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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
525 lines
14 KiB
C++
525 lines
14 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: AvHWebSpinner.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: AvHWebSpinner.cpp,v $
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// Revision 1.14 2002/11/22 21:28:17 Flayra
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// - mp_consistency changes
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//
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// Revision 1.13 2002/10/18 22:23:24 Flayra
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// - Refactoring for checking max buildings in radius as well
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//
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// Revision 1.12 2002/07/24 19:09:18 Flayra
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// - Linux issues
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//
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// Revision 1.11 2002/07/24 18:55:53 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.10 2002/07/24 18:45:43 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.9 2002/07/08 17:23:03 Flayra
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// - Don't allow builder to web a player by hitting him
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//
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// Revision 1.8 2002/06/25 17:50:07 Flayra
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// - Some refactoring, new view model, removed old code, no longer costs resources to use, web projectile can ensnare marines without creating web
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//
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// Revision 1.7 2002/06/10 19:47:25 Flayra
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// - New level 2 view model
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//
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// Revision 1.6 2002/06/03 16:39:10 Flayra
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// - Added different deploy times (this should be refactored a bit more)
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//
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// Revision 1.5 2002/05/28 18:13:37 Flayra
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// - Limit total webs, limit webs in sphere
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//
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// Revision 1.4 2002/05/23 02:32:39 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 "AvHAlienWeapons.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 "AvHAlienEquipmentConstants.h"
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#include "AvHAlienWeaponConstants.h"
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#include "AvHPlayerUpgrade.h"
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#include "AvHConstants.h"
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#ifdef AVH_SERVER
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#include "AvHGamerules.h"
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#include "AvHServerUtil.h"
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#include "AvHEntities.h"
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#include "../dlls/cbasedoor.h"
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#include "../dlls/plats.h"
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#include "AvHTitles.h"
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#endif
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#ifdef AVH_SERVER
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LINK_ENTITY_TO_CLASS(kwWebProjectile, AvHWebProjectile);
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bool AvHWebProjectile::CreateWeb()
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{
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bool theSuccessfulStrand = false;
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AvHWebSpinner* theWebSpinner = NULL;
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if(this->GetWebSpinner(theWebSpinner))
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{
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vec3_t NormalizedVelocity;
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VectorCopy(this->pev->velocity, NormalizedVelocity);
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NormalizedVelocity.Normalize();
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TraceResult surfaceTraceResult;
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UTIL_TraceLine(this->pev->origin, this->pev->origin + (NormalizedVelocity * 10.0f), dont_ignore_monsters, this->edict(), &surfaceTraceResult);
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vec3_t theNewPoint = this->pev->origin;
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if (surfaceTraceResult.flFraction < 1.0f)
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{
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theNewPoint = theNewPoint + (surfaceTraceResult.vecPlaneNormal * 3.0f);
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}
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vec3_t theLastPoint;
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if(theWebSpinner->GetLastPoint(theLastPoint))
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{
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// Check line between these two points. If there's an obstruction then don't create strand
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TraceResult theObstructionTR;
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UTIL_TraceLine(theLastPoint, theNewPoint, ignore_monsters, NULL, &theObstructionTR);
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if(theObstructionTR.flFraction == 1.0f)
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{
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// ...and if distance between this point and last valid point is short enough
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float theDistance = (theNewPoint - theLastPoint).Length();
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if(theDistance < kMaxWebDistance)
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{
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// Make sure our team doesn't have too many webs already
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AvHTeam* theTeam = GetGameRules()->GetTeam((AvHTeamNumber)this->pev->team);
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ASSERT(theTeam);
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(this->pev->owner));
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ASSERT(thePlayer);
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int theNumStrands = theTeam->GetNumWebStrands();
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if(theNumStrands < BALANCE_VAR(kMaxTeamStrands))
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{
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// Finally, make sure there aren't too many strands in our immediate area, to prevent visibility problems.
