mirror of
https://github.com/ENSL/NS.git
synced 2024-11-30 00:10:57 +00:00
4f13237895
Change CRLF to LF in repo.
178 lines
3.1 KiB
C++
178 lines
3.1 KiB
C++
#include "AvHAlienWeapons.h"
|
|
#include "AvHAlienWeaponConstants.h"
|
|
#include "AvHSpecials.h"
|
|
|
|
#include "../pm_shared/pm_defs.h"
|
|
extern playermove_t* pmove;
|
|
|
|
#ifdef AVH_SERVER
|
|
#include "AvHPlayer.h"
|
|
#endif
|
|
|
|
#ifdef AVH_CLIENT
|
|
#include "cl_dll/hud.h"
|
|
#include "AvHHud.h"
|
|
extern int g_runfuncs;
|
|
void IN_Attack2Down();
|
|
#endif
|
|
|
|
#include "AvHAlienAbilities.h"
|
|
|
|
LINK_ENTITY_TO_CLASS(kwBlinkGun, AvHBlinkGun);
|
|
|
|
void AvHBlinkGun::Init()
|
|
{
|
|
this->mRange = 0;
|
|
this->mDamage = 0;
|
|
this->mTimeOfNextBlinkEvent = 0;
|
|
}
|
|
|
|
int AvHBlinkGun::GetBarrelLength() const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
float AvHBlinkGun::GetRateOfFire() const
|
|
{
|
|
return BALANCE_VAR(kBlinkROF);
|
|
}
|
|
|
|
BOOL AvHBlinkGun::Deploy()
|
|
{
|
|
return AvHAlienWeapon::Deploy();
|
|
}
|
|
|
|
void AvHBlinkGun::ItemPostFrame(void)
|
|
{
|
|
AvHAlienWeapon::ItemPostFrame();
|
|
|
|
float theClientTimePassedThisTick = (pmove->cmd.msec/1000.0f);
|
|
this->mTimeOfNextBlinkEvent -= theClientTimePassedThisTick;
|
|
}
|
|
|
|
int AvHBlinkGun::GetDeployAnimation() const
|
|
{
|
|
// Look at most recently used weapon and see if we can transition from it
|
|
int theDeployAnimation = 7;
|
|
|
|
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
|
|
|
|
switch(thePreviousID)
|
|
{
|
|
case AVH_WEAPON_BLINK:
|
|
case AVH_WEAPON_METABOLIZE:
|
|
theDeployAnimation = -1;
|
|
break;
|
|
|
|
case AVH_WEAPON_SWIPE:
|
|
theDeployAnimation = 9;
|
|
break;
|
|
|
|
case AVH_WEAPON_ACIDROCKET:
|
|
case AVH_WEAPON_BILEBOMB:
|
|
theDeployAnimation = 11;
|
|
break;
|
|
}
|
|
|
|
return theDeployAnimation;
|
|
}
|
|
|
|
int AvHBlinkGun::GetIdleAnimation() const
|
|
{
|
|
int theAnimation = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 17, 18);
|
|
return theAnimation;
|
|
}
|
|
|
|
int AvHBlinkGun::GetShootAnimation() const
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
bool AvHBlinkGun::GetFiresUnderwater() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool AvHBlinkGun::GetIsDroppable() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
AvHMessageID AvHBlinkGun::GetAbilityImpulse() const
|
|
{
|
|
return ALIEN_ABILITY_BLINK;
|
|
}
|
|
|
|
void AvHBlinkGun::SecondaryAttack()
|
|
{
|
|
#ifdef AVH_CLIENT
|
|
//this->FireProjectiles();
|
|
#endif
|
|
}
|
|
|
|
void AvHBlinkGun::FireProjectiles(void)
|
|
{
|
|
#ifdef AVH_CLIENT
|
|
if(g_runfuncs)
|
|
{
|
|
gHUD.SetAlienAbility(this->GetAbilityImpulse());
|
|
}
|
|
#endif
|
|
#ifdef AVH_SERVER
|
|
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
|
|
if(thePlayer)
|
|
{
|
|
thePlayer->TriggerUncloak();
|
|
}
|
|
#endif
|
|
// if(this->mTimeOfNextBlinkEvent <= 0)
|
|
// {
|
|
// const float kEventDelay = 2.0f;
|
|
// this->PlaybackEvent(this->mBlinkSuccessEvent, this->GetShootAnimation());
|
|
// this->mTimeOfNextBlinkEvent = UTIL_WeaponTimeBase() + kEventDelay;
|
|
// }
|
|
}
|
|
|
|
bool AvHBlinkGun::GetMustPressTriggerForEachShot() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
char* AvHBlinkGun::GetViewModel() const
|
|
{
|
|
return kLevel4ViewModel;
|
|
}
|
|
|
|
void AvHBlinkGun::Precache()
|
|
{
|
|
AvHAlienWeapon::Precache();
|
|
|
|
PRECACHE_UNMODIFIED_SOUND(kBlinkSuccessSound);
|
|
|
|
// No event for firing, only on success or failure
|
|
this->mEvent = 0;
|
|
this->mBlinkSuccessEvent = PRECACHE_EVENT(1, kBlinkEffectSuccessEventName);
|
|
}
|
|
|
|
void AvHBlinkGun::Spawn()
|
|
{
|
|
AvHAlienWeapon::Spawn();
|
|
|
|
Precache();
|
|
|
|
this->m_iId = AVH_WEAPON_BLINK;
|
|
|
|
// Set our class name
|
|
this->pev->classname = MAKE_STRING(kwsBlinkGun);
|
|
|
|
SET_MODEL(ENT(this->pev), kNullModel);
|
|
|
|
FallInit();// get ready to fall down.
|
|
}
|
|
|
|
bool AvHBlinkGun::UsesAmmo(void) const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|