mirror of
https://github.com/ENSL/NS.git
synced 2024-12-11 13:22:03 +00:00
247 lines
5.9 KiB
C++
247 lines
5.9 KiB
C++
|
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
|
||
|
//
|
||
|
// The copyright to the contents herein is the property of Charles G. Cleveland.
|
||
|
// The contents may be used and/or copied only with the written permission of
|
||
|
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
|
||
|
// the agreement/contract under which the contents have been supplied.
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $Workfile: AvHClaws.cpp $
|
||
|
// $Date: 2002/11/22 21:28:16 $
|
||
|
//
|
||
|
//-------------------------------------------------------------------------------
|
||
|
// $Log: AvHClaws.cpp,v $
|
||
|
// Revision 1.19 2002/11/22 21:28:16 Flayra
|
||
|
// - mp_consistency changes
|
||
|
//
|
||
|
// Revision 1.18 2002/11/06 01:38:37 Flayra
|
||
|
// - Added ability for buildings to be enabled and disabled, for turrets to be shut down
|
||
|
// - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.)
|
||
|
//
|
||
|
// Revision 1.17 2002/09/23 22:10:56 Flayra
|
||
|
// - New onos view model artwork
|
||
|
//
|
||
|
// Revision 1.16 2002/08/16 02:33:13 Flayra
|
||
|
// - Added damage types
|
||
|
//
|
||
|
// Revision 1.15 2002/07/26 23:03:08 Flayra
|
||
|
// - New artwork
|
||
|
//
|
||
|
// Revision 1.14 2002/07/24 18:55:51 Flayra
|
||
|
// - Linux case sensitivity stuff
|
||
|
//
|
||
|
// Revision 1.13 2002/07/24 18:45:40 Flayra
|
||
|
// - Linux and scripting changes
|
||
|
//
|
||
|
// Revision 1.12 2002/07/08 16:48:26 Flayra
|
||
|
// - Melee weapons don't play hit sounds or punchangle target if they didn't damage them
|
||
|
//
|
||
|
// Revision 1.11 2002/07/01 21:21:15 Flayra
|
||
|
// - Removed adrenaline
|
||
|
//
|
||
|
// Revision 1.10 2002/06/25 17:50:59 Flayra
|
||
|
// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
|
||
|
//
|
||
|
// Revision 1.9 2002/06/03 16:39:09 Flayra
|
||
|
// - Added different deploy times (this should be refactored a bit more)
|
||
|
//
|
||
|
// Revision 1.8 2002/05/23 02:34:00 Flayra
|
||
|
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
|
||
|
//
|
||
|
//===============================================================================
|
||
|
#include "mod/AvHAlienWeapons.h"
|
||
|
#include "mod/AvHPlayer.h"
|
||
|
|
||
|
#ifdef AVH_CLIENT
|
||
|
#include "cl_dll/eventscripts.h"
|
||
|
#include "cl_dll/in_defs.h"
|
||
|
#include "cl_dll/wrect.h"
|
||
|
#include "cl_dll/cl_dll.h"
|
||
|
#endif
|
||
|
|
||
|
#include "common/hldm.h"
|
||
|
#include "common/event_api.h"
|
||
|
#include "common/event_args.h"
|
||
|
#include "common/vector_util.h"
|
||
|
#include "mod/AvHAlienWeaponConstants.h"
|
||
|
#include "mod/AvHPlayerUpgrade.h"
|
||
|
|
||
|
#ifdef AVH_SERVER
|
||
|
#include "mod/AvHGamerules.h"
|
||
|
#include "mod/AvHServerUtil.h"
|
||
|
#endif
|
||
|
|
||
|
#include "mod/AvHSharedUtil.h"
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(kwClaws, AvHClaws);
|
||
|
|
||
|
int AvHClaws::GetBarrelLength() const
|
||
|
{
|
||
|
return kSpitGBarrelLength;
|
||
|
}
|
||
|
|
||
|
bool AvHClaws::GetIsGunPositionValid() const
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
float AvHClaws::GetRateOfFire() const
|
||
|
{
|
||
|
return BALANCE_VAR(kClawsROF);
|
||
|
}
|
||
|
|
||
|
int AvHClaws::GetDeployAnimation() const
|
||
|
{
|
||
|
// Look at most recently used weapon and see if we can transition from it
|
||
|
int theDeployAnimation = 9;
|
||
|
|
||
|
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
|
||
|
|
||
|
switch(thePreviousID)
|
||