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// Note that it doesn't care if they are enemy or friendly web strands, so this may be a problem for alien vs. alien
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int theNumWebsNearby = UTIL_CountEntitiesInSphere(theNewPoint, BALANCE_VAR(kBuildingVisibilityRadius), kesTeamWebStrand);
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if(theNumWebsNearby < BALANCE_VAR(kNumWebsAllowedInRadius))
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{
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// Add new web strand
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AvHWebStrand* theWebStrand = GetClassPtr((AvHWebStrand*)NULL);
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theWebStrand->Setup(theLastPoint, theNewPoint);
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theWebStrand->Spawn();
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//theWebStrand->pev->owner = this->pev->owner;
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theWebStrand->pev->team = this->pev->team;
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// Add decal at this point
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UTIL_DecalTrace(&theObstructionTR, DECAL_SPIT1 + RANDOM_LONG(0,1));
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// Increment team strands
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theTeam->SetNumWebStrands(theNumStrands + 1);
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theSuccessfulStrand = true;
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}
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else
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{
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// Send player message indicating they've reached the limit for this particular area
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thePlayer->SendMessage(kTooManyWebsNearby, TOOLTIP);
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}
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}
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else
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{
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// Send player message indicating they've reached the limit
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thePlayer->SendMessage(kTooManyWebs, TOOLTIP);
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}
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}
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}
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}
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theWebSpinner->SetLastPoint(theNewPoint);
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}
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return theSuccessfulStrand;
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}
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bool AvHWebProjectile::GetWebSpinner(AvHWebSpinner*& outSpinner)
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{
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bool theSuccess = false;
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CBaseEntity* theEntity = CBaseEntity::Instance(this->pev->owner);
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if(theEntity)
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{
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);
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if(thePlayer)
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{
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AvHWebSpinner* theWebSpinner = dynamic_cast<AvHWebSpinner*>(thePlayer->m_pActiveItem);
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if(theWebSpinner)
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{
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outSpinner = theWebSpinner;
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theSuccess = true;
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}
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}
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}
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return theSuccess;
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}
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void AvHWebProjectile::Precache(void)
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{
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CBaseEntity::Precache();
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PRECACHE_UNMODIFIED_MODEL(kWebProjectileSprite);
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}
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void AvHWebProjectile::Spawn()
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{
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this->Precache();
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CBaseEntity::Spawn();
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this->pev->movetype = MOVETYPE_FLY;
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this->pev->classname = MAKE_STRING(kWebProjectileClassName);
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SET_MODEL(ENT(this->pev), kWebProjectileSprite);
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this->pev->solid = SOLID_BBOX;
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// Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_SpitGun to see server side spit for testing
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if(!GetGameRules()->GetDrawInvisibleEntities())
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{
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this->pev->effects = EF_NODRAW;
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}
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else
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{
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this->pev->frame = 0;
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this->pev->scale = 0.5;
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this->pev->rendermode = kRenderTransAlpha;
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this->pev->renderamt = 255;
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}
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UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
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//UTIL_SetSize(this->pev, Vector( -16, -16, -16), Vector(16, 16, 16));
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//UTIL_SetSize(this->pev, Vector( -50, -50, -50), Vector(50, 50, 50));
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SetTouch(&AvHWebProjectile::WebTouch);
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}
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void AvHWebProjectile::WebTouch(CBaseEntity* inOther)
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{
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// Never hit the player who fired it
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if(inOther != CBaseEntity::Instance(this->pev->owner))
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{
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// If we an enemy player, ensnare them
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// AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inOther);
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// if(thePlayer && GetGameRules()->CanEntityDoDamageTo(this, inOther))
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// {
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// EMIT_SOUND(ENT(inOther->pev), CHAN_AUTO, kWebStrandBreakSound, 1.0, ATTN_IDLE);
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// thePlayer->SetEnsnareState(true);
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// }
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// else
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// {
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// Can't hit players directly
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if(!inOther->IsPlayer())
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{
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// If not in tourny mode, pass through friends
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if((inOther->pev->team == 0) || (GetGameRules()->CanEntityDoDamageTo(this, inOther)))
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{
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// Create new strand
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if(this->CreateWeb())
