mirror of
https://github.com/ENSL/NS.git
synced 2024-12-20 17:51:07 +00:00
248 lines
7.9 KiB
C++
248 lines
7.9 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: AvHMarineWeapon.cpp $
|
||
|
// $Date: 2002/11/22 21:28:16 $
|
||
|
//
|
||
|
//-------------------------------------------------------------------------------
|
||
|
// $Log: AvHMarineWeapon.cpp,v $
|
||
|
// Revision 1.4 2002/11/22 21:28:16 Flayra
|
||
|
// - mp_consistency changes
|
||
|
//
|
||
|
// Revision 1.3 2002/10/03 18:58:15 Flayra
|
||
|
// - Added heavy view models
|
||
|
//
|
||
|
// Revision 1.2 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 1.1 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/AvHMarineWeapon.h"
|
||
|
#include "mod/AvHMarineWeaponConstants.h"
|
||
|
#include "mod/AvHSpecials.h"
|
||
|
#include "util/Balance.h"
|
||
|
|
||
|
bool AvHMarineWeapon::GetAllowedForUser3(AvHUser3 inUser3)
|
||
|
{
|
||
|
bool theAllowed = false;
|
||
|
|
||
|
// Alien weapons for aliens. Don't take into account exact roles until needed (and until weapons have stabilized)
|
||
|
switch(inUser3)
|
||
|
{
|
||
|
case AVH_USER3_MARINE_PLAYER:
|
||
|
theAllowed = true;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return theAllowed;
|
||
|
}
|
||
|
|
||
|
float AvHMarineWeapon::GetDeploySoundVolume() const
|
||
|
{
|
||
|
return kDeployMarineWeaponVolume;
|
||
|
}
|
||
|
|
||
|
char* AvHMarineWeapon::GetHeavyViewModel() const
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
float AvHMarineWeapon::ComputeAttackInterval() const
|
||
|
{
|
||
|
float theROF = this->GetRateOfFire();
|
||
|
|
||
|
int theUser4 = this->m_pPlayer->pev->iuser4;
|
||
|
|
||
|
// Speed attack if in range of primal scream
|
||
|
if(GetHasUpgrade(theUser4, MASK_BUFFED))
|
||
|
{
|
||
|
float theCatalystROFFactor = 1.0f + BALANCE_VAR(kCatalystROFFactor);
|
||
|
theROF /= theCatalystROFFactor;
|
||
|
}
|
||
|
|
||
|
return theROF;
|
||
|
|
||
|
}
|
||
|
|
||
|
char* AvHMarineWeapon::GetActiveViewModel() const
|
||
|
{
|
||
|
char* theViewModel = this->GetViewModel();
|
||
|
|
||
|
// If we're a marine with heavy armor, use the heavy view model
|
||
|
if(this->m_pPlayer && (this->m_pPlayer->pev->iuser3 == AVH_USER3_MARINE_PLAYER || this->m_pPlayer->pev->iuser3 == AVH_USER3_COMMANDER_PLAYER) && (GetHasUpgrade(this->m_pPlayer->pev->iuser4, MASK_UPGRADE_13)))
|
||
|
{
|
||
|
char* theHeavyViewModel = this->GetHeavyViewModel();
|
||
|
if(theHeavyViewModel)
|
||
|
{
|
||
|
theViewModel = theHeavyViewModel;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return theViewModel;
|
||
|
}
|
||
|
|
||
|
void AvHMarineWeapon::Precache()
|
||
|
{
|
||
|
AvHBasePlayerWeapon::Precache();
|
||
|
|
||
|
char* theHeavyViewModel = this->GetHeavyViewModel();
|
||
|
if(theHeavyViewModel)
|
||
|
{
|
||
|
PRECACHE_UNMODIFIED_MODEL(theHeavyViewModel);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// AvHReloadableMarineWeapon
|
||
|
const int kSpecialReloadNone = 0;
|
||
|
const int kSpecialReloadGotoReload = 1;
|
||
|
const int kSpecialReloadReloadShell = 2;
|
||
|
|
||
|
void AvHReloadableMarineWeapon::DeductCostForShot(void)
|
||
|
{
|
||
|
AvHMarineWeapon::DeductCostForShot();
|
||
|
|
||
|
// Stop reload if we were in the middle of one
|
||
|
if(this->mSpecialReload != kSpecialReloadNone)
|
||
|
{
|
||
|
this->mSpecialReload = kSpecialReloadNone;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int AvHReloadableMarineWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay )
|
||
|
{
|
||
|
// Needed to prevet super fast default reload
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
void AvHReloadableMarineWeapon::Holster( int skiplocal)
|
||
|
{
|
||
|
AvHMarineWeapon::Holster(skiplocal);
|
||
|
|
||
|
// Cancel any reload in progress.
