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68b7278072
- Fixed animation issues with pistol binary trigger and moved the binary triggering to client code - Fixed reload animation not always playing - Fixed numerous incorrect or broken alien weapon animations on every class - Added transitional animation out of gorge building
279 lines
6.7 KiB
C++
279 lines
6.7 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: AvHAcidRocketGun.cpp $
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// $Date: 2002/11/22 21:28:15 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHAcidRocketGun.cpp,v $
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// Revision 1.8 2002/11/22 21:28:15 Flayra
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// - mp_consistency changes
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//
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// Revision 1.7 2002/10/16 20:50:53 Flayra
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// - Fixed problem where projectile hit player
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//
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// Revision 1.6 2002/08/16 02:32:09 Flayra
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// - Added damage types
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// - Swapped umbra and bile bomb
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//
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// Revision 1.5 2002/07/24 18:55:51 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.4 2002/07/24 18:45:40 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.3 2002/07/23 16:54:23 Flayra
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// - Updates for new viewmodel artwork
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//
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// Revision 1.2 2002/07/01 21:11:59 Flayra
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// - Removed unneeded linking entity to classname
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//
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// Revision 1.1 2002/06/25 17:23:02 Flayra
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// - Level 4 projectile
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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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#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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#endif
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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 "AvHConstants.h"
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LINK_ENTITY_TO_CLASS(kwAcidRocketGun, AvHAcidRocketGun);
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void V_PunchAxis( int axis, float punch );
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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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void AvHAcidRocket::Precache(void)
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{
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CBaseEntity::Precache();
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PRECACHE_UNMODIFIED_MODEL(kAcidRocketProjectileModel);
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}
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void AvHAcidRocket::SetDamage(float inDamage)
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{
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this->mDamage = inDamage;
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}
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void AvHAcidRocket::Spawn()
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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(kwsAcidRocket);
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SET_MODEL(ENT(this->pev), kAcidRocketProjectileModel);
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this->pev->solid = SOLID_BBOX;
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this->mDamage = 0.0f;
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// Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_AcidGun to see server side Acid 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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// UTIL_SetSize(this->pev, Vector( -16, -16, -16), Vector(16, 16, 16));
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//UTIL_SetSize(this->pev, Vector( -50, -50, -50), Vector(50, 50, 50));
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SetTouch(&AvHAcidRocket::AcidRocketTouch);
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// // Enforce short range
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// SetThink(AcidRocketDeath);
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// this->pev->nextthink = gpGlobals->time + kAcidRocketLifetime;
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}
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void AvHAcidRocket::AcidRocketDeath()
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{
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}
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void AvHAcidRocket::AcidRocketTouch(CBaseEntity* pOther)
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{
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edict_t* theRocketOwner = this->pev->owner;
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CBaseEntity* theAttacker = CBaseEntity::Instance(theRocketOwner);
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//float theForceScalar = BALANCE_VAR(kAcidRocketForceScalar)*this->mDamage;
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//AvHSUExplosiveForce(this->pev->origin, kAcidRocketRadius, theForceScalar, theAttacker);
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// Explode with splash damage
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RadiusDamage(this->pev->origin, this->pev, VARS(theRocketOwner), this->mDamage, BALANCE_VAR(kAcidRocketRadius), CLASS_NONE, NS_DMG_ACID);
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// Kill the Acid entity
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UTIL_Remove(this);
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}
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#endif
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void AvHAcidRocketGun::Init()
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{
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this->mRange = kAcidRocketRange;
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this->mDamage = BALANCE_VAR(kAcidRocketDamage);
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}
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void AvHAcidRocketGun::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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// Spawn AcidRocket
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AvHAcidRocket* theAcidRocket = GetClassPtr((AvHAcidRocket*)NULL );
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theAcidRocket->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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// TODO: Make rocket appear to come from arm
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Vector theRocketOrigin;
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VectorMA(this->m_pPlayer->GetGunPosition(), this->GetBarrelLength(), vecAiming, theRocketOrigin);
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UTIL_SetOrigin(theAcidRocket->pev, theRocketOrigin);
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// This needs to be the same as in EV_AcidRocketGun
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Vector theBaseVelocity;
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VectorScale(this->pev->velocity, kAcidRocketParentVelocityScalar, theBaseVelocity);
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Vector theStartVelocity;
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VectorMA(theBaseVelocity, kAcidRocketVelocity, vecAiming, theStartVelocity);
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VectorCopy(theStartVelocity, theAcidRocket->pev->velocity);
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// Set owner
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theAcidRocket->pev->owner = ENT(this->m_pPlayer->pev);
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// Set AcidRocket's team :)
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theAcidRocket->pev->team = this->m_pPlayer->pev->team;
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// Set amount of damage it will do
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float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4);
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theAcidRocket->SetDamage(theDamage);
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#endif
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}
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int AvHAcidRocketGun::GetBarrelLength() const
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{
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return kAcidRocketBarrelLength;
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}
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int AvHAcidRocketGun::GetIdleAnimation() const
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{
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return UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 14, 15);
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}
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float AvHAcidRocketGun::GetRateOfFire() const
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{
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return BALANCE_VAR(kAcidRocketROF);
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}
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int AvHAcidRocketGun::GetDeployAnimation() const
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{
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// Look at most recently used weapon and see if we can transition from it
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int theDeployAnimation = 6;
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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_ACIDROCKET:
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theDeployAnimation = -1;
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break;
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case AVH_WEAPON_SWIPE:
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theDeployAnimation = 8;
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break;
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case AVH_WEAPON_BLINK:
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case AVH_WEAPON_METABOLIZE:
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theDeployAnimation = 13;
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break;
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}
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return theDeployAnimation;
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}
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bool AvHAcidRocketGun::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHAcidRocketGun::GetIsDroppable() const
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{
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return false;
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}
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bool AvHAcidRocketGun::GetMustPressTriggerForEachShot() const
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{
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return true;
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}
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int AvHAcidRocketGun::GetShootAnimation() const
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{
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return 16;
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}
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char* AvHAcidRocketGun::GetViewModel() const
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{
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return kLevel4ViewModel;
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}
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void AvHAcidRocketGun::Precache()
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_MODEL(kAcidRocketProjectileModel);
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PRECACHE_UNMODIFIED_SOUND(kAcidRocketFireSound);
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PRECACHE_UNMODIFIED_SOUND(kAcidRocketHitSound);
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this->mEvent = PRECACHE_EVENT(1, kAcidRocketShootEventName);
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}
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void AvHAcidRocketGun::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_ACIDROCKET;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsAcidRocketGun);
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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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