NS/main/source/mod/AvHSonicGun.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: AvHSonicGun.cpp $
// $Date: 2002/11/22 21:28:17 $
//
//-------------------------------------------------------------------------------
// $Log: AvHSonicGun.cpp,v $
// Revision 1.26 2002/11/22 21:28:17 Flayra
// - mp_consistency changes
//
// Revision 1.25 2002/10/24 21:33:52 Flayra
// - Shotgun reloading fixes
//
// Revision 1.24 2002/10/16 20:53:10 Flayra
// - Removed weapon upgrade sounds
//
// Revision 1.23 2002/10/16 01:08:11 Flayra
// - Removed sounds that are being played by anim
//
// Revision 1.22 2002/10/03 18:47:18 Flayra
// - Added heavy view model
//
// Revision 1.21 2002/09/25 20:51:19 Flayra
// - Shotgun updating (oops, this fixes sound problems)
//
// Revision 1.20 2002/09/23 22:32:35 Flayra
// - Fixed problem where damage upgrades sometimes were given to aliens
//
// Revision 1.19 2002/08/31 18:01:03 Flayra
// - Work at VALVe
//
// Revision 1.18 2002/08/16 02:48:10 Flayra
// - New damage model
//
// Revision 1.17 2002/08/09 00:49:34 Flayra
// - Fixed shotgun, so it reloads each shell individually
//
// Revision 1.16 2002/07/24 19:09:17 Flayra
// - Linux issues
//
// Revision 1.15 2002/07/24 18:45:43 Flayra
// - Linux and scripting changes
//
// Revision 1.14 2002/07/08 17:08:52 Flayra
// - Tweaked for bullet spread
//
// Revision 1.13 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 1.12 2002/06/03 16:37:31 Flayra
// - Constants and tweaks to make weapon anims and times correct with new artwork, added different deploy times (this should be refactored a bit more)
//
// Revision 1.11 2002/05/28 17:44:35 Flayra
// - Tweak weapon deploy volume, as Valve's sounds weren't normalized, started to use new reload method (reload each shell)
//
// Revision 1.10 2002/05/23 02:33:20 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "AvHMarineWeapons.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 "AvHMarineWeapons.h"
#include "AvHPlayerUpgrade.h"
#include "AvHServerUtil.h"
#include "AvHSharedUtil.h"
// Anim key:
const int kShotgunAnimIdle = 0;
const int kShotgunAnimIdle2 = 1;
const int kShotgunAnimGotoReload = 2;
const int kShotgunAnimReloadShell = 3;
const int kShotgunAnimEndReload = 4;
const int kShotgunAnimShoot = 5;
const int kShotgunAnimShootEmpty = 6;
const int kShotgunAnimDraw = 7;
const float kShotgunAnimDrawLength = .9f;
//const float kShotgunGotoReloadLength = 1.1f;
const float kShotgunGotoReloadLength = 1.6f;
const float kShotgunReloadShellLength = .9f;
const float kShotgunEndReloadLength = 1.8f;
LINK_ENTITY_TO_CLASS(kwShotGun, AvHSonicGun);
void V_PunchAxis( int axis, float punch );
void AvHSonicGun::Init()
{
this->mRange = kSGRange;
this->mDamage = BALANCE_VAR(kSGDamage);
}
int AvHSonicGun::GetBarrelLength() const
{
return kSGBarrelLength;
}
float AvHSonicGun::GetRateOfFire() const
{
return BALANCE_VAR(kSGROF);
}
int AvHSonicGun::GetDamageType() const
{
//return NS_DMG_PIERCING;
return NS_DMG_NORMAL;
}
int AvHSonicGun::GetDeployAnimation() const
{
return kShotgunAnimDraw;
}
char* AvHSonicGun::GetDeploySound() const
{
//return kSGDeploySound;
return NULL;
}
float AvHSonicGun::GetDeployTime() const
