NS/releases/valve/source/mod/AvHFlameGun.cpp
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git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@168 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-06-08 18:52:38 +00:00

115 lines
2.9 KiB
C++

//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHFlameGun.cpp $
// $Date: 2002/06/03 16:39:09 $
//
//-------------------------------------------------------------------------------
// $Log: AvHFlameGun.cpp,v $
// Revision 1.7 2002/06/03 16:39:09 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.6 2002/05/23 02:33:42 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "mod/AvHMarineWeapons.h"
#include "mod/AvHPlayer.h"
#include "cl_dll/eventscripts.h"
#include "cl_dll/in_defs.h"
#include "cl_dll/wrect.h"
#include "cl_dll/cl_dll.h"
#include "common/hldm.h"
#include "common/event_api.h"
#include "common/event_args.h"
#include "cl_dll/vector_util.h"
#include "mod/AvHMarineWeapons.h"
LINK_ENTITY_TO_CLASS(kwFlameGun, AvHFlameGun);
void V_PunchAxis( int axis, float punch );
BOOL AvHFlameGun::Deploy()
{
return DefaultDeploy(kFGVModel, kFGPModel, this->GetDeployAnimation(), kFGAnimExt);
}
void AvHFlameGun::Init()
{
this->mRange = kFGRange;
this->mDamage = kFGDamage;
this->mROF = kFGROF;
}
int AvHFlameGun::GetBarrelLength() const
{
return kFGBarrelLength;
}
int AvHFlameGun::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "FGAmmo";
p->iMaxAmmo1 = kFGMaxAmmo;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = kFGMaxClip;
p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY;
p->iSlot = 1;
p->iPosition = 5;
//p->iId = m_iId = AVH_WEAPON_FLAMER;
p->iId = m_iId = AVH_WEAPON_GRENADE_GUN;
ASSERT(false);
p->iWeight = 10;
return 1;
}
int AvHFlameGun::iItemSlot(void)
{
return 2;
}
void AvHFlameGun::Precache()
{
AvHMarineWeapon::Precache();
PRECACHE_MODEL(kFGVModel);
PRECACHE_MODEL(kFGWModel);
PRECACHE_MODEL(kFGPModel);
PRECACHE_MODEL(kFGEjectModel);
PRECACHE_SOUND(kFGFireSound1);
PRECACHE_SOUND(kFGFireSound2);
PRECACHE_SOUND(kFGFireSound3);
PRECACHE_SOUND(kFGFireSound4);
PRECACHE_SOUND(kFGReloadSound);
this->mEvent = PRECACHE_EVENT(1, kFGEventName);
}
void AvHFlameGun::Spawn()
{
AvHMarineWeapon::Spawn();
Precache();
//this->m_iId = AVH_WEAPON_FLAMER;
ASSERT(false);
this->m_iDefaultAmmo = kFGMaxClip;
// Set our class name
this->pev->classname = MAKE_STRING(kwsFlameGun);
SET_MODEL(ENT(this->pev), kFGWModel);
FallInit();// get ready to fall down.
}