//======== (C) Copyright 2001 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: AvHUmbraGun.cpp $ // $Date: 2002/11/22 21:28:17 $ // //------------------------------------------------------------------------------- // $Log: AvHUmbraGun.cpp,v $ // Revision 1.10 2002/11/22 21:28:17 Flayra // - mp_consistency changes // // Revision 1.9 2002/08/16 02:49:14 Flayra // - Umbra is now used by the level 4 // // Revision 1.8 2002/07/24 19:09:18 Flayra // - Linux issues // // Revision 1.7 2002/07/24 18:55:53 Flayra // - Linux case sensitivity stuff // // Revision 1.6 2002/07/24 18:45:43 Flayra // - Linux and scripting changes // // Revision 1.5 2002/07/23 17:34:25 Flayra // - Updated for new artwork // // Revision 1.4 2002/07/01 21:20:14 Flayra // - Implemented umbra weapon // // Revision 1.3 2002/06/25 17:50:31 Flayra // - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring // // Revision 1.2 2002/06/03 16:39:10 Flayra // - Added different deploy times (this should be refactored a bit more) // // Revision 1.1 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" #ifdef AVH_SERVER #include "mod/AvHGamerules.h" #include "mod/AvHServerUtil.h" #endif LINK_ENTITY_TO_CLASS(kwUmbraGun, AvHUmbraGun); #ifdef AVH_SERVER LINK_ENTITY_TO_CLASS(kwUmbraProjectile, AvHUmbraProjectile); LINK_ENTITY_TO_CLASS(kwUmbraCloud, AvHUmbraCloud); AvHUmbraCloud::AvHUmbraCloud() { this->mTimeHit = -1; } void AvHUmbraCloud::Precache(void) { CBaseEntity::Precache(); } void AvHUmbraCloud::Spawn(void) { this->Precache(); CBaseEntity::Spawn(); this->pev->movetype = MOVETYPE_NONE; this->pev->classname = MAKE_STRING(kwsUmbraCloud); this->pev->iuser3 = AVH_USER3_UMBRA; this->pev->effects |= EF_NODRAW; SetThink(&AvHUmbraCloud::SUB_Remove); this->pev->nextthink = gpGlobals->time + BALANCE_IVAR(kUmbraCloudDuration); } void AvHUmbraProjectile::Spawn(void) { this->Precache(); CBaseEntity::Spawn(); this->pev->movetype = MOVETYPE_FLY; this->pev->classname = MAKE_STRING(kwsUmbraProjectile); SET_MODEL(ENT(this->pev), kClientUmbraSprite); this->pev->solid = SOLID_BBOX; 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)); SetTouch(&AvHUmbraProjectile::UmbraTouch); } void AvHUmbraProjectile::UmbraTouch(CBaseEntity* inOther) { // Never hit the player who fired it if(inOther != CBaseEntity::Instance(this->pev->owner)) { AvHSUCreateUmbraCloud(this->pev->origin, AvHTeamNumber(this->pev->team), this); // Remove the projectile SetTouch(NULL); UTIL_Remove(this); } } #endif void AvHUmbraGun::Init() { this->mRange = kUmbraRange; this->mDamage = 0; } int AvHUmbraGun::GetBarrelLength() const { return kUmbraBarrelLength; } float AvHUmbraGun::GetRateOfFire() const { return BALANCE_FVAR(kUmbraROF); } int AvHUmbraGun::GetDeployAnimation() const { int theDeployAnimation = -1; AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); switch(thePreviousID) { case AVH_WEAPON_BITE2: theDeployAnimation = 9; break; case AVH_WEAPON_SPIKE: theDeployAnimation = 8; break; } return theDeployAnimation; } int AvHUmbraGun::GetIdleAnimation() const { return 2; } int AvHUmbraGun::GetShootAnimation() const { return 5; } bool AvHUmbraGun::GetFiresUnderwater() const { return true; } bool AvHUmbraGun::GetIsDroppable() const { return false; } void AvHUmbraGun::FireProjectiles(void) { #ifdef AVH_SERVER // Make sure we have enough points to shoot this thing AvHPlayer* thePlayer = dynamic_cast(this->m_pPlayer); ASSERT(thePlayer); // Create umbra projectile AvHUmbraProjectile* theUmbra = GetClassPtr((AvHUmbraProjectile*)NULL ); theUmbra->Spawn(); UTIL_MakeVectors(this->m_pPlayer->pev->v_angle); Vector vecAiming = gpGlobals->v_forward; Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming; UTIL_SetOrigin(theUmbra->pev, vecSrc); VectorScale(vecAiming, kShootCloudVelocity, theUmbra->pev->velocity); // Set projectile team and owner theUmbra->pev->owner = ENT(this->m_pPlayer->pev); // Set Umbra's team :) theUmbra->pev->team = this->m_pPlayer->pev->team; #endif } char* AvHUmbraGun::GetViewModel() const { return kLevel3ViewModel; } void AvHUmbraGun::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kUmbraFireSound); PRECACHE_UNMODIFIED_SOUND(kUmbraBlockedSound); PRECACHE_UNMODIFIED_MODEL(kUmbraSprite); PRECACHE_UNMODIFIED_MODEL(kClientUmbraSprite); this->mEvent = PRECACHE_EVENT(1, kUmbraShootEventName); } void AvHUmbraGun::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_UMBRA; // Set our class name this->pev->classname = MAKE_STRING(kwsUmbraGun); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } bool AvHUmbraGun::UsesAmmo(void) const { return false; }