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4f13237895
Change CRLF to LF in repo.
214 lines
5 KiB
C++
214 lines
5 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHMetabolize.cpp $
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// $Date: $
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//
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//-------------------------------------------------------------------------------
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// $Log: $
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//===============================================================================
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#include "AvHAlienWeapons.h"
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#include "AvHPlayer.h"
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#ifdef AVH_CLIENT
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#include "cl_dll/eventscripts.h"
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#include "cl_dll/in_defs.h"
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#include "cl_dll/wrect.h"
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#include "cl_dll/cl_dll.h"
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#endif
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#ifdef AVH_SERVER
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#include "AvHBaseBuildable.h"
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#endif
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#include "AvHMovementUtil.h"
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#include "../common/hldm.h"
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#include "../common/event_api.h"
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#include "../common/event_args.h"
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#include "../common/vector_util.h"
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#include "AvHAlienWeaponConstants.h"
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#include "AvHPlayerUpgrade.h"
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#include "AvHConstants.h"
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#include "AvHSharedUtil.h"
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#include "../pm_shared/pm_defs.h"
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extern playermove_t* pmove;
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LINK_ENTITY_TO_CLASS(kwMetabolize, AvHMetabolize);
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void AvHMetabolize::Init()
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{
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this->mRange = 0;
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// this->mTimeOfLastMetabolizeViewAnim = -1;
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}
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BOOL AvHMetabolize::Deploy()
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{
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// this->mTimeOfLastMetabolizeViewAnim = -1;
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return AvHAlienWeapon::Deploy();
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}
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int AvHMetabolize::GetBarrelLength() const
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{
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return 0;
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}
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float AvHMetabolize::GetRateOfFire() const
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{
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return BALANCE_VAR(kMetabolizeROF);
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}
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#ifdef AVH_SERVER
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int AvHMetabolize::GetResourceCost() const
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{
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return BALANCE_VAR(kMetabolizeResourceCost);
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}
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#endif
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int AvHMetabolize::GetDeployAnimation() const
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{
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// Look at most recently used weapon and see if we can transition from it
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int theDeployAnimation = 7;
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AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
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switch(thePreviousID)
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{
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case AVH_WEAPON_BLINK:
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case AVH_WEAPON_METABOLIZE:
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theDeployAnimation = -1;
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break;
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case AVH_WEAPON_SWIPE:
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theDeployAnimation = 9;
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break;
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case AVH_WEAPON_ACIDROCKET:
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case AVH_WEAPON_BILEBOMB:
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theDeployAnimation = 11;
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break;
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}
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return theDeployAnimation;
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}
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int AvHMetabolize::GetIdleAnimation() const
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{
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int theAnimation = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 17, 18);
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return theAnimation;
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}
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void AvHMetabolize::ItemPostFrame(void)
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{
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AvHAlienWeapon::ItemPostFrame();
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float theClientTimePassedThisTick = (pmove->cmd.msec/1000.0f);
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// this->mTimeOfLastMetabolizeViewAnim -= theClientTimePassedThisTick;
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}
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int AvHMetabolize::GetShootAnimation() const
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{
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int theAnimation = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 19, 20);
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return theAnimation;
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}
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char* AvHMetabolize::GetViewModel() const
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{
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return kLevel4ViewModel;
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}
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void AvHMetabolize::Precache()
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kMetabolizeFireSound1);
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PRECACHE_UNMODIFIED_SOUND(kMetabolizeFireSound2);
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PRECACHE_UNMODIFIED_SOUND(kMetabolizeFireSound3);
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this->mEvent = PRECACHE_EVENT(1, kMetabolizeEventName);
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}
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void AvHMetabolize::Spawn()
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{
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AvHAlienWeapon::Spawn();
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this->Precache();
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this->m_iId = AVH_WEAPON_METABOLIZE;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsMetabolize);
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SET_MODEL(ENT(this->pev), kNullModel);
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FallInit();// get ready to fall down.
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}
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void AvHMetabolize::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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// // Don't allow moving while metabolizing
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// if(this->m_pPlayer->pev->flags & FL_ONGROUND)
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// {
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// VectorScale(this->m_pPlayer->pev->velocity, 0.3, this->m_pPlayer->pev->velocity);
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// }
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// Get health back
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float theFocusAmount = 1.0f;
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if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)))
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{
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theFocusAmount *= AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4);
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}
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// Get health back
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int theRegenAmount = BALANCE_VAR(kMetabolizeHealAmount)*theFocusAmount;
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
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ASSERT(thePlayer);
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thePlayer->Heal(theRegenAmount);
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// Adjusts player's max speed
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thePlayer->SetTimeOfMetabolizeEnd(gpGlobals->time + this->GetRateOfFire());
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#endif
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}
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void AvHMetabolize::DeductCostForShot(void)
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{
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// Add energy back after it's deducted to make sure extra isn't wasted
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AvHAlienWeapon::DeductCostForShot();
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// Get energy back
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float theFocusAmount = 1.0f;
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if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)))
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{
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theFocusAmount *= AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4);
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}
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float theEnergyAmount = BALANCE_VAR(kMetabolizeEnergyAmount)*theFocusAmount;
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AvHMUGiveAlienEnergy(this->m_pPlayer->pev->fuser3, theEnergyAmount);
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}
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void AvHMetabolize::SetAnimationAndSound(void)
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{
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// Only play view model anim every so often
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// const float kAnimInterval = 3.0f;
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// if(this->mTimeOfLastMetabolizeViewAnim < 0.0f)
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// {
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// this->SendWeaponAnim(19);
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// this->mTimeOfLastMetabolizeViewAnim = UTIL_WeaponTimeBase() + kAnimInterval;
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// }
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AvHAlienWeapon::SetAnimationAndSound();
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}
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