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c7acee5e87
- Fork is now too different to maintain backwards compatability
293 lines
7.2 KiB
C++
293 lines
7.2 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: AvHSonicGun.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: AvHSonicGun.cpp,v $
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// Revision 1.26 2002/11/22 21:28:17 Flayra
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// - mp_consistency changes
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//
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// Revision 1.25 2002/10/24 21:33:52 Flayra
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// - Shotgun reloading fixes
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//
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// Revision 1.24 2002/10/16 20:53:10 Flayra
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// - Removed weapon upgrade sounds
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//
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// Revision 1.23 2002/10/16 01:08:11 Flayra
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// - Removed sounds that are being played by anim
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//
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// Revision 1.22 2002/10/03 18:47:18 Flayra
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// - Added heavy view model
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//
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// Revision 1.21 2002/09/25 20:51:19 Flayra
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// - Shotgun updating (oops, this fixes sound problems)
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//
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// Revision 1.20 2002/09/23 22:32:35 Flayra
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// - Fixed problem where damage upgrades sometimes were given to aliens
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//
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// Revision 1.19 2002/08/31 18:01:03 Flayra
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// - Work at VALVe
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//
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// Revision 1.18 2002/08/16 02:48:10 Flayra
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// - New damage model
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//
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// Revision 1.17 2002/08/09 00:49:34 Flayra
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// - Fixed shotgun, so it reloads each shell individually
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//
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// Revision 1.16 2002/07/24 19:09:17 Flayra
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// - Linux issues
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//
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// Revision 1.15 2002/07/24 18:45:43 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.14 2002/07/08 17:08:52 Flayra
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// - Tweaked for bullet spread
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//
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// Revision 1.13 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 1.12 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 1.11 2002/05/28 17:44:35 Flayra
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// - Tweak weapon deploy volume, as Valve's sounds weren't normalized, started to use new reload method (reload each shell)
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//
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// Revision 1.10 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 "AvHPlayerUpgrade.h"
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#include "AvHServerUtil.h"
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#include "AvHSharedUtil.h"
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// Anim key:
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const int kShotgunAnimIdle = 0;
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const int kShotgunAnimIdle2 = 1;
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const int kShotgunAnimGotoReload = 2;
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const int kShotgunAnimReloadShell = 3;
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const int kShotgunAnimEndReload = 4;
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const int kShotgunAnimShoot = 5;
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const int kShotgunAnimShootEmpty = 6;
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const int kShotgunAnimDraw = 7;
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const float kShotgunAnimDrawLength = .9f;
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//const float kShotgunGotoReloadLength = 1.1f;
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const float kShotgunGotoReloadLength = 1.6f;
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const float kShotgunReloadShellLength = .9f;
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const float kShotgunEndReloadLength = 1.8f;
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LINK_ENTITY_TO_CLASS(kwShotGun, AvHSonicGun);
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void V_PunchAxis( int axis, float punch );
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void AvHSonicGun::Init()
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{
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this->mRange = kSGRange;
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this->mDamage = BALANCE_VAR(kSGDamage);
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}
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int AvHSonicGun::GetBarrelLength() const
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{
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return kSGBarrelLength;
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}
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float AvHSonicGun::GetRateOfFire() const
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{
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return BALANCE_VAR(kSGROF);
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}
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int AvHSonicGun::GetDamageType() const
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{
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//return NS_DMG_PIERCING;
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return NS_DMG_NORMAL;
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}
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int AvHSonicGun::GetDeployAnimation() const
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{
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return kShotgunAnimDraw;
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}
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char* AvHSonicGun::GetDeploySound() const
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{
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//return kSGDeploySound;
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return NULL;
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}
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float AvHSonicGun::GetDeployTime() const
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{
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return kShotgunAnimDrawLength;
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}
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int AvHSonicGun::GetEmptyShootAnimation() const
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{
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return kShotgunAnimShootEmpty;
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}
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int AvHSonicGun::GetGotoReloadAnimation() const
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{
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return kShotgunAnimGotoReload;
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}
