NS/main/source/mod/AvHPistol.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

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