_vec_add(vecAngle, vecPunchangle, vecPunchangle);
engfunc(EngFunc_MakeVectors, vecPunchangle);
flZVel = vecVelocity[2];
flMult = float(iBullets);
xs_vec_mul_scalar(vecForward, 100.0 * flMult, vecPunchangle);
xs_vec_sub(vecVelocity, vecPunchangle, vecVelocity);
vecPunchangle[2] = 0.0;
vecVelocity[2] = flZVel;
vecPunchangle[0] = random_float(-1.0 * flMult, 1.0 * flMult);
vecPunchangle[1] = random_float(-(++flMult), flMult);
set_pev(iPlayer, pev_velocity, vecVelocity);
set_pev(iPlayer, pev_punchangle, vecPunchangle);
}