Base weapon component for carryable weapons. Exposes clip/read-only alias, dry-fire behavior, auto-reload logic, shoot delay handling, simple HUD crosshair drawing, and input handling for reload/cancel reload.
using Sandbox.Rendering;
/// <summary>
/// A <see cref="Carryable"/> that shoots. Magazines, reserve ammo, reloading and fire timing all live
/// on <see cref="BaseCombatWeapon"/> now - this keeps the deathmatch-facing names and the dry-fire /
/// auto-reload behaviour our weapons are written against.
/// </summary>
public partial class BaseWeapon : Carryable
{
/// <summary>
/// Rounds in the magazine. Read-only alias for the engine's <see cref="BaseCombatWeapon.Clip1"/>,
/// which is host owned - spend it through <see cref="TakeAmmo(int)"/> so the host sees the spend,
/// rather than assigning, which a client couldn't make stick.
/// </summary>
public int ClipContents => Clip1;
/// <summary>
/// Adds a delay, making it so we can't shoot for the specified time
/// </summary>
/// <param name="seconds"></param>
public void AddShootDelay( float seconds )
{
SetNextFire( seconds );
}
/// <summary>
/// The dry fire sound if we have no ammo
/// </summary>
private static SoundEvent DefaultDryFireSound = new SoundEvent( "audio/sounds/dry_fire.sound" );
/// <summary>
/// Play a dry fire sound. You should only call this on weapons that can't auto reload - if they can, use <see cref="TryAutoReload"/> instead.
/// </summary>
public override void DryFire()
{
if ( HasAmmo() )
return;
if ( IsReloading )
return;
if ( NextPrimaryFire > 0 )
return;
GameObject.PlaySound( DryFireSound ?? DefaultDryFireSound );
}
/// <summary>
/// Player has fired an empty gun - play dry fire sound and start reloading. You should only call this on weapons that can reload - if they can't, use <see cref="DryFire"/> instead.
/// </summary>
public virtual void TryAutoReload()
{
if ( HasAmmo() )
return;
if ( IsReloading )
return;
if ( NextPrimaryFire > 0 )
return;
DryFire();
AddShootDelay( 0.1f );
if ( CanReload() )
Reload();
else
SwitchAway();
}
/// <summary>
/// Are we allowed to shoot this weapon? Can be overriden per-weapon
/// </summary>
/// <returns></returns>
public virtual bool CanShoot()
{
if ( !HasAmmo() ) return false;
if ( IsReloading ) return false;
if ( NextPrimaryFire > 0 ) return false;
return true;
}
public override void DrawHud( HudPainter painter, Vector2 crosshair )
{
DrawCrosshair( painter, crosshair );
}
public override void DrawCrosshair( HudPainter hud, Vector2 center )
{
Color color = Color.Red;
hud.DrawLine( center + Vector2.Left * 32, center + Vector2.Left * 15, 3, color );
hud.DrawLine( center - Vector2.Left * 32, center - Vector2.Left * 15, 3, color );
hud.DrawLine( center + Vector2.Up * 32, center + Vector2.Up * 15, 3, color );
hud.DrawLine( center - Vector2.Up * 32, center - Vector2.Up * 15, 3, color );
}
public override void OnControl( Player player )
{
base.OnControl( player );
bool wantsToCancelReload = Input.Pressed( "Attack1" ) || Input.Pressed( "Attack2" );
if ( CanCancelReload && IsReloading && wantsToCancelReload && HasAmmo() )
{
CancelReload();
}
if ( CanReload() && Input.Pressed( "reload" ) )
{
Reload();
}
}
}