NS/main/source/mod/AvHPrimalScream.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

180 lines
3.9 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: AvHPrimalScream.cpp $
// $Date: 2002/11/22 21:28:17 $
//
//-------------------------------------------------------------------------------
// $Log: AvHPrimalScream.cpp,v $
// Revision 1.9 2002/11/22 21:28:17 Flayra
// - mp_consistency changes
//
// Revision 1.8 2002/07/24 19:09:17 Flayra
// - Linux issues
//
// Revision 1.7 2002/07/24 18:55:52 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.6 2002/07/24 18:45:42 Flayra
// - Linux and scripting changes
//
// Revision 1.5 2002/07/01 21:44:16 Flayra
// - Refactoring
//
// Revision 1.4 2002/06/25 18:14:54 Flayra
// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
//
// Revision 1.3 2002/06/03 16:39:10 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.2 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 "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"
#endif
#include "../common/hldm.h"
#include "../common/event_api.h"
#include "../common/event_args.h"
#include "../common/vector_util.h"
#include "AvHAlienEquipmentConstants.h"
#include "AvHAlienWeaponConstants.h"
#include "AvHPlayerUpgrade.h"
#ifdef AVH_SERVER
#include "AvHGamerules.h"
#include "AvHServerUtil.h"
#endif
#include "AvHConstants.h"
LINK_ENTITY_TO_CLASS(kwPrimalScream, AvHPrimalScream);
int AvHPrimalScream::GetBarrelLength() const
{
return kPrimalScreamBarrelLength;
}
float AvHPrimalScream::GetRateOfFire() const
{
return BALANCE_VAR(kPrimalScreamROF);
}
bool AvHPrimalScream::GetFiresUnderwater() const
{
return true;
}
int AvHPrimalScream::GetDeployAnimation() const
{
// Look at most recently used weapon and see if we can transition from it
int theDeployAnimation = 1;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID)
{
case AVH_WEAPON_BITE2:
theDeployAnimation = -1;
break;
case AVH_WEAPON_SPORES:
case AVH_WEAPON_UMBRA:
theDeployAnimation = 12;
break;
case AVH_WEAPON_SPIKE:
theDeployAnimation = 8;
break;
}
return theDeployAnimation;
}
float AvHPrimalScream::GetDeployTime() const
{
return .6f;
}
int AvHPrimalScream::GetIdleAnimation() const
{
return 2;
}
int AvHPrimalScream::GetShootAnimation() const
{
return 6;
}
bool AvHPrimalScream::GetIsDroppable() const
{
return false;
}
void AvHPrimalScream::Init()
{
this->mRange = BALANCE_VAR(kPrimalScreamRange);
}
char* AvHPrimalScream::GetViewModel() const
{
return kLevel3ViewModel;
}
void AvHPrimalScream::Precache(void)
{
AvHAlienWeapon::Precache();
PRECACHE_UNMODIFIED_SOUND(kPrimalScreamSound);
this->mEvent = PRECACHE_EVENT(1, kPrimalScreamShootEventName);
}
void AvHPrimalScream::Spawn()
{
AvHAlienWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_PRIMALSCREAM;
// Set our class name
this->pev->classname = MAKE_STRING(kwsPrimalScream);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}
bool AvHPrimalScream::UsesAmmo(void) const
{
return false;
}
void AvHPrimalScream::FireProjectiles(void)
{
#ifdef AVH_SERVER
// Make sure we have enough points to shoot this thing
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
ASSERT(thePlayer);
thePlayer->StartScreaming();
#endif
}