NS/releases/valve/source/mod/AvHBite.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: AvHBite.cpp $
// $Date: 2002/11/22 21:28:16 $
//
//-------------------------------------------------------------------------------
// $Log: AvHBite.cpp,v $
// Revision 1.15 2002/11/22 21:28:16 Flayra
// - mp_consistency changes
//
// Revision 1.14 2002/11/06 01:38:37 Flayra
// - Added ability for buildings to be enabled and disabled, for turrets to be shut down
// - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.)
//
// Revision 1.13 2002/08/16 02:33:13 Flayra
// - Added damage types
//
// Revision 1.12 2002/07/24 18:45:40 Flayra
// - Linux and scripting changes
//
// Revision 1.11 2002/07/08 16:48:26 Flayra
// - Melee weapons don't play hit sounds or punchangle target if they didn't damage them
//
// Revision 1.10 2002/07/01 21:21:15 Flayra
// - Removed adrenaline
//
// Revision 1.9 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 1.8 2002/06/10 19:49:06 Flayra
// - Updated with new alien view model artwork (with running anims)
//
// Revision 1.7 2002/06/03 16:27:05 Flayra
// - Animation constants and changes with new artwork
//
// Revision 1.6 2002/05/23 02:34:00 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
#include "mod/AvHSharedUtil.h"
LINK_ENTITY_TO_CLASS(kwBiteGun, AvHBite);
void V_PunchAxis( int axis, float punch );
void AvHBite::Init()
{
this->mRange = BALANCE_IVAR(kBiteRange);
this->mDamage = BALANCE_IVAR(kBiteDamage);
}
int AvHBite::GetBarrelLength() const
{
return kBiteBarrelLength;
}
bool AvHBite::GetIsGunPositionValid() const
{
return true;
}
float AvHBite::GetRateOfFire() const
{
return BALANCE_FVAR(kBiteROF);
}
char* AvHBite::GetBiteSound() const
{
return kBiteSound;
}
int AvHBite::GetDeployAnimation() const
{
// Only play deploy anim when changing to skulk
int theDeployAnimation = 5;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID)
{
case AVH_WEAPON_BITE:
case AVH_WEAPON_PARASITE:
case AVH_ABILITY_LEAP:
case AVH_WEAPON_DIVINEWIND:
theDeployAnimation = -1;
break;
}
return theDeployAnimation;
}
int AvHBite::GetIdleAnimation() const
{
//int theBaseOffset = this->GetIsPlayerMoving() ? 5 : 2;
//int theAnimation = theBaseOffset + UTIL_SharedRandomFloat(this->m_pPlayer->random_seed, 0, 1);
// Must be odd
int theAnimation = 0;
const int kMax = 41;
int theRandomNumber = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, kMax);
if(theRandomNumber == kMax)
{
// Return flavor anim
theAnimation = 2;
}
else if(theRandomNumber < (kMax-1)/2)
{
theAnimation = 0;
}
else
{
theAnimation = 1;
}
return theAnimation;
}
int AvHBite::GetShootAnimation() const
{
return 4;
}
char* AvHBite::GetViewModel() const
{
return kLevel1ViewModel;
}
void AvHBite::Precache()
{
AvHAlienWeapon::Precache();
char* theBiteSound = this->GetBiteSound();
if(theBiteSound)
{
PRECACHE_UNMODIFIED_SOUND(theBiteSound);
}
PRECACHE_UNMODIFIED_SOUND(kBiteHitSound1);
PRECACHE_UNMODIFIED_SOUND(kBiteHitSound2);
PRECACHE_UNMODIFIED_SOUND(kBiteKillSound);
this->mEvent = PRECACHE_EVENT(1, kBiteEventName);
}
void AvHBite::Spawn()
{
AvHAlienWeapon::Spawn();
this->Precache();
this->m_iId = AVH_WEAPON_BITE;
// Set our class name
this->pev->classname = MAKE_STRING(kwsBiteGun);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}
void AvHBite::FireProjectiles(void)
{
#ifdef AVH_SERVER
// TODO: Check team
float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienMeleeDamageUpgrade(this->m_pPlayer->pev->iuser4, AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)));
// Do trace hull here
Vector theTestAiming = this->m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
CBaseEntity* pHurt = this->m_pPlayer->CheckTraceHullAttack(this->mRange, theDamage, this->GetDamageType());
if(pHurt)
{
if(pHurt->pev->flags & (FL_MONSTER | FL_CLIENT))
{
AvHSUKnockPlayerAbout(CBaseEntity::Instance(this->m_pPlayer->edict()), pHurt, 225);
int theSoundIndex = RANDOM_LONG(0, 1);
char* theSoundToPlay = "";
switch(theSoundIndex)
{
case 0:
theSoundToPlay = kBiteHitSound1;
break;
case 1:
theSoundToPlay = kBiteHitSound2;
break;
}
if(pHurt->pev->health <= 0)
{
theSoundToPlay = kBiteKillSound;
}
EMIT_SOUND(ENT(pev), CHAN_WEAPON, theSoundToPlay, 1.0, ATTN_NORM);
}
}
#endif
}
bool AvHBite::GetFiresUnderwater() const
{
return true;
}
bool AvHBite::GetIsDroppable() const
{
return false;
}
bool AvHBite::UsesAmmo(void) const
{
return false;
}
BOOL AvHBite::UseDecrement(void)
{
return true;
}