Manual shotgun pumping

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Revision as of 09:48, 4 December 2023 by Strubium (talk | contribs)
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Modifying the shotgun to be more like a pump action shotgun is not difficult, but has a really cool outcome.

Requirements

  • A repository for storing your code changes. (GitHub, Subversion, etc)
  • Visual Studio for changing and compiling your code.

Tutorial

Open 🖿weapon_shotgun.cpp

Now, the first step is to remove auto reload. If the user runs out of bullets and forgets to reload, too bad.

Should be about line 543 (645 in newer versions of the Source SDK).

else
{
	// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
	if ( m_iClip1 <= 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime )
	{
		if (StartReload())
		{
			// if we've successfully started to reload, we're done
			return;
		}
	}
}
Tip.pngTip:Comment it out using comment block (/* ... */) instead of the single line (//).
/*
else
{
	// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
	if ( m_iClip1 <= 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime )
	{
		if (StartReload())
		{
			// if we've successfully started to reload, we're done
			return;
		}
	}
}*/

Now the shotgun will not automatically reload if all bullets are expended. You could have also looked at ITEM_FLAG_NOAUTORELOAD, but this requires less work and has a smaller chance of messing something up. However, you will be leaving code in your source which adds a small amount of bloat (although minuscule in size).

Let's get to the nitty gritty. Making a real pump action shotty. Scroll to line 446 (547 in newer versions of the Source SDK). Change this:

if ((m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
	Pump();
	return;
}

To this:

if ((m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime) && (pOwner->m_nButtons & IN_ATTACK || pOwner->m_nButtons & IN_ATTACK2))
{
	Pump();
	return;
}

Analyze this code for a minute, that way we are learning something instead of copy paste coding. Realize that the compiler follows Wikipedia icon PEMDAS (Parenthesis, Exponents, Multiplication, Division, Addition, Subtraction) order when looking at 'if' statements, so a statement inside a parenthesis is going to be analyzed first.

Original 'if' statement works like this: If you need to pump the shotgun, and the next attack time is less than or equal to the current time, pump the gun.

Our changes work like this: If the user is pressing the attack or attack2 button and you need to pump and attack time is less than or equal to current time, pump the shotgun. Basically, this logic is what is making the gun into a manual action.

Now, I also wanted to be able to pump after you reload ONLY if you expend all your ammunition. This is because if you expend all your ammo now, you want to reload immediately, but you will have an expended round in the chamber, so pump it out. Scroll up to line 146 (line 246 in newer versions) (inside bool CWeaponShotgun::StartReload( void ))and after:

if (j <= 0)
	return false;

Insert this:

if( m_iClip1 == 0 )
{
	m_bNeedPump = true ;
}

Compile, load up, enjoy. Any problems send me a PM to otisranson on Steam forums, or send me an email OtisRanson2@gmail.com.