mirror of
https://github.com/ENSL/NS.git
synced 2024-11-27 23:02:16 +00:00
860617f419
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@376 67975925-1194-0748-b3d5-c16f83f1a3a1
238 lines
6.3 KiB
C++
238 lines
6.3 KiB
C++
//======== (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:
|
|
//
|
|
// $Workfile: AvHDivineWind.cpp$
|
|
// $Date: 2002/11/22 21:28:16 $
|
|
//
|
|
//-------------------------------------------------------------------------------
|
|
// $Log: AvHDivineWind.cpp,v $
|
|
// Revision 1.11 2002/11/22 21:28:16 Flayra
|
|
// - mp_consistency changes
|
|
//
|
|
// Revision 1.10 2002/10/16 00:52:55 Flayra
|
|
// - Plays cool effect now
|
|
//
|
|
// Revision 1.9 2002/09/23 22:12:20 Flayra
|
|
// - Removed offensive upgrade awareness
|
|
//
|
|
// Revision 1.8 2002/08/16 02:44:10 Flayra
|
|
// - New damage types
|
|
//
|
|
// Revision 1.7 2002/07/24 19:09:16 Flayra
|
|
// - Linux issues
|
|
//
|
|
// Revision 1.6 2002/07/24 18:55:51 Flayra
|
|
// - Linux case sensitivity stuff
|
|
//
|
|
// Revision 1.5 2002/07/24 18:45:41 Flayra
|
|
// - Linux and scripting changes
|
|
//
|
|
// Revision 1.4 2002/06/25 17:50:59 Flayra
|
|
// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
|
|
//
|
|
// Revision 1.3 2002/06/10 19:49:06 Flayra
|
|
// - Updated with new alien view model artwork (with running anims)
|
|
//
|
|
// Revision 1.2 2002/06/03 16:27:06 Flayra
|
|
// - Animation constants and changes with new artwork
|
|
//
|
|
// Revision 1.1 2002/05/23 02:33:41 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
|
|
|
|
#include "mod/AvHParticleConstants.h"
|
|
#include "mod/AvHSharedUtil.h"
|
|
|
|
LINK_ENTITY_TO_CLASS(kwDivineWind, AvHDivineWind);
|
|
extern int gDivineWindStartEventID;
|
|
|
|
BOOL AvHDivineWind::CanHolster(void)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
void AvHDivineWind::Init()
|
|
{
|
|
this->mRange = kDivineWindRange;
|
|
this->mDamage = BALANCE_VAR(kDivineWindDamage);
|
|
this->mPrimed = false;
|
|
}
|
|
|
|
int AvHDivineWind::GetBarrelLength() const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
float AvHDivineWind::GetRateOfFire() const
|
|
{
|
|
return BALANCE_VAR(kDivineWindROF);
|
|
}
|
|
|
|
int AvHDivineWind::GetDeployAnimation() const
|
|
{
|
|
return 13;
|
|
}
|
|
|
|
bool AvHDivineWind::GetFiresUnderwater() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool AvHDivineWind::GetIsDroppable() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int AvHDivineWind::GetShootAnimation() const
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
BOOL AvHDivineWind::IsUseable(void)
|
|
{
|
|
BOOL theIsUseable = FALSE;
|
|
|
|
if(AvHAlienWeapon::IsUseable())
|
|
{
|
|
theIsUseable = !this->mPrimed;
|
|
}
|
|
|
|
return theIsUseable;
|
|
}
|
|
|
|
void AvHDivineWind::Explode(void)
|
|
{
|
|
#ifdef AVH_SERVER
|
|
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
|
|
ASSERT(thePlayer);
|
|
|
|
if(thePlayer->GetCanBeAffectedByEnemies())
|
|
{
|
|
// Treat damage upgrade as modifier onto DivineWind
|
|
//int theTracerFreq;
|
|
//float theDamageMultiplier;
|
|
//AvHPlayerUpgrade::GetWeaponUpgrade(thePlayer->pev->iuser4, &theDamageMultiplier, &theTracerFreq);
|
|
|
|
// Explode!
