//======== (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: AvHKnife.cpp $ // $Date: 2002/11/22 21:28:16 $ // //------------------------------------------------------------------------------- // $Log: AvHKnife.cpp,v $ // Revision 1.17 2002/11/22 21:28:16 Flayra // - mp_consistency changes // // Revision 1.16 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 1.15 2002/10/03 18:45:33 Flayra // - Added heavy view models // - Added new flavor anim (knife flourish) // // Revision 1.14 2002/08/09 01:04:23 Flayra // - Knife is faster to deploy // // Revision 1.13 2002/07/24 19:09:17 Flayra // - Linux issues // // Revision 1.12 2002/07/24 18:55:52 Flayra // - Linux case sensitivity stuff // // Revision 1.11 2002/07/24 18:45:42 Flayra // - Linux and scripting changes // // Revision 1.10 2002/07/08 16:48:42 Flayra // - Melee weapons don't play hit sounds or punchangle target if they didn't damage them // // Revision 1.9 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 1.8 2002/06/10 19:57:39 Flayra // - Updated with new knife artwork // // Revision 1.7 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 1.6 2002/05/28 17:44:58 Flayra // - Tweak weapon deploy volume, as Valve's sounds weren't normalized // // Revision 1.5 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" #ifdef AVH_SERVER #include "mod/AvHGamerules.h" #include "mod/AvHServerUtil.h" #endif LINK_ENTITY_TO_CLASS(kwKnife, AvHKnife); void V_PunchAxis( int axis, float punch ); int AvHKnife::GetDeployAnimation() const { return 4; } float AvHKnife::GetDeployTime() const { return .25f; } char* AvHKnife::GetDeploySound() const { return kKNDeploySound; } char* AvHKnife::GetHeavyViewModel() const { return kKNHVVModel; } int AvHKnife::GetIdleAnimation() const { // Only play the poking-finger animation once in awhile and play the knife flourish once in a blue moon, it's a special treat int iAnim; int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 200); if(theRandomNum == 0) { iAnim = 5; } else if(theRandomNum < 16) { iAnim = kIdleAnimationTwo; } else { iAnim = kIdleAnimationOne; } return iAnim; } bool AvHKnife::GetMustPressTriggerForEachShot() const { return true; } char* AvHKnife::GetPlayerModel() const { return kKNPModel; } char* AvHKnife::GetViewModel() const { return kKNVModel; } char* AvHKnife::GetWorldModel() const { return kKNWModel; } void AvHKnife::Init() { this->mRange = kKNRange; this->mDamage = BALANCE_VAR(kKNDamage); } void AvHKnife::FireProjectiles(void) { #ifdef AVH_SERVER // TODO: Check team // Do trace hull here float theDamage = this->mDamage; CBaseEntity* pHurt = this->m_pPlayer->CheckTraceHullAttack(kKNRange, theDamage, DMG_SLASH); if(pHurt) { char* theSoundToPlay = NULL; if(pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) { //AvHSUKnockPlayerAbout(CBaseEntity::Instance(this->m_pPlayer->edict()), pHurt, 300); int theSoundIndex = RANDOM_LONG(0, 2); switch(theSoundIndex) { case 0: theSoundToPlay = kKNHitSound1; break; case 1: theSoundToPlay = kKNHitSound2; break; } } else { theSoundToPlay = kKNHitWallSound; } if(theSoundToPlay) { EMIT_SOUND(ENT(pev), CHAN_WEAPON, theSoundToPlay, 1.0, ATTN_NORM); } } #endif } int AvHKnife::GetBarrelLength() const { return kKNBarrelLength; } float AvHKnife::GetRateOfFire() const { return BALANCE_VAR(kKNROF); } bool AvHKnife::GetFiresUnderwater() const { return true; } bool AvHKnife::GetIsDroppable() const { return false; } int AvHKnife::GetShootAnimation() const { // CS artwork //return 5 + UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 2); return 2 + UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 1); } BOOL AvHKnife::IsUseable(void) { return true; } void AvHKnife::Precache() { AvHMarineWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kKNFireSound1); PRECACHE_UNMODIFIED_SOUND(kKNFireSound2); PRECACHE_UNMODIFIED_SOUND(kKNHitSound1); PRECACHE_UNMODIFIED_SOUND(kKNHitSound2); PRECACHE_UNMODIFIED_SOUND(kKNHitWallSound); this->mEvent = PRECACHE_EVENT(1, kKNEventName); } void AvHKnife::Spawn() { AvHMarineWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_KNIFE; //this->m_iDefaultAmmo = kKNMaxClip; // Set our class name this->pev->classname = MAKE_STRING(kwsKnife); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } bool AvHKnife::UsesAmmo(void) const { return false; } BOOL AvHKnife::UseDecrement(void) { return true; }