mirror of
https://github.com/ENSL/NS.git
synced 2024-11-24 13:31:12 +00:00
352 lines
10 KiB
C++
352 lines
10 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: AvHWelder.cpp $
|
||
|
// $Date: 2002/11/22 21:28:17 $
|
||
|
//
|
||
|
//-------------------------------------------------------------------------------
|
||
|
// $Log: AvHWelder.cpp,v $
|
||
|
// Revision 1.23 2002/11/22 21:28:17 Flayra
|
||
|
// - mp_consistency changes
|
||
|
//
|
||
|
// Revision 1.22 2002/11/12 02:29:48 Flayra
|
||
|
// - Change inflictor for better logging
|
||
|
//
|
||
|
// Revision 1.21 2002/11/06 01:39:26 Flayra
|
||
|
// - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.)
|
||
|
//
|
||
|
// Revision 1.20 2002/10/03 18:47:40 Flayra
|
||
|
// - Added heavy view model
|
||
|
//
|
||
|
// Revision 1.19 2002/09/23 22:37:04 Flayra
|
||
|
// - Fixed bug (typo?!) where welder was removing jetpacks (and removing marine status!)
|
||
|
//
|
||
|
// Revision 1.18 2002/08/16 02:49:45 Flayra
|
||
|
// - Updates to allow welder to repair buildables
|
||
|
// - Removed ability to repair soldier armor until it's visible
|
||
|
//
|
||
|
// Revision 1.17 2002/07/26 23:03:08 Flayra
|
||
|
// - New artwork
|
||
|
//
|
||
|
// Revision 1.16 2002/06/25 17:50:31 Flayra
|
||
|
// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
|
||
|
//
|
||
|
// Revision 1.15 2002/06/03 16:39:10 Flayra
|
||
|
// - Added different deploy times (this should be refactored a bit more)
|
||
|
//
|
||
|
// Revision 1.14 2002/05/28 17:44:26 Flayra
|
||
|
// - Tweak weapon deploy volume, as Valve's sounds weren't normalized, welder clears webs now, welder no longer makes ambient hum, slight refactoring of variable names away from Valve style
|
||
|
//
|
||
|
// Revision 1.13 2002/05/23 02:32:40 Flayra
|
||
|
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
|
||
|
//
|
||
|
//===============================================================================
|
||
|
#include "mod/AvHMarineWeapons.h"
|
||
|
#include "mod/AvHMarineEquipmentConstants.h"
|
||
|
#include "mod/AvHWeldable.h"
|
||
|
#include "mod/AvHSpecials.h"
|
||
|
|
||
|
#ifdef AVH_SERVER
|
||
|
#include "mod/AvHPlayerUpgrade.h"
|
||
|
#include "AvHServerUtil.h"
|
||
|
#include "mod/AvHPlayer.h"
|
||
|
#include "mod/AvHMarineEquipment.h"
|
||
|
#include "mod/AvHGamerules.h"
|
||
|
|
||
|
extern int gWelderConstEventID;
|
||
|
#endif
|
||
|
|
||
|
int AvHWelder::GetDeployAnimation() const
|
||
|
{
|
||
|
return 3;
|
||
|
}
|
||
|
|
||
|
float AvHWelder::GetDeployTime() const
|
||
|
{
|
||
|
return .55f;
|
||
|
}
|
||
|
|
||
|
char* AvHWelder::GetHeavyViewModel() const
|
||
|
{
|
||
|
return kWelderHVVModel;
|
||
|
}
|
||
|
|
||
|
char* AvHWelder::GetPlayerModel() const
|
||
|
{
|
||
|
return kWelderPModel;
|
||
|
}
|
||
|
|
||
|
int AvHWelder::GetShootAnimation() const
|
||
|
{
|
||
|
return 2;
|
||
|
}
|
||
|
|
||
|
char* AvHWelder::GetViewModel() const
|
||
|
{
|
||
|
return kWelderVModel;
|
||
|
}
|
||
|
|
||
|
char* AvHWelder::GetWorldModel() const
|
||
|
{
|
||
|
return kWelderWModel;
|
||
|
}
|
||
|
|
||
|
void AvHWelder::FireProjectiles(void)
|
||
|
{
|
||
|
#ifdef AVH_SERVER
|
||
|
|
||
|
Vector theWelderBarrel = this->GetWorldBarrelPoint();
|
||
|
|
||
|
UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
|
||
|
Vector vecEnd = theWelderBarrel + gpGlobals->v_forward*BALANCE_VAR(kWelderRange);
|
||
|
|
||
|
TraceResult tr;
|
||
|
UTIL_TraceLine(theWelderBarrel, vecEnd, dont_ignore_monsters, dont_ignore_glass, ENT( m_pPlayer->pev ), &tr);
|
||
|
float theROF = this->GetRateOfFire();
|
||
|
bool theDidWeld = false;
|
||
|
|
||
|
if(tr.flFraction != 1.0f)
|
||
|
{
|
||
|