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{
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// Play sound when it hits
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//EMIT_SOUND(ENT(this->m_pPlayer->pev), CHAN_AUTO, kWebSpinSound2, 1.0f, ATTN_NORM);
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}
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}
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}
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// Kill it off
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SetThink(&AvHWebProjectile::SUB_Remove);
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this->pev->nextthink = gpGlobals->time + .1f;
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SetTouch(NULL);
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}
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}
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#endif
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LINK_ENTITY_TO_CLASS(kwWebSpinner, AvHWebSpinner);
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BOOL AvHWebSpinner::Deploy()
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{
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#ifdef AVH_SERVER
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this->mPlacedValidWebPointSinceDeploy = false;
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#endif
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return AvHAlienWeapon::Deploy();
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}
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int AvHWebSpinner::GetBarrelLength() const
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{
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return kWebSpinnerBarrelLength;
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}
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float AvHWebSpinner::GetRateOfFire() const
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{
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return BALANCE_VAR(kWebSpinnerROF);
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}
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int AvHWebSpinner::GetDeployAnimation() const
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{
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int theDeployAnimation = 5;
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AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
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switch(thePreviousID)
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{
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case AVH_WEAPON_WEBSPINNER:
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case AVH_WEAPON_HEALINGSPRAY:
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theDeployAnimation = -1;
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break;
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// Spit and bile bomb look the same
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case AVH_WEAPON_SPIT:
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case AVH_WEAPON_BILEBOMB:
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theDeployAnimation = 5;
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break;
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}
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return theDeployAnimation;
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}
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float AvHWebSpinner::GetDeployTime() const
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{
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return 1.0f;
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}
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int AvHWebSpinner::GetIdleAnimation() const
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{
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return 2;
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}
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int AvHWebSpinner::GetShootAnimation() const
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{
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return 4;
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}
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bool AvHWebSpinner::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHWebSpinner::GetIsDroppable() const
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{
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return false;
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}
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void AvHWebSpinner::Init()
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{
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this->mRange = kWebSpinnerRange;
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#ifdef AVH_SERVER
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this->mPlacedValidWebPointSinceDeploy = false;
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#endif
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}
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char* AvHWebSpinner::GetViewModel() const
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{
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return kLevel2ViewModel;
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}
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void AvHWebSpinner::Precache(void)
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kWebSpinSound1);
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PRECACHE_UNMODIFIED_SOUND(kWebSpinSound2);
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this->mEvent = PRECACHE_EVENT(1, kWebSpinnerShootEventName);
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}
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void AvHWebSpinner::Spawn()
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{
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AvHAlienWeapon::Spawn();
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Precache();
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this->m_iId = AVH_WEAPON_WEBSPINNER;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsWebSpinner);
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SET_MODEL(ENT(this->pev), kNullModel);
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FallInit();// get ready to fall down.
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}
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bool AvHWebSpinner::UsesAmmo(void) const
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{
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return false;
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}
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void AvHWebSpinner::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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// Make sure we have enough points to shoot this thing
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
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ASSERT(thePlayer);
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// int theNumResources = thePlayer->GetResources();
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// if(theNumResources >= kWebPointCost)
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// {
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// thePlayer->SetResources(theNumResources - kWebPointCost);
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// Spawn WebProjectile
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AvHWebProjectile* theWebProjectile = GetClassPtr((AvHWebProjectile*)NULL );
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theWebProjectile->Spawn();
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UTIL_MakeVectors(thePlayer->pev->v_angle);
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = thePlayer->GetGunPosition( ) + vecAiming;
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UTIL_SetOrigin(theWebProjectile->pev, vecSrc);
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// This needs to be the same as in EV_WebProjectileGun
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Vector theBaseVelocity;
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VectorScale(this->pev->velocity, kWebProjectileParentVelocityScalar, theBaseVelocity);
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Vector theStartVelocity;
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VectorMA(theBaseVelocity, kWebProjectileVelocity, vecAiming, theStartVelocity);