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float AvHSonicGun::GetGotoReloadAnimationTime() const
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{
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return kShotgunGotoReloadLength;
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}
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int AvHSonicGun::GetShellReloadAnimation() const
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{
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return kShotgunAnimReloadShell;
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}
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float AvHSonicGun::GetShellReloadAnimationTime() const
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{
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return kShotgunReloadShellLength;
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}
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int AvHSonicGun::GetEndReloadAnimation() const
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{
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return kShotgunAnimEndReload;
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}
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float AvHSonicGun::GetEndReloadAnimationTime() const
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{
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return kShotgunEndReloadLength;
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}
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char* AvHSonicGun::GetHeavyViewModel() const
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{
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return kSGHVVModel;
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}
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char* AvHSonicGun::GetPlayerModel() const
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{
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return kSGPModel;
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}
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char* AvHSonicGun::GetViewModel() const
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{
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return kSGVModel;
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}
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char* AvHSonicGun::GetWorldModel() const
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{
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return kSGWModel;
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}
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Vector AvHSonicGun::GetProjectileSpread() const
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{
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return kSGSpread;
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}
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void AvHSonicGun::FireProjectiles(void)
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{
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Vector vecSrc = m_pPlayer->GetGunPosition( );
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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ASSERT(this->m_iPrimaryAmmoType >= 0);
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//int theNumBullets = min(kSGBulletsPerShot, this->m_iClientClip);
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float theDamageMultiplier;
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AvHPlayerUpgrade::GetWeaponUpgrade(this->m_pPlayer->pev->iuser3, this->m_pPlayer->pev->iuser4, &theDamageMultiplier);
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float theDamage = this->mDamage*theDamageMultiplier;
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// Fire the bullets and apply damage
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//this->m_pPlayer->FireBullets(kSGBulletsPerShot, vecSrc, vecAiming, this->GetProjectileSpread(), this->mRange, 0, 0, theDamage);
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////Old v3.2 SG spread
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//this->m_pPlayer->FireBulletsPlayer(10, vecSrc, vecAiming, this->GetProjectileSpread(), this->mRange, BULLET_PLAYER_BUCKSHOT, 0, 17, 0, this->m_pPlayer->random_seed);
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this->m_pPlayer->FireBulletsPlayer(BALANCE_VAR(kSGBulletsPerShot), vecSrc, vecAiming, this->GetProjectileSpread(), this->mRange, BULLET_PLAYER_BUCKSHOT, 0, theDamage, 0, this->m_pPlayer->random_seed);
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}
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bool AvHSonicGun::GetHasMuzzleFlash() const
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{
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return true;
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}
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int AvHSonicGun::GetIdleAnimation() const
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{
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int theAnimation = 0;
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int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 1);
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switch(theRandomNum)
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{
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case 0:
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theAnimation = kShotgunAnimIdle;
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break;
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case 1:
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theAnimation = kShotgunAnimIdle2;
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break;
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}
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return theAnimation;
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}
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int AvHSonicGun::GetReloadAnimation() const
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{
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return kShotgunAnimReloadShell;
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}
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float AvHSonicGun::GetReloadTime(void) const
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{
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//return .3f;
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return .22f;
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}
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int AvHSonicGun::GetShootAnimation() const
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{
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return kShotgunAnimShoot;
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}
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void AvHSonicGun::Precache()
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{
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AvHMarineWeapon::Precache();
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PRECACHE_UNMODIFIED_MODEL(kSGEjectModel);
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PRECACHE_UNMODIFIED_SOUND(kSGFireSound1);
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PRECACHE_UNMODIFIED_SOUND(kSGReloadSound);
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PRECACHE_UNMODIFIED_SOUND(kSGCockSound);
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PRECACHE_UNMODIFIED_MODEL(kGenericWallpuff);
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this->mEvent = PRECACHE_EVENT(1, kSGEventName);
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}
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void AvHSonicGun::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_SONIC;
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this->m_iDefaultAmmo = BALANCE_VAR(kSGMaxClip);
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsShotGun);
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SET_MODEL(ENT(this->pev), kSGWModel);
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FallInit();// get ready to fall down.
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}
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