// If it's a weldable, check if it's valid for construction
|
||
|
CBaseEntity* theEntity = CBaseEntity::Instance(tr.pHit);
|
||
|
AvHWeldable* theWeldable = dynamic_cast<AvHWeldable*>(theEntity);
|
||
|
if(theWeldable)
|
||
|
{
|
||
|
if(theWeldable->GetCanBeWelded())
|
||
|
{
|
||
|
// Build it by the amount of our rate of fire
|
||
|
theWeldable->AddBuildTime(theROF);
|
||
|
|
||
|
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
|
||
|
ASSERT(thePlayer);
|
||
|
thePlayer->TriggerProgressBar(theWeldable->entindex(), 1);
|
||
|
theDidWeld = true;
|
||
|
}
|
||
|
}
|
||
|
// else it's not a weldable, apply damage to it
|
||
|
else
|
||
|
{
|
||
|
if(this->m_pPlayer->pev->team == theEntity->pev->team)
|
||
|
{
|
||
|
if( this->RepairTarget(theEntity, theROF) )
|
||
|
theDidWeld = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Apply damage to it and playback other event
|
||
|
float theScalar = 1.0f;
|
||
|
if(GetGameRules()->CanEntityDoDamageTo(this->m_pPlayer, theEntity, &theScalar))
|
||
|
{
|
||
|
float theDamageMultiplier;
|
||
|
AvHPlayerUpgrade::GetWeaponUpgrade(this->m_pPlayer->pev->iuser3, this->m_pPlayer->pev->iuser4, &theDamageMultiplier);
|
||
|
float theDamage = this->mDamage*theDamageMultiplier*theScalar;
|
||
|
|
||
|
theEntity->TakeDamage(this->pev, this->m_pPlayer->pev, theDamage, DMG_BURN);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if(!theDidWeld)
|
||
|
{
|
||
|
if(this->GetIsWelding())
|
||
|
{
|
||
|
PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
|
||
|
this->SetIsWelding(false);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if(!this->GetIsWelding())
|
||
|
{
|
||
|
PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
|
||
|
this->SetIsWelding(true);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if(this->GetIsWelding())
|
||
|
{
|
||
|
PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
|
||
|
this->SetIsWelding(false);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Scan area for webs, and clear them. I can't make the webs solid, and it seems like the welder might do this, so why not? Also
|
||
|
// adds neat element of specialization where a guy with a welder might be needed to clear an area before an attack, kinda RPS
|
||
|
const float kWebClearingRadius = 75;
|
||
|
CBaseEntity* thePotentialWebStrand = NULL;
|
||
|
while((thePotentialWebStrand = UTIL_FindEntityInSphere(thePotentialWebStrand, theWelderBarrel, kWebClearingRadius)) != NULL)
|
||
|
{
|
||
|
AvHWebStrand* theWebStrand = dynamic_cast<AvHWebStrand*>(thePotentialWebStrand);
|
||
|
if(theWebStrand)
|
||
|
{
|
||
|
theWebStrand->Break();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
int AvHWelder::GetBarrelLength() const
|
||
|
{
|
||
|
// Note that this variable is used in EV_Welder
|
||
|
return kWelderBarrelLength;
|
||
|
}
|
||
|
|
||
|
float AvHWelder::GetRateOfFire() const
|
||
|
{
|
||
|
return BALANCE_VAR(kWelderROF);
|
||
|
}
|
||
|
|
||
|
void AvHWelder::Holster( int skiplocal )
|
||
|
{
|
||
|
AvHMarineWeapon::Holster(skiplocal);
|
||
|
|
||
|
#ifdef AVH_SERVER
|
||
|
if(this->GetIsWelding())
|
||
|
{
|
||
|
PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
|
||
|
this->SetIsWelding(false);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), this->mEndEvent, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
|
||
|
this->PlaybackEvent(this->mEndEvent);
|
||
|
}
|
||
|
|
||
|
void AvHWelder::WeaponIdle(void)
|
||
|
{
|
||
|
#ifdef AVH_SERVER
|
||
|
if(this->GetIsWelding() && this->mAttackButtonDownLastFrame)
|
||
|
{
|
||
|
PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 );
|
||
|
this->SetIsWelding(false);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
