mirror of
https://github.com/ENSL/NS.git
synced 2024-11-23 13:02:12 +00:00
ceb814f4f6
- add pistol binary trigger aka pistol script and attack queueing - add gorge heal spray +movement - lerk flap +movement update - fix for onos attack release bugs with +movement
255 lines
8 KiB
C++
255 lines
8 KiB
C++
//======== (C) Copyright 2002 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: AvHHealingSpray.cpp $
|
|
// $Date: 2002/11/22 21:28:16 $
|
|
//
|
|
//-------------------------------------------------------------------------------
|
|
// $Log: AvHHealingSpray.cpp,v $
|
|
// Revision 1.11 2002/11/22 21:28:16 Flayra
|
|
// - mp_consistency changes
|
|
//
|
|
// Revision 1.10 2002/11/12 02:25:14 Flayra
|
|
// - Healing spray no longer heals unbuilt structures
|
|
//
|
|
// Revision 1.9 2002/10/03 18:48:16 Flayra
|
|
// - Healing spray only damages players
|
|
//
|
|
// Revision 1.8 2002/09/23 22:16:13 Flayra
|
|
// - Healing spray no longer goes through walls
|
|
//
|
|
// Revision 1.7 2002/09/09 19:51:44 Flayra
|
|
// - Healing spray heals players more generically, playing sound when effective
|
|
//
|
|
// Revision 1.6 2002/08/31 18:01:01 Flayra
|
|
// - Work at VALVe
|
|
//
|
|
// Revision 1.5 2002/08/16 02:35:35 Flayra
|
|
// - New damage types
|
|
// - Healing spray can affect enemy non-player organics (buildings, babblers)
|
|
//
|
|
// Revision 1.4 2002/07/24 19:09:16 Flayra
|
|
// - Linux issues
|
|
//
|
|
// Revision 1.3 2002/07/24 18:45:41 Flayra
|
|
// - Linux and scripting changes
|
|
//
|
|
// Revision 1.2 2002/07/23 17:04:06 Flayra
|
|
// - Spray only hurts players (prevents builders from easily taking out mines)
|
|
//
|
|
// Revision 1.1 2002/06/25 17:24:29 Flayra
|
|
// - Level 2 healing ability
|
|
//
|
|
//===============================================================================
|
|
#include "AvHAlienWeapons.h"
|
|
#include "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
|
|
|
|
#ifdef AVH_SERVER
|
|
#include "AvHBaseBuildable.h"
|
|
#include "AvHGamerules.h"
|
|
#endif
|
|
|
|
#include "../common/hldm.h"
|
|
#include "../common/event_api.h"
|
|
#include "../common/event_args.h"
|
|
#include "../common/vector_util.h"
|
|
#include "AvHAlienWeaponConstants.h"
|
|
#include "AvHPlayerUpgrade.h"
|
|
#include "AvHConstants.h"
|
|
#include "AvHSharedUtil.h"
|
|
|
|
LINK_ENTITY_TO_CLASS(kwHealingSpray, AvHHealingSpray);
|
|
|
|
void AvHHealingSpray::Init()
|
|
{
|
|
this->mRange = kHealingSprayRange;
|
|
this->mDamage = BALANCE_VAR(kHealingSprayDamage);
|
|
}
|
|
|
|
int AvHHealingSpray::GetBarrelLength() const
|
|
{
|
|
return kHealingSprayBarrelLength;
|
|
}
|
|
|
|
float AvHHealingSpray::GetRateOfFire() const
|
|
{
|
|
return BALANCE_VAR(kHealingSprayROF);
|
|
}
|
|
|
|
int AvHHealingSpray::GetDamageType() const
|
|
{
|
|
// return NS_DMG_ORGANIC;
|
|
return NS_DMG_NORMAL;
|
|
}
|
|
|
|
int AvHHealingSpray::GetDeployAnimation() const
|
|
{
|
|
int theDeployAnimation = -1;
|
|
|
|
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
|
|
|
|
switch(thePreviousID)
|
|
{
|
|
// Spit and bile bomb look the same
|
|
case AVH_WEAPON_SPIT:
|
|
case AVH_WEAPON_BILEBOMB:
|
|
theDeployAnimation = 5;
|
|
break;
|
|
}
|
|
|
|
return theDeployAnimation;
|
|
}
|
|
|
|
int AvHHealingSpray::GetIdleAnimation() const
|
|
{
|
|
return 2;
|
|
}
|
|
|
|
int AvHHealingSpray::GetShootAnimation() const
|
|
{
|
|
return 4;
|
|
}
|
|
|
|
char* AvHHealingSpray::GetViewModel() const
|
|
{
|
|
return kLevel2ViewModel;
|
|
}
|
|
|
|
void AvHHealingSpray::Precache()
|
|
{
|
|
AvHAlienWeapon::Precache();
|
|
|
|
PRECACHE_UNMODIFIED_SOUND(kHealingSpraySound);
|
|
|
|
this->mEvent = PRECACHE_EVENT(1, kHealingSprayEventName);
|
|
}
|
|
|
|
// Use secondary attack to call primary attack so client predicted ghost spit attacks don't occur on the first frame of +movement use, as the weapon also switches that frame.
