//======== (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: AvHWelder.cpp $ // $Date: 2002/11/22 21:28:17 $ // //------------------------------------------------------------------------------- // $Log: AvHWelder.cpp,v $ // Revision 1.23 2002/11/22 21:28:17 Flayra // - mp_consistency changes // // Revision 1.22 2002/11/12 02:29:48 Flayra // - Change inflictor for better logging // // Revision 1.21 2002/11/06 01:39:26 Flayra // - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.) // // Revision 1.20 2002/10/03 18:47:40 Flayra // - Added heavy view model // // Revision 1.19 2002/09/23 22:37:04 Flayra // - Fixed bug (typo?!) where welder was removing jetpacks (and removing marine status!) // // Revision 1.18 2002/08/16 02:49:45 Flayra // - Updates to allow welder to repair buildables // - Removed ability to repair soldier armor until it's visible // // Revision 1.17 2002/07/26 23:03:08 Flayra // - New artwork // // Revision 1.16 2002/06/25 17:50:31 Flayra // - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring // // Revision 1.15 2002/06/03 16:39:10 Flayra // - Added different deploy times (this should be refactored a bit more) // // Revision 1.14 2002/05/28 17:44:26 Flayra // - Tweak weapon deploy volume, as Valve's sounds weren't normalized, welder clears webs now, welder no longer makes ambient hum, slight refactoring of variable names away from Valve style // // Revision 1.13 2002/05/23 02:32:40 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #include "AvHMarineWeapons.h" #include "AvHMarineEquipmentConstants.h" #include "AvHWeldable.h" #include "AvHSpecials.h" #ifdef AVH_SERVER #include "AvHPlayerUpgrade.h" #include "AvHServerUtil.h" #include "AvHPlayer.h" #include "AvHMarineEquipment.h" #include "AvHGamerules.h" extern int gWelderConstEventID; #endif int AvHWelder::GetDeployAnimation() const { return 3; } float AvHWelder::GetDeployTime() const { return .55f; } char* AvHWelder::GetHeavyViewModel() const { return kWelderHVVModel; } char* AvHWelder::GetPlayerModel() const { return kWelderPModel; } int AvHWelder::GetShootAnimation() const { return 2; } char* AvHWelder::GetViewModel() const { return kWelderVModel; } char* AvHWelder::GetWorldModel() const { return kWelderWModel; } void AvHWelder::FireProjectiles(void) { #ifdef AVH_SERVER Vector theWelderBarrel = this->GetWorldBarrelPoint(); UTIL_MakeVectors(this->m_pPlayer->pev->v_angle); Vector vecEnd = theWelderBarrel + gpGlobals->v_forward*BALANCE_VAR(kWelderRange); TraceResult tr; UTIL_TraceLine(theWelderBarrel, vecEnd, dont_ignore_monsters, dont_ignore_glass, ENT( m_pPlayer->pev ), &tr); float theROF = this->GetRateOfFire(); bool theDidWeld = false; if(tr.flFraction != 1.0f) { // If it's a weldable, check if it's valid for construction CBaseEntity* theEntity = CBaseEntity::Instance(tr.pHit); AvHWeldable* theWeldable = dynamic_cast(theEntity); if(theWeldable) { if(theWeldable->GetCanBeWelded()) { // Build it by the amount of our rate of fire theWeldable->AddBuildTime(theROF); AvHPlayer* thePlayer = dynamic_cast(this->m_pPlayer); ASSERT(thePlayer); thePlayer->TriggerProgressBar(theWeldable->entindex(), 1); theDidWeld = true; } } // else it's not a weldable, apply damage to it else { if(this->m_pPlayer->pev->team == theEntity->pev->team) { if( this->RepairTarget(theEntity, theROF) ) theDidWeld = true; } else { // Apply damage to it and playback other event float theScalar = 1.0f; if(GetGameRules()->CanEntityDoDamageTo(this->m_pPlayer, theEntity, &theScalar)) { float theDamageMultiplier; AvHPlayerUpgrade::GetWeaponUpgrade(this->m_pPlayer->pev->iuser3, this->m_pPlayer->pev->iuser4, &theDamageMultiplier); float theDamage = this->mDamage*theDamageMultiplier*theScalar; theEntity->TakeDamage(this->pev, this->m_pPlayer->pev, theDamage, DMG_BURN); } } } if(!theDidWeld) { if(this->GetIsWelding()) { PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 ); this->SetIsWelding(false); } } else { if(!this->GetIsWelding()) { PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 ); this->SetIsWelding(true); } } } else { if(this->GetIsWelding()) { PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 ); this->SetIsWelding(false); } } // Scan area for webs, and