NS/main/source/mod/AvHSpitGun.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

303 lines
7.1 KiB
C++

//======== (C) Copyright 2001 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: AvHSpitGun.cpp $
// $Date: 2002/11/22 21:28:17 $
//
//-------------------------------------------------------------------------------
// $Log: AvHSpitGun.cpp,v $
// Revision 1.14 2002/11/22 21:28:17 Flayra
// - mp_consistency changes
//
// Revision 1.13 2002/08/16 02:48:10 Flayra
// - New damage model
//
// Revision 1.12 2002/07/24 19:09:17 Flayra
// - Linux issues
//
// Revision 1.11 2002/07/24 18:55:52 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.10 2002/07/24 18:45:43 Flayra
// - Linux and scripting changes
//
// Revision 1.9 2002/06/25 17:51:00 Flayra
// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
//
// Revision 1.8 2002/06/10 19:47:16 Flayra
// - New level 2 view model
//
// Revision 1.7 2002/06/03 16:39:10 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.6 2002/05/23 02:32:57 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#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 "AvHHive.h"
#ifdef AVH_SERVER
#include "AvHGamerules.h"
#endif
#include "AvHSharedUtil.h"
LINK_ENTITY_TO_CLASS(kwSpitGun, AvHSpitGun);
#ifdef AVH_SERVER
LINK_ENTITY_TO_CLASS(kwSpitProjectile, AvHSpit);
void AvHSpit::Precache(void)
{
CBaseEntity::Precache();
PRECACHE_UNMODIFIED_MODEL(kSpitGunSprite);
}
void AvHSpit::SetDamage(float inDamage)
{
this->mDamage = inDamage;
}
void AvHSpit::Spawn()
{
this->Precache();
CBaseEntity::Spawn();
this->pev->movetype = MOVETYPE_FLY;
this->pev->classname = MAKE_STRING(kSpitClassName);
SET_MODEL(ENT(this->pev), kSpitGunSprite);
this->pev->solid = SOLID_BBOX;
this->mDamage = 0.0f;
// Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_SpitGun to see server side spit for testing
if(!GetGameRules()->GetDrawInvisibleEntities())
{
this->pev->effects = EF_NODRAW;
}
else
{
this->pev->frame = 0;
this->pev->scale = 0.5;
this->pev->rendermode = kRenderTransAlpha;
this->pev->renderamt = 255;
}
//UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
UTIL_SetSize(this->pev, Vector( -kSpitSize, -kSpitSize, -kSpitSize), Vector(kSpitSize, kSpitSize, kSpitSize));
//UTIL_SetSize(this->pev, Vector( -50, -50, -50), Vector(50, 50, 50));
SetTouch(&AvHSpit::SpitTouch);
// Enforce short range
SetThink(&AvHSpit::SpitDeath);
this->pev->nextthink = gpGlobals->time + kSpitLifetime;
}
void AvHSpit::SpitDeath()
{
// Kill the spit entity
UTIL_Remove(this);
// SetThink(SUB_Remove);
// this->pev->nextthink = gpGlobals->time + 0.01f;
}
void AvHSpit::SpitTouch(CBaseEntity* pOther)
{
// Never hit the player who fired it
if(pOther != CBaseEntity::Instance(this->pev->owner))
{
float theScalar = 1.0f;
if(GetGameRules()->CanEntityDoDamageTo(this, pOther, &theScalar) || (pOther->pev->team == TEAM_IND))
{
float theDamage = this->mDamage*theScalar;
// Apply damage to receiver
pOther->TakeDamage(this->pev, VARS(this->pev->owner), theDamage, DMG_ACID);
}
// Kill it off
this->SpitDeath();
}
AvHHive *hive=dynamic_cast<AvHHive *>(pOther);
if ( hive && hive->GetIsSpawning() ) {
CBaseEntity *pOwner = CBaseEntity::Instance( this->pev->owner );
hive->TeleportUse(pOwner, pOwner, USE_ON, 0);
}
}
#endif
void AvHSpitGun::Init()
{
this->mRange = kSpitGRange;
this->mDamage = BALANCE_VAR(kSpitGDamage);
}
int AvHSpitGun::GetBarrelLength() const
{
return kSpitGBarrelLength;
}
float AvHSpitGun::GetRateOfFire() const
{
return BALANCE_VAR(kSpitROF);
}
int AvHSpitGun::GetDamageType() const
{
return NS_DMG_NORMAL;
}
int AvHSpitGun::GetDeployAnimation() const
{
// Look at most recently used weapon and see if we can transition from it
int theDeployAnimation = 11;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID)
{
case AVH_WEAPON_SPIT:
case AVH_WEAPON_BILEBOMB:
theDeployAnimation = -1;
break;
// Healing spray and web look the same
case AVH_WEAPON_HEALINGSPRAY:
case AVH_WEAPON_WEBSPINNER:
theDeployAnimation = 7;
break;
}
return theDeployAnimation;
}
bool AvHSpitGun::GetFiresUnderwater() const
{
return true;
}
bool AvHSpitGun::GetIsDroppable() const
{
return false;
}
int AvHSpitGun::GetShootAnimation() const
{
return 3;
}
void AvHSpitGun::FireProjectiles(void)
{
#ifdef AVH_SERVER
// Spawn spit
AvHSpit* theSpit = GetClassPtr((AvHSpit*)NULL );
theSpit->Spawn();
UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming;
UTIL_SetOrigin(theSpit->pev, vecSrc);
// This needs to be the same as in EV_SpitGun
Vector theBaseVelocity;
VectorScale(this->pev->velocity, kSpitParentVelocityScalar, theBaseVelocity);
Vector theStartVelocity;
VectorMA(theBaseVelocity, kSpitVelocity, vecAiming, theStartVelocity);
VectorCopy(theStartVelocity, theSpit->pev->velocity);
// Set owner
theSpit->pev->owner = ENT(this->m_pPlayer->pev);
// Set spit's team :)
theSpit->pev->team = this->m_pPlayer->pev->team;
// Set amount of damage it will do
float theFocusScalar = 1.0f;
if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)))
{
theFocusScalar = AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4);
}
float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4)*theFocusScalar;
theSpit->SetDamage(theDamage);
#endif
}
char* AvHSpitGun::GetViewModel() const
{
return kLevel2ViewModel;
}
void AvHSpitGun::Precache()
{
AvHAlienWeapon::Precache();
PRECACHE_UNMODIFIED_MODEL(kNullModel);
PRECACHE_UNMODIFIED_SOUND(kSpitGFireSound1);
PRECACHE_UNMODIFIED_SOUND(kSpitGFireSound2);
PRECACHE_UNMODIFIED_MODEL(kSpitGunSprite);
PRECACHE_UNMODIFIED_SOUND(kSpitHitSound1);
PRECACHE_UNMODIFIED_SOUND(kSpitHitSound2);
this->mEvent = PRECACHE_EVENT(1, kSpitGEventName);
}
void AvHSpitGun::Spawn()
{
AvHAlienWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_SPIT;
// Set our class name
this->pev->classname = MAKE_STRING(kwsSpitGun);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}
bool AvHSpitGun::UsesAmmo(void) const
{
return false;
}