NS/main/source/mod/AvHBite2.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

137 lines
2.8 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: AvHBite2.cpp $
// $Date: 2002/08/16 02:33:13 $
//
//-------------------------------------------------------------------------------
// $Log: AvHBite2.cpp,v $
// Revision 1.3 2002/08/16 02:33:13 Flayra
// - Added damage types
//
// Revision 1.2 2002/07/24 18:45:40 Flayra
// - Linux and scripting changes
//
// Revision 1.1 2002/06/25 17:24:09 Flayra
// - Level 3 bite attack
//
//===============================================================================
#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 "AvHAlienWeaponConstants.h"
#include "AvHPlayerUpgrade.h"
#include "AvHConstants.h"
LINK_ENTITY_TO_CLASS(kwBite2Gun, AvHBite2);
void V_PunchAxis( int axis, float punch );
void AvHBite2::Init()
{
this->mRange = kBite2Range;
this->mDamage = BALANCE_VAR(kBite2Damage);
}
bool AvHBite2::GetIsGunPositionValid() const
{
return true;
}
int AvHBite2::GetBarrelLength() const
{
return kBite2BarrelLength;
}
float AvHBite2::GetRateOfFire() const
{
return BALANCE_VAR(kBite2ROF);
}
int AvHBite2::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_PRIMALSCREAM:
theDeployAnimation = -1;
break;
case AVH_WEAPON_UMBRA:
case AVH_WEAPON_SPORES:
theDeployAnimation = 12;
break;
}
return theDeployAnimation;
}
int AvHBite2::GetDamageType() const
{
return AvHBite::GetDamageType();
}
float AvHBite2::GetDeployTime() const
{
return .2f;
}
int AvHBite2::GetIdleAnimation() const
{
return 1;
}
int AvHBite2::GetShootAnimation() const
{
return 4;
}
char* AvHBite2::GetViewModel() const
{
return kLevel3ViewModel;
}
void AvHBite2::Precache()
{
AvHBite::Precache();
this->mEvent = PRECACHE_EVENT(1, kBite2EventName);
}
void AvHBite2::Spawn()
{
AvHBite::Spawn();
this->Precache();
this->m_iId = AVH_WEAPON_BITE2;
// Set our class name
this->pev->classname = MAKE_STRING(kwsBite2Gun);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}