//======== (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: AvHHeavyMachineGun.cpp $ // $Date: 2002/11/22 21:28:16 $ // //------------------------------------------------------------------------------- // $Log: AvHHeavyMachineGun.cpp,v $ // Revision 1.23 2002/11/22 21:28:16 Flayra // - mp_consistency changes // // Revision 1.22 2002/10/18 22:19:22 Flayra // - Fixed bug where HMG never ran out of ammo // // Revision 1.21 2002/10/16 20:53:09 Flayra // - Removed weapon upgrade sounds // // Revision 1.20 2002/10/16 00:56:44 Flayra // - Removed velocity change and ground restrictions (too confusing and felt buggy) // // Revision 1.19 2002/10/03 18:46:20 Flayra // - Added heavy view model // // Revision 1.18 2002/09/23 22:16:31 Flayra // - HMG can only be fired from the ground, and slows down firer // // Revision 1.17 2002/08/09 01:02:00 Flayra // - Made HMG faster to deploy // // Revision 1.16 2002/07/24 19:09:16 Flayra // - Linux issues // // Revision 1.15 2002/07/24 18:45:41 Flayra // - Linux and scripting changes // // Revision 1.14 2002/07/08 16:59:48 Flayra // - Updated anims and timing for new artwork // // Revision 1.13 2002/07/01 21:33:06 Flayra // - Tweaks for new artwork // // Revision 1.12 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 1.11 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 1.10 2002/05/28 17:44:58 Flayra // - Tweak weapon deploy volume, as Valve's sounds weren't normalized // // Revision 1.9 2002/05/23 02:33:42 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #include "mod/AvHMarineWeapons.h" #include "mod/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 "mod/AvHMarineWeapons.h" #include "dlls/util.h" LINK_ENTITY_TO_CLASS(kwHeavyMachineGun, AvHHeavyMachineGun); void V_PunchAxis( int axis, float punch ); void AvHHeavyMachineGun::Init() { this->mRange = kHMGRange; this->mDamage = BALANCE_VAR(kHMGDamage); } int AvHHeavyMachineGun::GetBarrelLength() const { return kHMGBarrelLength; } float AvHHeavyMachineGun::GetRateOfFire() const { return BALANCE_VAR(kHMGROF); } int AvHHeavyMachineGun::GetDeployAnimation() const { return 7; } char* AvHHeavyMachineGun::GetDeploySound() const { return kHMGDeploySound; } float AvHHeavyMachineGun::GetDeployTime() const { return .6f; } int AvHHeavyMachineGun::GetDamageType() const { return NS_DMG_PIERCING; } bool AvHHeavyMachineGun::GetHasMuzzleFlash() const { return true; } int AvHHeavyMachineGun::GetIdleAnimation() const { const int kMaxRandom = 30; int iAnim; int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, kMaxRandom); if(theRandomNum == 0) { // Pet machine gun every once in awhile iAnim = 1; } else if(theRandomNum < kMaxRandom/2) { iAnim = 0; } else { iAnim = 2; } return iAnim; } void AvHHeavyMachineGun::FireProjectiles(void) { // Assumes we're on the ground // const float kSlowDownScalar = .2f; // vec3_t theXYVelocity; // VectorCopy(this->m_pPlayer->pev->velocity, theXYVelocity); // // VectorScale(theXYVelocity, kSlowDownScalar, theXYVelocity); // theXYVelocity.z = this->m_pPlayer->pev->velocity.z; // // VectorCopy(theXYVelocity, this->m_pPlayer->pev->velocity); AvHMarineWeapon::FireProjectiles(); } char* AvHHeavyMachineGun::GetHeavyViewModel() const { return kHMGHVVModel; } char* AvHHeavyMachineGun::GetPlayerModel() const { return kHMGPModel; } Vector AvHHeavyMachineGun::GetProjectileSpread() const { return kHMGSpread; } char* AvHHeavyMachineGun::GetViewModel() const { return kHMGVModel; } char* AvHHeavyMachineGun::GetWorldModel() const { return kHMGWModel; } int AvHHeavyMachineGun::GetReloadAnimation() const { return 3; } float AvHHeavyMachineGun::GetReloadTime(void) const { return 6.3f; } int AvHHeavyMachineGun::GetShootAnimation() const { int theShootAnim = 4; if(this->m_iClip % 2) { theShootAnim = 5; } return theShootAnim; } int AvHHeavyMachineGun::GetEmptyShootAnimation() const { return 6; } void AvHHeavyMachineGun::Precache() { AvHMarineWeapon::Precache(); PRECACHE_UNMODIFIED_MODEL(kHMGEjectModel); PRECACHE_UNMODIFIED_SOUND(kHMGFireSound1); PRECACHE_UNMODIFIED_SOUND(kHMGReloadSound); this->mEvent = PRECACHE_EVENT(1, kHMGEventName); } bool AvHHeavyMachineGun::ProcessValidAttack(void) { bool theValidAttack = false; if(AvHMarineWeapon::ProcessValidAttack() /*&& (this->m_pPlayer->pev->flags & FL_ONGROUND)*/) { theValidAttack = true; } return theValidAttack; } void AvHHeavyMachineGun::Spawn() { AvHMarineWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_HMG; this->m_iDefaultAmmo = BALANCE_VAR(kHMGMaxClip); // Set our class name this->pev->classname = MAKE_STRING(kwsHeavyMachineGun); SET_MODEL(ENT(this->pev), kHMGWModel); FallInit();// get ready to fall down. }