NS/main/source/mod/AvHAcidRocketGun.cpp
pierow 68b7278072 weapon animation fixes
- Fixed animation issues with pistol binary trigger and moved the binary triggering to client code
- Fixed reload animation not always playing
- Fixed numerous incorrect or broken alien weapon animations on every class
- Added transitional animation out of gorge building
2024-04-17 22:41:10 -04:00

279 lines
6.7 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: AvHAcidRocketGun.cpp $
// $Date: 2002/11/22 21:28:15 $
//
//-------------------------------------------------------------------------------
// $Log: AvHAcidRocketGun.cpp,v $
// Revision 1.8 2002/11/22 21:28:15 Flayra
// - mp_consistency changes
//
// Revision 1.7 2002/10/16 20:50:53 Flayra
// - Fixed problem where projectile hit player
//
// Revision 1.6 2002/08/16 02:32:09 Flayra
// - Added damage types
// - Swapped umbra and bile bomb
//
// Revision 1.5 2002/07/24 18:55:51 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.4 2002/07/24 18:45:40 Flayra
// - Linux and scripting changes
//
// Revision 1.3 2002/07/23 16:54:23 Flayra
// - Updates for new viewmodel artwork
//
// Revision 1.2 2002/07/01 21:11:59 Flayra
// - Removed unneeded linking entity to classname
//
// Revision 1.1 2002/06/25 17:23:02 Flayra
// - Level 4 projectile
//
//===============================================================================
#include "AvHAlienWeapons.h"
#include "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"
#include "../common/hldm.h"
#include "../common/event_api.h"
#include "../common/event_args.h"
#endif
#include "../common/vector_util.h"
#include "AvHAlienWeaponConstants.h"
#include "AvHPlayerUpgrade.h"
#include "AvHConstants.h"
LINK_ENTITY_TO_CLASS(kwAcidRocketGun, AvHAcidRocketGun);
void V_PunchAxis( int axis, float punch );
#ifdef AVH_SERVER
#include "AvHGamerules.h"
#include "AvHServerUtil.h"
void AvHAcidRocket::Precache(void)
{
CBaseEntity::Precache();
PRECACHE_UNMODIFIED_MODEL(kAcidRocketProjectileModel);
}
void AvHAcidRocket::SetDamage(float inDamage)
{
this->mDamage = inDamage;
}
void AvHAcidRocket::Spawn()
{
this->Precache();
CBaseEntity::Spawn();
this->pev->movetype = MOVETYPE_FLY;
this->pev->classname = MAKE_STRING(kwsAcidRocket);
SET_MODEL(ENT(this->pev), kAcidRocketProjectileModel);
this->pev->solid = SOLID_BBOX;
this->mDamage = 0.0f;
// Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_AcidGun to see server side Acid for testing
if(!GetGameRules()->GetDrawInvisibleEntities())
{
this->pev->effects = EF_NODRAW;
}
else
{
this->pev->frame = 0;
this->pev->scale = 0.5;
this->pev->rendermode = kRenderTransAlpha;
this->pev->renderamt = 255;
}
//UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
// UTIL_SetSize(this->pev, Vector( -16, -16, -16), Vector(16, 16, 16));
//UTIL_SetSize(this->pev, Vector( -50, -50, -50), Vector(50, 50, 50));
SetTouch(&AvHAcidRocket::AcidRocketTouch);
// // Enforce short range
// SetThink(AcidRocketDeath);
// this->pev->nextthink = gpGlobals->time + kAcidRocketLifetime;
}
void AvHAcidRocket::AcidRocketDeath()
{
}
void AvHAcidRocket::AcidRocketTouch(CBaseEntity* pOther)
{
edict_t* theRocketOwner = this->pev->owner;
CBaseEntity* theAttacker = CBaseEntity::Instance(theRocketOwner);
