NS/main/source/mod/AvHMarineWeapons.h
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

646 lines
13 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: AvHMarineWeapons.h $
// $Date: 2002/10/24 21:33:52 $
//
//-------------------------------------------------------------------------------
// $Log: AvHMarineWeapons.h,v $
// Revision 1.30 2002/10/24 21:33:52 Flayra
// - Shotgun reloading fixes
//
// Revision 1.29 2002/10/16 20:55:04 Flayra
// - Mine fixes
//
// Revision 1.28 2002/10/16 01:01:51 Flayra
// - Fixed mines being resupplied from armory
//
// Revision 1.27 2002/10/03 18:58:51 Flayra
// - Added heavy view models
//
// Revision 1.26 2002/09/23 22:22:52 Flayra
// - HMG firing restrictions
//
// Revision 1.25 2002/08/16 02:44:11 Flayra
// - New damage types
//
// Revision 1.24 2002/08/09 01:08:16 Flayra
// - Support for new shotgun reload
// - Regular update
//
// Revision 1.23 2002/07/26 23:06:09 Flayra
// - New welder artwork
//
// Revision 1.22 2002/07/08 17:10:47 Flayra
// - Bullet spread, new HMG artwork
//
// Revision 1.21 2002/07/01 21:38:09 Flayra
// - Tweaks for new artwork
//
// Revision 1.20 2002/06/25 18:07:25 Flayra
// - Refactoring, cleanup
//
// Revision 1.19 2002/06/10 19:59:04 Flayra
// - Updated with new knife artwork
//
// Revision 1.18 2002/06/03 16:52:00 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 1.17 2002/05/28 17:54:03 Flayra
// - Started to add special animations for shotgun
//
// Revision 1.16 2002/05/23 02:33:42 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#ifndef AVHMARINEWEAPONS_H
#define AVHMARINEWEAPONS_H
#include "../util/nowarnings.h"
#include "../dlls/weapons.h"
#include "AvHBasePlayerWeapon.h"
#include "AvHConstants.h"
#include "AvHMarineWeaponConstants.h"
#include "AvHMarineWeapon.h"
//extern "C"
//{
// void EV_MachineGun( struct event_args_s *args );
// void EV_SonicGun( struct event_args_s *args );
// void EV_HeavyMachineGun( struct event_args_s *args );
// void EV_GrenadeGun( struct event_args_s *args );
// void EV_NukeGun( struct event_args_s *args );
// void EV_Jetpack( struct event_args_s *args );
//}
class AvHKnife : public AvHMarineWeapon
{
public:
AvHKnife()
{ this->Init(); }
virtual int GetBarrelLength() const;
virtual float GetRateOfFire() const;
virtual int GetDeployAnimation() const;
virtual char* GetDeploySound() const;
virtual float GetDeployTime() const;
virtual bool GetFiresUnderwater() const;
virtual char* GetHeavyViewModel() const;
virtual int GetIdleAnimation() const;
virtual bool GetIsDroppable() const;
int GetItemInfo(ItemInfo *p) const;
bool GetMustPressTriggerForEachShot() const;
int GetShootAnimation() const;
virtual char* GetPlayerModel() const;
virtual char* GetViewModel() const;
virtual char* GetWorldModel() const;
virtual int iItemSlot(void);
virtual BOOL IsUseable(void);
virtual void Precache(void);
virtual void Spawn();
virtual bool UsesAmmo(void) const;
virtual BOOL UseDecrement(void);
protected:
virtual void FireProjectiles(void);
virtual void Init();
};
//#ifdef AVH_SERVER
//class AvHGrenadeProjectile : public CGrenade
//{
//public:
// virtual void Precache(void);
//
// virtual void Spawn(void);
//
// void EXPORT GrenThink();
//
//private:
// float mTimeCreated;
//};
//#endif
class AvHMachineGun : public AvHMarineWeapon
{
public:
AvHMachineGun()
{ this->Init(); }
virtual int GetBarrelLength() const;
virtual int GetDamageType() const;
virtual char* GetDeploySound() const;
virtual float GetDeployTime() const;
virtual bool GetHasMuzzleFlash() const;
virtual char* GetHeavyViewModel() const;
int GetItemInfo(ItemInfo *p) const;
virtual char* GetPlayerModel() const;
virtual Vector GetProjectileSpread() const;
virtual char* GetViewModel() const;
virtual char* GetWorldModel() const;
float GetReloadTime(void) const;
virtual int iItemSlot(void);
virtual void Precache(void);
virtual void Spawn();
virtual float GetRateOfFire() const;
protected:
virtual void Init();
