mirror of
https://github.com/ENSL/NS.git
synced 2024-12-24 03:20:50 +00:00
301 lines
6.6 KiB
C++
301 lines
6.6 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: AvHAlienAbilities.cpp $
|
||
|
// $Date: 2002/11/22 21:28:15 $
|
||
|
//
|
||
|
//-------------------------------------------------------------------------------
|
||
|
// $Log: AvHAlienAbilities.cpp,v $
|
||
|
// Revision 1.13 2002/11/22 21:28:15 Flayra
|
||
|
// - mp_consistency changes
|
||
|
//
|
||
|
// Revision 1.12 2002/10/16 00:43:58 Flayra
|
||
|
// - Removed blink fail event
|
||
|
//
|
||
|
// Revision 1.11 2002/09/23 22:06:33 Flayra
|
||
|
// - Updated anims for new view model artwork
|
||
|
//
|
||
|
// Revision 1.10 2002/08/09 00:52:51 Flayra
|
||
|
// - Speed up deploying of charge and leap, removed old hard-coded number
|
||
|
//
|
||
|
// Revision 1.9 2002/07/26 23:03:08 Flayra
|
||
|
// - New artwork
|
||
|
//
|
||
|
// Revision 1.8 2002/07/23 16:54:36 Flayra
|
||
|
// - Updates for new viewmodel artwork
|
||
|
//
|
||
|
// Revision 1.7 2002/07/08 16:42:38 Flayra
|
||
|
// - Refactoring for cheat protection, moved blinking in here from separate class
|
||
|
//
|
||
|
// Revision 1.6 2002/06/25 17:25:56 Flayra
|
||
|
// - Regular update for leap and charge
|
||
|
//
|
||
|
// Revision 1.5 2002/06/10 19:49:06 Flayra
|
||
|
// - Updated with new alien view model artwork (with running anims)
|
||
|
//
|
||
|
// Revision 1.4 2002/06/03 16:20:11 Flayra
|
||
|
// - Proper anims for alien abilities
|
||
|
//
|
||
|
// Revision 1.3 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/AvHAlienAbilities.h"
|
||
|
#include "mod/AvHAlienWeaponConstants.h"
|
||
|
#include "mod/AvHAlienAbilityConstants.h"
|
||
|
#include "mod/AvHConstants.h"
|
||
|
#include "mod/AvHSpecials.h"
|
||
|
#include "mod/AvHPlayer.h"
|
||
|
|
||
|
#ifdef AVH_CLIENT
|
||
|
#include "cl_dll/hud.h"
|
||
|
#include "mod/AvHHud.h"
|
||
|
extern int g_runfuncs;
|
||
|
#endif
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(kwLeap, AvHLeap);
|
||
|
|
||
|
BOOL AvHLeap::Deploy()
|
||
|
{
|
||
|
BOOL theSuccess = DefaultDeploy(kLevel1ViewModel, kLeapPModel, this->GetDeployAnimation(), this->GetAnimationExtension());
|
||
|
|
||
|
// Super-fast deploy time
|
||
|
this->m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + this->GetDeployTime();
|
||
|
|
||
|
return theSuccess;
|
||
|
}
|
||
|
|
||
|
AvHMessageID AvHLeap::GetAbilityImpulse() const
|
||
|
{
|
||
|
return ALIEN_ABILITY_LEAP;
|
||
|
}
|
||
|
|
||
|
int AvHLeap::GetBarrelLength() const
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
int AvHLeap::GetDeployAnimation() const
|
||
|
{
|
||
|
return 6;
|
||
|
}
|
||
|
|
||
|
float AvHLeap::GetDeployTime() const
|
||
|
{
|
||
|
// Supa-fast!
|
||
|
return 0.0f;
|
||
|
}
|
||
|
|
||
|
int AvHLeap::GetIdleAnimation() const
|
||
|
{
|
||
|
// TODO: Add idle here
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
int AvHLeap::GetShootAnimation() const
|
||
|
{
|
||
|
return 3;
|
||
|
}
|
||
|
|
||
|
bool AvHLeap::GetFiresUnderwater() const
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool AvHLeap::GetIsDroppable() const
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void AvHLeap::Precache(void)
|
||
|
{
|
||
|
AvHAlienAbilityWeapon::Precache();
|
||
|
|
||
|
PRECACHE_UNMODIFIED_MODEL(kLevel1ViewModel);
|
||
|
PRECACHE_UNMODIFIED_MODEL(kLeapPModel);
|
||
|
|
||
|
PRECACHE_UNMODIFIED_SOUND(kLeapSound);
|
||
|
PRECACHE_UNMODIFIED_SOUND(kLeapHitSound1);
|
||
|
PRECACHE_UNMODIFIED_SOUND(kLeapKillSound);
|
||
|
|
||
|
this->mEvent = PRECACHE_EVENT(1, kLeapEventName);
|
||
|
this->mAbilityEvent = PRECACHE_EVENT(1, kAbilityEventName);
|
||
|
}
|
||
|
|
||
|
void AvHLeap::Spawn()
|
||
|
{
|
||
|
AvHAlienAbilityWeapon::Spawn();
|
||
|
|
||
|
Precache();
|
||
|
|
||
|
this->m_iId = AVH_ABILITY_LEAP;
|
||
|
|
||
|
// Set our class name
|
||
|
this->pev->classname = MAKE_STRING(kwsLeap);
|
||
|
|
||
|
SET_MODEL(ENT(this->pev), kNullModel);
|
||
|
|
||
|
FallInit();// get ready to fall down.
