//======== (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: AvHSwipe.cpp $ // $Date: 2002/11/22 21:28:17 $ // //------------------------------------------------------------------------------- // $Log: AvHSwipe.cpp,v $ // Revision 1.15 2002/11/22 21:28:17 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 02:48:10 Flayra // - New damage model // // Revision 1.12 2002/07/24 19:09:18 Flayra // - Linux issues // // Revision 1.11 2002/07/24 18:55:53 Flayra // - Linux case sensitivity stuff // // Revision 1.10 2002/07/24 18:45:43 Flayra // - Linux and scripting changes // // Revision 1.9 2002/07/23 17:29:52 Flayra // - Updated for new artwork // // Revision 1.8 2002/07/08 16:48:50 Flayra // - Melee weapons don't play hit sounds or punchangle target if they didn't damage them // // Revision 1.7 2002/06/25 17:51:00 Flayra // - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring // // Revision 1.6 2002/06/03 16:39:10 Flayra // - Added different deploy times (this should be refactored a bit more) // // Revision 1.5 2002/05/23 02:32:57 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #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 #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" #ifdef AVH_SERVER #include "AvHGamerules.h" #include "AvHServerUtil.h" #endif #include "AvHSharedUtil.h" LINK_ENTITY_TO_CLASS(kwSwipe, AvHSwipe); int AvHSwipe::GetBarrelLength() const { return kSwipeBarrelLength; } bool AvHSwipe::GetIsGunPositionValid() const { return true; } float AvHSwipe::GetRateOfFire() const { return BALANCE_VAR(kSwipeROF); } bool AvHSwipe::GetFiresUnderwater() const { return true; } int AvHSwipe::GetIdleAnimation() const { // Only play the arm-scratching animation once in awhile, it's a special treat // 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; } bool AvHSwipe::GetIsDroppable() const { return false; } int AvHSwipe::GetDeployAnimation() const { // Look at most recently used weapon and see if we can transition from it int theDeployAnimation = 5; AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); switch(thePreviousID) { case AVH_WEAPON_SWIPE: theDeployAnimation = -1; break; case AVH_WEAPON_ACIDROCKET: case AVH_WEAPON_BILEBOMB: theDeployAnimation = 10; break; case AVH_WEAPON_BLINK: case AVH_WEAPON_METABOLIZE: theDeployAnimation = 12; break; } return theDeployAnimation; } int AvHSwipe::GetShootAnimation() const { int theAnimation = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 3, 4); return theAnimation; } void AvHSwipe::Init() { this->mRange = kSwipeRange; this->mDamage = BALANCE_VAR(kSwipeDamage); } int AvHSwipe::GetDamageType() const { return NS_DMG_NORMAL; } char* AvHSwipe::GetViewModel() const { return kLevel4ViewModel; } void AvHSwipe::Precache(void) { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kSwipeSound1); PRECACHE_UNMODIFIED_SOUND(kSwipeSound2); PRECACHE_UNMODIFIED_SOUND(kSwipeSound3); PRECACHE_UNMODIFIED_SOUND(kSwipeSound4); PRECACHE_UNMODIFIED_SOUND(kSwipeHitSound1); PRECACHE_UNMODIFIED_SOUND(kSwipeHitSound2); PRECACHE_UNMODIFIED_SOUND(kSwipeKillSound); this->mEvent = PRECACHE_EVENT(1, kSwipeEventName); } void AvHSwipe::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_SWIPE; // Set our class name this->pev->classname = MAKE_STRING(kwsSwipe); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } bool AvHSwipe::UsesAmmo(void) const { return false; } BOOL AvHSwipe::UseDecrement(void) { return true; } void AvHSwipe::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 CBaseEntity* pHurt = this->m_pPlayer->CheckTraceHullAttack(kSwipeRange, theDamage, this->GetDamageType()); if(pHurt) { if(pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) { AvHSUKnockPlayerAbout(CBaseEntity::Instance(this->m_pPlayer->edict()), pHurt, 300); int theSoundIndex = RANDOM_LONG(0, 1); char* theSoundToPlay = NULL; switch(theSoundIndex) { case 0: theSoundToPlay = kSwipeHitSound1; break; case 1: theSoundToPlay = kSwipeHitSound2; break; } if(pHurt->pev->health <= 0) { theSoundToPlay = kSwipeKillSound; } ASSERT(theSoundToPlay); EMIT_SOUND(ENT(pev), CHAN_WEAPON, theSoundToPlay, 1.0, ATTN_NORM); } } #endif }