};
class AvHPistol : public AvHMarineWeapon
{
public:
AvHPistol()
{ this->Init(); }
virtual int GetBarrelLength() const;
virtual float GetRateOfFire() const;
virtual int GetDeployAnimation() const;
virtual char* GetDeploySound() const;
virtual float GetDeployTime() const;
virtual int GetEmptyShootAnimation() const;
virtual bool GetHasMuzzleFlash() const;
virtual char* GetHeavyViewModel() const;
int GetItemInfo(ItemInfo *p) const;
bool GetMustPressTriggerForEachShot() const;
virtual char* GetPlayerModel() const;
virtual Vector GetProjectileSpread() const;
virtual char* GetViewModel() const;
virtual char* GetWorldModel() const;
virtual int GetReloadAnimation() const;
virtual int GetShootAnimation() const;
virtual int iItemSlot(void);
virtual void Precache(void);
virtual void PrimaryAttack();
virtual void QueueAttack(void);
virtual void Spawn();
protected:
virtual void Init();
virtual float GetReloadTime(void) const;
};
class AvHSonicGun : public AvHReloadableMarineWeapon
{
public:
AvHSonicGun()
{ this->Init(); }
virtual int GetBarrelLength() const;
virtual float GetRateOfFire() const;
virtual int GetDamageType() const;
virtual int GetDeployAnimation() const;
virtual char* GetDeploySound() const;
virtual float GetDeployTime() const;
virtual int GetEmptyShootAnimation() const;
virtual bool GetHasMuzzleFlash() const;
virtual char* GetHeavyViewModel() const;
int GetIdleAnimation() const;
int GetItemInfo(ItemInfo *p) const;
virtual Vector GetProjectileSpread() const;
virtual char* GetPlayerModel() const;
virtual char* GetViewModel() const;
virtual char* GetWorldModel() const;
virtual int GetReloadAnimation() const;
virtual int GetShootAnimation() const;
virtual int iItemSlot(void);
virtual void Precache(void);
virtual void Spawn();
// pure functions from AvHReloadableMarineWeapon
virtual int GetGotoReloadAnimation() const;
virtual float GetGotoReloadAnimationTime() const;
virtual int GetShellReloadAnimation() const;
virtual float GetShellReloadAnimationTime() const;
virtual int GetEndReloadAnimation() const;
virtual float GetEndReloadAnimationTime() const;
protected:
virtual void FireProjectiles(void);
virtual float GetReloadTime(void) const;
virtual void Init();
};
class AvHHeavyMachineGun : public AvHMarineWeapon
{
public:
AvHHeavyMachineGun()
{ this->Init(); }
virtual int GetBarrelLength() const;
virtual float GetRateOfFire() const;
virtual int GetDamageType() const;
virtual int GetDeployAnimation() const;
virtual char* GetDeploySound() const;
virtual float GetDeployTime() const;
virtual int GetEmptyShootAnimation() const;
virtual bool GetHasMuzzleFlash() const;
virtual char* GetHeavyViewModel() const;
virtual int GetIdleAnimation() const;
int GetItemInfo(ItemInfo *p) const;
virtual char* GetPlayerModel() const;
virtual Vector GetProjectileSpread() const;
virtual int GetReloadAnimation() const;
virtual int GetShootAnimation() const;
virtual char* GetViewModel() const;
virtual char* GetWorldModel() const;
virtual int iItemSlot(void);
virtual void Precache(void);
virtual void Spawn();
protected:
virtual float GetReloadTime(void) const;
virtual void FireProjectiles(void);
virtual void Init();
virtual bool ProcessValidAttack(void);
};
class AvHGrenadeGun : public AvHMarineWeapon
{
public:
AvHGrenadeGun()
{ this->Init(); }
virtual int GetBarrelLength() const;
virtual float GetRateOfFire() const;
virtual int GetDeployAnimation() const;
virtual char* GetDeploySound() const;
virtual int GetEmptyShootAnimation() const;
virtual void GetEventOrigin(Vector& outOrigin) const;
virtual void GetEventAngles(Vector& outAngles) const;
virtual bool GetHasMuzzleFlash() const;
virtual char* GetHeavyViewModel() const;
virtual int GetIdleAnimation() const;
int GetItemInfo(ItemInfo *p) const;
virtual char* GetPlayerModel() const;
virtual int GetReloadAnimation() const;
virtual int GetShootAnimation() const;
virtual int GetEndAnimation() const;
virtual char* GetViewModel() const;
