NS/releases/3.02/source/mod/AvHUmbraGun.cpp

271 lines
6.2 KiB
C++
Raw Normal View History

//======== (C) Copyright 2001 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: AvHUmbraGun.cpp $
// $Date: 2002/11/22 21:28:17 $
//
//-------------------------------------------------------------------------------
// $Log: AvHUmbraGun.cpp,v $
// Revision 1.10 2002/11/22 21:28:17 Flayra
// - mp_consistency changes
//
// Revision 1.9 2002/08/16 02:49:14 Flayra
// - Umbra is now used by the level 4
//
// Revision 1.8 2002/07/24 19:09:18 Flayra
// - Linux issues
//
// Revision 1.7 2002/07/24 18:55:53 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.6 2002/07/24 18:45:43 Flayra
// - Linux and scripting changes
//
// Revision 1.5 2002/07/23 17:34:25 Flayra
// - Updated for new artwork
//
// Revision 1.4 2002/07/01 21:20:14 Flayra
// - Implemented umbra weapon
//
// Revision 1.3 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 1.2 2002/06/03 16:39:10 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.1 2002/05/23 02:32:57 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"
#ifdef AVH_SERVER
#include "mod/AvHGamerules.h"
#include "mod/AvHServerUtil.h"
#endif
LINK_ENTITY_TO_CLASS(kwUmbraGun, AvHUmbraGun);
#ifdef AVH_SERVER
LINK_ENTITY_TO_CLASS(kwUmbraProjectile, AvHUmbraProjectile);
LINK_ENTITY_TO_CLASS(kwUmbraCloud, AvHUmbraCloud);
AvHUmbraCloud::AvHUmbraCloud()
{
this->mTimeHit = -1;
}
void AvHUmbraCloud::Precache(void)
{
CBaseEntity::Precache();
}
void AvHUmbraCloud::Spawn(void)
{
this->Precache();
CBaseEntity::Spawn();
this->pev->movetype = MOVETYPE_NONE;
this->pev->classname = MAKE_STRING(kwsUmbraCloud);
this->pev->iuser3 = AVH_USER3_UMBRA;
this->pev->effects |= EF_NODRAW;
SetThink(&AvHUmbraCloud::SUB_Remove);
this->pev->nextthink = gpGlobals->time + BALANCE_IVAR(kUmbraCloudDuration);
}
void AvHUmbraProjectile::Spawn(void)
{
this->Precache();
CBaseEntity::Spawn();
this->pev->movetype = MOVETYPE_FLY;
this->pev->classname = MAKE_STRING(kwsUmbraProjectile);
SET_MODEL(ENT(this->pev), kClientUmbraSprite);
this->pev->solid = SOLID_BBOX;
if(!GetGameRules()->GetDrawInvisibleEntities())
{
this->pev->effects = EF_NODRAW;
}
else
{
this->pev->frame = 0;
this->pev->scale = 0.5;
this->pev->rendermode = kRenderTransAlpha;
this->pev->renderamt = 255;
}
UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
SetTouch(&AvHUmbraProjectile::UmbraTouch);
}
void AvHUmbraProjectile::UmbraTouch(CBaseEntity* inOther)
{
// Never hit the player who fired it
if(inOther != CBaseEntity::Instance(this->pev->owner))
{
AvHSUCreateUmbraCloud(this->pev->origin, AvHTeamNumber(this->pev->team), this);
// Remove the projectile
SetTouch(NULL);
UTIL_Remove(this);
}
}
#endif
void AvHUmbraGun::Init()
{
this->mRange = kUmbraRange;
this->mDamage = 0;
}
int AvHUmbraGun::GetBarrelLength() const
{
return kUmbraBarrelLength;
}
float AvHUmbraGun::GetRateOfFire() const
{
return BALANCE_FVAR(kUmbraROF);
}
int AvHUmbraGun::GetDeployAnimation() const
{
int theDeployAnimation = -1;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID)
{
case AVH_WEAPON_BITE2:
theDeployAnimation = 9;
break;
case AVH_WEAPON_SPIKE:
theDeployAnimation = 8;
break;
}
return theDeployAnimation;
}
int AvHUmbraGun::GetIdleAnimation() const
{
return 2;
}
int AvHUmbraGun::GetShootAnimation() const
{
return 5;
}
bool AvHUmbraGun::GetFiresUnderwater() const
{
return true;
}
bool AvHUmbraGun::GetIsDroppable() const
{
return false;
}
void AvHUmbraGun::FireProjectiles(void)
{
#ifdef AVH_SERVER
// Make sure we have enough points to shoot this thing
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
ASSERT(thePlayer);
// Create umbra projectile
AvHUmbraProjectile* theUmbra = GetClassPtr((AvHUmbraProjectile*)NULL );
theUmbra->Spawn();
UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming;
UTIL_SetOrigin(theUmbra->pev, vecSrc);
VectorScale(vecAiming, kShootCloudVelocity, theUmbra->pev->velocity);
// Set projectile team and owner
theUmbra->pev->owner = ENT(this->m_pPlayer->pev);
// Set Umbra's team :)
theUmbra->pev->team = this->m_pPlayer->pev->team;
#endif
}
char* AvHUmbraGun::GetViewModel() const
{
return kLevel3ViewModel;
}
void AvHUmbraGun::Precache()
{
AvHAlienWeapon::Precache();
PRECACHE_UNMODIFIED_SOUND(kUmbraFireSound);
PRECACHE_UNMODIFIED_SOUND(kUmbraBlockedSound);
PRECACHE_UNMODIFIED_MODEL(kUmbraSprite);
PRECACHE_UNMODIFIED_MODEL(kClientUmbraSprite);
this->mEvent = PRECACHE_EVENT(1, kUmbraShootEventName);
}
void AvHUmbraGun::Spawn()
{
AvHAlienWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_UMBRA;
// Set our class name
this->pev->classname = MAKE_STRING(kwsUmbraGun);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}
bool AvHUmbraGun::UsesAmmo(void) const
{
return false;
}