|
{
|
||
|
case AVH_ABILITY_CHARGE:
|
||
|
theDeployAnimation = 9;
|
||
|
break;
|
||
|
case AVH_WEAPON_DEVOUR:
|
||
|
theDeployAnimation = 18;
|
||
|
break;
|
||
|
case AVH_WEAPON_STOMP:
|
||
|
theDeployAnimation = 15;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return theDeployAnimation;
|
||
|
}
|
||
|
|
||
|
float AvHClaws::GetDeployTime() const
|
||
|
{
|
||
|
return .5f;
|
||
|
}
|
||
|
|
||
|
int AvHClaws::GetIdleAnimation() const
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
int AvHClaws::GetShootAnimation() const
|
||
|
{
|
||
|
return 21;
|
||
|
}
|
||
|
|
||
|
|
||
|
bool AvHClaws::GetFiresUnderwater() const
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool AvHClaws::GetIsDroppable() const
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void AvHClaws::Init()
|
||
|
{
|
||
|
this->mRange = kClawsRange;
|
||
|
this->mDamage = BALANCE_VAR(kClawsDamage);
|
||
|
}
|
||
|
|
||
|
int AvHClaws::GetDamageType() const
|
||
|
{
|
||
|
return NS_DMG_BLAST;
|
||
|
}
|
||
|
|
||
|
char* AvHClaws::GetViewModel() const
|
||
|
{
|
||
|
return kLevel5ViewModel;
|
||
|
}
|
||
|
|
||
|
void AvHClaws::Precache(void)
|
||
|
{
|
||
|
AvHAlienWeapon::Precache();
|
||
|
|
||
|
PRECACHE_UNMODIFIED_SOUND(kClawsSound1);
|
||
|
PRECACHE_UNMODIFIED_SOUND(kClawsSound2);
|
||
|
PRECACHE_UNMODIFIED_SOUND(kClawsSound3);
|
||
|
|
||
|
PRECACHE_UNMODIFIED_SOUND(kClawsHitSound1);
|
||
|
PRECACHE_UNMODIFIED_SOUND(kClawsHitSound2);
|
||
|
PRECACHE_UNMODIFIED_SOUND(kClawsKillSound);
|
||
|
|
||
|
this->mEvent = PRECACHE_EVENT(1, kClawsEventName);
|
||
|
}
|
||
|
|
||
|
void AvHClaws::Spawn()
|
||
|
{
|
||
|
AvHAlienWeapon::Spawn();
|
||
|
|
||
|
Precache();
|
||
|
|
||
|
this->m_iId = AVH_WEAPON_CLAWS;
|
||
|
|
||
|
// Set our class name
|
||
|
this->pev->classname = MAKE_STRING(kwsClaws);
|
||
|
|
||
|
SET_MODEL(ENT(this->pev), kNullModel);
|
||
|
|
||
|
FallInit();// get ready to fall down.
|
||
|
|
||
|
}
|
||
|
|
||
|
bool AvHClaws::UsesAmmo(void) const
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
BOOL AvHClaws::UseDecrement(void)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void AvHClaws::FireProjectiles(void)
|
||
|
{
|
||
|
#ifdef AVH_SERVER
|
||
|
|
||
|
// TODO: Check team
|
||
|
|
||
|
float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienMeleeDamageUpgrade(this->m_pPlayer->pev->iuser4, AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)));
|
||
|
|
||
|
// Do trace hull here
|
||
|
CBaseEntity* pHurt = this->m_pPlayer->CheckTraceHullAttack(kClawsRange, theDamage, this->GetDamageType());
|
||
|
if(pHurt)
|
||
|
{
|
||
|
if(pHurt->pev->flags & (FL_MONSTER | FL_CLIENT))
|
||
|
{
|
||
|
AvHSUKnockPlayerAbout(CBaseEntity::Instance(this->m_pPlayer->edict()), pHurt, 300);
|
||
|
|
||
|
int theSoundIndex = RANDOM_LONG(0, 1);
|
||
|
char* theSoundToPlay = "";
|
||
|
switch(theSoundIndex)
|
||
|
{
|
||
|
case 0:
|
||
|
theSoundToPlay = kClawsHitSound1;
|
||
|
break;
|
||
|
case 1:
|
||
|
theSoundToPlay = kClawsHitSound2;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if(pHurt->pev->health <= 0)
|
||
|
{
|
||
|
theSoundToPlay = kClawsKillSound;
|
||
|
}
|
||
|
|
||
|
// Throw nearby players around!
|
||
|
float theForceScalar = theDamage*.2f;
|
||
|
CBaseEntity* theAttacker = this->m_pPlayer;
|
||
|
AvHSUExplosiveForce(pHurt->pev->origin, 100, theForceScalar, theAttacker, theAttacker);
|
||
|
|
||
|
// Played in event now
|
||
|
//EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, theSoundToPlay, 1.0, ATTN_NORM, 0, 100 + theAdrenalineFactor*30 + RANDOM_LONG(-3,3) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|