|
||
|
this->mSpecialReload = kSpecialReloadNone;
|
||
|
}
|
||
|
|
||
|
void AvHReloadableMarineWeapon::Init()
|
||
|
{
|
||
|
this->mSpecialReload = kSpecialReloadNone;
|
||
|
this->mNextReload = 0;
|
||
|
}
|
||
|
|
||
|
void AvHReloadableMarineWeapon::Reload(void)
|
||
|
{
|
||
|
int theReloadAnimation = this->GetReloadAnimation();
|
||
|
float theReloadTime = this->GetReloadTime();
|
||
|
int theClipSize = this->GetClipSize();
|
||
|
|
||
|
if((this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType] > 0) && (m_iClip < theClipSize))
|
||
|
{
|
||
|
// don't reload until recoil is done
|
||
|
if(this->m_flNextPrimaryAttack <= UTIL_WeaponTimeBase())
|
||
|
{
|
||
|
if(this->mSpecialReload == kSpecialReloadNone)
|
||
|
{
|
||
|
// Start reload
|
||
|
this->mSpecialReload = kSpecialReloadGotoReload;
|
||
|
|
||
|
this->SendWeaponAnim(this->GetGotoReloadAnimation());
|
||
|
|
||
|
float theGotoReloadAnimationTime = this->GetGotoReloadAnimationTime();
|
||
|
|
||
|
this->m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime;
|
||
|
this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime;
|
||
|
|
||
|
this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime; // 1.0f
|
||
|
this->m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime; // 1.0f
|
||
|
this->m_pPlayer->SetAnimation(PLAYER_RELOAD_START);
|
||
|
|
||
|
}
|
||
|
else if(this->mSpecialReload == kSpecialReloadGotoReload)
|
||
|
{
|
||
|
if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
|
||
|
{
|
||
|
// was waiting for gun to move to side
|
||
|
this->mSpecialReload = kSpecialReloadReloadShell;
|
||
|
|
||
|
this->SendWeaponAnim(this->GetShellReloadAnimation());
|
||
|
|
||
|
float theShellReloadTime = this->GetShellReloadAnimationTime();
|
||
|
|
||
|
this->mNextReload = UTIL_WeaponTimeBase() + theShellReloadTime;
|
||
|
this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + theShellReloadTime;
|
||
|
|
||
|
this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + theShellReloadTime;
|
||
|
this->m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + theShellReloadTime;
|
||
|
this->m_pPlayer->SetAnimation(PLAYER_RELOAD_INSERT);
|
||
|
|
||
|
}
|
||
|
}
|
||
|
else if(this->mSpecialReload == kSpecialReloadReloadShell)
|
||
|
{
|
||
|
//DefaultReload(theClipSize, theReloadAnimation, theReloadTime);
|
||
|
|
||
|
// Don't idle for a bit
|
||
|
//this->SetNextIdle();
|
||
|
|
||
|
// Add them to the clip
|
||
|
this->m_iClip += 1;
|
||
|
this->m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
|
||
|
this->mSpecialReload = kSpecialReloadGotoReload;
|
||
|
this->m_pPlayer->SetAnimation(PLAYER_RELOAD_END);
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void AvHReloadableMarineWeapon::WeaponIdle(void)
|
||
|
{
|
||
|
// tankefugl: 0000484 - ensures that all idle weapons can fire the empty sound
|
||
|
ResetEmptySound();
|
||
|
|
||
|
if(this->m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
|
||
|
{
|
||
|
if((this->m_iClip == 0) && (this->mSpecialReload == kSpecialReloadNone) && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
|
||
|
{
|
||
|
this->Reload();
|
||
|
}
|
||
|
else if(this->mSpecialReload != kSpecialReloadNone)
|
||
|
{
|
||
|
if((m_iClip != this->GetClipSize()) && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
|
||
|
{
|
||
|
this->Reload();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// reload debounce has timed out
|
||
|
this->mSpecialReload = kSpecialReloadNone;
|
||
|
|
||
|
this->SendWeaponAnim(this->GetEndReloadAnimation());
|
||
|
|
||
|
float theEndReloadAnimationTime = this->GetEndReloadAnimationTime();
|
||
|
|
||
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + theEndReloadAnimationTime;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Hack to prevent idle animation from playing mid-reload. Not sure how to fix this right, but all this special reloading is happening server-side, client doesn't know about it
|
||
|
if(m_iClip == this->GetClipSize())
|
||
|
{
|
||
|
AvHMarineWeapon::WeaponIdle();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|