|
|
void AvHHealingSpray::SecondaryAttack(void)
|
|
{
|
|
AvHHealingSpray::PrimaryAttack();
|
|
}
|
|
|
|
void AvHHealingSpray::Spawn()
|
|
{
|
|
AvHAlienWeapon::Spawn();
|
|
|
|
this->Precache();
|
|
|
|
this->m_iId = AVH_WEAPON_HEALINGSPRAY;
|
|
|
|
// Set our class name
|
|
this->pev->classname = MAKE_STRING(kwsHealingSpray);
|
|
|
|
SET_MODEL(ENT(this->pev), kNullModel);
|
|
|
|
FallInit();// get ready to fall down.
|
|
}
|
|
|
|
|
|
void AvHHealingSpray::FireProjectiles(void)
|
|
{
|
|
#ifdef AVH_SERVER
|
|
|
|
// Look for entities in cone
|
|
CBaseEntity* theCurrentEntity = NULL;
|
|
vec3_t theOriginatingPosition = this->m_pPlayer->GetGunPosition();
|
|
|
|
while((theCurrentEntity = UTIL_FindEntityInSphere(theCurrentEntity, theOriginatingPosition, kHealingSprayRange)) != NULL)
|
|
{
|
|
bool isSelf=(theCurrentEntity == this->m_pPlayer);
|
|
// Can't affect self
|
|
// if(theCurrentEntity != this->m_pPlayer)
|
|
// {
|
|
// If entity is in view cone, and within range
|
|
if(isSelf || this->m_pPlayer->FInViewCone(&theCurrentEntity->pev->origin) )
|
|
{
|
|
// UTIL_FindEntityInSphere doesn't seem to take height into account. Make sure the entity is within range.
|
|
float theMaxEntitySize = max(Length(theCurrentEntity->pev->mins), Length(theCurrentEntity->pev->maxs));
|
|
|
|
vec3_t theVectorDiff;
|
|
VectorSubtract(theCurrentEntity->pev->origin, theOriginatingPosition, theVectorDiff);
|
|
float theDiff = Length(theVectorDiff) - theMaxEntitySize;
|
|
|
|
if(theDiff < kHealingSprayRange/2)
|
|
{
|
|
// Make sure entity is in line of fire
|
|
TraceResult tr;
|
|
UTIL_TraceLine(theOriginatingPosition, theCurrentEntity->Center(), dont_ignore_monsters, dont_ignore_glass, ENT(pev)/*pentIgnore*/, &tr);
|
|
|
|
CBaseEntity* theBlockedByEntity = CBaseEntity::Instance(tr.pHit);
|
|
|
|
if((tr.flFraction == 1.0) || (theBlockedByEntity == theCurrentEntity))
|
|
{
|
|
// Heal friendly player or building in range
|
|
float theFocusAmount = 1.0f;
|
|
if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)))
|
|
{
|
|
theFocusAmount = AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4);
|
|
}
|
|
|
|
float theDamage = this->mDamage*theFocusAmount;
|
|
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theCurrentEntity);
|
|
|
|
if(theCurrentEntity->pev->team == this->m_pPlayer->pev->team)
|
|
{
|
|
// Players and buildables heal armor too
|
|
AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(theCurrentEntity);
|
|
const int theBuildableHealingSprayScalar = BALANCE_VAR(kHealingSprayBuildableScalar);
|
|
if(thePlayer)
|
|
{
|
|
// Players heal by base amount, plus percentage of health
|
|
float thePercentage = BALANCE_VAR(kHealingSprayPlayerPercent)/100.0f;
|
|
theDamage += thePercentage*theCurrentEntity->pev->max_health;
|
|
if ( isSelf ) theDamage *= 0.5f;
|
|
thePlayer->Heal(theDamage, true);
|
|
}
|
|
else if(theBuildable)
|
|
{
|
|
// Structures heal base amount times scalar
|
|
float theAmount = theDamage*(float)theBuildableHealingSprayScalar;
|
|
if(theBuildable->Regenerate(theAmount, true))
|
|
{
|
|
// Award experience for healing the hive. Might award a little more if barely wounded, but that seems OK.
|
|
if(GetGameRules()->GetIsCombatMode() && (theBuildable->pev->iuser3 == AVH_USER3_HIVE))
|
|
{
|
|
AvHPlayer* theHealsprayingPlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
|
|
if(theHealsprayingPlayer && (theHealsprayingPlayer->pev->team == theBuildable->pev->team))
|
|
{
|
|
float theCombatHealExperienceScalar = BALANCE_VAR(kCombatHealExperienceScalar);
|
|
theHealsprayingPlayer->AwardExperienceForObjective(theAmount*theCombatHealExperienceScalar, theBuildable->GetMessageID());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
theCurrentEntity->TakeHealth(theDamage, this->GetDamageType());
|
|
}
|
|
}
|
|
else if(thePlayer)
|
|
{
|
|
thePlayer->TakeDamage(this->pev, this->m_pPlayer->pev, theDamage, this->GetDamageType());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// }
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|