//======== (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: AvHClaws.cpp $ // $Date: 2002/11/22 21:28:16 $ // //------------------------------------------------------------------------------- // $Log: AvHClaws.cpp,v $ // Revision 1.19 2002/11/22 21:28:16 Flayra // - mp_consistency changes // // Revision 1.18 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 1.17 2002/09/23 22:10:56 Flayra // - New onos view model artwork // // Revision 1.16 2002/08/16 02:33:13 Flayra // - Added damage types // // Revision 1.15 2002/07/26 23:03:08 Flayra // - New artwork // // Revision 1.14 2002/07/24 18:55:51 Flayra // - Linux case sensitivity stuff // // Revision 1.13 2002/07/24 18:45:40 Flayra // - Linux and scripting changes // // Revision 1.12 2002/07/08 16:48:26 Flayra // - Melee weapons don't play hit sounds or punchangle target if they didn't damage them // // Revision 1.11 2002/07/01 21:21:15 Flayra // - Removed adrenaline // // Revision 1.10 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 1.9 2002/06/03 16:39:09 Flayra // - Added different deploy times (this should be refactored a bit more) // // Revision 1.8 2002/05/23 02:34:00 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" #include "AvHAISoundQueue.h" #endif #include "AvHSharedUtil.h" LINK_ENTITY_TO_CLASS(kwClaws, AvHClaws); int AvHClaws::GetBarrelLength() const { return kSpitGBarrelLength; } bool AvHClaws::GetIsGunPositionValid() const { return true; } float AvHClaws::GetRateOfFire() const { return BALANCE_VAR(kClawsROF); } int AvHClaws::GetDeployAnimation() const { // Look at most recently used weapon and see if we can transition from it int theDeployAnimation = 27; AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); switch(thePreviousID) { case AVH_ABILITY_CHARGE: theDeployAnimation = 9; break; case AVH_WEAPON_DEVOUR: theDeployAnimation = 18; break; case AVH_WEAPON_STOMP: theDeployAnimation = 15; break; } return theDeployAnimation; } float AvHClaws::GetDeployTime() const { return .5f; } int AvHClaws::GetIdleAnimation() const { return 0; } int AvHClaws::GetShootAnimation() const { return 21; } bool AvHClaws::GetFiresUnderwater() const { return true; } bool AvHClaws::GetIsDroppable() const { return false; } void AvHClaws::Init() { this->mRange = kClawsRange; this->mDamage = BALANCE_VAR(kClawsDamage); } int AvHClaws::GetDamageType() const { return NS_DMG_BLAST; } char* AvHClaws::GetViewModel() const { return kLevel5ViewModel; } void AvHClaws::Precache(void) { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kClawsSound1); PRECACHE_UNMODIFIED_SOUND(kClawsSound2); PRECACHE_UNMODIFIED_SOUND(kClawsSound3); PRECACHE_UNMODIFIED_SOUND(kClawsHitSound1); PRECACHE_UNMODIFIED_SOUND(kClawsHitSound2); PRECACHE_UNMODIFIED_SOUND(kClawsKillSound); this->mEvent = PRECACHE_EVENT(1, kClawsEventName); } void AvHClaws::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_CLAWS; // Set our class name this->pev->classname = MAKE_STRING(kwsClaws); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } bool AvHClaws::UsesAmmo(void) const { return false; } BOOL AvHClaws::UseDecrement(void) { return true; } void AvHClaws::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(kClawsRange, 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 = ""; switch(theSoundIndex) { case 0: theSoundToPlay = kClawsHitSound1; break; case 1: theSoundToPlay = kClawsHitSound2; break; } if(pHurt->pev->health <= 0) { theSoundToPlay = kClawsKillSound; } // Throw nearby players around! float theForceScalar = theDamage*.2f; CBaseEntity* theAttacker = this->m_pPlayer; AvHSUExplosiveForce(pHurt->pev->origin, 100, theForceScalar, theAttacker, theAttacker); AISND_RegisterNewSound(pHurt->entindex(), this->m_pPlayer->pev->origin, AI_SOUND_LANDING, 1.0f); // Played in event now //EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, theSoundToPlay, 1.0, ATTN_NORM, 0, 100 + theAdrenalineFactor*30 + RANDOM_LONG(-3,3) ); } } #endif }