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4f13237895
Change CRLF to LF in repo.
152 lines
3.8 KiB
C++
152 lines
3.8 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: AvHEggLayer.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: AvHEggLayer.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 18:55:51 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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#include "AvHServerUtil.h"
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LINK_ENTITY_TO_CLASS(kwEggLayer, AvHEggLayer);
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BOOL AvHEggLayer::Deploy()
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{
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return DefaultDeploy(kEggLayerVModel, kEggLayerPModel, this->GetDeployAnimation(), kEggLayerAnimExt);
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}
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int AvHEggLayer::GetBarrelLength() const
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{
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return kEggLayerBarrelLength;
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}
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bool AvHEggLayer::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHEggLayer::GetIsDroppable() const
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{
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return false;
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}
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void AvHEggLayer::Init()
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{
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this->mRange = kEggLayerRange;
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this->mROF = kEggLayerROF;
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}
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void AvHEggLayer::Precache(void)
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{
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AvHAlienWeapon::Precache();
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PRECACHE_MODEL(kEggLayerVModel);
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PRECACHE_MODEL(kEggLayerPModel);
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PRECACHE_MODEL(kAlienGunWModel);
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PRECACHE_SOUND(kEggLaySound1);
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PRECACHE_SOUND(kEggLaySound2);
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this->mEvent = PRECACHE_EVENT(1, kEggLayerShootEventName);
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//this->mEvent = PRECACHE_EVENT(1, kSpitGEventName);
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}
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void AvHEggLayer::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_EGGLAYER;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsEggLayer);
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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 AvHEggLayer::UsesAmmo(void) const
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{
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return false;
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}
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void AvHEggLayer::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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if(thePlayer->GetResources() > kEggLayerPointCost)
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{
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// Now check to make sure the space is big enough to hold the egg
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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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if(AvHSUIsAreaFree(vecSrc, kEggRadius, this->m_pPlayer))
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{
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// Decrement kEggLayerPointCost points
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thePlayer->SetResources(thePlayer->GetResources() - kEggLayerPointCost);
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AvHEgg* theEgg = GetClassPtr((AvHEgg*)NULL );
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theEgg->Spawn();
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theEgg->pev->angles.x = 0;
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theEgg->pev->angles.z = 0;
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//theEgg->pev->velocity = gpGlobals->v_forward * 300 + gpGlobals->v_forward * 100;
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UTIL_SetOrigin(theEgg->pev, vecSrc);
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// Set owner
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//theEgg->pev->owner = ENT(this->m_pPlayer->pev);
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// Set egg's team
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theEgg->pev->team = this->m_pPlayer->pev->team;
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}
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}
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#endif
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}
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