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VectorCopy(theStartVelocity, theWebProjectile->pev->velocity);
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// Set owner
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theWebProjectile->pev->owner = ENT(thePlayer->pev);
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// Set WebProjectile's team :)
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theWebProjectile->pev->team = thePlayer->pev->team;
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// // Do a traceline to see where they want to place new web point
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// UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
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//
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// Vector theForwardDir = gpGlobals->v_forward;
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// VectorNormalize(theForwardDir);
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//
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// TraceResult theNewStrandTR;
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// UTIL_TraceLine(this->pev->origin + this->pev->view_ofs, this->pev->origin + this->pev->view_ofs + theForwardDir*128, ignore_monsters, ENT(this->m_pPlayer->pev), &theNewStrandTR);
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// if (theNewStrandTR.flFraction != 1.0)
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// {
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// //CBaseEntity* theWorld = dynamic_cast<CWorld*>(CBaseEntity::Instance(tr.pHit));
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// //if(theWorld)
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// //{
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//
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// bool theSuccessfulStrand = false;
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//
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// // Only allow webs on the world, not doors, entities, players
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// CBaseDoor* theDoor = dynamic_cast<CBaseDoor*>(CBaseEntity::Instance(theNewStrandTR.pHit));
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// CBasePlatTrain* theTrain = dynamic_cast<CBasePlatTrain*>(CBaseEntity::Instance(theNewStrandTR.pHit));
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// if((!theDoor) && (!theTrain))
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// {
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// vec3_t theNewPoint = theNewStrandTR.vecEndPos;
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// vec3_t theNewNormal = theNewStrandTR.vecPlaneNormal;
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//
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// // If we've placed another point
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// if(this->mPlacedValidWebPointSinceDeploy)
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// {
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// // Check line between these two points. If there's an obstruction (that's not us?) then remember new point but don't create strand
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// TraceResult theObstructionTR;
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// UTIL_TraceLine(this->mLastValidWebPoint, theNewPoint, ignore_monsters, ENT(this->m_pPlayer->pev), &theObstructionTR);
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// if(theObstructionTR.flFraction == 1.0f)
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// {
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// // Check to make sure the normals are different, can't place on the same surface for fairness
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// if(!(theNewNormal == this->mLastValidWebNormal))
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// {
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// // ...and if distance between this point and last valid point is short enough
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// float theDistance = (theNewPoint - this->mLastValidWebPoint).Length();
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// if(theDistance < kMaxWebDistance)
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// {
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// // Add new web strand
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// AvHWebStrand* theWebStrand = GetClassPtr((AvHWebStrand*)NULL);
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// theWebStrand->Setup(this->mLastValidWebPoint, theNewPoint);
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// theWebStrand->Spawn();
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// theWebStrand->pev->owner = ENT(this->m_pPlayer->pev);
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// theWebStrand->pev->team = this->m_pPlayer->pev->team;
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//
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// theSuccessfulStrand = true;
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// }
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// }
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// }
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// }
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// else
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// {
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// theSuccessfulStrand = true;
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// }
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//
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// if(theSuccessfulStrand)
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// {
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// // Play web confirmation sound
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// EMIT_SOUND(ENT(this->m_pPlayer->pev), CHAN_AUTO, kWebSpinSound2, 1.0f, ATTN_NORM);
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//
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// // Add decal at this point
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// UTIL_DecalTrace(&theNewStrandTR, DECAL_SPIT1 + RANDOM_LONG(0,1));
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// }
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//
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// // Set new valid last point to current point
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// this->mLastValidWebPoint = theNewPoint;
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// this->mLastValidWebNormal = theNewNormal;
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// this->mPlacedValidWebPointSinceDeploy = true;
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// }
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// }
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// }
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// else
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// {
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// thePlayer->PlayHUDSound(HUD_SOUND_ALIEN_MORE);
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// }
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#endif
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}
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#ifdef AVH_SERVER
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bool AvHWebSpinner::GetLastPoint(vec3_t& outLastPoint) const
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{
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bool theSuccess = false;
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if(this->mPlacedValidWebPointSinceDeploy)
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{
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VectorCopy(this->mLastValidWebPoint, outLastPoint);
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theSuccess = true;
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}
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return theSuccess;
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}
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void AvHWebSpinner::SetLastPoint(vec3_t& inLastPoint)
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{
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VectorCopy(inLastPoint, this->mLastValidWebPoint);
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this->mPlacedValidWebPointSinceDeploy = true;
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}
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#endif
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