mirror of
https://github.com/ENSL/NS.git
synced 2024-11-24 13:31:12 +00:00
189 lines
5 KiB
C++
189 lines
5 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: AvHHiveGun.cpp $
|
||
|
// $Date: 2002/07/24 19:09:17 $
|
||
|
//
|
||
|
//-------------------------------------------------------------------------------
|
||
|
// $Log: AvHHiveGun.cpp,v $
|
||
|
// Revision 1.8 2002/07/24 19:09:17 Flayra
|
||
|
// - Linux issues
|
||
|
//
|
||
|
// Revision 1.7 2002/07/24 18:55:52 Flayra
|
||
|
// - Linux case sensitivity stuff
|
||
|
//
|
||
|
// Revision 1.6 2002/07/24 18:45:41 Flayra
|
||
|
// - Linux and scripting changes
|
||
|
//
|
||
|
// Revision 1.5 2002/06/25 18:00:56 Flayra
|
||
|
// - Removed this
|
||
|
//
|
||
|
// Revision 1.4 2002/06/10 19:47:16 Flayra
|
||
|
// - New level 2 view model
|
||
|
//
|
||
|
// Revision 1.3 2002/06/03 16:39:09 Flayra
|
||
|
// - Added different deploy times (this should be refactored a bit more)
|
||
|
//
|
||
|
// Revision 1.2 2002/05/23 02:33:42 Flayra
|
||
|
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
|
||
|
//
|
||
|
//===============================================================================
|
||
|
#include "mod/AvHAlienWeapons.h"
|
||
|
#include "mod/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 "mod/AvHAlienWeaponConstants.h"
|
||
|
#include "mod/AvHPlayerUpgrade.h"
|
||
|
#include "mod/AvHGamerules.h"
|
||
|
#include "util/MathUtil.h"
|
||
|
#include "mod/AvHTitles.h"
|
||
|
#include "mod/AvHHive.h"
|
||
|
|
||
|
#ifdef AVH_SERVER
|
||
|
#include "mod/AvHSharedUtil.h"
|
||
|
#endif
|
||
|
|
||
|
//LINK_ENTITY_TO_CLASS(kwHiveGun, AvHHiveGun);
|
||
|
//
|
||
|
//int AvHHiveGun::GetBarrelLength() const
|
||
|
//{
|
||
|
// return kBuildingGunBarrelLength;
|
||
|
//}
|
||
|
//
|
||
|
//bool AvHHiveGun::GetFiresUnderwater() const
|
||
|
//{
|
||
|
// return true;
|
||
|
//}
|
||
|
//
|
||
|
//bool AvHHiveGun::GetIsDroppable() const
|
||
|
//{
|
||
|
// return false;
|
||
|
//}
|
||
|
//
|
||
|
//void AvHHiveGun::FireProjectiles(void)
|
||
|
//{
|
||
|
//#ifdef AVH_SERVER
|
||
|
// AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
|
||
|
// ASSERT(thePlayer);
|
||
|
//
|
||
|
// // See if there is an inactive hive within range
|
||
|
// UTIL_MakeVectors(thePlayer->pev->v_angle);
|
||
|
//
|
||
|
// Vector theStart = thePlayer->GetGunPosition();
|
||
|
// Vector theEnd = theStart + gpGlobals->v_forward*this->GetRange();
|
||
|
//
|
||
|
// // Collide with world to find potential build site
|
||
|
// TraceResult theTR;
|
||
|
// UTIL_TraceLine(theStart, theEnd, dont_ignore_monsters, thePlayer->edict(), &theTR);
|
||
|
//
|
||
|
// Vector theLocation = theTR.vecEndPos;
|
||
|
//
|
||
|
// // Do we have enough points?
