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270 lines
6.1 KiB
C++
270 lines
6.1 KiB
C++
//======== (C) Copyright 2001 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: AvHUmbraGun.cpp $
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// $Date: 2002/11/22 21:28:17 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHUmbraGun.cpp,v $
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// Revision 1.10 2002/11/22 21:28:17 Flayra
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// - mp_consistency changes
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//
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// Revision 1.9 2002/08/16 02:49:14 Flayra
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// - Umbra is now used by the level 4
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//
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// Revision 1.8 2002/07/24 19:09:18 Flayra
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// - Linux issues
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//
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// Revision 1.7 2002/07/24 18:55:53 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.6 2002/07/24 18:45:43 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.5 2002/07/23 17:34:25 Flayra
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// - Updated for new artwork
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//
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// Revision 1.4 2002/07/01 21:20:14 Flayra
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// - Implemented umbra weapon
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//
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// Revision 1.3 2002/06/25 17:50:31 Flayra
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// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
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//
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// Revision 1.2 2002/06/03 16:39:10 Flayra
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// - Added different deploy times (this should be refactored a bit more)
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//
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// Revision 1.1 2002/05/23 02:32:57 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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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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#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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#ifdef AVH_SERVER
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#include "AvHGamerules.h"
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#include "AvHServerUtil.h"
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#endif
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LINK_ENTITY_TO_CLASS(kwUmbraGun, AvHUmbraGun);
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#ifdef AVH_SERVER
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LINK_ENTITY_TO_CLASS(kwUmbraProjectile, AvHUmbraProjectile);
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LINK_ENTITY_TO_CLASS(kwUmbraCloud, AvHUmbraCloud);
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AvHUmbraCloud::AvHUmbraCloud()
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{
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this->mTimeHit = -1;
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}
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void AvHUmbraCloud::Precache(void)
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{
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CBaseEntity::Precache();
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}
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void AvHUmbraCloud::Spawn(void)
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{
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this->Precache();
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CBaseEntity::Spawn();
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this->pev->movetype = MOVETYPE_NONE;
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this->pev->classname = MAKE_STRING(kwsUmbraCloud);
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this->pev->iuser3 = AVH_USER3_UMBRA;
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this->pev->effects |= EF_NODRAW;
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SetThink(&AvHUmbraCloud::SUB_Remove);
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this->pev->nextthink = gpGlobals->time + BALANCE_VAR(kUmbraCloudDuration);
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}
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void AvHUmbraProjectile::Spawn(void)
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{
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this->Precache();
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CBaseEntity::Spawn();
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this->pev->movetype = MOVETYPE_FLY;
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this->pev->classname = MAKE_STRING(kwsUmbraProjectile);
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SET_MODEL(ENT(this->pev), kClientUmbraSprite);
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this->pev->solid = SOLID_BBOX;
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if(!GetGameRules()->GetDrawInvisibleEntities())
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{
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this->pev->effects = EF_NODRAW;
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}
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else
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{
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this->pev->frame = 0;
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this->pev->scale = 0.5;
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this->pev->rendermode = kRenderTransAlpha;
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this->pev->renderamt = 255;
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}
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UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
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SetTouch(&AvHUmbraProjectile::UmbraTouch);
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}
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void AvHUmbraProjectile::UmbraTouch(CBaseEntity* inOther)
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{
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// Never hit the player who fired it
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if(inOther != CBaseEntity::Instance(this->pev->owner))
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{
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AvHSUCreateUmbraCloud(this->pev->origin, AvHTeamNumber(this->pev->team), this);
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// Remove the projectile
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SetTouch(NULL);
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UTIL_Remove(this);
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}
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}
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#endif
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void AvHUmbraGun::Init()
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{
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this->mRange = kUmbraRange;
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this->mDamage = 0;
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}
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int AvHUmbraGun::GetBarrelLength() const
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{
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return kUmbraBarrelLength;
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}
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float AvHUmbraGun::GetRateOfFire() const
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{
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return BALANCE_VAR(kUmbraROF);
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}
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int AvHUmbraGun::GetDeployAnimation() const
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{
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int theDeployAnimation = -1;
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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_BITE2:
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theDeployAnimation = 9;
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break;
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case AVH_WEAPON_SPIKE:
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theDeployAnimation = 8;
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break;
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}
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return theDeployAnimation;
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}
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int AvHUmbraGun::GetIdleAnimation() const
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{
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return 2;
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}
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int AvHUmbraGun::GetShootAnimation() const
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{
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return 5;
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}
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bool AvHUmbraGun::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHUmbraGun::GetIsDroppable() const
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{
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return false;
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}
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void AvHUmbraGun::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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// Make sure we have enough points to shoot this thing
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
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ASSERT(thePlayer);
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// Create umbra projectile
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AvHUmbraProjectile* theUmbra = GetClassPtr((AvHUmbraProjectile*)NULL );
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theUmbra->Spawn();
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UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming;
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UTIL_SetOrigin(theUmbra->pev, vecSrc);
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VectorScale(vecAiming, kShootCloudVelocity, theUmbra->pev->velocity);
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// Set projectile team and owner
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theUmbra->pev->owner = ENT(this->m_pPlayer->pev);
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// Set Umbra's team :)
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theUmbra->pev->team = this->m_pPlayer->pev->team;
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#endif
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}
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char* AvHUmbraGun::GetViewModel() const
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{
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return kLevel3ViewModel;
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}
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void AvHUmbraGun::Precache()
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kUmbraFireSound);
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PRECACHE_UNMODIFIED_SOUND(kUmbraBlockedSound);
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PRECACHE_UNMODIFIED_MODEL(kUmbraSprite);
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PRECACHE_UNMODIFIED_MODEL(kClientUmbraSprite);
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this->mEvent = PRECACHE_EVENT(1, kUmbraShootEventName);
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}
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void AvHUmbraGun::Spawn()
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{
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AvHAlienWeapon::Spawn();
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Precache();
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this->m_iId = AVH_WEAPON_UMBRA;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsUmbraGun);
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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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bool AvHUmbraGun::UsesAmmo(void) const
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{
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return false;
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}
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