//======== (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: AvHSpikeGun.cpp $ // $Date: 2002/11/22 21:28:17 $ // //------------------------------------------------------------------------------- // $Log: AvHSpikeGun.cpp,v $ // Revision 1.11 2002/11/22 21:28:17 Flayra // - mp_consistency changes // // Revision 1.10 2002/09/23 22:33:11 Flayra // - Fixed problem where spikes were playing inappropriate ricochet sounds (and too many of them) // // Revision 1.9 2002/08/16 02:48:10 Flayra // - New damage model // // Revision 1.8 2002/07/24 19:09:17 Flayra // - Linux issues // // Revision 1.7 2002/07/24 18:45:43 Flayra // - Linux and scripting changes // // Revision 1.6 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 1.5 2002/06/03 16:39:10 Flayra // - Added different deploy times (this should be refactored a bit more) // // Revision 1.4 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" LINK_ENTITY_TO_CLASS(kwSpikeGun, AvHSpikeGun); void V_PunchAxis( int axis, float punch ); void AvHSpikeGun::Init() { this->mRange = kSpikeRange; this->mDamage = BALANCE_VAR(kSpikeDamage); //this->mFramesSinceMoreAmmo = 0; } void AvHSpikeGun::FireProjectiles(void) { Vector vecSrc = this->m_pPlayer->GetGunPosition(); Vector vecAiming = this->m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); // Fire the bullets and apply damage int theRange = this->mRange; float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4); // NOTE: If these values change, update them in the EV_SpikeGun as well //this->m_pPlayer->FireBullets(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, theRange, BULLET_MONSTER_9MM, 0, theDamage); this->m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, kSpikeSpread, theRange, BULLET_MONSTER_9MM, 0, theDamage, this->m_pPlayer->pev, this->m_pPlayer->random_seed); } int AvHSpikeGun::GetBarrelLength() const { return kSpikeBarrelLength; } float AvHSpikeGun::GetRateOfFire() const { return BALANCE_VAR(kSpikeROF); } int AvHSpikeGun::GetDamageType() const { return NS_DMG_NORMAL; } int AvHSpikeGun::GetDeployAnimation() const { // Look at most recently used weapon and see if we can transition from it int theDeployAnimation = 13; AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); switch(thePreviousID) { case AVH_WEAPON_BITE2: theDeployAnimation = 9; break; case AVH_WEAPON_UMBRA: case AVH_WEAPON_SPORES: case AVH_WEAPON_PRIMALSCREAM: theDeployAnimation = 11; break; } return theDeployAnimation; } float AvHSpikeGun::GetDeployTime() const { return .6f; } bool AvHSpikeGun::GetFiresUnderwater() const { return true; } int AvHSpikeGun::GetIdleAnimation() const { return 0; } bool AvHSpikeGun::GetIsDroppable() const { return false; } int AvHSpikeGun::GetShootAnimation() const { return 3; } char* AvHSpikeGun::GetViewModel() const { return kLevel3ViewModel; } void AvHSpikeGun::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kSpikeFireSound); PRECACHE_UNMODIFIED_MODEL(kSpikeProjectileModel); PRECACHE_UNMODIFIED_MODEL(kSpikeGunHitSprite); this->mEvent = PRECACHE_EVENT(1, kSpikeShootEventName); } void AvHSpikeGun::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_SPIKE; //this->m_iDefaultAmmo = kSpikeMaxClip; // Set our class name this->pev->classname = MAKE_STRING(kwsSpikeGun); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } // Ammo comes back on it's own //void AvHSpikeGun::WeaponIdle() //{ // if(this->m_iClip < kSpikeMaxClip) // { // if(++this->mFramesSinceMoreAmmo >= 6) // { // this->m_iClip++; // this->mFramesSinceMoreAmmo = 0; // } // } //}