|
|
EMIT_SOUND(thePlayer->edict(), CHAN_AUTO, kDivineWindExplodeSound, 1.0f, ATTN_NORM);
|
|
|
|
// Kill ourself (set team to 0 so we always take damage)
|
|
this->pev->team = 0;
|
|
thePlayer->TakeDamage(this->pev, this->pev, 1000, NS_DMG_NORMAL | DMG_ALWAYSGIB);
|
|
|
|
// Add explosive force
|
|
float theDamage = this->mDamage * AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4);
|
|
|
|
if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)))
|
|
{
|
|
theDamage *= AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4);
|
|
}
|
|
|
|
float theForceScalar = .05f*theDamage;
|
|
int theRadius = BALANCE_VAR(kDivineWindRadius);
|
|
AvHSUExplosiveForce(this->pev->origin, theRadius, theForceScalar, thePlayer);
|
|
|
|
// Make sure weapon team is the same as player team so we don't damage friends when friendly fire is off
|
|
this->pev->team = thePlayer->pev->team;
|
|
::RadiusDamage(thePlayer->pev->origin, this->pev, thePlayer->pev, theDamage, theRadius, CLASS_NONE, NS_DMG_NORMAL);
|
|
|
|
// Shake view of those around us!
|
|
float theShakeAmplitude = 30;
|
|
float theShakeFrequency = 100;
|
|
float theShakeDuration = 1.5f;
|
|
float theShakeRadius = theRadius;
|
|
UTIL_ScreenShake(thePlayer->pev->origin, theShakeAmplitude, theShakeFrequency, theShakeDuration, theShakeRadius);
|
|
|
|
AvHSUPlayParticleEvent(kpsXenocide, this->edict(), this->pev->origin);
|
|
|
|
// Increment our score so it doesn't count as suicide
|
|
//thePlayer->pev->frags++;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// This is currently the length of kDivineWindFireSound
|
|
const float kExplodeTime = 1.7f;
|
|
|
|
void AvHDivineWind::FireProjectiles(void)
|
|
{
|
|
#ifdef AVH_SERVER
|
|
// If we haven't already been activated
|
|
if(!this->mPrimed)
|
|
{
|
|
// Make it so weapon can't be switched away from
|
|
this->mPrimed = true;
|
|
|
|
// Play "about to go off" sound (this is the fire sound)
|
|
|
|
// Set think to be a small time from now
|
|
SetThink(&AvHDivineWind::Explode);
|
|
this->pev->nextthink = gpGlobals->time + kExplodeTime;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
char* AvHDivineWind::GetViewModel() const
|
|
{
|
|
return kLevel1ViewModel;
|
|
}
|
|
|
|
void AvHDivineWind::Precache()
|
|
{
|
|
AvHAlienWeapon::Precache();
|
|
|
|
PRECACHE_UNMODIFIED_SOUND(kDivineWindFireSound);
|
|
PRECACHE_UNMODIFIED_SOUND(kDivineWindExplodeSound);
|
|
|
|
this->mEvent = PRECACHE_EVENT(1, kDivineWindShootEventName);
|
|
}
|
|
|
|
void AvHDivineWind::Spawn()
|
|
{
|
|
AvHAlienWeapon::Spawn();
|
|
|
|
Precache();
|
|
|
|
this->m_iId = AVH_WEAPON_DIVINEWIND;
|
|
|
|
// Set our class name
|
|
this->pev->classname = MAKE_STRING(kwsDivineWind);
|
|
|
|
SET_MODEL(ENT(this->pev), kNullModel);
|
|
|
|
FallInit();// get ready to fall down.
|
|
}
|
|
|
|
bool AvHDivineWind::UsesAmmo(void) const
|
|
{
|
|
return false;
|
|
}
|
|
|