virtual char* GetWorldModel() const;
virtual int iItemSlot(void);
virtual void Precache(void);
virtual void Reload(void);
virtual int DefaultReload(int iClipSize, int iAnim, float fDelay);
virtual void Holster(int skiplocal);
virtual void WeaponIdle(void);
virtual void DeductCostForShot(void);
virtual void Spawn();
protected:
virtual void FireProjectiles(void);
virtual float GetReloadTime(void) const;
virtual void Init();
};
class AvHWelder : public AvHMarineWeapon
{
public:
AvHWelder()
{ this->Init(); }
virtual int GetBarrelLength() const;
virtual float GetRateOfFire() const;
int GetItemInfo(ItemInfo *p) const;
virtual void Holster( int skiplocal = 0 );
virtual int GetDeployAnimation() const;
virtual float GetDeployTime() const;
virtual char* GetHeavyViewModel() const;
virtual char* GetPlayerModel() const;
virtual int GetShootAnimation() const;
virtual char* GetViewModel() const;
virtual char* GetWorldModel() const;
virtual int iItemSlot(void);
virtual BOOL IsUseable(void);
virtual void Precache(void);
virtual void Spawn();
virtual bool UsesAmmo(void) const;
virtual void WeaponIdle();
bool GetIsWelding() { return mIsWelding; }
void SetIsWelding(bool bWelding) { mIsWelding = bWelding;}
protected:
bool mIsWelding;
virtual void Init();
virtual void FireProjectiles(void);
#ifdef AVH_SERVER
bool RepairTarget(CBaseEntity* inEntity, float inROF);
#endif
void EXPORT WelderThink();
};
class AvHMine : public AvHMarineWeapon
{
public:
AvHMine()
{ this->Init(); }
virtual void DeductCostForShot(void);
virtual int GetBarrelLength() const;
virtual float GetRateOfFire() const;
virtual bool GetCanBeResupplied() const;
virtual int GetDeployAnimation() const;
virtual bool GetFiresUnderwater() const;
virtual char* GetHeavyViewModel() const;
int GetItemInfo(ItemInfo *p) const;
virtual char* GetPlayerModel() const;
virtual char* GetWorldModel() const;
virtual char* GetViewModel() const;
virtual int GetShootAnimation() const;
virtual void Holster(int skiplocal = 0);
virtual int iItemSlot(void);
virtual BOOL PlayEmptySound(void);
virtual void Precache(void);
virtual bool Resupply();
virtual void Spawn();
virtual bool UsesAmmo(void) const;
virtual BOOL UseDecrement(void);
protected:
virtual void FireProjectiles(void);
virtual void Init();
virtual bool ProcessValidAttack(void);
#ifdef AVH_SERVER
bool GetDropLocation(Vector& outLocation, Vector* outAngles = NULL) const;
#endif
};
class AvHGrenade : public AvHMarineWeapon
{
public:
AvHGrenade()
{ this->Init(); }
virtual BOOL Deploy();
virtual int GetBarrelLength() const;
virtual float GetRateOfFire() const;
virtual bool GetCanBeResupplied() const;
virtual int GetDeployAnimation() const;
virtual char* GetDeploySound() const;
virtual float GetDeployTime() const;
virtual int GetEmptyShootAnimation() const;
virtual bool GetFiresUnderwater() const;
virtual char* GetHeavyViewModel() const;
virtual int GetIdleAnimation() const;
virtual bool GetIsDroppable() const;
virtual BOOL GetIsWeaponPrimed() const;
virtual BOOL GetIsWeaponPriming() const;
int GetItemInfo(ItemInfo *p) const;
bool GetMustPressTriggerForEachShot() const;
int GetShootAnimation() const;
virtual char* GetPlayerModel() const;
virtual int GetPrimeAnimation() const;
virtual char* GetPrimeSound() const;
virtual char* GetViewModel() const;
virtual float GetWeaponPrimeTime() const;
virtual char* GetWorldModel() const;
virtual void Holster(int skiplocal = 0);
virtual int iItemSlot(void);
virtual BOOL IsUseable(void);
virtual void ItemPostFrame(void);
virtual BOOL PlayEmptySound(void);
virtual void Precache(void);
virtual bool Resupply();
virtual void Spawn();
virtual bool UsesAmmo(void) const;
virtual BOOL UseDecrement(void);
virtual void WeaponIdle();
virtual void PrimaryAttack(void);
protected:
void CreateProjectile(void);
virtual void FireProjectiles(void);
virtual void Init();
virtual void SetNextIdle(void);
bool ShouldRollGrenade(void) const;
};
#endif