NS/dev/3.2-movements/source/mod/AvHHeavyMachineGun.cpp
tankefugl 1d385ec5bf o Created branch for movement codes
- added +attack2
- fade blink reworked
- onos charge reworked

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@348 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-11-14 20:18:27 +00:00

254 lines
5.9 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: AvHHeavyMachineGun.cpp $
// $Date: 2002/11/22 21:28:16 $
//
//-------------------------------------------------------------------------------
// $Log: AvHHeavyMachineGun.cpp,v $
// Revision 1.23 2002/11/22 21:28:16 Flayra
// - mp_consistency changes
//
// Revision 1.22 2002/10/18 22:19:22 Flayra
// - Fixed bug where HMG never ran out of ammo
//
// Revision 1.21 2002/10/16 20:53:09 Flayra
// - Removed weapon upgrade sounds
//
// Revision 1.20 2002/10/16 00:56:44 Flayra
// - Removed velocity change and ground restrictions (too confusing and felt buggy)
//
// Revision 1.19 2002/10/03 18:46:20 Flayra
// - Added heavy view model
//
// Revision 1.18 2002/09/23 22:16:31 Flayra
// - HMG can only be fired from the ground, and slows down firer
//
// Revision 1.17 2002/08/09 01:02:00 Flayra
// - Made HMG faster to deploy
//
// Revision 1.16 2002/07/24 19:09:16 Flayra
// - Linux issues
//
// Revision 1.15 2002/07/24 18:45:41 Flayra
// - Linux and scripting changes
//
// Revision 1.14 2002/07/08 16:59:48 Flayra
// - Updated anims and timing for new artwork
//
// Revision 1.13 2002/07/01 21:33:06 Flayra
// - Tweaks for new artwork
//
// Revision 1.12 2002/06/25 17:50:59 Flayra
// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
//
// Revision 1.11 2002/06/03 16:37:31 Flayra
// - Constants and tweaks to make weapon anims and times correct with new artwork, added different deploy times (this should be refactored a bit more)
//
// Revision 1.10 2002/05/28 17:44:58 Flayra
// - Tweak weapon deploy volume, as Valve's sounds weren't normalized
//
// Revision 1.9 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"
#ifdef AVH_CLIENT
#include "cl_dll/eventscripts.h"
#include "cl_dll/in_defs.h"
#include "cl_dll/wrect.h"
#include "cl_dll/cl_dll.h"
#endif
#include "common/hldm.h"
#include "common/event_api.h"
#include "common/event_args.h"
#include "common/vector_util.h"
#include "mod/AvHMarineWeapons.h"
#include "dlls/util.h"
LINK_ENTITY_TO_CLASS(kwHeavyMachineGun, AvHHeavyMachineGun);
void V_PunchAxis( int axis, float punch );
void AvHHeavyMachineGun::Init()
{
this->mRange = kHMGRange;
this->mDamage = BALANCE_VAR(kHMGDamage);
}
int AvHHeavyMachineGun::GetBarrelLength() const
{
return kHMGBarrelLength;
}
float AvHHeavyMachineGun::GetRateOfFire() const
{
return BALANCE_VAR(kHMGROF);
}
int AvHHeavyMachineGun::GetDeployAnimation() const
{
return 7;
}
char* AvHHeavyMachineGun::GetDeploySound() const
{
return kHMGDeploySound;
}
float AvHHeavyMachineGun::GetDeployTime() const
{
return .6f;
}
int AvHHeavyMachineGun::GetDamageType() const
{
return NS_DMG_PIERCING;
}
bool AvHHeavyMachineGun::GetHasMuzzleFlash() const
{
return true;
}
int AvHHeavyMachineGun::GetIdleAnimation() const
{
const int kMaxRandom = 30;
int iAnim;
int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, kMaxRandom);
if(theRandomNum == 0)
{
// Pet machine gun every once in awhile
iAnim = 1;
}
else if(theRandomNum < kMaxRandom/2)
{
iAnim = 0;
}
else
{
iAnim = 2;
}
return iAnim;
}
void AvHHeavyMachineGun::FireProjectiles(void)
{
// Assumes we're on the ground
// const float kSlowDownScalar = .2f;
// vec3_t theXYVelocity;
// VectorCopy(this->m_pPlayer->pev->velocity, theXYVelocity);
//
// VectorScale(theXYVelocity, kSlowDownScalar, theXYVelocity);
// theXYVelocity.z = this->m_pPlayer->pev->velocity.z;
//
// VectorCopy(theXYVelocity, this->m_pPlayer->pev->velocity);
AvHMarineWeapon::FireProjectiles();
}
char* AvHHeavyMachineGun::GetHeavyViewModel() const
{
return kHMGHVVModel;
}
char* AvHHeavyMachineGun::GetPlayerModel() const
{
return kHMGPModel;
}
Vector AvHHeavyMachineGun::GetProjectileSpread() const
{
return kHMGSpread;
}
char* AvHHeavyMachineGun::GetViewModel() const
{
return kHMGVModel;
}
char* AvHHeavyMachineGun::GetWorldModel() const
{
return kHMGWModel;
}
int AvHHeavyMachineGun::GetReloadAnimation() const
{
return 3;
}
float AvHHeavyMachineGun::GetReloadTime(void) const
{
return 6.3f;
}
int AvHHeavyMachineGun::GetShootAnimation() const
{
int theShootAnim = 4;
if(this->m_iClip % 2)
{
theShootAnim = 5;
}
return theShootAnim;
}
int AvHHeavyMachineGun::GetEmptyShootAnimation() const
{
return 6;
}
void AvHHeavyMachineGun::Precache()
{
AvHMarineWeapon::Precache();
PRECACHE_UNMODIFIED_MODEL(kHMGEjectModel);
PRECACHE_UNMODIFIED_SOUND(kHMGFireSound1);
PRECACHE_UNMODIFIED_SOUND(kHMGReloadSound);
this->mEvent = PRECACHE_EVENT(1, kHMGEventName);
}
bool AvHHeavyMachineGun::ProcessValidAttack(void)
{
bool theValidAttack = false;
if(AvHMarineWeapon::ProcessValidAttack() /*&& (this->m_pPlayer->pev->flags & FL_ONGROUND)*/)
{
theValidAttack = true;
}
return theValidAttack;
}
void AvHHeavyMachineGun::Spawn()
{
AvHMarineWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_HMG;
this->m_iDefaultAmmo = BALANCE_VAR(kHMGMaxClip);
// Set our class name
this->pev->classname = MAKE_STRING(kwsHeavyMachineGun);
SET_MODEL(ENT(this->pev), kHMGWModel);
FallInit();// get ready to fall down.
}