//======== (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: AvHMetabolize.cpp $ // $Date: $ // //------------------------------------------------------------------------------- // $Log: $ //=============================================================================== #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 #ifdef AVH_SERVER #include "mod/AvHBaseBuildable.h" #endif #include "mod/AvHMovementUtil.h" #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" #include "mod/AvHConstants.h" #include "mod/AvHSharedUtil.h" #include "pm_shared/pm_defs.h" extern playermove_t* pmove; LINK_ENTITY_TO_CLASS(kwMetabolize, AvHMetabolize); void AvHMetabolize::Init() { this->mRange = 0; // this->mTimeOfLastMetabolizeViewAnim = -1; } BOOL AvHMetabolize::Deploy() { // this->mTimeOfLastMetabolizeViewAnim = -1; return AvHAlienWeapon::Deploy(); } int AvHMetabolize::GetBarrelLength() const { return 0; } float AvHMetabolize::GetRateOfFire() const { return BALANCE_VAR(kMetabolizeROF); } #ifdef AVH_SERVER int AvHMetabolize::GetResourceCost() const { return BALANCE_VAR(kMetabolizeResourceCost); } #endif int AvHMetabolize::GetDeployAnimation() const { // Look at most recently used weapon and see if we can transition from it int theDeployAnimation = 7; AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); switch(thePreviousID) { case AVH_WEAPON_BLINK: case AVH_WEAPON_METABOLIZE: theDeployAnimation = -1; break; case AVH_WEAPON_SWIPE: theDeployAnimation = 9; break; case AVH_WEAPON_ACIDROCKET: case AVH_WEAPON_BILEBOMB: theDeployAnimation = 11; break; } return theDeployAnimation; } int AvHMetabolize::GetIdleAnimation() const { int theAnimation = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 17, 18); return theAnimation; } void AvHMetabolize::ItemPostFrame(void) { AvHAlienWeapon::ItemPostFrame(); float theClientTimePassedThisTick = (pmove->cmd.msec/1000.0f); // this->mTimeOfLastMetabolizeViewAnim -= theClientTimePassedThisTick; } int AvHMetabolize::GetShootAnimation() const { int theAnimation = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 19, 20); return theAnimation; } char* AvHMetabolize::GetViewModel() const { return kLevel4ViewModel; } void AvHMetabolize::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kMetabolizeFireSound1); PRECACHE_UNMODIFIED_SOUND(kMetabolizeFireSound2); PRECACHE_UNMODIFIED_SOUND(kMetabolizeFireSound3); this->mEvent = PRECACHE_EVENT(1, kMetabolizeEventName); } void AvHMetabolize::Spawn() { AvHAlienWeapon::Spawn(); this->Precache(); this->m_iId = AVH_WEAPON_METABOLIZE; // Set our class name this->pev->classname = MAKE_STRING(kwsMetabolize); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } void AvHMetabolize::FireProjectiles(void) { #ifdef AVH_SERVER // // Don't allow moving while metabolizing // if(this->m_pPlayer->pev->flags & FL_ONGROUND) // { // VectorScale(this->m_pPlayer->pev->velocity, 0.3, this->m_pPlayer->pev->velocity); // } // Get health back float theFocusAmount = 1.0f; if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId))) { theFocusAmount *= AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4); } // Get health back int theRegenAmount = BALANCE_VAR(kMetabolizeHealAmount)*theFocusAmount; AvHPlayer* thePlayer = dynamic_cast(this->m_pPlayer); ASSERT(thePlayer); thePlayer->Heal(theRegenAmount); // Adjusts player's max speed thePlayer->SetTimeOfMetabolizeEnd(gpGlobals->time + this->GetRateOfFire()); #endif } void AvHMetabolize::DeductCostForShot(void) { // Add energy back after it's deducted to make sure extra isn't wasted AvHAlienWeapon::DeductCostForShot(); // Get energy back float theFocusAmount = 1.0f; if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId))) { theFocusAmount *= AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4); } float theEnergyAmount = BALANCE_VAR(kMetabolizeEnergyAmount)*theFocusAmount; AvHMUGiveAlienEnergy(this->m_pPlayer->pev->fuser3, theEnergyAmount); } void AvHMetabolize::SetAnimationAndSound(void) { // Only play view model anim every so often // const float kAnimInterval = 3.0f; // if(this->mTimeOfLastMetabolizeViewAnim < 0.0f) // { // this->SendWeaponAnim(19); // this->mTimeOfLastMetabolizeViewAnim = UTIL_WeaponTimeBase() + kAnimInterval; // } AvHAlienWeapon::SetAnimationAndSound(); }