//======== (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: AvHEnsnare.cpp $ // $Date: 2002/07/24 19:09:16 $ // //------------------------------------------------------------------------------- // $Log: AvHEnsnare.cpp,v $ // Revision 1.7 2002/07/24 19:09:16 Flayra // - Linux issues // // Revision 1.6 2002/07/24 18:55:52 Flayra // - Linux case sensitivity stuff // // Revision 1.5 2002/06/03 16:39:09 Flayra // - Added different deploy times (this should be refactored a bit more) // // Revision 1.4 2002/05/23 02:33:41 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" #include "AvHGamerules.h" #include "AvHAlienWeaponConstants.h" LINK_ENTITY_TO_CLASS(kwEnsnareGun, AvHEnsnare); #ifdef AVH_SERVER LINK_ENTITY_TO_CLASS(kwEnsnareGunProjectile, AvHEnsnareProjectile); extern int gEnsnareHitEventID; void AvHEnsnareProjectile::Precache(void) { CBaseEntity::Precache(); PRECACHE_MODEL(kEnsnareSprite); } void AvHEnsnareProjectile::Spawn(void) { this->Precache(); CBaseEntity::Spawn(); this->pev->movetype = MOVETYPE_FLY; this->pev->classname = MAKE_STRING(kwsEnsnareGunProjectile); SET_MODEL(ENT(this->pev), kEnsnareSprite); this->pev->solid = SOLID_BBOX; // Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_ShootEnsnare to see server side ensnare for testing if(!GetGameRules()->GetDrawInvisibleEntities()) { this->pev->effects = EF_NODRAW; } else { this->pev->frame = 0; this->pev->scale = 0.5; this->pev->rendermode = kRenderTransAlpha; this->pev->renderamt = 255; } UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0)); SetTouch(EnsnareTouch); } void AvHEnsnareProjectile::EnsnareTouch(CBaseEntity *pOther) { // Never hit the player who fired it if(pOther != CBaseEntity::Instance(this->pev->owner)) { // If not in tourny mode, pass through friends if(pOther->pev->team != this->pev->team) { // Kill the ensnare projectile SetThink(SUB_Remove); this->pev->nextthink = gpGlobals->time + 0.01f; AvHPlayer* thePlayer = dynamic_cast(pOther); if(thePlayer) { PLAYBACK_EVENT_FULL(0, this->edict(), gEnsnareHitEventID, 0, pOther->pev->origin, (float *)&g_vecZero, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 ); thePlayer->SetIsEnsnared(); } } } } #endif BOOL AvHEnsnare::Deploy() { return DefaultDeploy(kEnsnareVModel, kEnsnarePModel, this->GetDeployAnimation(), kEnsnareAnimExt); } int AvHEnsnare::GetBarrelLength() const { return kEnsnareBarrelLength; } bool AvHEnsnare::GetFiresUnderwater() const { return true; } bool AvHEnsnare::GetIsDroppable() const { return false; } void AvHEnsnare::Init() { this->mRange = kEnsnareRange; this->mDamage = kEnsnareDamage; this->mROF = kEnsnareROF; } void AvHEnsnare::Precache(void) { AvHAlienWeapon::Precache(); PRECACHE_MODEL(kEnsnareVModel); PRECACHE_MODEL(kEnsnarePModel); PRECACHE_MODEL(kAlienGunWModel); PRECACHE_SOUND(kEnsnareFireSound); PRECACHE_SOUND(kEnsnareHitSound); this->mEvent = PRECACHE_EVENT(1, kEnsnareShootEventName); //this->mEvent = PRECACHE_EVENT(1, kSpitGEventName); } void AvHEnsnare::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_ENSNARE; // Set our class name this->pev->classname = MAKE_STRING(kwsEnsnareGun); SET_MODEL(ENT(this->pev), kAlienGunWModel); FallInit();// get ready to fall down. } bool AvHEnsnare::UsesAmmo(void) const { return false; } void AvHEnsnare::FireProjectiles(void) { #ifdef AVH_SERVER // Make sure we have enough points to shoot this thing // AvHPlayer* thePlayer = dynamic_cast(this->m_pPlayer); // ASSERT(thePlayer); // // if(thePlayer->GetResources() > kEnsnarePointCost) // { // // Decrement kEnsnarePointCost points // thePlayer->SetResources(thePlayer->GetResources() - kEnsnarePointCost); // Create hidden projectile that creates a huge Ensnare cloud where it hits AvHEnsnareProjectile* theEnsnare = GetClassPtr((AvHEnsnareProjectile*)NULL ); theEnsnare->Spawn(); UTIL_MakeVectors(this->m_pPlayer->pev->v_angle); Vector vecAiming = gpGlobals->v_forward; Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming; UTIL_SetOrigin(theEnsnare->pev, vecSrc); // This needs to be the same as in EV_EnsnareGun Vector theBaseVelocity; VectorScale(this->pev->velocity, kEnsnareParentVelocityScalar, theBaseVelocity); Vector theStartVelocity; VectorMA(theBaseVelocity, kEnsnareVelocity, vecAiming, theStartVelocity); VectorCopy(theStartVelocity, theEnsnare->pev->velocity); // Set owner theEnsnare->pev->owner = ENT(this->m_pPlayer->pev); // Set Ensnare's team :) theEnsnare->pev->team = this->m_pPlayer->pev->team; // } #endif }