AvHMarineWeapon::WeaponIdle();
|
||
|
}
|
||
|
|
||
|
|
||
|
void AvHWelder::Init()
|
||
|
{
|
||
|
this->mRange = BALANCE_VAR(kWelderRange);
|
||
|
this->mDamage = BALANCE_VAR(kWelderDamage);
|
||
|
this->SetIsWelding(false);
|
||
|
}
|
||
|
|
||
|
BOOL AvHWelder::IsUseable(void)
|
||
|
{
|
||
|
// No ammo, always useable
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
void AvHWelder::Precache()
|
||
|
{
|
||
|
AvHMarineWeapon::Precache();
|
||
|
|
||
|
PRECACHE_UNMODIFIED_SOUND(kWeldingSound);
|
||
|
PRECACHE_UNMODIFIED_SOUND(kWeldingHitSound);
|
||
|
PRECACHE_UNMODIFIED_SOUND(kWeldingStopSound);
|
||
|
|
||
|
this->mEvent = PRECACHE_EVENT(1, kWelderEventName);
|
||
|
PRECACHE_EVENT(1, kWelderConstEventName);
|
||
|
|
||
|
this->mStartEvent = PRECACHE_EVENT(1, kWelderStartEventName);
|
||
|
this->mEndEvent = PRECACHE_EVENT(1, kWelderEndEventName);
|
||
|
}
|
||
|
|
||
|
#ifdef AVH_SERVER
|
||
|
|
||
|
bool AvHWelder::RepairTarget(CBaseEntity* inEntity, float inROF)
|
||
|
{
|
||
|
int theAmountToRepair = inROF*BALANCE_VAR(kWelderRepairRate);
|
||
|
|
||
|
bool theReturn = false;
|
||
|
|
||
|
if(inEntity)
|
||
|
{
|
||
|
AvHPlayer* theHitPlayer = dynamic_cast<AvHPlayer*>(inEntity);
|
||
|
|
||
|
if(theHitPlayer)
|
||
|
{
|
||
|
// Repair armor if possible
|
||
|
int theCurrentArmor = theHitPlayer->pev->armorvalue;
|
||
|
int theMaxArmor = AvHPlayerUpgrade::GetMaxArmorLevel(theHitPlayer->pev->iuser4, theHitPlayer->GetUser3());
|
||
|
|
||
|
if(theCurrentArmor < theMaxArmor)
|
||
|
{
|
||
|
int theNewArmor = theCurrentArmor + (theAmountToRepair * BALANCE_VAR(kWelderPlayerModifier));
|
||
|
theHitPlayer->pev->armorvalue = min(theMaxArmor, theNewArmor);
|
||
|
theReturn = true;
|
||
|
}
|
||
|
|
||
|
// Burn off webs
|
||
|
if(theHitPlayer->GetIsEnsnared())
|
||
|
{
|
||
|
theHitPlayer->SetEnsnareState(false);
|
||
|
theReturn = true;
|
||
|
}
|
||
|
}
|
||
|
else //if(GetHasUpgrade(inEntity->pev->iuser4, MASK_BUILDABLE))
|
||
|
{
|
||
|
// Max health in armorvalue
|
||
|
AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(inEntity);
|
||
|
if(theBuildable)
|
||
|
{
|
||
|
if(theBuildable->Regenerate((theAmountToRepair * BALANCE_VAR(kWelderBuildingModifier)), false))
|
||
|
{
|
||
|
// Award experience for welding the CC. Might award a little more if barely wounded, but that seems OK.
|
||
|
if(GetGameRules()->GetIsCombatMode() && (theBuildable->pev->iuser3 == AVH_USER3_COMMANDER_STATION))
|
||
|
{
|
||
|
AvHPlayer* theWeldingPlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
|
||
|
if(theWeldingPlayer && (theWeldingPlayer->pev->team == theBuildable->pev->team))
|
||
|
{
|
||
|
float theCombatHealExperienceScalar = BALANCE_VAR(kCombatHealExperienceScalar);
|
||
|
theWeldingPlayer->AwardExperienceForObjective(theAmountToRepair*theCombatHealExperienceScalar, theBuildable->GetMessageID());
|
||
|
}
|
||
|
}
|
||
|
theReturn = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return theReturn;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
void AvHWelder::Spawn()
|
||
|
{
|
||
|
AvHMarineWeapon::Spawn();
|
||
|
|
||
|
Precache();
|
||
|
|
||
|
this->m_iId = AVH_WEAPON_WELDER;
|
||
|
//this->m_iDefaultAmmo = kWelderMaxClip;
|
||
|
|
||
|
// Set our class name
|
||
|
this->pev->classname = MAKE_STRING(kwsWelder);
|
||
|
|
||
|
SET_MODEL(ENT(this->pev), kWelderWModel);
|
||
|
|
||
|
FallInit();// get ready to fall down.
|
||
|
}
|
||
|
|
||
|
// When welder is deployed, it makes the welding sound
|
||
|
void AvHWelder::WelderThink()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
bool AvHWelder::UsesAmmo(void) const
|
||
|
{
|
||
|
return false;
|
||
|
}
|