Weapons/BaseWeapon/BaseWeapon.cs
using Sandbox.Rendering;
public partial class BaseWeapon : Carryable
{
/// <summary>
/// How long after deploying a weapon can you not shoot a gun?
/// </summary>
[Property] public float DeployTime { get; set; } = 0.5f;
public override bool ShouldAvoid => !HasAmmo();
/// <summary>
/// How long until we can shoot again
/// </summary>
protected TimeUntil TimeUntilNextShotAllowed;
/// <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 )
{
TimeUntilNextShotAllowed = seconds;
}
/// <summary>
/// The dry fire sound if we have no ammo
/// </summary>
private static SoundEvent DryFireSound = 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 void DryFire()
{
if ( HasAmmo() )
return;
if ( IsReloading() )
return;
if ( TimeUntilNextShotAllowed > 0 )
return;
GameObject.PlaySound( DryFireSound );
}
/// <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 ( TimeUntilNextShotAllowed > 0 )
return;
DryFire();
AddShootDelay( 0.1f );
if ( CanReload() )
OnReloadStart();
else
SwitchAway();
}
protected override void OnEnabled()
{
base.OnEnabled();
AddShootDelay( DeployTime );
}
public override void OnAdded( Player player )
{
base.OnAdded( player );
if ( AmmoResource is not null && StartingAmmo > 0 )
{
// When this weapon gets added to a player's inventory, give player some ammo
player.GiveAmmo( AmmoResource, StartingAmmo, false );
}
}
/// <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 ( TimeUntilNextShotAllowed > 0 ) return false;
return true;
}
public override void DrawHud( HudPainter painter, Vector2 crosshair )
{
DrawCrosshair( painter, crosshair );
}
public override void OnPlayerUpdate( Player player )
{
if ( player is null ) return;
if ( !player.Controller.ThirdPerson )
{
CreateViewModel();
}
else
{
DestroyViewModel();
}
GameObject.Network.Interpolation = false;
if ( !player.IsLocalPlayer )
return;
OnControl( player );
}
public override void OnControl( Player player )
{
bool wantsToCancelReload = Input.Pressed( "Attack1" ) || Input.Pressed( "Attack2" );
if ( CanCancelReload && IsReloading() && wantsToCancelReload && HasAmmo() )
{
CancelReload();
}
if ( CanReload() && Input.Pressed( "reload" ) )
{
OnReloadStart();
}
}
public virtual 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 );
}
}