//======== (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: AvHBite.cpp $ // $Date: 2002/11/22 21:28:16 $ // //------------------------------------------------------------------------------- // $Log: AvHBite.cpp,v $ // Revision 1.15 2002/11/22 21:28:16 Flayra // - mp_consistency changes // // Revision 1.14 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 1.13 2002/08/16 02:33:13 Flayra // - Added damage types // // Revision 1.12 2002/07/24 18:45:40 Flayra // - Linux and scripting changes // // Revision 1.11 2002/07/08 16:48:26 Flayra // - Melee weapons don't play hit sounds or punchangle target if they didn't damage them // // Revision 1.10 2002/07/01 21:21:15 Flayra // - Removed adrenaline // // 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 19:49:06 Flayra // - Updated with new alien view model artwork (with running anims) // // Revision 1.7 2002/06/03 16:27:05 Flayra // - Animation constants and changes with new artwork // // Revision 1.6 2002/05/23 02:34:00 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" #include "mod/AvHServerUtil.h" #endif #include "mod/AvHSharedUtil.h" LINK_ENTITY_TO_CLASS(kwBiteGun, AvHBite); void V_PunchAxis( int axis, float punch ); void AvHBite::Init() { this->mRange = BALANCE_IVAR(kBiteRange); this->mDamage = BALANCE_IVAR(kBiteDamage); } int AvHBite::GetBarrelLength() const { return kBiteBarrelLength; } bool AvHBite::GetIsGunPositionValid() const { return true; } float AvHBite::GetRateOfFire() const { return BALANCE_FVAR(kBiteROF); } char* AvHBite::GetBiteSound() const { return kBiteSound; } int AvHBite::GetDeployAnimation() const { // Only play deploy anim when changing to skulk int theDeployAnimation = 5; AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); switch(thePreviousID) { case AVH_WEAPON_BITE: case AVH_WEAPON_PARASITE: case AVH_ABILITY_LEAP: case AVH_WEAPON_DIVINEWIND: theDeployAnimation = -1; break; } return theDeployAnimation; } int AvHBite::GetIdleAnimation() const { //int theBaseOffset = this->GetIsPlayerMoving() ? 5 : 2; //int theAnimation = theBaseOffset + UTIL_SharedRandomFloat(this->m_pPlayer->random_seed, 0, 1); // Must be odd int theAnimation = 0; const int kMax = 41; int theRandomNumber = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, kMax); if(theRandomNumber == kMax) { // Return flavor anim theAnimation = 2; } else if(theRandomNumber < (kMax-1)/2) { theAnimation = 0; } else { theAnimation = 1; } return theAnimation; } int AvHBite::GetShootAnimation() const { return 4; } char* AvHBite::GetViewModel() const { return kLevel1ViewModel; } void AvHBite::Precache() { AvHAlienWeapon::Precache(); char* theBiteSound = this->GetBiteSound(); if(theBiteSound) { PRECACHE_UNMODIFIED_SOUND(theBiteSound); } PRECACHE_UNMODIFIED_SOUND(kBiteHitSound1); PRECACHE_UNMODIFIED_SOUND(kBiteHitSound2); PRECACHE_UNMODIFIED_SOUND(kBiteKillSound); this->mEvent = PRECACHE_EVENT(1, kBiteEventName); } void AvHBite::Spawn() { AvHAlienWeapon::Spawn(); this->Precache(); this->m_iId = AVH_WEAPON_BITE; // Set our class name this->pev->classname = MAKE_STRING(kwsBiteGun); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } void AvHBite::FireProjectiles(void) { #ifdef AVH_SERVER // TODO: Check team float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienMeleeDamageUpgrade(this->m_pPlayer->pev->iuser4, AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId))); // Do trace hull here Vector theTestAiming = this->m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); CBaseEntity* pHurt = this->m_pPlayer->CheckTraceHullAttack(this->mRange, theDamage, this->GetDamageType()); if(pHurt) { if(pHurt->pev->flags & (FL_MONSTER | FL_CLIENT)) { AvHSUKnockPlayerAbout(CBaseEntity::Instance(this->m_pPlayer->edict()), pHurt, 225); int theSoundIndex = RANDOM_LONG(0, 1); char* theSoundToPlay = ""; switch(theSoundIndex) { case 0: theSoundToPlay = kBiteHitSound1; break; case 1: theSoundToPlay = kBiteHitSound2; break; } if(pHurt->pev->health <= 0) { theSoundToPlay = kBiteKillSound; } EMIT_SOUND(ENT(pev), CHAN_WEAPON, theSoundToPlay, 1.0, ATTN_NORM); } } #endif } bool AvHBite::GetFiresUnderwater() const { return true; } bool AvHBite::GetIsDroppable() const { return false; } bool AvHBite::UsesAmmo(void) const { return false; } BOOL AvHBite::UseDecrement(void) { return true; }