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fb214971d5
- also added commented code for using the placement animation, but it doesn't look good and is buggy.
396 lines
9.8 KiB
C++
396 lines
9.8 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: This is the weapon that marines use to deploy mines (not the mines themselves)
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//
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// $Workfile: AvHMine.cpp $
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// $Date: 2002/10/25 21:48:21 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHMine.cpp,v $
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// Revision 1.10 2002/10/25 21:48:21 Flayra
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// - Fixe for wrong player model when holding mines
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//
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// Revision 1.9 2002/10/16 20:53:09 Flayra
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// - Removed weapon upgrade sounds
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//
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// Revision 1.8 2002/10/16 01:01:58 Flayra
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// - Fixed mines being resupplied from armory
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//
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// Revision 1.7 2002/10/03 18:46:17 Flayra
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// - Added heavy view model
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//
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// Revision 1.6 2002/07/24 19:09:17 Flayra
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// - Linux issues
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//
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// Revision 1.5 2002/07/24 18:55:52 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.4 2002/07/24 18:45:42 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.3 2002/06/25 17:47:14 Flayra
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// - Fixed mine, refactored for new disabled/enabled state
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//
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// Revision 1.2 2002/06/03 16:37:31 Flayra
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// - Constants and tweaks to make weapon anims and times correct with new artwork, added different deploy times (this should be refactored a bit more)
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//
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// Revision 1.1 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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#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 "AvHMarineWeapons.h"
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#include "AvHMarineEquipmentConstants.h"
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#ifdef AVH_SERVER
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#include "AvHGamerules.h"
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#include "AvHMarineEquipment.h"
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#include "AvHSharedUtil.h"
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#include "AvHServerUtil.h"
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#endif
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LINK_ENTITY_TO_CLASS(kwMine, AvHMine);
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void AvHMine::DeductCostForShot(void)
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{
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AvHBasePlayerWeapon::DeductCostForShot();
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//this->m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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//if(this->m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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if(!this->m_iClip)
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{
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if ( this->m_pPlayer )
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this->m_pPlayer->EffectivePlayerClassChanged();
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// no more mines!
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RetireWeapon();
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}
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}
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bool AvHMine::GetCanBeResupplied() const
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{
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return false;
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}
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int AvHMine::GetDeployAnimation() const
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{
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return 2;
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}
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char* AvHMine::GetHeavyViewModel() const
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{
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return kTripmineHVVModel;
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}
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char* AvHMine::GetPlayerModel() const
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{
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return kTripminePModel;
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}
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char* AvHMine::GetWorldModel() const
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{
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return kTripmineWModel;
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}
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char* AvHMine::GetViewModel() const
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{
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return kTripmineVModel;
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}
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int AvHMine::GetShootAnimation() const
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{
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// Return deploy animation for now, this should play fire animation, then a little later, play the deploy animation
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return 2;
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//// Attack animation test.
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//return 4;
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}
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void AvHMine::Holster(int skiplocal)
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{
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if(!this->m_iClip)
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{
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// Out of mines
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SetThink(&AvHMine::DestroyItem);
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this->pev->nextthink = gpGlobals->time + 0.1;
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}
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AvHMarineWeapon::Holster(skiplocal);
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}
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void AvHMine::Init()
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{
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this->mRange = kMineRange;
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this->mDamage = 0; // What to do here? Is it taking damage from CGrenade?
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}
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bool AvHMine::ProcessValidAttack(void)
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{
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bool theSuccess = AvHMarineWeapon::ProcessValidAttack();
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// This test is not necessary since the new collision code makes it so
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// that interpenetrating objects are not a problem.
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/*
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if(theSuccess)
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{
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#ifdef AVH_SERVER
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theSuccess = false;
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Vector theDropLocation;
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Vector theDropAngles;
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if(this->GetDropLocation(theDropLocation, &theDropAngles))
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{
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Vector theMineMinSize = Vector (kMineMinSize);
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Vector theMineMaxSize = Vector (kMineMaxSize);
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// TODO: Rotate extents by theDropAngles, to test bounding box extents as the mine would be placed
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if(AvHSHUGetIsAreaFree(theDropLocation, theMineMinSize, theMineMaxSize))
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{
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theSuccess = true;
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}
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}
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#endif
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}
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*/
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#ifdef AVH_SERVER
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if(theSuccess)
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{
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Vector theMineOrigin;
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Vector theMineAngles;
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theSuccess = this->GetDropLocation(theMineOrigin, &theMineAngles);
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}
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#endif
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return theSuccess;
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}
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#ifdef AVH_SERVER
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bool AvHMine::GetDropLocation(Vector& outLocation, Vector* outAngles) const
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{
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bool theSuccess = false;
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming = gpGlobals->v_forward;
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TraceResult tr;
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UTIL_TraceLine( vecSrc, vecSrc + vecAiming*this->mRange, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
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if (tr.flFraction < 1.0)
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{
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CBaseEntity* theEntity = CBaseEntity::Instance( tr.pHit );
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// : 981
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// Mines can't be planted on players or buildings
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if (!dynamic_cast<AvHDeployedMine*>(theEntity) && !dynamic_cast<AvHPlayer *>(theEntity) && !dynamic_cast<AvHBaseBuildable *>(theEntity))
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{
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int kOffset = 8;
