NS/main/source/mod/AvHDevour.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: AvHDevour.cpp $
// $Date: $
//
//-------------------------------------------------------------------------------
// $Log: $
//===============================================================================
#include "AvHAlienWeapons.h"
#include "AvHPlayer.h"
#include "AvHConstants.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"
#endif
#include "AvHParticleConstants.h"
LINK_ENTITY_TO_CLASS(kwDevour, AvHDevour);
BOOL AvHDevour::CanHolster(void)
{
return true;
}
void AvHDevour::Init()
{
this->mRange = BALANCE_VAR(kDevourRange);
}
int AvHDevour::GetBarrelLength() const
{
return 0;
}
float AvHDevour::GetRateOfFire() const
{
return BALANCE_VAR(kDevourROF);
}
int AvHDevour::GetDeployAnimation() const
{
// Look at most recently used weapon and see if we can transition from it
int theDeployAnimation = 8;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID)
{
case AVH_WEAPON_CLAWS:
theDeployAnimation = 8;
break;
case AVH_ABILITY_CHARGE:
theDeployAnimation = 12;
break;
case AVH_WEAPON_STOMP:
theDeployAnimation = 17;
break;
}
return theDeployAnimation;
}
float AvHDevour::GetDeployTime() const
{
return .6f;
}
bool AvHDevour::GetFiresUnderwater() const
{
return true;
}
bool AvHDevour::GetIsCapableOfFiring() const
{
bool theIsCapableOfFiring = false;
if(!GetHasUpgrade(this->m_pPlayer->pev->iuser4, MASK_DIGESTING))
{
theIsCapableOfFiring = true;
}
return theIsCapableOfFiring;
}
int AvHDevour::GetIdleAnimation() const
{
int theIdle = 4;
if(GetHasUpgrade(this->m_pPlayer->pev->iuser4, MASK_DIGESTING))
{
theIdle = 26;
}
return theIdle;
}
bool AvHDevour::GetIsDroppable() const
{
return false;
}
int AvHDevour::GetShootAnimation() const
{
return 25;
}
void AvHDevour::FireProjectiles(void)
{
#ifdef AVH_SERVER
// If we're not already digesting a player
if(this->GetIsCapableOfFiring())
{
UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
// Look for enemy player in front of us
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming;
Vector vecEnd = vecSrc + vecAiming*this->mRange;
TraceResult theTraceResult;
UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, this->m_pPlayer->edict(), &theTraceResult);
edict_t* theEntityHit = theTraceResult.pHit;
AvHPlayer* theDigestee = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(theEntityHit));
if(theDigestee && theDigestee->GetCanBeAffectedByEnemies() && GetGameRules()->CanEntityDoDamageTo(this->m_pPlayer, theDigestee))
{
// Never devour friends or gestating players
if((theDigestee->GetTeam() != this->m_pPlayer->pev->team) && theDigestee->IsAlive() && (theDigestee->GetUser3() != AVH_USER3_ALIEN_EMBRYO))
{
AvHPlayer* theDigester = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
ASSERT(theDigester);
theDigester->StartDigestion(theDigestee->entindex());
}
}
}
#endif
// Immediately play idle after attack animation is done (either "full" or "empty" idle)
this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + this->GetRateOfFire();
}
char* AvHDevour::GetViewModel() const
{
return kLevel5ViewModel;
}
void AvHDevour::Precache()
{
AvHAlienWeapon::Precache();
PRECACHE_UNMODIFIED_SOUND(kDevourFireSound);
PRECACHE_UNMODIFIED_SOUND(kDevourSwallowSound);
PRECACHE_UNMODIFIED_SOUND(kDevourCompleteSound);
PRECACHE_UNMODIFIED_SOUND(kDevourCancelSound);
this->mEvent = PRECACHE_EVENT(1, kDevourShootEventName);
}
bool AvHDevour::ProcessValidAttack(void)
{
bool theReturnCode = AvHAlienWeapon::ProcessValidAttack();
if(theReturnCode)
{
theReturnCode = this->GetIsCapableOfFiring();
}
return theReturnCode;
}
void AvHDevour::Spawn()
{
AvHAlienWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_DEVOUR;
// Set our class name
this->pev->classname = MAKE_STRING(kwsDevour);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}
bool AvHDevour::UsesAmmo(void) const
{
return false;
}