//======== (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: AvHPistol.cpp $ // $Date: 2002/11/22 21:28:17 $ // //------------------------------------------------------------------------------- // $Log: AvHPistol.cpp,v $ // Revision 1.13 2002/11/22 21:28:17 Flayra // - mp_consistency changes // // Revision 1.12 2002/10/16 20:53:09 Flayra // - Removed weapon upgrade sounds // // Revision 1.11 2002/10/03 18:46:58 Flayra // - Added heavy view model // // Revision 1.10 2002/08/09 01:09:00 Flayra // - Made pistol faster to deploy // // Revision 1.9 2002/07/24 19:09:17 Flayra // - Linux issues // // Revision 1.8 2002/07/24 18:45:42 Flayra // - Linux and scripting changes // // Revision 1.7 2002/07/08 17:08:52 Flayra // - Tweaked for bullet spread // // Revision 1.6 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 1.5 2002/06/03 16:37:31 Flayra // - Constants and tweaks to make weapon anims and times correct with new artwork, added different deploy times (this should be refactored a bit more) // // Revision 1.4 2002/05/28 17:44:58 Flayra // - Tweak weapon deploy volume, as Valve's sounds weren't normalized // // Revision 1.3 2002/05/23 02:33:20 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #include "AvHMarineWeapons.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 "AvHMarineWeapons.h" #include "../dlls/util.h" LINK_ENTITY_TO_CLASS(kwPistol, AvHPistol); void V_PunchAxis( int axis, float punch ); void AvHPistol::Init() { this->mRange = kHGRange; this->mDamage = BALANCE_VAR(kHGDamage); } int AvHPistol::GetBarrelLength() const { return kHGBarrelLength; } float AvHPistol::GetRateOfFire() const { return BALANCE_VAR(kHGROF); } int AvHPistol::GetDeployAnimation() const { return 6; } char* AvHPistol::GetDeploySound() const { return kHGDeploySound; } float AvHPistol::GetDeployTime() const { return .35f; } int AvHPistol::GetEmptyShootAnimation() const { return 5; } char* AvHPistol::GetHeavyViewModel() const { return kHGHVVModel; } char* AvHPistol::GetPlayerModel() const { return kHGPModel; } Vector AvHPistol::GetProjectileSpread() const { return kHGSpread; } char* AvHPistol::GetViewModel() const { return kHGVModel; } char* AvHPistol::GetWorldModel() const { return kHGWModel; } int AvHPistol::GetReloadAnimation() const { int theReloadAnimation = 2; // If empty, use empty reload bool theHasAmmo = (this->m_iClip > 0);// || (this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType] > 0); if(!theHasAmmo) { theReloadAnimation = 3; } return theReloadAnimation; } int AvHPistol::GetShootAnimation() const { return 4; } bool AvHPistol::GetHasMuzzleFlash() const { return true; } bool AvHPistol::GetMustPressTriggerForEachShot() const { return true; } float AvHPistol::GetReloadTime(void) const { return 3.0f; } void AvHPistol::Precache() { AvHMarineWeapon::Precache(); PRECACHE_UNMODIFIED_MODEL(kHGEjectModel); PRECACHE_UNMODIFIED_SOUND(kHGFireSound1); PRECACHE_UNMODIFIED_SOUND(kHGReloadSound); PRECACHE_UNMODIFIED_MODEL(kGenericWallpuff); this->mEvent = PRECACHE_EVENT(1, kHGEventName); } void AvHPistol::PrimaryAttack(bool fireOnAttackUp) { this->m_bAttackQueued = false; this->mFireOnAttackUp = fireOnAttackUp; if (fireOnAttackUp) { this->m_iPlayEmptySound = true; } AvHMarineWeapon::PrimaryAttack(); this->mFireOnAttackUp = false; } void AvHPistol::QueueAttack(bool fireOnAttackUp) { if (!this->mAttackButtonDownLastFrame || fireOnAttackUp) { this->m_bAttackQueued = true; this->mAttackButtonDownLastFrame = false; } } void AvHPistol::Spawn() { AvHMarineWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_PISTOL; this->m_iDefaultAmmo = BALANCE_VAR(kHGMaxClip)*(BALANCE_VAR(kMarineSpawnClips) + 1); // Set our class name this->pev->classname = MAKE_STRING(kwsPistol); SET_MODEL(ENT(this->pev), kHGWModel); FallInit();// get ready to fall down. }