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Vector thePotentialOrigin = tr.vecEndPos + tr.vecPlaneNormal * kOffset;
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BaseEntityListType theEntityList;
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theEntityList.push_back(theEntity);
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// Make sure there isn't an entity nearby that this would block
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theEntity = NULL;
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const int kMineSearchRadius = 15;
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while((theEntity = UTIL_FindEntityInSphere(theEntity, thePotentialOrigin, kMineSearchRadius)) != NULL)
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{
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theEntityList.push_back(theEntity);
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}
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// For the mine placement to be valid, the entity it hit, and all the entities nearby must be valid and non-blocking
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theSuccess = true;
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for(BaseEntityListType::iterator theIter = theEntityList.begin(); theIter != theEntityList.end(); theIter++)
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{
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// : 225 make sure there are no mines within kMineSearchRadius of each other ( 15 units )
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CBaseEntity* theCurrentEntity = *theIter;
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if(!theCurrentEntity || (theCurrentEntity->pev->flags & FL_CONVEYOR) || AvHSUGetIsExternalClassName(STRING(theCurrentEntity->pev->classname)) || dynamic_cast<CBaseDoor*>(theCurrentEntity) || dynamic_cast<CRotDoor*>(theCurrentEntity)
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|| dynamic_cast<AvHDeployedMine*>(theCurrentEntity) )
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{
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theSuccess = false;
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break;
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}
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}
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if(theSuccess)
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{
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VectorCopy(thePotentialOrigin, outLocation);
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if(outAngles)
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{
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VectorCopy(UTIL_VecToAngles( tr.vecPlaneNormal ), *outAngles)
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}
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}
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}
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}
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return theSuccess;
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}
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#endif
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void AvHMine::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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Vector theMineOrigin;
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Vector theMineAngles;
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if(this->GetDropLocation(theMineOrigin, &theMineAngles))
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{
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GetGameRules()->MarkDramaticEvent(kMinePlacePriority, this->m_pPlayer);
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AvHDeployedMine* theMine = dynamic_cast<AvHDeployedMine*>(CBaseEntity::Create( kwsDeployedMine, theMineOrigin, theMineAngles, m_pPlayer->edict() ));
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ASSERT(theMine);
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// Set the team so it doesn't blow us up, remember the owner so proper credit can be given
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theMine->pev->team = m_pPlayer->pev->team;
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//theMine->pev->owner = m_pPlayer->edict();
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theMine->SetPlacer(this->m_pPlayer->pev);
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// Set it as a marine item so it gets damage upgrades
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// Set any team-wide upgrades
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AvHTeam* theTeam = GetGameRules()->GetTeam(AvHTeamNumber(m_pPlayer->pev->team));
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ASSERT(theTeam);
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theMine->pev->iuser4 |= theTeam->GetTeamWideUpgrades();
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}
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#endif
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}
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int AvHMine::GetBarrelLength() const
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{
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return kMineBarrellLength;
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}
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float AvHMine::GetRateOfFire() const
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{
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return kMineROF;
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}
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bool AvHMine::GetFiresUnderwater() const
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{
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return true;
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}
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BOOL AvHMine::PlayEmptySound()
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{
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// None
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return 0;
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}
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void AvHMine::Precache()
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{
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AvHMarineWeapon::Precache();
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UTIL_PrecacheOther(kwsDeployedMine);
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this->mEvent = PRECACHE_EVENT(1, kMineEventName);
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}
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//// Attack animation test.
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//void AvHMine::PrimaryAttack(void)
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//{
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// AvHMarineWeapon::PrimaryAttack();
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//
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// // This makes the predicted clip size go down if you can't place a mine for some reason.
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// this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.666666f;
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//
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// if (this->m_flTimeWeaponIdle < 0)
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// {
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// this->m_flTimeWeaponIdle = 0.666666f;
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// }
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//}
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bool AvHMine::Resupply()
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{
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return false;
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}
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//////// Attack animation test.
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//BOOL AvHMine::ShouldWeaponIdle(void)
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//{
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// return TRUE;
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//}
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void AvHMine::Spawn()
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{
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this->Precache();
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AvHMarineWeapon::Spawn();
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this->m_iId = AVH_WEAPON_MINE;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsMine);
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SET_MODEL(ENT(pev), kTripmineW2Model);
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FallInit();// get ready to fall down.
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int theNumMines = BALANCE_VAR(kMineMaxAmmo);
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#ifdef AVH_SERVER
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if(GetGameRules()->GetIsCombatMode())
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{
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theNumMines = BALANCE_VAR(kMineMaxAmmoCombat);
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}
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#endif
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this->m_iDefaultAmmo = theNumMines;
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}
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bool AvHMine::UsesAmmo(void) const
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{
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return true;
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}
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BOOL AvHMine::UseDecrement(void)
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{
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return true;
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}
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//// Attack animation test.
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//void AvHMine::WeaponIdle(void)
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//{
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// //if (this->m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() && this->m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
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// if (this->m_flNextPrimaryAttack > UTIL_WeaponTimeBase() && this->m_flNextPrimaryAttack < UTIL_WeaponTimeBase() + 0.333333f)
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// {
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// this->SendWeaponAnim(2);
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// //m_pPlayer->m_flNextAttack
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// this->m_pPlayer->SetAnimation(PLAYER_IDLE);
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// this->SetNextIdle();
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// ALERT(at_console, "mine special idle\n");
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// }
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// else
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// {
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// ALERT(at_console, "mine normal idle timeidle:%f nextprimatk:%f\n", this->m_flTimeWeaponIdle, this->m_flNextPrimaryAttack);
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// AvHMarineWeapon::WeaponIdle();
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// }
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//}
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