sin-2015/concussion.h

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1999-04-22 00:00:00 +00:00
#ifndef __CONCUSSION_H__
#define __CONCUSSION_H__
#include "g_local.h"
#include "item.h"
#include "weapon.h"
#include "misc.h"
// number of times to do concussion effect per fire
#define CONCUSSION_COUNT 3
// effective firing arc
#define CONCUSSION_ARC 0.4
// max distance that concussion gun is effective
#define CONCUSSION_DIST 450
// max amout of push on effect
//#define CONCUSSION_PUSH 800
#define CONCUSSION_PUSH 600
// push falloff rate
//#define CONCUSSION_PUSH_DECAY 1.1
#define CONCUSSION_PUSH_DECAY 0.64
// max amount of damage done on effect
#define CONCUSSION_DAMG 8
// damage falloff rate
#define CONCUSSION_DAMG_DECAY 0.006
// firing kick back amount
#define CONCUSSION_KICKBACK 800
extern Event EV_ConcussionRing_Animate2;
extern Event EV_ConcussionRing_Animate3;
class EXPORT_FROM_DLL ConcussionRing:public Entity
{
public:
CLASS_PROTOTYPE(ConcussionRing);
virtual void Animate2(Event *ev);
virtual void Animate3(Event *ev);
virtual void Setup(Vector pos, Vector dir);
};
extern Event EV_Concussion_Effect;
class EXPORT_FROM_DLL ConcussionGun : public Weapon
{
private:
int blastcount; // fire counter
Vector lastfirepos; // where it last fired from
Vector lastfiredir; // direction it last fired in
public:
CLASS_PROTOTYPE(ConcussionGun);
ConcussionGun();
virtual void Shoot(Event *ev);
virtual void BlastEffect(Event *ev);
virtual void BatteryRegen(Event *ev);
virtual void Fire(void);
virtual qboolean HasAmmo(void);
virtual void SecondaryUse(Event *ev);
virtual void Archive(Archiver &arc);
virtual void Unarchive(Archiver &arc);
};
inline EXPORT_FROM_DLL void ConcussionGun::Archive (Archiver &arc)
{
Weapon::Archive( arc );
arc.WriteInteger(blastcount);
arc.WriteVector(lastfirepos);
arc.WriteVector(lastfiredir);
}
inline EXPORT_FROM_DLL void ConcussionGun::Unarchive (Archiver &arc)
{
Weapon::Unarchive( arc );
arc.ReadInteger(&blastcount);
arc.ReadVector(&lastfirepos);
arc.ReadVector(&lastfiredir);
}
#endif /* concussion.h */