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4f13237895
Change CRLF to LF in repo.
115 lines
2.8 KiB
C++
115 lines
2.8 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: AvHFlameGun.cpp $
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// $Date: 2002/06/03 16:39:09 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHFlameGun.cpp,v $
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// Revision 1.7 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 1.6 2002/05/23 02:33:42 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 "AvHMarineWeapons.h"
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#include "AvHPlayer.h"
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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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#include "cl_dll/vector_util.h"
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#include "AvHMarineWeapons.h"
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LINK_ENTITY_TO_CLASS(kwFlameGun, AvHFlameGun);
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void V_PunchAxis( int axis, float punch );
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BOOL AvHFlameGun::Deploy()
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{
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return DefaultDeploy(kFGVModel, kFGPModel, this->GetDeployAnimation(), kFGAnimExt);
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}
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void AvHFlameGun::Init()
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{
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this->mRange = kFGRange;
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this->mDamage = kFGDamage;
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this->mROF = kFGROF;
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}
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int AvHFlameGun::GetBarrelLength() const
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{
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return kFGBarrelLength;
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}
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int AvHFlameGun::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "FGAmmo";
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p->iMaxAmmo1 = kFGMaxAmmo;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = kFGMaxClip;
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p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY;
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p->iSlot = 1;
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p->iPosition = 5;
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//p->iId = m_iId = AVH_WEAPON_FLAMER;
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p->iId = m_iId = AVH_WEAPON_GRENADE_GUN;
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ASSERT(false);
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p->iWeight = 10;
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return 1;
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}
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int AvHFlameGun::iItemSlot(void)
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{
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return 2;
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}
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void AvHFlameGun::Precache()
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{
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AvHMarineWeapon::Precache();
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PRECACHE_MODEL(kFGVModel);
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PRECACHE_MODEL(kFGWModel);
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PRECACHE_MODEL(kFGPModel);
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PRECACHE_MODEL(kFGEjectModel);
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PRECACHE_SOUND(kFGFireSound1);
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PRECACHE_SOUND(kFGFireSound2);
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PRECACHE_SOUND(kFGFireSound3);
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PRECACHE_SOUND(kFGFireSound4);
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PRECACHE_SOUND(kFGReloadSound);
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this->mEvent = PRECACHE_EVENT(1, kFGEventName);
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}
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void AvHFlameGun::Spawn()
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{
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AvHMarineWeapon::Spawn();
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Precache();
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//this->m_iId = AVH_WEAPON_FLAMER;
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ASSERT(false);
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this->m_iDefaultAmmo = kFGMaxClip;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsFlameGun);
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SET_MODEL(ENT(this->pev), kFGWModel);
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FallInit();// get ready to fall down.
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}
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