clear them. I can't make the webs solid, and it seems like the welder might do this, so why not? Also // adds neat element of specialization where a guy with a welder might be needed to clear an area before an attack, kinda RPS const float kWebClearingRadius = 75; CBaseEntity* thePotentialWebStrand = NULL; while((thePotentialWebStrand = UTIL_FindEntityInSphere(thePotentialWebStrand, theWelderBarrel, kWebClearingRadius)) != NULL) { AvHWebStrand* theWebStrand = dynamic_cast(thePotentialWebStrand); if(theWebStrand) { theWebStrand->Break(); } } #endif } int AvHWelder::GetBarrelLength() const { // Note that this variable is used in EV_Welder return kWelderBarrelLength; } float AvHWelder::GetRateOfFire() const { return BALANCE_VAR(kWelderROF); } void AvHWelder::Holster( int skiplocal ) { AvHMarineWeapon::Holster(skiplocal); #ifdef AVH_SERVER if(this->GetIsWelding()) { PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 ); this->SetIsWelding(false); } #endif PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), this->mEndEvent, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 ); this->PlaybackEvent(this->mEndEvent); } void AvHWelder::WeaponIdle(void) { #ifdef AVH_SERVER if(this->GetIsWelding() && this->mAttackButtonDownLastFrame) { PLAYBACK_EVENT_FULL(0, this->m_pPlayer->edict(), gWelderConstEventID, 0, this->m_pPlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, 1, 0, 0, 0 ); this->SetIsWelding(false); } #endif AvHMarineWeapon::WeaponIdle(); } void AvHWelder::Init() { this->mRange = BALANCE_VAR(kWelderRange); this->mDamage = BALANCE_VAR(kWelderDamage); this->SetIsWelding(false); } BOOL AvHWelder::IsUseable(void) { // No ammo, always useable return TRUE; } void AvHWelder::Precache() { AvHMarineWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kWeldingSound); PRECACHE_UNMODIFIED_SOUND(kWeldingHitSound); PRECACHE_UNMODIFIED_SOUND(kWeldingStopSound); this->mEvent = PRECACHE_EVENT(1, kWelderEventName); PRECACHE_EVENT(1, kWelderConstEventName); this->mStartEvent = PRECACHE_EVENT(1, kWelderStartEventName); this->mEndEvent = PRECACHE_EVENT(1, kWelderEndEventName); } #ifdef AVH_SERVER bool AvHWelder::RepairTarget(CBaseEntity* inEntity, float inROF) { int theAmountToRepair = inROF*BALANCE_VAR(kWelderRepairRate); bool theReturn = false; if(inEntity) { AvHPlayer* theHitPlayer = dynamic_cast(inEntity); if(theHitPlayer) { // Repair armor if possible int theCurrentArmor = theHitPlayer->pev->armorvalue; int theMaxArmor = AvHPlayerUpgrade::GetMaxArmorLevel(theHitPlayer->pev->iuser4, theHitPlayer->GetUser3()); if(theCurrentArmor < theMaxArmor) { int theNewArmor = theCurrentArmor + (theAmountToRepair * BALANCE_VAR(kWelderPlayerModifier)); theHitPlayer->pev->armorvalue = min(theMaxArmor, theNewArmor); theReturn = true; } // Burn off webs if(theHitPlayer->GetIsEnsnared()) { theHitPlayer->SetEnsnareState(false); theReturn = true; } } else //if(GetHasUpgrade(inEntity->pev->iuser4, MASK_BUILDABLE)) { // Max health in armorvalue AvHBaseBuildable* theBuildable = dynamic_cast(inEntity); if(theBuildable) { if(theBuildable->Regenerate((theAmountToRepair * BALANCE_VAR(kWelderBuildingModifier)), false)) { // Award experience for welding the CC. Might award a little more if barely wounded, but that seems OK. if(GetGameRules()->GetIsCombatMode() && (theBuildable->pev->iuser3 == AVH_USER3_COMMANDER_STATION)) { AvHPlayer* theWeldingPlayer = dynamic_cast(this->m_pPlayer); if(theWeldingPlayer && (theWeldingPlayer->pev->team == theBuildable->pev->team)) { float theCombatHealExperienceScalar = BALANCE_VAR(kCombatHealExperienceScalar); theWeldingPlayer->AwardExperienceForObjective(theAmountToRepair*theCombatHealExperienceScalar, theBuildable->GetMessageID()); } } theReturn = true; } } } } return theReturn; } #endif void AvHWelder::Spawn() { AvHMarineWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_WELDER; //this->m_iDefaultAmmo = kWelderMaxClip; // Set our class name this->pev->classname = MAKE_STRING(kwsWelder); SET_MODEL(ENT(this->pev), kWelderWModel); FallInit();// get ready to fall down. } // When welder is deployed, it makes the welding sound void AvHWelder::WelderThink() { } bool AvHWelder::UsesAmmo(void) const { return false; }