//float theForceScalar = BALANCE_VAR(kAcidRocketForceScalar)*this->mDamage;
//AvHSUExplosiveForce(this->pev->origin, kAcidRocketRadius, theForceScalar, theAttacker);
// Explode with splash damage
RadiusDamage(this->pev->origin, this->pev, VARS(theRocketOwner), this->mDamage, BALANCE_VAR(kAcidRocketRadius), CLASS_NONE, NS_DMG_ACID);
// Kill the Acid entity
UTIL_Remove(this);
}
#endif
void AvHAcidRocketGun::Init()
{
this->mRange = kAcidRocketRange;
this->mDamage = BALANCE_VAR(kAcidRocketDamage);
}
void AvHAcidRocketGun::FireProjectiles(void)
{
#ifdef AVH_SERVER
// Spawn AcidRocket
AvHAcidRocket* theAcidRocket = GetClassPtr((AvHAcidRocket*)NULL );
theAcidRocket->Spawn();
UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
Vector vecAiming = gpGlobals->v_forward;
// TODO: Make rocket appear to come from arm
Vector theRocketOrigin;
VectorMA(this->m_pPlayer->GetGunPosition(), this->GetBarrelLength(), vecAiming, theRocketOrigin);
UTIL_SetOrigin(theAcidRocket->pev, theRocketOrigin);
// This needs to be the same as in EV_AcidRocketGun
Vector theBaseVelocity;
VectorScale(this->pev->velocity, kAcidRocketParentVelocityScalar, theBaseVelocity);
Vector theStartVelocity;
VectorMA(theBaseVelocity, kAcidRocketVelocity, vecAiming, theStartVelocity);
VectorCopy(theStartVelocity, theAcidRocket->pev->velocity);
// Set owner
theAcidRocket->pev->owner = ENT(this->m_pPlayer->pev);
// Set AcidRocket's team :)
theAcidRocket->pev->team = this->m_pPlayer->pev->team;
// Set amount of damage it will do
float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4);
theAcidRocket->SetDamage(theDamage);
#endif
}
int AvHAcidRocketGun::GetBarrelLength() const
{
return kAcidRocketBarrelLength;
}
int AvHAcidRocketGun::GetIdleAnimation() const
{
return UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 14, 15);
}
float AvHAcidRocketGun::GetRateOfFire() const
{
return BALANCE_VAR(kAcidRocketROF);
}
int AvHAcidRocketGun::GetDeployAnimation() const
{
// Look at most recently used weapon and see if we can transition from it
int theDeployAnimation = 6;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID)
{
case AVH_WEAPON_ACIDROCKET:
theDeployAnimation = -1;
break;
case AVH_WEAPON_SWIPE:
theDeployAnimation = 8;
break;
case AVH_WEAPON_BLINK:
case AVH_WEAPON_METABOLIZE:
theDeployAnimation = 13;
break;
}
return theDeployAnimation;
}
bool AvHAcidRocketGun::GetFiresUnderwater() const
{
return true;
}
bool AvHAcidRocketGun::GetIsDroppable() const
{
return false;
}
bool AvHAcidRocketGun::GetMustPressTriggerForEachShot() const
{
return true;
}
int AvHAcidRocketGun::GetShootAnimation() const
{
return 16;
}
char* AvHAcidRocketGun::GetViewModel() const
{
return kLevel4ViewModel;
}
void AvHAcidRocketGun::Precache()
{
AvHAlienWeapon::Precache();
PRECACHE_UNMODIFIED_MODEL(kAcidRocketProjectileModel);
PRECACHE_UNMODIFIED_SOUND(kAcidRocketFireSound);
PRECACHE_UNMODIFIED_SOUND(kAcidRocketHitSound);
this->mEvent = PRECACHE_EVENT(1, kAcidRocketShootEventName);
}
void AvHAcidRocketGun::Spawn()
{
AvHAlienWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_ACIDROCKET;
// Set our class name
this->pev->classname = MAKE_STRING(kwsAcidRocketGun);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}