//======== (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: AvHPrimalScream.cpp $ // $Date: 2002/11/22 21:28:17 $ // //------------------------------------------------------------------------------- // $Log: AvHPrimalScream.cpp,v $ // Revision 1.9 2002/11/22 21:28:17 Flayra // - mp_consistency changes // // Revision 1.8 2002/07/24 19:09:17 Flayra // - Linux issues // // Revision 1.7 2002/07/24 18:55:52 Flayra // - Linux case sensitivity stuff // // Revision 1.6 2002/07/24 18:45:42 Flayra // - Linux and scripting changes // // Revision 1.5 2002/07/01 21:44:16 Flayra // - Refactoring // // Revision 1.4 2002/06/25 18:14:54 Flayra // - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring // // Revision 1.3 2002/06/03 16:39:10 Flayra // - Added different deploy times (this should be refactored a bit more) // // Revision 1.2 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 "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 "AvHAlienEquipmentConstants.h" #include "AvHAlienWeaponConstants.h" #include "AvHPlayerUpgrade.h" #ifdef AVH_SERVER #include "AvHGamerules.h" #include "AvHServerUtil.h" #endif #include "AvHConstants.h" LINK_ENTITY_TO_CLASS(kwPrimalScream, AvHPrimalScream); int AvHPrimalScream::GetBarrelLength() const { return kPrimalScreamBarrelLength; } float AvHPrimalScream::GetRateOfFire() const { return BALANCE_VAR(kPrimalScreamROF); } bool AvHPrimalScream::GetFiresUnderwater() const { return true; } int AvHPrimalScream::GetDeployAnimation() const { // Look at most recently used weapon and see if we can transition from it int theDeployAnimation = -1; AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); switch(thePreviousID) { case AVH_WEAPON_BITE2: theDeployAnimation = 9; break; case AVH_WEAPON_SPIKE: theDeployAnimation = 8; break; } return theDeployAnimation; } float AvHPrimalScream::GetDeployTime() const { return .6f; } int AvHPrimalScream::GetIdleAnimation() const { return 2; } int AvHPrimalScream::GetShootAnimation() const { return 6; } bool AvHPrimalScream::GetIsDroppable() const { return false; } void AvHPrimalScream::Init() { this->mRange = BALANCE_VAR(kPrimalScreamRange); } char* AvHPrimalScream::GetViewModel() const { return kLevel3ViewModel; } void AvHPrimalScream::Precache(void) { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kPrimalScreamSound); this->mEvent = PRECACHE_EVENT(1, kPrimalScreamShootEventName); } void AvHPrimalScream::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_PRIMALSCREAM; // Set our class name this->pev->classname = MAKE_STRING(kwsPrimalScream); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } bool AvHPrimalScream::UsesAmmo(void) const { return false; } void AvHPrimalScream::FireProjectiles(void) { #ifdef AVH_SERVER // Make sure we have enough points to shoot this thing AvHPlayer* thePlayer = dynamic_cast(this->m_pPlayer); ASSERT(thePlayer); thePlayer->StartScreaming(); #endif }