//======== (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: AvHAcidRocketGun.cpp $ // $Date: 2002/11/22 21:28:15 $ // //------------------------------------------------------------------------------- // $Log: AvHAcidRocketGun.cpp,v $ // Revision 1.8 2002/11/22 21:28:15 Flayra // - mp_consistency changes // // Revision 1.7 2002/10/16 20:50:53 Flayra // - Fixed problem where projectile hit player // // Revision 1.6 2002/08/16 02:32:09 Flayra // - Added damage types // - Swapped umbra and bile bomb // // Revision 1.5 2002/07/24 18:55:51 Flayra // - Linux case sensitivity stuff // // Revision 1.4 2002/07/24 18:45:40 Flayra // - Linux and scripting changes // // Revision 1.3 2002/07/23 16:54:23 Flayra // - Updates for new viewmodel artwork // // Revision 1.2 2002/07/01 21:11:59 Flayra // - Removed unneeded linking entity to classname // // Revision 1.1 2002/06/25 17:23:02 Flayra // - Level 4 projectile // //=============================================================================== #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" #include "common/hldm.h" #include "common/event_api.h" #include "common/event_args.h" #endif #include "common/vector_util.h" #include "mod/AvHAlienWeaponConstants.h" #include "mod/AvHPlayerUpgrade.h" #include "mod/AvHConstants.h" LINK_ENTITY_TO_CLASS(kwAcidRocketGun, AvHAcidRocketGun); void V_PunchAxis( int axis, float punch ); #ifdef AVH_SERVER #include "mod/AvHGamerules.h" #include "mod/AvHServerUtil.h" void AvHAcidRocket::Precache(void) { CBaseEntity::Precache(); PRECACHE_UNMODIFIED_MODEL(kAcidRocketProjectileModel); } void AvHAcidRocket::SetDamage(float inDamage) { this->mDamage = inDamage; } void AvHAcidRocket::Spawn() { this->Precache(); CBaseEntity::Spawn(); this->pev->movetype = MOVETYPE_FLY; this->pev->classname = MAKE_STRING(kwsAcidRocket); SET_MODEL(ENT(this->pev), kAcidRocketProjectileModel); this->pev->solid = SOLID_BBOX; this->mDamage = 0.0f; // 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 = 0.5; 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( -16, -16, -16), Vector(16, 16, 16)); //UTIL_SetSize(this->pev, Vector( -50, -50, -50), Vector(50, 50, 50)); SetTouch(&AvHAcidRocket::AcidRocketTouch); // // Enforce short range // SetThink(AcidRocketDeath); // this->pev->nextthink = gpGlobals->time + kAcidRocketLifetime; } void AvHAcidRocket::AcidRocketDeath() { } void AvHAcidRocket::AcidRocketTouch(CBaseEntity* pOther) { edict_t* theRocketOwner = this->pev->owner; CBaseEntity* theAttacker = CBaseEntity::Instance(theRocketOwner); //float theForceScalar = BALANCE_FVAR(kAcidRocketForceScalar)*this->mDamage; //AvHSUExplosiveForce(this->pev->origin, kAcidRocketRadius, theForceScalar, theAttacker); // Explode with splash damage RadiusDamage(this->pev->origin, this->pev, VARS(theRocketOwner), this->mDamage, BALANCE_IVAR(kAcidRocketRadius), CLASS_NONE, NS_DMG_ACID); // Kill the Acid entity UTIL_Remove(this); } #endif void AvHAcidRocketGun::Init() { this->mRange = kAcidRocketRange; this->mDamage = BALANCE_IVAR(kAcidRocketDamage); } void AvHAcidRocketGun::FireProjectiles(void) { #ifdef AVH_SERVER // Spawn AcidRocket AvHAcidRocket* theAcidRocket = GetClassPtr((AvHAcidRocket*)NULL ); theAcidRocket->Spawn(); UTIL_MakeVectors(this->m_pPlayer->pev->v_angle); Vector vecAiming = gpGlobals->v_forward; // TODO: Make rocket appear to come from arm Vector theRocketOrigin; VectorMA(this->m_pPlayer->GetGunPosition(), this->GetBarrelLength(), vecAiming, theRocketOrigin); UTIL_SetOrigin(theAcidRocket->pev, theRocketOrigin); // This needs to be the same as in EV_AcidRocketGun Vector theBaseVelocity; VectorScale(this->pev->velocity, kAcidRocketParentVelocityScalar, theBaseVelocity); Vector theStartVelocity; VectorMA(theBaseVelocity, kAcidRocketVelocity, vecAiming, theStartVelocity); VectorCopy(theStartVelocity, theAcidRocket->pev->velocity); // Set owner theAcidRocket->pev->owner = ENT(this->m_pPlayer->pev); // Set AcidRocket's team :) theAcidRocket->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); theAcidRocket->SetDamage(theDamage); #endif } int AvHAcidRocketGun::GetBarrelLength() const { return kAcidRocketBarrelLength; } int AvHAcidRocketGun::GetIdleAnimation() const { return UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 14, 15); } float AvHAcidRocketGun::GetRateOfFire() const { return BALANCE_FVAR(kAcidRocketROF); } int AvHAcidRocketGun::GetDeployAnimation() const { // Look at most recently used weapon and see if we can transition from it int theDeployAnimation = 6; AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); switch(thePreviousID) { case AVH_WEAPON_ACIDROCKET: theDeployAnimation = -1; break; case AVH_WEAPON_SWIPE: case AVH_WEAPON_BLINK: theDeployAnimation = 8; break; case AVH_WEAPON_METABOLIZE: theDeployAnimation = 13; break; } return theDeployAnimation; } bool AvHAcidRocketGun::GetFiresUnderwater() const { return true; } bool AvHAcidRocketGun::GetIsDroppable() const { return false; } bool AvHAcidRocketGun::GetMustPressTriggerForEachShot() const { return true; } int AvHAcidRocketGun::GetShootAnimation() const { return 16; } char* AvHAcidRocketGun::GetViewModel() const { return kLevel4ViewModel; } void AvHAcidRocketGun::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_MODEL(kAcidRocketProjectileModel); PRECACHE_UNMODIFIED_SOUND(kAcidRocketFireSound); PRECACHE_UNMODIFIED_SOUND(kAcidRocketHitSound); this->mEvent = PRECACHE_EVENT(1, kAcidRocketShootEventName); } void AvHAcidRocketGun::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_ACIDROCKET; // Set our class name this->pev->classname = MAKE_STRING(kwsAcidRocketGun); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. }