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