|
||
|
}
|
||
|
|
||
|
bool AvHLeap::UsesAmmo(void) const
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void AvHLeap::FireProjectiles(void)
|
||
|
{
|
||
|
#ifdef AVH_SERVER
|
||
|
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
|
||
|
if(thePlayer)
|
||
|
{
|
||
|
thePlayer->TriggerUncloak();
|
||
|
}
|
||
|
#endif
|
||
|
#ifdef AVH_CLIENT
|
||
|
if(g_runfuncs)
|
||
|
{
|
||
|
gHUD.SetAlienAbility(this->GetAbilityImpulse());
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void AvHLeap::Init()
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(kwCharge, AvHCharge);
|
||
|
|
||
|
BOOL AvHCharge::Deploy()
|
||
|
{
|
||
|
BOOL theSuccess = DefaultDeploy(kLevel5ViewModel, kNullModel, this->GetDeployAnimation(), this->GetAnimationExtension());
|
||
|
|
||
|
// Super-fast deploy time
|
||
|
this->m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + this->GetDeployTime();
|
||
|
|
||
|
return theSuccess;
|
||
|
}
|
||
|
|
||
|
AvHMessageID AvHCharge::GetAbilityImpulse() const
|
||
|
{
|
||
|
return ALIEN_ABILITY_CHARGE;
|
||
|
}
|
||
|
|
||
|
int AvHCharge::GetBarrelLength() const
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
int AvHCharge::GetDeployAnimation() const
|
||
|
{
|
||
|
// Look at most recently used weapon and see if we can transition from it
|
||
|
int theDeployAnimation = 5;
|
||
|
|
||
|
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
|
||
|
|
||
|
switch(thePreviousID)
|
||
|
{
|
||
|
case AVH_WEAPON_CLAWS:
|
||
|
theDeployAnimation = 5;
|
||
|
break;
|
||
|
|
||
|
case AVH_WEAPON_DEVOUR:
|
||
|
theDeployAnimation = 18;
|
||
|
break;
|
||
|
|
||
|
case AVH_WEAPON_STOMP:
|
||
|
theDeployAnimation = 15;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return theDeployAnimation;
|
||
|
}
|
||
|
|
||
|
float AvHCharge::GetDeployTime() const
|
||
|
{
|
||
|
return .6f;
|
||
|
}
|
||
|
|
||
|
bool AvHCharge::GetFiresUnderwater() const
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int AvHCharge::GetIdleAnimation() const
|
||
|
{
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
bool AvHCharge::GetIsDroppable() const
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int AvHCharge::GetShootAnimation() const
|
||
|
{
|
||
|
return 22;
|
||
|
}
|
||
|
|
||
|
void AvHCharge::Precache(void)
|
||
|
{
|
||
|
AvHAlienAbilityWeapon::Precache();
|
||
|
|
||
|
PRECACHE_UNMODIFIED_MODEL(kLevel5ViewModel);
|
||
|
PRECACHE_UNMODIFIED_MODEL(kNullModel);
|
||
|
|
||
|
PRECACHE_UNMODIFIED_SOUND(kChargeSound);
|
||
|
PRECACHE_UNMODIFIED_SOUND(kChargeKillSound);
|
||
|
|
||
|
this->mEvent = PRECACHE_EVENT(1, kChargeEventName);
|
||
|
this->mAbilityEvent = PRECACHE_EVENT(1, kAbilityEventName);
|
||
|
}
|
||
|
|
||
|
void AvHCharge::Spawn()
|
||
|
{
|
||
|
AvHAlienAbilityWeapon::Spawn();
|
||
|
|
||
|
Precache();
|
||
|
|
||
|
this->m_iId = AVH_ABILITY_CHARGE;
|
||
|
|
||
|
// Set our class name
|
||
|
this->pev->classname = MAKE_STRING(kwsCharge);
|
||
|
|
||
|
SET_MODEL(ENT(this->pev), kNullModel);
|
||
|
|
||
|
FallInit();// get ready to fall down.
|
||
|
}
|
||
|
|
||
|
bool AvHCharge::UsesAmmo(void) const
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void AvHCharge::FireProjectiles(void)
|
||
|
{
|
||
|
// Event is played back. Mark pmove with proper flag so the alien Charges forward.
|
||
|
PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), this->mAbilityEvent, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, this->GetAbilityImpulse(), 0, 1, 0 );
|
||
|
|
||
|
// Send fire anim
|
||
|
//SendWeaponAnim(5);
|
||
|
this->PlaybackEvent(this->mWeaponAnimationEvent, 5);
|
||
|
}
|
||
|
|
||
|
void AvHCharge::Init()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
float AvHCharge::GetRateOfFire() const
|
||
|
{
|
||
|
// Approximate length of charge sound
|
||
|
return 5.0f;
|
||
|
}
|
||
|
|