NS/releases/3.01/source/mod/AvHSniperGun.cpp

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//======== (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: AvHSniperGun.cpp $
// $Date: 2002/07/24 18:55:52 $
//
//-------------------------------------------------------------------------------
// $Log: AvHSniperGun.cpp,v $
// Revision 1.4 2002/07/24 18:55:52 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.3 2002/06/03 16:39:10 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.2 2002/05/23 02:33:20 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"
#include "cl_dll/eventscripts.h"
#include "cl_dll/in_defs.h"
#include "cl_dll/wrect.h"
#include "cl_dll/cl_dll.h"
#include "common/hldm.h"
#include "common/event_api.h"
#include "common/event_args.h"
#include "cl_dll/vector_util.h"
#include "mod/AvHAlienWeaponConstants.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHGamerules.h"
LINK_ENTITY_TO_CLASS(kwSniperGun, AvHSniperGun);
BOOL AvHSniperGun::Deploy()
{
return DefaultDeploy(kSniperVModel, kSniperPModel, this->GetDeployAnimation(), kSniperAnimExt);
}
void AvHSniperGun::Init()
{
this->mRange = kSniperRange;
this->mDamage = kSniperDamage;
this->mROF = kSniperROF;
}
int AvHSniperGun::GetBarrelLength() const
{
return kSniperBarrelLength;
}
bool AvHSniperGun::GetFiresUnderwater() const
{
return true;
}
bool AvHSniperGun::GetIsDroppable() const
{
return false;
}
void AvHSniperGun::FireProjectiles(void)
{
#ifdef AVH_SERVER
UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming;
// TODO:
#endif
}
void AvHSniperGun::Precache()
{
AvHAlienWeapon::Precache();
PRECACHE_MODEL(kSniperVModel);
PRECACHE_MODEL(kAlienGunWModel);
PRECACHE_SOUND(kSniperFireSound);
this->mEvent = PRECACHE_EVENT(1, kSniperShootEventName);
}
void AvHSniperGun::Spawn()
{
AvHAlienWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_SNIPER;
// Set our class name
this->pev->classname = MAKE_STRING(kwsSniperGun);
SET_MODEL(ENT(this->pev), kAlienGunWModel);
FallInit();// get ready to fall down.
}
bool AvHSniperGun::UsesAmmo(void) const
{
return false;
}