2018-04-22 15:55:55 +00:00
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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHDevour.cpp $
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// $Date: $
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//
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//-------------------------------------------------------------------------------
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// $Log: $
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//===============================================================================
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#include "AvHAlienWeapons.h"
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#include "AvHPlayer.h"
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#include "AvHConstants.h"
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#ifdef AVH_CLIENT
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#include "cl_dll/eventscripts.h"
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#include "cl_dll/in_defs.h"
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#include "cl_dll/wrect.h"
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#include "cl_dll/cl_dll.h"
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#endif
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#include "../common/hldm.h"
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#include "../common/event_api.h"
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#include "../common/event_args.h"
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#include "../common/vector_util.h"
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#include "AvHAlienWeaponConstants.h"
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#include "AvHPlayerUpgrade.h"
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#ifdef AVH_SERVER
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#include "AvHGamerules.h"
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#include "AvHServerUtil.h"
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#endif
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#include "AvHParticleConstants.h"
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LINK_ENTITY_TO_CLASS(kwDevour, AvHDevour);
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BOOL AvHDevour::CanHolster(void)
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{
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return true;
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}
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void AvHDevour::Init()
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{
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this->mRange = BALANCE_VAR(kDevourRange);
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}
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int AvHDevour::GetBarrelLength() const
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{
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return 0;
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}
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float AvHDevour::GetRateOfFire() const
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{
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return BALANCE_VAR(kDevourROF);
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}
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int AvHDevour::GetDeployAnimation() const
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{
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// Look at most recently used weapon and see if we can transition from it
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int theDeployAnimation = 8;
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AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
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switch(thePreviousID)
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{
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case AVH_WEAPON_CLAWS:
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theDeployAnimation = 8;
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break;
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case AVH_ABILITY_CHARGE:
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theDeployAnimation = 12;
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break;
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case AVH_WEAPON_STOMP:
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theDeployAnimation = 17;
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break;
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}
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return theDeployAnimation;
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}
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float AvHDevour::GetDeployTime() const
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{
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return .6f;
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}
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bool AvHDevour::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHDevour::GetIsCapableOfFiring() const
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{
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bool theIsCapableOfFiring = false;
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if(!GetHasUpgrade(this->m_pPlayer->pev->iuser4, MASK_DIGESTING))
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{
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theIsCapableOfFiring = true;
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}
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return theIsCapableOfFiring;
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}
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int AvHDevour::GetIdleAnimation() const
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{
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int theIdle = 4;
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if(GetHasUpgrade(this->m_pPlayer->pev->iuser4, MASK_DIGESTING))
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{
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theIdle = 26;
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}
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return theIdle;
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}
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bool AvHDevour::GetIsDroppable() const
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{
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return false;
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}
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int AvHDevour::GetShootAnimation() const
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{
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return 25;
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}
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void AvHDevour::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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// If we're not already digesting a player
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if(this->GetIsCapableOfFiring())
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{
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UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
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// Look for enemy player in front of us
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming;
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Vector vecEnd = vecSrc + vecAiming*this->mRange;
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TraceResult theTraceResult;
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UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, this->m_pPlayer->edict(), &theTraceResult);
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edict_t* theEntityHit = theTraceResult.pHit;
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AvHPlayer* theDigestee = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(theEntityHit));
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if(theDigestee && theDigestee->GetCanBeAffectedByEnemies() && GetGameRules()->CanEntityDoDamageTo(this->m_pPlayer, theDigestee))
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{
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// Never devour friends or gestating players
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if((theDigestee->GetTeam() != this->m_pPlayer->pev->team) && theDigestee->IsAlive() && (theDigestee->GetUser3() != AVH_USER3_ALIEN_EMBRYO))
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{
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AvHPlayer* theDigester = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
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ASSERT(theDigester);
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theDigester->StartDigestion(theDigestee->entindex());
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}
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}
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}
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#endif
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// Immediately play idle after attack animation is done (either "full" or "empty" idle)
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this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + this->GetRateOfFire();
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}
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char* AvHDevour::GetViewModel() const
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{
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return kLevel5ViewModel;
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}
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void AvHDevour::Precache()
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kDevourFireSound);
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PRECACHE_UNMODIFIED_SOUND(kDevourSwallowSound);
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PRECACHE_UNMODIFIED_SOUND(kDevourCompleteSound);
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PRECACHE_UNMODIFIED_SOUND(kDevourCancelSound);
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this->mEvent = PRECACHE_EVENT(1, kDevourShootEventName);
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}
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bool AvHDevour::ProcessValidAttack(void)
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{
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bool theReturnCode = AvHAlienWeapon::ProcessValidAttack();
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if(theReturnCode)
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{
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theReturnCode = this->GetIsCapableOfFiring();
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}
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return theReturnCode;
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}
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void AvHDevour::Spawn()
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{
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AvHAlienWeapon::Spawn();
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Precache();
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this->m_iId = AVH_WEAPON_DEVOUR;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsDevour);
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SET_MODEL(ENT(this->pev), kNullModel);
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FallInit();// get ready to fall down.
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}
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bool AvHDevour::UsesAmmo(void) const
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{
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return false;
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}
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