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https://github.com/ENSL/NS.git
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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
252 lines
6.3 KiB
C++
252 lines
6.3 KiB
C++
//======== (C) Copyright 2001 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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// $Workfile: AvHDivineWind.cpp$
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// $Date: 2002/11/22 21:28:16 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHDivineWind.cpp,v $
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// Revision 1.11 2002/11/22 21:28:16 Flayra
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// - mp_consistency changes
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//
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// Revision 1.10 2002/10/16 00:52:55 Flayra
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// - Plays cool effect now
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//
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// Revision 1.9 2002/09/23 22:12:20 Flayra
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// - Removed offensive upgrade awareness
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//
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// Revision 1.8 2002/08/16 02:44:10 Flayra
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// - New damage types
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//
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// Revision 1.7 2002/07/24 19:09:16 Flayra
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// - Linux issues
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//
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// Revision 1.6 2002/07/24 18:55:51 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.5 2002/07/24 18:45:41 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.4 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 1.3 2002/06/10 19:49:06 Flayra
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// - Updated with new alien view model artwork (with running anims)
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//
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// Revision 1.2 2002/06/03 16:27:06 Flayra
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// - Animation constants and changes with new artwork
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//
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// Revision 1.1 2002/05/23 02:33:41 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 "AvHAlienWeaponConstants.h"
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#include "AvHPlayerUpgrade.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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#endif
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#include "AvHParticleConstants.h"
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#include "AvHSharedUtil.h"
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LINK_ENTITY_TO_CLASS(kwDivineWind, AvHDivineWind);
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extern int gDivineWindStartEventID;
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BOOL AvHDivineWind::CanHolster(void)
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{
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return true;
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}
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void AvHDivineWind::Init()
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{
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this->mRange = kDivineWindRange;
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this->mDamage = BALANCE_VAR(kDivineWindDamage);
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this->mPrimed = false;
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}
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int AvHDivineWind::GetBarrelLength() const
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{
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return 0;
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}
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float AvHDivineWind::GetRateOfFire() const
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{
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return BALANCE_VAR(kDivineWindROF);
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}
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int AvHDivineWind::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_BITE:
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case AVH_WEAPON_PARASITE:
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case AVH_ABILITY_LEAP:
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case AVH_WEAPON_DIVINEWIND:
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theDeployAnimation = -1;
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break;
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}
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return theDeployAnimation;
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}
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bool AvHDivineWind::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHDivineWind::GetIsDroppable() const
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{
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return false;
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}
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int AvHDivineWind::GetShootAnimation() const
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{
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return -1;
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}
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BOOL AvHDivineWind::IsUseable(void)
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{
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BOOL theIsUseable = FALSE;
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if(AvHAlienWeapon::IsUseable())
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{
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theIsUseable = !this->mPrimed;
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}
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return theIsUseable;
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}
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void AvHDivineWind::Explode(void)
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{
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#ifdef AVH_SERVER
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
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ASSERT(thePlayer);
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if(thePlayer->GetCanBeAffectedByEnemies())
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{
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// Treat damage upgrade as modifier onto DivineWind
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//int theTracerFreq;
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//float theDamageMultiplier;
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//AvHPlayerUpgrade::GetWeaponUpgrade(thePlayer->pev->iuser4, &theDamageMultiplier, &theTracerFreq);
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// Explode!
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EMIT_SOUND(thePlayer->edict(), CHAN_AUTO, kDivineWindExplodeSound, 1.0f, ATTN_NORM);
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// Kill ourself (set team to 0 so we always take damage)
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this->pev->team = 0;
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thePlayer->TakeDamage(this->pev, this->pev, 1000, NS_DMG_NORMAL | DMG_ALWAYSGIB);
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// Add explosive force
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float theDamage = this->mDamage * AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4);
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if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)))
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{
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theDamage *= AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4);
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}
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float theForceScalar = .05f*theDamage;
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int theRadius = BALANCE_VAR(kDivineWindRadius);
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AvHSUExplosiveForce(this->pev->origin, theRadius, theForceScalar, thePlayer);
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// Make sure weapon team is the same as player team so we don't damage friends when friendly fire is off
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this->pev->team = thePlayer->pev->team;
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::RadiusDamage(thePlayer->pev->origin, this->pev, thePlayer->pev, theDamage, theRadius, CLASS_NONE, NS_DMG_NORMAL);
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// Shake view of those around us!
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float theShakeAmplitude = 30;
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float theShakeFrequency = 100;
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float theShakeDuration = 1.5f;
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float theShakeRadius = theRadius;
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UTIL_ScreenShake(thePlayer->pev->origin, theShakeAmplitude, theShakeFrequency, theShakeDuration, theShakeRadius);
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AvHSUPlayParticleEvent(kpsXenocide, this->edict(), this->pev->origin);
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// Increment our score so it doesn't count as suicide
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//thePlayer->pev->frags++;
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}
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#endif
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}
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// This is currently the length of kDivineWindFireSound
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const float kExplodeTime = 1.7f;
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void AvHDivineWind::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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// If we haven't already been activated
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if(!this->mPrimed)
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{
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// Make it so weapon can't be switched away from
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this->mPrimed = true;
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// Play "about to go off" sound (this is the fire sound)
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// Set think to be a small time from now
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SetThink(&AvHDivineWind::Explode);
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this->pev->nextthink = gpGlobals->time + kExplodeTime;
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}
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#endif
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}
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char* AvHDivineWind::GetViewModel() const
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{
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return kLevel1ViewModel;
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}
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void AvHDivineWind::Precache()
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kDivineWindFireSound);
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PRECACHE_UNMODIFIED_SOUND(kDivineWindExplodeSound);
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this->mEvent = PRECACHE_EVENT(1, kDivineWindShootEventName);
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}
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void AvHDivineWind::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_DIVINEWIND;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsDivineWind);
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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 AvHDivineWind::UsesAmmo(void) const
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{
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return false;
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}
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