mirror of
https://github.com/ENSL/NS.git
synced 2024-11-14 17:01:29 +00:00
190 lines
4.8 KiB
C++
190 lines
4.8 KiB
C++
//======== (C) Copyright 2002 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: AvHSpikeGun.cpp $
|
|
// $Date: 2002/11/22 21:28:17 $
|
|
//
|
|
//-------------------------------------------------------------------------------
|
|
// $Log: AvHSpikeGun.cpp,v $
|
|
// Revision 1.11 2002/11/22 21:28:17 Flayra
|
|
// - mp_consistency changes
|
|
//
|
|
// Revision 1.10 2002/09/23 22:33:11 Flayra
|
|
// - Fixed problem where spikes were playing inappropriate ricochet sounds (and too many of them)
|
|
//
|
|
// Revision 1.9 2002/08/16 02:48:10 Flayra
|
|
// - New damage model
|
|
//
|
|
// Revision 1.8 2002/07/24 19:09:17 Flayra
|
|
// - Linux issues
|
|
//
|
|
// Revision 1.7 2002/07/24 18:45:43 Flayra
|
|
// - Linux and scripting changes
|
|
//
|
|
// Revision 1.6 2002/06/25 17:50:59 Flayra
|
|
// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
|
|
//
|
|
// Revision 1.5 2002/06/03 16:39:10 Flayra
|
|
// - Added different deploy times (this should be refactored a bit more)
|
|
//
|
|
// Revision 1.4 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"
|
|
|
|
LINK_ENTITY_TO_CLASS(kwSpikeGun, AvHSpikeGun);
|
|
void V_PunchAxis( int axis, float punch );
|
|
|
|
void AvHSpikeGun::Init()
|
|
{
|
|
this->mRange = kSpikeRange;
|
|
this->mDamage = BALANCE_VAR(kSpikeDamage);
|
|
|
|
//this->mFramesSinceMoreAmmo = 0;
|
|
}
|
|
|
|
void AvHSpikeGun::FireProjectiles(void)
|
|
{
|
|
Vector vecSrc = this->m_pPlayer->GetGunPosition();
|
|
Vector vecAiming = this->m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
|
|
|
// Fire the bullets and apply damage
|
|
int theRange = this->mRange;
|
|
float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4);
|
|
|
|
// NOTE: If these values change, update them in the EV_SpikeGun as well
|
|
//this->m_pPlayer->FireBullets(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, theRange, BULLET_MONSTER_9MM, 0, theDamage);
|
|
this->m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, kSpikeSpread, theRange, BULLET_MONSTER_9MM, 0, theDamage, this->m_pPlayer->pev, this->m_pPlayer->random_seed);
|
|
}
|
|
|
|
int AvHSpikeGun::GetBarrelLength() const
|
|
{
|
|
return kSpikeBarrelLength;
|
|
}
|
|
|
|
float AvHSpikeGun::GetRateOfFire() const
|
|
{
|
|
return BALANCE_VAR(kSpikeROF);
|
|
}
|
|
|
|
int AvHSpikeGun::GetDamageType() const
|
|
{
|
|
return NS_DMG_NORMAL;
|
|
}
|
|
|
|
int AvHSpikeGun::GetDeployAnimation() const
|
|
{
|
|
// Look at most recently used weapon and see if we can transition from it
|
|
int theDeployAnimation = 13;
|
|
|
|
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
|
|
|
|
switch(thePreviousID)
|
|
{
|
|
case AVH_WEAPON_BITE2:
|
|
theDeployAnimation = 9;
|
|
break;
|
|
|
|
case AVH_WEAPON_UMBRA:
|
|
case AVH_WEAPON_SPORES:
|
|
case AVH_WEAPON_PRIMALSCREAM:
|
|
theDeployAnimation = 11;
|
|
break;
|
|
}
|
|
|
|
return theDeployAnimation;
|
|
}
|
|
|
|
float AvHSpikeGun::GetDeployTime() const
|
|
{
|
|
return .6f;
|
|
}
|
|
|
|
bool AvHSpikeGun::GetFiresUnderwater() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
int AvHSpikeGun::GetIdleAnimation() const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
bool AvHSpikeGun::GetIsDroppable() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int AvHSpikeGun::GetShootAnimation() const
|
|
{
|
|
return 3;
|
|
}
|
|
|
|
char* AvHSpikeGun::GetViewModel() const
|
|
{
|
|
return kLevel3ViewModel;
|
|
}
|
|
|
|
void AvHSpikeGun::Precache()
|
|
{
|
|
AvHAlienWeapon::Precache();
|
|
|
|
PRECACHE_UNMODIFIED_SOUND(kSpikeFireSound);
|
|
PRECACHE_UNMODIFIED_MODEL(kSpikeProjectileModel);
|
|
PRECACHE_UNMODIFIED_MODEL(kSpikeGunHitSprite);
|
|
|
|
this->mEvent = PRECACHE_EVENT(1, kSpikeShootEventName);
|
|
}
|
|
|
|
|
|
void AvHSpikeGun::Spawn()
|
|
{
|
|
AvHAlienWeapon::Spawn();
|
|
|
|
Precache();
|
|
|
|
this->m_iId = AVH_WEAPON_SPIKE;
|
|
//this->m_iDefaultAmmo = kSpikeMaxClip;
|
|
|
|
// Set our class name
|
|
this->pev->classname = MAKE_STRING(kwsSpikeGun);
|
|
|
|
SET_MODEL(ENT(this->pev), kNullModel);
|
|
|
|
FallInit();// get ready to fall down.
|
|
}
|
|
|
|
// Ammo comes back on it's own
|
|
//void AvHSpikeGun::WeaponIdle()
|
|
//{
|
|
// if(this->m_iClip < kSpikeMaxClip)
|
|
// {
|
|
// if(++this->mFramesSinceMoreAmmo >= 6)
|
|
// {
|
|
// this->m_iClip++;
|
|
// this->mFramesSinceMoreAmmo = 0;
|
|
// }
|
|
// }
|
|
//}
|