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