mirror of
https://github.com/ENSL/NS.git
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68b7278072
- 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
205 lines
4.4 KiB
C++
205 lines
4.4 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:
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//
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// $Workfile: AvHPistol.cpp $
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// $Date: 2002/11/22 21:28:17 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHPistol.cpp,v $
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// Revision 1.13 2002/11/22 21:28:17 Flayra
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// - mp_consistency changes
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//
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// Revision 1.12 2002/10/16 20:53:09 Flayra
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// - Removed weapon upgrade sounds
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//
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// Revision 1.11 2002/10/03 18:46:58 Flayra
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// - Added heavy view model
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//
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// Revision 1.10 2002/08/09 01:09:00 Flayra
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// - Made pistol faster to deploy
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//
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// Revision 1.9 2002/07/24 19:09:17 Flayra
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// - Linux issues
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//
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// Revision 1.8 2002/07/24 18:45:42 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.7 2002/07/08 17:08:52 Flayra
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// - Tweaked for bullet spread
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//
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// Revision 1.6 2002/06/25 17:50:59 Flayra
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// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
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//
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// Revision 1.5 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 1.4 2002/05/28 17:44:58 Flayra
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// - Tweak weapon deploy volume, as Valve's sounds weren't normalized
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//
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// Revision 1.3 2002/05/23 02:33:20 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 "../dlls/util.h"
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LINK_ENTITY_TO_CLASS(kwPistol, AvHPistol);
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void V_PunchAxis( int axis, float punch );
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void AvHPistol::Init()
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{
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this->mRange = kHGRange;
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this->mDamage = BALANCE_VAR(kHGDamage);
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}
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int AvHPistol::GetBarrelLength() const
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{
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return kHGBarrelLength;
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}
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float AvHPistol::GetRateOfFire() const
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{
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return BALANCE_VAR(kHGROF);
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}
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int AvHPistol::GetDeployAnimation() const
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{
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return 6;
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}
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char* AvHPistol::GetDeploySound() const
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{
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return kHGDeploySound;
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}
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float AvHPistol::GetDeployTime() const
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{
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return .35f;
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}
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int AvHPistol::GetEmptyShootAnimation() const
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{
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return 5;
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}
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char* AvHPistol::GetHeavyViewModel() const
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{
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return kHGHVVModel;
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}
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char* AvHPistol::GetPlayerModel() const
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{
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return kHGPModel;
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}
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Vector AvHPistol::GetProjectileSpread() const
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{
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return kHGSpread;
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}
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char* AvHPistol::GetViewModel() const
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{
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return kHGVModel;
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}
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char* AvHPistol::GetWorldModel() const
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{
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return kHGWModel;
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}
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int AvHPistol::GetReloadAnimation() const
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{
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int theReloadAnimation = 2;
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// If empty, use empty reload
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bool theHasAmmo = (this->m_iClip > 0);// || (this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType] > 0);
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if(!theHasAmmo)
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{
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theReloadAnimation = 3;
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}
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return theReloadAnimation;
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}
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int AvHPistol::GetShootAnimation() const
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{
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return 4;
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}
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bool AvHPistol::GetHasMuzzleFlash() const
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{
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return true;
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}
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bool AvHPistol::GetMustPressTriggerForEachShot() const
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{
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return true;
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}
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float AvHPistol::GetReloadTime(void) const
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{
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return 3.0f;
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}
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void AvHPistol::Precache()
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{
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AvHMarineWeapon::Precache();
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PRECACHE_UNMODIFIED_MODEL(kHGEjectModel);
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PRECACHE_UNMODIFIED_SOUND(kHGFireSound1);
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PRECACHE_UNMODIFIED_SOUND(kHGReloadSound);
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PRECACHE_UNMODIFIED_MODEL(kGenericWallpuff);
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this->mEvent = PRECACHE_EVENT(1, kHGEventName);
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}
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void AvHPistol::PrimaryAttack()
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{
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this->m_bAttackQueued = false;
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AvHMarineWeapon::PrimaryAttack();
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}
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void AvHPistol::QueueAttack(void)
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{
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this->m_bAttackQueued = true;
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}
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void AvHPistol::Spawn()
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{
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AvHMarineWeapon::Spawn();
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Precache();
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this->m_iId = AVH_WEAPON_PISTOL;
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this->m_iDefaultAmmo = BALANCE_VAR(kHGMaxClip)*(BALANCE_VAR(kMarineSpawnClips) + 1);
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsPistol);
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SET_MODEL(ENT(this->pev), kHGWModel);
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FallInit();// get ready to fall down.
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}
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