2018-04-22 15:55:55 +00:00
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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHSniperGun.cpp $
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// $Date: 2002/07/24 18:55:52 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHSniperGun.cpp,v $
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// Revision 1.4 2002/07/24 18:55:52 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.3 2002/06/03 16:39:10 Flayra
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// - Added different deploy times (this should be refactored a bit more)
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//
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// Revision 1.2 2002/05/23 02:33:20 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "AvHAlienWeapons.h"
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#include "AvHPlayer.h"
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#include "cl_dll/eventscripts.h"
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#include "cl_dll/in_defs.h"
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#include "cl_dll/wrect.h"
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#include "cl_dll/cl_dll.h"
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#include "../common/hldm.h"
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#include "../common/event_api.h"
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#include "../common/event_args.h"
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#include "cl_dll/vector_util.h"
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#include "AvHAlienWeaponConstants.h"
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#include "AvHPlayerUpgrade.h"
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#include "AvHGamerules.h"
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LINK_ENTITY_TO_CLASS(kwSniperGun, AvHSniperGun);
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BOOL AvHSniperGun::Deploy()
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{
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return DefaultDeploy(kSniperVModel, kSniperPModel, this->GetDeployAnimation(), kSniperAnimExt);
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}
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void AvHSniperGun::Init()
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{
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this->mRange = kSniperRange;
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this->mDamage = kSniperDamage;
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this->mROF = kSniperROF;
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}
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int AvHSniperGun::GetBarrelLength() const
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{
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return kSniperBarrelLength;
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}
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bool AvHSniperGun::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHSniperGun::GetIsDroppable() const
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{
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return false;
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}
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void AvHSniperGun::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming;
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// TODO:
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#endif
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}
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void AvHSniperGun::Precache()
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{
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AvHAlienWeapon::Precache();
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PRECACHE_MODEL(kSniperVModel);
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PRECACHE_MODEL(kAlienGunWModel);
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PRECACHE_SOUND(kSniperFireSound);
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this->mEvent = PRECACHE_EVENT(1, kSniperShootEventName);
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}
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void AvHSniperGun::Spawn()
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{
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AvHAlienWeapon::Spawn();
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Precache();
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this->m_iId = AVH_WEAPON_SNIPER;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsSniperGun);
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SET_MODEL(ENT(this->pev), kAlienGunWModel);
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FallInit();// get ready to fall down.
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}
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bool AvHSniperGun::UsesAmmo(void) const
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{
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return false;
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}
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