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