{
return kShotgunAnimDrawLength;
}
int AvHSonicGun::GetEmptyShootAnimation() const
{
return kShotgunAnimShootEmpty;
}
int AvHSonicGun::GetGotoReloadAnimation() const
{
return kShotgunAnimGotoReload;
}
float AvHSonicGun::GetGotoReloadAnimationTime() const
{
return kShotgunGotoReloadLength;
}
int AvHSonicGun::GetShellReloadAnimation() const
{
return kShotgunAnimReloadShell;
}
float AvHSonicGun::GetShellReloadAnimationTime() const
{
return kShotgunReloadShellLength;
}
int AvHSonicGun::GetEndReloadAnimation() const
{
return kShotgunAnimEndReload;
}
float AvHSonicGun::GetEndReloadAnimationTime() const
{
return kShotgunEndReloadLength;
}
char* AvHSonicGun::GetHeavyViewModel() const
{
return kSGHVVModel;
}
char* AvHSonicGun::GetPlayerModel() const
{
return kSGPModel;
}
char* AvHSonicGun::GetViewModel() const
{
return kSGVModel;
}
char* AvHSonicGun::GetWorldModel() const
{
return kSGWModel;
}
Vector AvHSonicGun::GetProjectileSpread() const
{
return kSGSpread;
}
void AvHSonicGun::FireProjectiles(void)
{
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
ASSERT(this->m_iPrimaryAmmoType >= 0);
//int theNumBullets = min(kSGBulletsPerShot, this->m_iClientClip);
float theDamageMultiplier;
AvHPlayerUpgrade::GetWeaponUpgrade(this->m_pPlayer->pev->iuser3, this->m_pPlayer->pev->iuser4, &theDamageMultiplier);
float theDamage = this->mDamage*theDamageMultiplier;
// Fire the bullets and apply damage
//this->m_pPlayer->FireBullets(kSGBulletsPerShot, vecSrc, vecAiming, this->GetProjectileSpread(), this->mRange, 0, 0, theDamage);
////Old v3.2 SG spread
//this->m_pPlayer->FireBulletsPlayer(10, vecSrc, vecAiming, this->GetProjectileSpread(), this->mRange, BULLET_PLAYER_BUCKSHOT, 0, 17, 0, this->m_pPlayer->random_seed);
2021-01-23 23:51:30 +00:00
this->m_pPlayer->FireBulletsPlayer(BALANCE_VAR(kSGBulletsPerShot), vecSrc, vecAiming, this->GetProjectileSpread(), this->mRange, BULLET_PLAYER_BUCKSHOT, 0, theDamage, 0, this->m_pPlayer->random_seed);
}
bool AvHSonicGun::GetHasMuzzleFlash() const
{
return true;
}
int AvHSonicGun::GetIdleAnimation() const
{
int theAnimation = 0;
int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 1);
switch(theRandomNum)
{
case 0:
theAnimation = kShotgunAnimIdle;
break;
case 1:
theAnimation = kShotgunAnimIdle2;
break;
}
return theAnimation;
}
int AvHSonicGun::GetReloadAnimation() const
{
return kShotgunAnimReloadShell;
}
float AvHSonicGun::GetReloadTime(void) const
{
//return .3f;
return .22f;
}
int AvHSonicGun::GetShootAnimation() const
{
return kShotgunAnimShoot;
}
void AvHSonicGun::Precache()
{
AvHMarineWeapon::Precache();
PRECACHE_UNMODIFIED_MODEL(kSGEjectModel);
PRECACHE_UNMODIFIED_SOUND(kSGFireSound1);
PRECACHE_UNMODIFIED_SOUND(kSGReloadSound);
PRECACHE_UNMODIFIED_SOUND(kSGCockSound);
PRECACHE_UNMODIFIED_MODEL(kGenericWallpuff);
this->mEvent = PRECACHE_EVENT(1, kSGEventName);
}
void AvHSonicGun::Spawn()
{
AvHMarineWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_SONIC;
this->m_iDefaultAmmo = BALANCE_VAR(kSGMaxClip);
// Set our class name
this->pev->classname = MAKE_STRING(kwsShotGun);
SET_MODEL(ENT(this->pev), kSGWModel);
FallInit();// get ready to fall down.
}