//======== (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: AvHSniperGun.cpp $ // $Date: 2002/07/24 18:55:52 $ // //------------------------------------------------------------------------------- // $Log: AvHSniperGun.cpp,v $ // Revision 1.4 2002/07/24 18:55:52 Flayra // - Linux case sensitivity stuff // // 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" #include "cl_dll/eventscripts.h" #include "cl_dll/in_defs.h" #include "cl_dll/wrect.h" #include "cl_dll/cl_dll.h" #include "../common/hldm.h" #include "../common/event_api.h" #include "../common/event_args.h" #include "cl_dll/vector_util.h" #include "AvHAlienWeaponConstants.h" #include "AvHPlayerUpgrade.h" #include "AvHGamerules.h" LINK_ENTITY_TO_CLASS(kwSniperGun, AvHSniperGun); BOOL AvHSniperGun::Deploy() { return DefaultDeploy(kSniperVModel, kSniperPModel, this->GetDeployAnimation(), kSniperAnimExt); } void AvHSniperGun::Init() { this->mRange = kSniperRange; this->mDamage = kSniperDamage; this->mROF = kSniperROF; } int AvHSniperGun::GetBarrelLength() const { return kSniperBarrelLength; } bool AvHSniperGun::GetFiresUnderwater() const { return true; } bool AvHSniperGun::GetIsDroppable() const { return false; } void AvHSniperGun::FireProjectiles(void) { #ifdef AVH_SERVER UTIL_MakeVectors(this->m_pPlayer->pev->v_angle); Vector vecAiming = gpGlobals->v_forward; Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming; // TODO: #endif } void AvHSniperGun::Precache() { AvHAlienWeapon::Precache(); PRECACHE_MODEL(kSniperVModel); PRECACHE_MODEL(kAlienGunWModel); PRECACHE_SOUND(kSniperFireSound); this->mEvent = PRECACHE_EVENT(1, kSniperShootEventName); } void AvHSniperGun::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_SNIPER; // Set our class name this->pev->classname = MAKE_STRING(kwsSniperGun); SET_MODEL(ENT(this->pev), kAlienGunWModel); FallInit();// get ready to fall down. } bool AvHSniperGun::UsesAmmo(void) const { return false; }