NS/main/source/mod/AvHClaws.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: 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 "AvHAlienWeapons.h"
#include "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 "AvHAlienWeaponConstants.h"
#include "AvHPlayerUpgrade.h"
#ifdef AVH_SERVER
#include "AvHGamerules.h"
#include "AvHServerUtil.h"
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#include "AvHAISoundQueue.h"
#endif
#include "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 = 27;
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);
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AISND_RegisterNewSound(pHurt->entindex(), this->m_pPlayer->pev->origin, AI_SOUND_LANDING, 1.0f);
// 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
}