|
||
|
// int thePointCost = GetGameRules()->GetPointCostForMessageID(ALIEN_BUILD_HIVE);
|
||
|
// if(thePlayer->GetResources() >= thePointCost)
|
||
|
// {
|
||
|
// if(AvHSHUGetIsSiteValidForBuild(ALIEN_BUILD_HIVE, &theLocation, thePlayer->edict()))
|
||
|
// {
|
||
|
// // Get the hive at this location
|
||
|
// CBaseEntity* theBaseEntity = NULL;
|
||
|
// AvHHive* theNearestHive = NULL;
|
||
|
//
|
||
|
// // Find the nearest hive
|
||
|
// while((theBaseEntity = UTIL_FindEntityByClassname(theBaseEntity, kesTeamHive)) != NULL)
|
||
|
// {
|
||
|
// if(theBaseEntity)
|
||
|
// {
|
||
|
// AvHHive* theCurrentHive = dynamic_cast<AvHHive*>(theBaseEntity);
|
||
|
// if(theCurrentHive)
|
||
|
// {
|
||
|
// float theCurrentDistance = VectorDistance(theLocation, theCurrentHive->pev->origin);
|
||
|
// if(!theNearestHive || (theCurrentDistance < VectorDistance(theLocation, theNearestHive->pev->origin)))
|
||
|
// {
|
||
|
// theNearestHive = theCurrentHive;
|
||
|
// }
|
||
|
// }
|
||
|
// }
|
||
|
// }
|
||
|
//
|
||
|
// if(theNearestHive)
|
||
|
// {
|
||
|
// // If so, set it as growing
|
||
|
// theNearestHive->StartSpawningForTeam(thePlayer->GetTeam());
|
||
|
//
|
||
|
// // Decrement points
|
||
|
// thePlayer->SetResources(thePlayer->GetResources() - thePointCost);
|
||
|
// }
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// thePlayer->SendMessage(kHelpTextEmptyHiveNotNearby, true);
|
||
|
// }
|
||
|
// }
|
||
|
// else
|
||
|
// {
|
||
|
// thePlayer->PlayHUDSound(HUD_SOUND_ALIEN_MORE);
|
||
|
// }
|
||
|
//#endif
|
||
|
//}
|
||
|
//
|
||
|
//void AvHHiveGun::Init()
|
||
|
//{
|
||
|
// this->mRange = kBuildingGunRange;
|
||
|
// this->mROF = kBuildingGunROF;
|
||
|
//}
|
||
|
//
|
||
|
//char* AvHHiveGun::GetViewModel() const
|
||
|
//{
|
||
|
// return kLevel2ViewModel;
|
||
|
//}
|
||
|
//
|
||
|
//void AvHHiveGun::Precache(void)
|
||
|
//{
|
||
|
// AvHAlienWeapon::Precache();
|
||
|
//
|
||
|
// PRECACHE_SOUND(kBuildingGunSound1);
|
||
|
// PRECACHE_SOUND(kBuildingGunSound2);
|
||
|
//
|
||
|
// this->mEvent = PRECACHE_EVENT(1, kBuildingGunEventName);
|
||
|
// //this->mEvent = PRECACHE_EVENT(1, kSpitGEventName);
|
||
|
//}
|
||
|
//
|
||
|
//
|
||
|
//void AvHHiveGun::Spawn()
|
||
|
//{
|
||
|
// Precache();
|
||
|
//
|
||
|
// AvHAlienWeapon::Spawn();
|
||
|
//
|
||
|
// this->m_iId = AVH_WEAPON_HIVE;
|
||
|
//
|
||
|
// // Set our class name
|
||
|
// this->pev->classname = MAKE_STRING(kwsHiveGun);
|
||
|
//
|
||
|
// SET_MODEL(ENT(this->pev), kNullModel);
|
||
|
//
|
||
|
// FallInit();// get ready to fall down.
|
||
|
//}
|
||
|
//
|
||
|
//bool AvHHiveGun::UsesAmmo(void) const
|
||
|
//{
|
||
|
// return false;
|
||
|
//}
|
||
|
|