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254 lines
5.9 KiB
C++
254 lines
5.9 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: AvHHeavyMachineGun.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: AvHHeavyMachineGun.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 2002/10/18 22:19:22 Flayra
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// - Fixed bug where HMG never ran out of ammo
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//
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// Revision 1.21 2002/10/16 20:53:09 Flayra
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// - Removed weapon upgrade sounds
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//
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// Revision 1.20 2002/10/16 00:56:44 Flayra
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// - Removed velocity change and ground restrictions (too confusing and felt buggy)
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//
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// Revision 1.19 2002/10/03 18:46:20 Flayra
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// - Added heavy view model
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//
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// Revision 1.18 2002/09/23 22:16:31 Flayra
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// - HMG can only be fired from the ground, and slows down firer
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//
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// Revision 1.17 2002/08/09 01:02:00 Flayra
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// - Made HMG faster to deploy
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//
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// Revision 1.16 2002/07/24 19:09:16 Flayra
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// - Linux issues
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//
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// Revision 1.15 2002/07/24 18:45:41 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.14 2002/07/08 16:59:48 Flayra
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// - Updated anims and timing for new artwork
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//
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// Revision 1.13 2002/07/01 21:33:06 Flayra
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// - Tweaks for new artwork
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//
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// Revision 1.12 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 1.11 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 1.10 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 1.9 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(kwHeavyMachineGun, AvHHeavyMachineGun);
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void V_PunchAxis( int axis, float punch );
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void AvHHeavyMachineGun::Init()
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{
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this->mRange = kHMGRange;
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this->mDamage = BALANCE_VAR(kHMGDamage);
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}
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int AvHHeavyMachineGun::GetBarrelLength() const
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{
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return kHMGBarrelLength;
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}
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float AvHHeavyMachineGun::GetRateOfFire() const
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{
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return BALANCE_VAR(kHMGROF);
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}
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int AvHHeavyMachineGun::GetDeployAnimation() const
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{
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return 7;
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}
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char* AvHHeavyMachineGun::GetDeploySound() const
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{
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return kHMGDeploySound;
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}
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float AvHHeavyMachineGun::GetDeployTime() const
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{
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return .6f;
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}
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int AvHHeavyMachineGun::GetDamageType() const
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{
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return NS_DMG_PIERCING;
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}
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bool AvHHeavyMachineGun::GetHasMuzzleFlash() const
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{
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return true;
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}
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int AvHHeavyMachineGun::GetIdleAnimation() const
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{
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const int kMaxRandom = 30;
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int iAnim;
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int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, kMaxRandom);
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if(theRandomNum == 0)
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{
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// Pet machine gun every once in awhile
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iAnim = 1;
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}
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else if(theRandomNum < kMaxRandom/2)
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{
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iAnim = 0;
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}
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else
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{
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iAnim = 2;
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}
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return iAnim;
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}
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void AvHHeavyMachineGun::FireProjectiles(void)
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{
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// Assumes we're on the ground
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// const float kSlowDownScalar = .2f;
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// vec3_t theXYVelocity;
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// VectorCopy(this->m_pPlayer->pev->velocity, theXYVelocity);
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//
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// VectorScale(theXYVelocity, kSlowDownScalar, theXYVelocity);
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// theXYVelocity.z = this->m_pPlayer->pev->velocity.z;
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//
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// VectorCopy(theXYVelocity, this->m_pPlayer->pev->velocity);
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AvHMarineWeapon::FireProjectiles();
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}
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char* AvHHeavyMachineGun::GetHeavyViewModel() const
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{
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return kHMGHVVModel;
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}
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char* AvHHeavyMachineGun::GetPlayerModel() const
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{
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return kHMGPModel;
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}
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Vector AvHHeavyMachineGun::GetProjectileSpread() const
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{
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return kHMGSpread;
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}
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char* AvHHeavyMachineGun::GetViewModel() const
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{
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return kHMGVModel;
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}
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char* AvHHeavyMachineGun::GetWorldModel() const
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{
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return kHMGWModel;
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}
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int AvHHeavyMachineGun::GetReloadAnimation() const
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{
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return 3;
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}
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float AvHHeavyMachineGun::GetReloadTime(void) const
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{
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return 6.3f;
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}
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int AvHHeavyMachineGun::GetShootAnimation() const
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{
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int theShootAnim = 4;
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if(this->m_iClip % 2)
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{
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theShootAnim = 5;
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}
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return theShootAnim;
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}
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int AvHHeavyMachineGun::GetEmptyShootAnimation() const
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{
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return 6;
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}
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void AvHHeavyMachineGun::Precache()
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{
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AvHMarineWeapon::Precache();
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PRECACHE_UNMODIFIED_MODEL(kHMGEjectModel);
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PRECACHE_UNMODIFIED_SOUND(kHMGFireSound1);
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PRECACHE_UNMODIFIED_SOUND(kHMGReloadSound);
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this->mEvent = PRECACHE_EVENT(1, kHMGEventName);
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}
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bool AvHHeavyMachineGun::ProcessValidAttack(void)
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{
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bool theValidAttack = false;
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if(AvHMarineWeapon::ProcessValidAttack() /*&& (this->m_pPlayer->pev->flags & FL_ONGROUND)*/)
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{
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theValidAttack = true;
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}
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return theValidAttack;
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}
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void AvHHeavyMachineGun::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_HMG;
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this->m_iDefaultAmmo = BALANCE_VAR(kHMGMaxClip);
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsHeavyMachineGun);
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SET_MODEL(ENT(this->pev), kHMGWModel);
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FallInit();// get ready to fall down.
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}
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