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4f13237895
Change CRLF to LF in repo.
218 lines
5.5 KiB
C++
218 lines
5.5 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: AvHEnsnare.cpp $
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// $Date: 2002/07/24 19:09:16 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHEnsnare.cpp,v $
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// Revision 1.7 2002/07/24 19:09:16 Flayra
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// - Linux issues
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//
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// Revision 1.6 2002/07/24 18:55:52 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.5 2002/06/03 16:39:09 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 1.4 2002/05/23 02:33:41 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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#include "AvHGamerules.h"
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#include "AvHAlienWeaponConstants.h"
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LINK_ENTITY_TO_CLASS(kwEnsnareGun, AvHEnsnare);
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#ifdef AVH_SERVER
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LINK_ENTITY_TO_CLASS(kwEnsnareGunProjectile, AvHEnsnareProjectile);
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extern int gEnsnareHitEventID;
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void AvHEnsnareProjectile::Precache(void)
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{
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CBaseEntity::Precache();
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PRECACHE_MODEL(kEnsnareSprite);
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}
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void AvHEnsnareProjectile::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(kwsEnsnareGunProjectile);
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SET_MODEL(ENT(this->pev), kEnsnareSprite);
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this->pev->solid = SOLID_BBOX;
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// Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_ShootEnsnare to see server side ensnare for testing
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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(EnsnareTouch);
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}
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void AvHEnsnareProjectile::EnsnareTouch(CBaseEntity *pOther)
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{
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// Never hit the player who fired it
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if(pOther != CBaseEntity::Instance(this->pev->owner))
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{
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// If not in tourny mode, pass through friends
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if(pOther->pev->team != this->pev->team)
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{
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// Kill the ensnare projectile
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SetThink(SUB_Remove);
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this->pev->nextthink = gpGlobals->time + 0.01f;
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(pOther);
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if(thePlayer)
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{
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PLAYBACK_EVENT_FULL(0, this->edict(), gEnsnareHitEventID, 0, pOther->pev->origin, (float *)&g_vecZero, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );
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thePlayer->SetIsEnsnared();
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}
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}
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}
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}
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#endif
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BOOL AvHEnsnare::Deploy()
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{
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return DefaultDeploy(kEnsnareVModel, kEnsnarePModel, this->GetDeployAnimation(), kEnsnareAnimExt);
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}
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int AvHEnsnare::GetBarrelLength() const
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{
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return kEnsnareBarrelLength;
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}
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bool AvHEnsnare::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHEnsnare::GetIsDroppable() const
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{
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return false;
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}
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void AvHEnsnare::Init()
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{
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this->mRange = kEnsnareRange;
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this->mDamage = kEnsnareDamage;
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this->mROF = kEnsnareROF;
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}
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void AvHEnsnare::Precache(void)
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{
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AvHAlienWeapon::Precache();
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PRECACHE_MODEL(kEnsnareVModel);
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PRECACHE_MODEL(kEnsnarePModel);
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PRECACHE_MODEL(kAlienGunWModel);
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PRECACHE_SOUND(kEnsnareFireSound);
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PRECACHE_SOUND(kEnsnareHitSound);
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this->mEvent = PRECACHE_EVENT(1, kEnsnareShootEventName);
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//this->mEvent = PRECACHE_EVENT(1, kSpitGEventName);
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}
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void AvHEnsnare::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_ENSNARE;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsEnsnareGun);
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SET_MODEL(ENT(this->pev), kAlienGunWModel);
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FallInit();// get ready to fall down.
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}
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bool AvHEnsnare::UsesAmmo(void) const
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{
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return false;
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}
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void AvHEnsnare::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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//
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// if(thePlayer->GetResources() > kEnsnarePointCost)
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// {
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// // Decrement kEnsnarePointCost points
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// thePlayer->SetResources(thePlayer->GetResources() - kEnsnarePointCost);
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// Create hidden projectile that creates a huge Ensnare cloud where it hits
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AvHEnsnareProjectile* theEnsnare = GetClassPtr((AvHEnsnareProjectile*)NULL );
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theEnsnare->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(theEnsnare->pev, vecSrc);
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// This needs to be the same as in EV_EnsnareGun
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Vector theBaseVelocity;
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VectorScale(this->pev->velocity, kEnsnareParentVelocityScalar, theBaseVelocity);
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Vector theStartVelocity;
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VectorMA(theBaseVelocity, kEnsnareVelocity, vecAiming, theStartVelocity);
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VectorCopy(theStartVelocity, theEnsnare->pev->velocity);
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// Set owner
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theEnsnare->pev->owner = ENT(this->m_pPlayer->pev);
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// Set Ensnare's team :)
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theEnsnare->pev->team = this->m_pPlayer->pev->team;
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// }
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#endif
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}
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