//======== (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: AvHHealingSpray.cpp $ // $Date: 2002/11/22 21:28:16 $ // //------------------------------------------------------------------------------- // $Log: AvHHealingSpray.cpp,v $ // Revision 1.11 2002/11/22 21:28:16 Flayra // - mp_consistency changes // // Revision 1.10 2002/11/12 02:25:14 Flayra // - Healing spray no longer heals unbuilt structures // // Revision 1.9 2002/10/03 18:48:16 Flayra // - Healing spray only damages players // // Revision 1.8 2002/09/23 22:16:13 Flayra // - Healing spray no longer goes through walls // // Revision 1.7 2002/09/09 19:51:44 Flayra // - Healing spray heals players more generically, playing sound when effective // // Revision 1.6 2002/08/31 18:01:01 Flayra // - Work at VALVe // // Revision 1.5 2002/08/16 02:35:35 Flayra // - New damage types // - Healing spray can affect enemy non-player organics (buildings, babblers) // // Revision 1.4 2002/07/24 19:09:16 Flayra // - Linux issues // // Revision 1.3 2002/07/24 18:45:41 Flayra // - Linux and scripting changes // // Revision 1.2 2002/07/23 17:04:06 Flayra // - Spray only hurts players (prevents builders from easily taking out mines) // // Revision 1.1 2002/06/25 17:24:29 Flayra // - Level 2 healing ability // //=============================================================================== #include "AvHAlienWeapons.h" #include "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 #ifdef AVH_SERVER #include "AvHBaseBuildable.h" #include "AvHGamerules.h" #endif #include "../common/hldm.h" #include "../common/event_api.h" #include "../common/event_args.h" #include "../common/vector_util.h" #include "AvHAlienWeaponConstants.h" #include "AvHPlayerUpgrade.h" #include "AvHConstants.h" #include "AvHSharedUtil.h" LINK_ENTITY_TO_CLASS(kwHealingSpray, AvHHealingSpray); void AvHHealingSpray::Init() { this->mRange = kHealingSprayRange; this->mDamage = BALANCE_VAR(kHealingSprayDamage); } int AvHHealingSpray::GetBarrelLength() const { return kHealingSprayBarrelLength; } float AvHHealingSpray::GetRateOfFire() const { return BALANCE_VAR(kHealingSprayROF); } int AvHHealingSpray::GetDamageType() const { // return NS_DMG_ORGANIC; return NS_DMG_NORMAL; } int AvHHealingSpray::GetDeployAnimation() const { int theDeployAnimation = -1; AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); switch(thePreviousID) { // Spit and bile bomb look the same case AVH_WEAPON_SPIT: case AVH_WEAPON_BILEBOMB: theDeployAnimation = 5; break; } return theDeployAnimation; } int AvHHealingSpray::GetIdleAnimation() const { return 2; } int AvHHealingSpray::GetShootAnimation() const { return 4; } char* AvHHealingSpray::GetViewModel() const { return kLevel2ViewModel; } void AvHHealingSpray::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kHealingSpraySound); this->mEvent = PRECACHE_EVENT(1, kHealingSprayEventName); } // Use secondary attack to call primary attack so client predicted ghost spit attacks don't occur on the first frame of +movement use, as the weapon also switches that frame. void AvHHealingSpray::SecondaryAttack(void) { AvHHealingSpray::PrimaryAttack(); } void AvHHealingSpray::Spawn() { AvHAlienWeapon::Spawn(); this->Precache(); this->m_iId = AVH_WEAPON_HEALINGSPRAY; // Set our class name this->pev->classname = MAKE_STRING(kwsHealingSpray); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } void AvHHealingSpray::FireProjectiles(void) { #ifdef AVH_SERVER // Look for entities in cone CBaseEntity* theCurrentEntity = NULL; vec3_t theOriginatingPosition = this->m_pPlayer->GetGunPosition(); while((theCurrentEntity = UTIL_FindEntityInSphere(theCurrentEntity, theOriginatingPosition, kHealingSprayRange)) != NULL) { bool isSelf=(theCurrentEntity == this->m_pPlayer); // Can't affect self // if(theCurrentEntity != this->m_pPlayer) // { // If entity is in view cone, and within range if(isSelf || this->m_pPlayer->FInViewCone(&theCurrentEntity->pev->origin) ) { // UTIL_FindEntityInSphere doesn't seem to take height into account. Make sure the entity is within range. float theMaxEntitySize = max(Length(theCurrentEntity->pev->mins), Length(theCurrentEntity->pev->maxs)); vec3_t theVectorDiff; VectorSubtract(theCurrentEntity->pev->origin, theOriginatingPosition, theVectorDiff); float theDiff = Length(theVectorDiff) - theMaxEntitySize; if(theDiff < kHealingSprayRange/2) { // Make sure entity is in line of fire TraceResult tr; UTIL_TraceLine(theOriginatingPosition, theCurrentEntity->Center(), dont_ignore_monsters, dont_ignore_glass, ENT(pev)/*pentIgnore*/, &tr); CBaseEntity* theBlockedByEntity = CBaseEntity::Instance(tr.pHit); if((tr.flFraction == 1.0) || (theBlockedByEntity == theCurrentEntity)) { // Heal friendly player or building in range float theFocusAmount = 1.0f; if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId))) { theFocusAmount = AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4); } float theDamage = this->mDamage*theFocusAmount; AvHPlayer* thePlayer = dynamic_cast(theCurrentEntity); if(theCurrentEntity->pev->team == this->m_pPlayer->pev->team) { // Players and buildables heal armor too AvHBaseBuildable* theBuildable = dynamic_cast(theCurrentEntity); const int theBuildableHealingSprayScalar = BALANCE_VAR(kHealingSprayBuildableScalar); if(thePlayer) { // Players heal by base amount, plus percentage of health float thePercentage = BALANCE_VAR(kHealingSprayPlayerPercent)/100.0f; theDamage += thePercentage*theCurrentEntity->pev->max_health; if ( isSelf ) theDamage *= 0.5f; thePlayer->Heal(theDamage, true); } else if(theBuildable) { // Structures heal base amount times scalar float theAmount = theDamage*(float)theBuildableHealingSprayScalar; if(theBuildable->Regenerate(theAmount, true)) { // Award experience for healing the hive. Might award a little more if barely wounded, but that seems OK. if(GetGameRules()->GetIsCombatMode() && (theBuildable->pev->iuser3 == AVH_USER3_HIVE)) { AvHPlayer* theHealsprayingPlayer = dynamic_cast(this->m_pPlayer); if(theHealsprayingPlayer && (theHealsprayingPlayer->pev->team == theBuildable->pev->team)) { float theCombatHealExperienceScalar = BALANCE_VAR(kCombatHealExperienceScalar); theHealsprayingPlayer->AwardExperienceForObjective(theAmount*theCombatHealExperienceScalar, theBuildable->GetMessageID()); } } } } else { theCurrentEntity->TakeHealth(theDamage, this->GetDamageType()); } } else if(thePlayer) { thePlayer->TakeDamage(this->pev, this->m_pPlayer->pev, theDamage, this->GetDamageType()); } } } } // } } #endif }