//======== (C) Copyright 2001 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: AvHSpores.cpp $ // $Date: 2002/11/22 21:28:17 $ // //------------------------------------------------------------------------------- // $Log: AvHSpores.cpp,v $ // Revision 1.13 2002/11/22 21:28:17 Flayra // - mp_consistency changes // // Revision 1.12 2002/09/23 22:33:21 Flayra // - Spores no longer hurt buildings // // Revision 1.11 2002/08/16 02:48:10 Flayra // - New damage model // // Revision 1.10 2002/07/24 19:09:18 Flayra // - Linux issues // // Revision 1.9 2002/07/24 18:55:52 Flayra // - Linux case sensitivity stuff // // Revision 1.8 2002/07/24 18:45:43 Flayra // - Linux and scripting changes // // Revision 1.7 2002/06/25 17:49:01 Flayra // - Some refactoring, new view model artwork, removed old code // // Revision 1.6 2002/06/03 16:39:10 Flayra // - Added different deploy times (this should be refactored a bit more) // // Revision 1.5 2002/05/23 02:32:57 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #include "mod/AvHAlienWeapons.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/AvHAlienWeaponConstants.h" #include "mod/AvHPlayerUpgrade.h" #ifdef AVH_SERVER #include "mod/AvHGamerules.h" #endif #include "mod/AvHAlienWeaponConstants.h" LINK_ENTITY_TO_CLASS(kwSporeGun, AvHSpore); #ifdef AVH_SERVER LINK_ENTITY_TO_CLASS(kwSporeProjectile, AvHSporeProjectile); extern int gSporeCloudEventID; AvHSporeProjectile::AvHSporeProjectile() { this->mTimeHit = -1; this->mDamage = 0.0f; } void AvHSporeProjectile::Precache(void) { CBaseEntity::Precache(); PRECACHE_UNMODIFIED_MODEL(kSporeSprite); PRECACHE_UNMODIFIED_MODEL(kClientSporeSprite); } void AvHSporeProjectile::SetDamage(float inDamage) { this->mDamage = inDamage; } void AvHSporeProjectile::Spawn(void) { this->Precache(); CBaseEntity::Spawn(); this->pev->movetype = MOVETYPE_FLY; this->pev->classname = MAKE_STRING(kwsSporeProjectile); SET_MODEL(ENT(this->pev), kClientSporeSprite); this->pev->solid = SOLID_BBOX; 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)); //UTIL_SetSize(this->pev, Vector( -50, -50, -50), Vector(50, 50, 50)); SetTouch(&AvHSporeProjectile::SporeTouch); } void AvHSporeProjectile::SporeCloudThink() { // Apply damage to all enemy players in radius CBaseEntity* theEntity = NULL; while ( (theEntity = UTIL_FindEntityInSphere( theEntity, this->pev->origin, BALANCE_VAR(kSporeCloudRadius))) != NULL ) { // Only hurt players AvHPlayer* thePlayer = dynamic_cast(theEntity); if(thePlayer) { ASSERT(this->pev->team != 0); if(theEntity->pev->team != this->pev->team) { // Don't do damage to heavy armor if(!thePlayer->GetHasHeavyArmor()) { // Spores don't stack, so don't do damage too often float theTimeOfLastSporeDamage = thePlayer->GetTimeOfLastSporeDamage(); float kTolerance = .05f; if((theTimeOfLastSporeDamage == -1) || (gpGlobals->time > (theTimeOfLastSporeDamage + BALANCE_VAR(kSporeCloudThinkInterval) - kTolerance))) { // Make sure a direct line can be traced from spores to target TraceResult theTraceResult; UTIL_TraceLine(this->pev->origin, theEntity->pev->origin, ignore_monsters, dont_ignore_glass, theEntity->edict(), &theTraceResult); if(theTraceResult.flFraction == 1.0f) { theEntity->TakeDamage(this->pev, VARS(this->pev->owner), this->mDamage, NS_DMG_NORMAL); thePlayer->SetTimeOfLastSporeDamage(gpGlobals->time); } else { // What did we hit? CBaseEntity* theEntity = CBaseEntity::Instance(theTraceResult.pHit); } } } // TODO: Fire event? } } } // Is it time to expire? if(gpGlobals->time > (this->mTimeHit + BALANCE_VAR(kSporeCloudTime))) { // if so, remove entity SetThink(&AvHSporeProjectile::SUB_Remove); this->pev->nextthink = gpGlobals->time + 0.01f; } else { // if not, set next think this->pev->nextthink = gpGlobals->time + BALANCE_VAR(kSporeCloudThinkInterval); } } void AvHSporeProjectile::SporeTouch(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(GetGameRules()->GetIsTournamentMode() || (pOther->pev->team != this->pev->team)) //{ // Tell the projectile to stop moving VectorCopy(g_vecZero, this->pev->velocity); this->mTimeHit = gpGlobals->time; SetThink(&AvHSporeProjectile::SporeCloudThink); this->pev->nextthink = gpGlobals->time + BALANCE_VAR(kSporeCloudThinkInterval); SetTouch(NULL); // Fire spore cloud event PLAYBACK_EVENT_FULL(0, this->edict(), gSporeCloudEventID, 0, pOther->pev->origin, (float *)&g_vecZero, 1.0f, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 ); //} } } #endif int AvHSpore::GetBarrelLength() const { return kSporeBarrelLength; } float AvHSpore::GetRateOfFire() const { return BALANCE_VAR(kSporeROF); } bool AvHSpore::GetFiresUnderwater() const { return true; } bool AvHSpore::GetIsDroppable() const { return false; } void AvHSpore::Init() { this->mRange = kSporeRange; this->mDamage = BALANCE_VAR(kSporeDamage); } int AvHSpore::GetDamageType() const { return NS_DMG_NORMAL; } int AvHSpore::GetIdleAnimation() const { return 2; } int AvHSpore::GetShootAnimation() const { return 5; } int AvHSpore::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 AvHSpore::GetDeployTime() const { return .6f; } char* AvHSpore::GetViewModel() const { return kLevel3ViewModel; } void AvHSpore::Precache(void) { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kSporeFireSound); PRECACHE_UNMODIFIED_SOUND(kSporeCloudSound); this->mEvent = PRECACHE_EVENT(1, kSporeShootEventName); } void AvHSpore::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_SPORES; // Set our class name this->pev->classname = MAKE_STRING(kwsSporeGun); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } bool AvHSpore::UsesAmmo(void) const { return false; } void AvHSpore::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() > kSporePointCost) //{ // // Decrement kSporePointCost points // thePlayer->SetResources(thePlayer->GetResources() - kSporePointCost); // Create hidden projectile that creates a huge spore cloud where it hits AvHSporeProjectile* theSpore = GetClassPtr((AvHSporeProjectile*)NULL ); theSpore->Spawn(); UTIL_MakeVectors(this->m_pPlayer->pev->v_angle); Vector vecAiming = gpGlobals->v_forward; Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming; UTIL_SetOrigin(theSpore->pev, vecSrc); // // This needs to be the same as in EV_SporeGun // Vector theBaseVelocity; // VectorScale(this->pev->velocity, kSporeParentVelocityScalar, theBaseVelocity); // // Vector theStartVelocity; // VectorMA(theBaseVelocity, kSporeVelocity, vecAiming, theStartVelocity); // // VectorCopy(theStartVelocity, theSpore->pev->velocity); VectorScale(vecAiming, kShootCloudVelocity, theSpore->pev->velocity); // Set owner theSpore->pev->owner = ENT(this->m_pPlayer->pev); // Set spore's team :) theSpore->pev->team = this->m_pPlayer->pev->team; // Set the spore damage float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4); theSpore->SetDamage(theDamage); //} #endif }