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202 lines
5.2 KiB
C++
202 lines
5.2 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: AvHParalysisGun.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: AvHParalysisGun.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 20:55:15 Flayra
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// - Added visible paralysis projectile
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//
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// Revision 1.9 2002/09/23 22:23:55 Flayra
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// - Removed damage upgrades for paralysis
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// - Updated onos view model artwork
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//
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// Revision 1.8 2002/07/26 23:06:18 Flayra
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// - New artwork
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//
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// Revision 1.7 2002/07/24 19:09:17 Flayra
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// - Linux issues
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//
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// Revision 1.6 2002/07/24 18:55:52 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.5 2002/07/24 18:45:42 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 2002/06/03 16:39:09 Flayra
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// - Added different deploy times (this should be refactored a bit more)
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//
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// Revision 1.2 2002/05/23 02:33:20 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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#include "AvHGamerules.h"
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LINK_ENTITY_TO_CLASS(kwParalysisGun, AvHParalysisGun);
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extern int gParalysisStartEventID;
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void AvHParalysisGun::Init()
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{
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this->mRange = kParalysisRange;
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this->mDamage = kParalysisDamage;
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this->mROF = kParalysisROF;
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}
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int AvHParalysisGun::GetBarrelLength() const
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{
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return kParalysisBarrelLength;
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}
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int AvHParalysisGun::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 = 10;
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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_CLAWS:
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theDeployAnimation = 4;
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break;
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case AVH_ABILITY_CHARGE:
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theDeployAnimation = 6;
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break;
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}
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return theDeployAnimation;
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}
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float AvHParalysisGun::GetDeployTime() const
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{
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return .5f;
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}
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int AvHParalysisGun::GetIdleAnimation() const
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{
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return 2;
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}
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int AvHParalysisGun::GetShootAnimation() const
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{
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return 11;
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}
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bool AvHParalysisGun::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHParalysisGun::GetIsDroppable() const
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{
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return false;
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}
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void AvHParalysisGun::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming;
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Vector vecEnd = vecSrc + vecAiming*kParalysisRange;
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const float kParalysisTime = 6;
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// Treat damage upgrade as modifier onto paralysis
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//int theTracerFreq;
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//float theDamageMultiplier;
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//AvHPlayerUpgrade::GetWeaponUpgrade(this->m_pPlayer->pev->iuser4, &theDamageMultiplier, &theTracerFreq);
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// Perform trace to hit victim
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TraceResult tr;
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UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, dont_ignore_glass, this->m_pPlayer->edict(), &tr);
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CBaseEntity* theEntityHit = CBaseEntity::Instance(tr.pHit);
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if(theEntityHit)
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{
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntityHit);
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if(thePlayer)
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{
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// Check teams (hit friendly in tourny mode)
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if((thePlayer->pev->team != this->m_pPlayer->pev->team) || (GetGameRules()->GetIsTournamentMode()))
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{
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thePlayer->SetIsParalyzed(true, kParalysisTime/**theDamageMultiplier*/);
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// Play hit event
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PLAYBACK_EVENT_FULL(0, thePlayer->edict(), gParalysisStartEventID, 0, thePlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0);
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}
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}
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}
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#endif
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}
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char* AvHParalysisGun::GetViewModel() const
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{
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return kLevel5ViewModel;
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}
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void AvHParalysisGun::Precache()
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kParalysisFireSound);
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PRECACHE_UNMODIFIED_SOUND(kParalysisHitSound);
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PRECACHE_UNMODIFIED_MODEL(kParalysisProjectileModel);
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this->mEvent = PRECACHE_EVENT(1, kParalysisShootEventName);
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}
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void AvHParalysisGun::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_PARALYSIS;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsParalysisGun);
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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 AvHParalysisGun::UsesAmmo(void) const
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{
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return false;
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}
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