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4f13237895
Change CRLF to LF in repo.
175 lines
4.1 KiB
C++
175 lines
4.1 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: AvHMachineGun.cpp $
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// $Date: 2002/11/22 21:28:16 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHMachineGun.cpp,v $
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// Revision 1.23 2002/11/22 21:28:16 Flayra
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// - mp_consistency changes
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//
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// Revision 1.22 2002/10/16 20:53:09 Flayra
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// - Removed weapon upgrade sounds
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//
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// Revision 1.21 2002/10/03 18:46:11 Flayra
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// - Added heavy view model
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//
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// Revision 1.20 2002/08/31 18:01:02 Flayra
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// - Work at VALVe
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//
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// Revision 1.19 2002/08/16 02:44:11 Flayra
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// - New damage types
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//
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// Revision 1.18 2002/08/09 01:04:32 Flayra
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// - MG is faster to deploy
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//
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// Revision 1.17 2002/07/26 23:05:15 Flayra
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// - Tweak
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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 18:45:42 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 17:44:58 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 1.10 2002/05/23 02:33:42 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(kwMachineGun, AvHMachineGun);
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void V_PunchAxis( int axis, float punch );
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void AvHMachineGun::Init()
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{
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this->mRange = kMGRange;
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this->mDamage = BALANCE_VAR(kMGDamage);
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}
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int AvHMachineGun::GetBarrelLength() const
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{
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return kMGBarrelLength;
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}
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float AvHMachineGun::GetRateOfFire() const
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{
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return BALANCE_VAR(kMGROF);
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}
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int AvHMachineGun::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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char* AvHMachineGun::GetDeploySound() const
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{
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return kMGDeploySound;
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}
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float AvHMachineGun::GetDeployTime() const
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{
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return .4f;
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}
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bool AvHMachineGun::GetHasMuzzleFlash() const
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{
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return true;
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}
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char* AvHMachineGun::GetHeavyViewModel() const
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{
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return kMGHVVModel;
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}
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char* AvHMachineGun::GetPlayerModel() const
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{
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return kMGPModel;
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}
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char* AvHMachineGun::GetViewModel() const
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{
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return kMGVModel;
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}
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char* AvHMachineGun::GetWorldModel() const
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{
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return kMGWModel;
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}
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float AvHMachineGun::GetReloadTime(void) const
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{
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return 3.0f;
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}
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Vector AvHMachineGun::GetProjectileSpread() const
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{
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return kMGSpread;
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}
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void AvHMachineGun::Precache()
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{
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AvHMarineWeapon::Precache();
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PRECACHE_UNMODIFIED_MODEL(kMGEjectModel);
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PRECACHE_UNMODIFIED_SOUND(kMGFireSound1);
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PRECACHE_UNMODIFIED_SOUND(kMGReloadSound);
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PRECACHE_UNMODIFIED_MODEL(kGenericWallpuff);
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this->mEvent = PRECACHE_EVENT(1, kMGEventName);
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}
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void AvHMachineGun::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_MG;
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this->m_iDefaultAmmo = BALANCE_VAR(kMGMaxClip)*(BALANCE_VAR(kMarineSpawnClips) + 1);
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsMachineGun);
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SET_MODEL(ENT(this->pev), kMGWModel);
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FallInit();// get ready to fall down.
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}
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