//======== (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: AvHBileBombGun.cpp $ // $Date: 2002/11/22 21:28:16 $ // //------------------------------------------------------------------------------- // $Log: AvHBileBombGun.cpp,v $ // Revision 1.9 2002/11/22 21:28:16 Flayra // - mp_consistency changes // // Revision 1.8 2002/10/16 00:50:04 Flayra // - Updated effects to get rid of cheesy effect and use nice particle effect // // Revision 1.7 2002/08/31 18:01:01 Flayra // - Work at VALVe // // Revision 1.6 2002/08/16 02:33:12 Flayra // - Added damage types // // Revision 1.5 2002/07/24 19:09:16 Flayra // - Linux issues // // Revision 1.4 2002/07/24 18:55:51 Flayra // - Linux case sensitivity stuff // // Revision 1.3 2002/07/24 18:45:40 Flayra // - Linux and scripting changes // // Revision 1.2 2002/07/01 21:18:01 Flayra // - Implemented bile bomb // // Revision 1.1 2002/06/25 17:23:53 Flayra // - Level 3 bomb attack // //=============================================================================== #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 "AvHConstants.h" #include "AvHServerUtil.h" #include "AvHParticleConstants.h" LINK_ENTITY_TO_CLASS(kwBileBombGun, AvHBileBombGun); void V_PunchAxis( int axis, float punch ); #ifdef AVH_SERVER LINK_ENTITY_TO_CLASS(kwBileBomb, AvHBileBomb); #include "AvHGamerules.h" void AvHBileBomb::SetDamage(float inDamage) { this->mDamage = inDamage; } void AvHBileBomb::Precache() { CBaseEntity::Precache(); //this->mExplodeSprite = PRECACHE_MODEL("sprites/lgtning.spr"); } void AvHBileBomb::Spawn() { this->Precache(); CBaseEntity::Spawn(); this->pev->movetype = MOVETYPE_TOSS; //this->pev->movetype = MOVETYPE_FLY;//MOVETYPE_BOUNCE; this->pev->classname = MAKE_STRING(kwsBileBomb); this->pev->solid = SOLID_BBOX; this->mDamage = 0.0f; SET_MODEL(ENT(this->pev), kBileBombProjectileModel); // Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_AcidGun to see server side Acid for testing if(!GetGameRules()->GetDrawInvisibleEntities()) { this->pev->effects = EF_NODRAW; } else { this->pev->frame = 0; this->pev->scale = 0.2; 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( -kBileBombSize, -kBileBombSize, -kBileBombSize), Vector(kBileBombSize, kBileBombSize, kBileBombSize)); // Must use default gravity, so event syncs up (event flags only allow default gravity, or half that) // this->pev->gravity = 1.0f; this->pev->friction = kBileBombFrictionConstant; this->pev->angles = g_vecZero; SetTouch(&AvHBileBomb::BileBombTouch); } void AvHBileBomb::BileBombTouch(CBaseEntity* pOther) { CBaseEntity* theHitEntity = CBaseEntity::Instance(ENT(this->pev->owner)); if(pOther != theHitEntity) { //EMIT_SOUND(this->edict(), CHAN_WEAPON, kBileBombHitSound, 1.0f, ATTN_IDLE); // Explode with splash damage (also change in GetDamageType() above) int theRadius = BALANCE_VAR(kBileBombRadius); RadiusDamage(this->pev->origin, this->pev, VARS(this->pev->owner), this->mDamage, theRadius, CLASS_NONE, NS_DMG_STRUCTURAL); SetTouch(NULL); UTIL_Remove(this); } } #endif void AvHBileBombGun::Init() { this->mRange = kBileBombRange; this->mDamage = BALANCE_VAR(kBileBombDamage); //this->mFramesSinceMoreAmmo = 0; } void AvHBileBombGun::FireProjectiles(void) { #ifdef AVH_SERVER // Spawn AcidRocket AvHBileBomb* theBileBomb = GetClassPtr((AvHBileBomb*)NULL ); theBileBomb->Spawn(); UTIL_MakeVectors(this->m_pPlayer->pev->v_angle); Vector vecAiming = gpGlobals->v_forward;// + gpGlobals->v_up; VectorNormalize(vecAiming); Vector vecSrc; //VectorMA(this->pev->origin, this->GetBarrelLength(), vecAiming, vecSrc); this->GetEventOrigin(vecSrc); UTIL_SetOrigin(theBileBomb->pev, vecSrc); // This needs to be the same as in EV_BileBombGun //VectorMA(this->m_pPlayer->pev->velocity, kBileBombVelocity, vecAiming, theBileBomb->pev->velocity); VectorMA(Vector(0, 0, 0), kBileBombVelocity, vecAiming, theBileBomb->pev->velocity); // Set owner theBileBomb->pev->owner = ENT(this->m_pPlayer->pev); theBileBomb->pev->gravity = 0.0f; // Set BileBomb's team :) theBileBomb->pev->team = this->m_pPlayer->pev->team; // Set amount of damage it will do float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4); theBileBomb->SetDamage(theDamage); #endif } int AvHBileBombGun::GetBarrelLength() const { return kBileBombBarrelLength; } float AvHBileBombGun::GetRateOfFire() const { return BALANCE_VAR(kBileBombROF); } int AvHBileBombGun::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) { // Healing spray and web look the same case AVH_WEAPON_HEALINGSPRAY: case AVH_WEAPON_WEBSPINNER: theDeployAnimation = 7; break; } return theDeployAnimation; } int AvHBileBombGun::GetShootAnimation() const { return 3; } // Also change in RadiusDamage below int AvHBileBombGun::GetDamageType() const { return NS_DMG_STRUCTURAL; } char* AvHBileBombGun::GetViewModel() const { return kLevel2ViewModel; } void AvHBileBombGun::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_MODEL(kBileBombProjectileModel); PRECACHE_UNMODIFIED_SOUND(kBileBombFireSound); PRECACHE_UNMODIFIED_SOUND(kBileBombHitSound); this->mEvent = PRECACHE_EVENT(1, kBileBombShootEventName); } void AvHBileBombGun::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_BILEBOMB; // Set our class name this->pev->classname = MAKE_STRING(kwsBileBombGun); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. }