//======== (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: AvHFlameGun.cpp $ // $Date: 2002/06/03 16:39:09 $ // //------------------------------------------------------------------------------- // $Log: AvHFlameGun.cpp,v $ // Revision 1.7 2002/06/03 16:39:09 Flayra // - Added different deploy times (this should be refactored a bit more) // // Revision 1.6 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 "AvHMarineWeapons.h" #include "AvHPlayer.h" #include "cl_dll/eventscripts.h" #include "cl_dll/in_defs.h" #include "cl_dll/wrect.h" #include "cl_dll/cl_dll.h" #include "../common/hldm.h" #include "../common/event_api.h" #include "../common/event_args.h" #include "cl_dll/vector_util.h" #include "AvHMarineWeapons.h" LINK_ENTITY_TO_CLASS(kwFlameGun, AvHFlameGun); void V_PunchAxis( int axis, float punch ); BOOL AvHFlameGun::Deploy() { return DefaultDeploy(kFGVModel, kFGPModel, this->GetDeployAnimation(), kFGAnimExt); } void AvHFlameGun::Init() { this->mRange = kFGRange; this->mDamage = kFGDamage; this->mROF = kFGROF; } int AvHFlameGun::GetBarrelLength() const { return kFGBarrelLength; } int AvHFlameGun::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "FGAmmo"; p->iMaxAmmo1 = kFGMaxAmmo; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = kFGMaxClip; p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY; p->iSlot = 1; p->iPosition = 5; //p->iId = m_iId = AVH_WEAPON_FLAMER; p->iId = m_iId = AVH_WEAPON_GRENADE_GUN; ASSERT(false); p->iWeight = 10; return 1; } int AvHFlameGun::iItemSlot(void) { return 2; } void AvHFlameGun::Precache() { AvHMarineWeapon::Precache(); PRECACHE_MODEL(kFGVModel); PRECACHE_MODEL(kFGWModel); PRECACHE_MODEL(kFGPModel); PRECACHE_MODEL(kFGEjectModel); PRECACHE_SOUND(kFGFireSound1); PRECACHE_SOUND(kFGFireSound2); PRECACHE_SOUND(kFGFireSound3); PRECACHE_SOUND(kFGFireSound4); PRECACHE_SOUND(kFGReloadSound); this->mEvent = PRECACHE_EVENT(1, kFGEventName); } void AvHFlameGun::Spawn() { AvHMarineWeapon::Spawn(); Precache(); //this->m_iId = AVH_WEAPON_FLAMER; ASSERT(false); this->m_iDefaultAmmo = kFGMaxClip; // Set our class name this->pev->classname = MAKE_STRING(kwsFlameGun); SET_MODEL(ENT(this->pev), kFGWModel); FallInit();// get ready to fall down. }