#include "mod/AvHAlienWeapons.h" #include "mod/AvHAlienWeaponConstants.h" #include "mod/AvHSpecials.h" #include "pm_shared/pm_defs.h" extern playermove_t* pmove; #ifdef AVH_SERVER #include "mod/AvHPlayer.h" #endif #ifdef AVH_CLIENT #include "cl_dll/hud.h" #include "mod/AvHHud.h" extern int g_runfuncs; void IN_Attack2Down(); #endif #include "mod/AvHAlienAbilities.h" LINK_ENTITY_TO_CLASS(kwBlinkGun, AvHBlinkGun); void AvHBlinkGun::Init() { this->mRange = 0; this->mDamage = 0; this->mTimeOfNextBlinkEvent = 0; } int AvHBlinkGun::GetBarrelLength() const { return 0; } float AvHBlinkGun::GetRateOfFire() const { return BALANCE_VAR(kBlinkROF); } BOOL AvHBlinkGun::Deploy() { return AvHAlienWeapon::Deploy(); } void AvHBlinkGun::ItemPostFrame(void) { AvHAlienWeapon::ItemPostFrame(); float theClientTimePassedThisTick = (pmove->cmd.msec/1000.0f); this->mTimeOfNextBlinkEvent -= theClientTimePassedThisTick; } int AvHBlinkGun::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 AvHBlinkGun::GetIdleAnimation() const { int theAnimation = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 17, 18); return theAnimation; } int AvHBlinkGun::GetShootAnimation() const { return -1; } bool AvHBlinkGun::GetFiresUnderwater() const { return true; } bool AvHBlinkGun::GetIsDroppable() const { return false; } AvHMessageID AvHBlinkGun::GetAbilityImpulse() const { return ALIEN_ABILITY_BLINK; } void AvHBlinkGun::SecondaryAttack() { #ifdef AVH_CLIENT //this->FireProjectiles(); #endif } void AvHBlinkGun::FireProjectiles(void) { #ifdef AVH_CLIENT if(g_runfuncs) { gHUD.SetAlienAbility(this->GetAbilityImpulse()); } #endif #ifdef AVH_SERVER AvHPlayer* thePlayer = dynamic_cast(this->m_pPlayer); if(thePlayer) { thePlayer->TriggerUncloak(); } #endif // if(this->mTimeOfNextBlinkEvent <= 0) // { // const float kEventDelay = 2.0f; // this->PlaybackEvent(this->mBlinkSuccessEvent, this->GetShootAnimation()); // this->mTimeOfNextBlinkEvent = UTIL_WeaponTimeBase() + kEventDelay; // } } bool AvHBlinkGun::GetMustPressTriggerForEachShot() const { return false; } char* AvHBlinkGun::GetViewModel() const { return kLevel4ViewModel; } void AvHBlinkGun::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kBlinkSuccessSound); // No event for firing, only on success or failure this->mEvent = 0; this->mBlinkSuccessEvent = PRECACHE_EVENT(1, kBlinkEffectSuccessEventName); } void AvHBlinkGun::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_BLINK; // Set our class name this->pev->classname = MAKE_STRING(kwsBlinkGun); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } bool AvHBlinkGun::UsesAmmo(void) const { return false; }