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363 lines
9 KiB
C++
363 lines
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: AvHStomp.cpp $
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// $Date: $
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//
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//-------------------------------------------------------------------------------
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// $Log: $
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//===============================================================================
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#include "AvHAlienWeapons.h"
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#include "AvHPlayer.h"
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#include "AvHConstants.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 "AvHHulls.h"
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#include "AvHSharedUtil.h"
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LINK_ENTITY_TO_CLASS(kwStomp, AvHStomp);
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#ifdef AVH_SERVER
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LINK_ENTITY_TO_CLASS(kwStompProjectile, AvHStompProjectile);
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AvHStompProjectile::AvHStompProjectile()
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{
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}
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void AvHStompProjectile::Precache(void)
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{
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CBaseEntity::Precache();
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}
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void AvHStompProjectile::Spawn(void)
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{
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this->Precache();
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CBaseEntity::Spawn();
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this->pev->movetype = MOVETYPE_NOCLIP;
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this->pev->classname = MAKE_STRING(kwsStompProjectile);
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SET_MODEL(ENT(this->pev), kStompProjectileModel);
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this->pev->solid = SOLID_TRIGGER;
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if(!GetGameRules()->GetDrawInvisibleEntities())
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{
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this->pev->effects = EF_NODRAW;
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}
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else
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{
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this->pev->frame = 0;
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this->pev->scale = 1.0;
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this->pev->rendermode = kRenderTransAdd;
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this->pev->renderamt = kStompModelRenderAmount;
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}
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const int kBoxWidth = 50;
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UTIL_SetSize(this->pev, Vector(-kBoxWidth, -kBoxWidth, -kBoxWidth), Vector(kBoxWidth, kBoxWidth, kBoxWidth));
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// UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
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SetTouch(&AvHStompProjectile::StompTouch);
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SetThink(&CBaseEntity::SUB_Remove);
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this->pev->nextthink = gpGlobals->time + kStompProjectileLifetime;
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this->mStunTime = 0.0f;
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}
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void AvHStompProjectile::SetStunTime(float inStunTime)
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{
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this->mStunTime = inStunTime;
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}
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void AvHStompProjectile::StompTouch(CBaseEntity* inOther)
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{
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if(!AvHSUGetIsExternalClassName(STRING(inOther->pev->classname)))
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{
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// Stop when it hits the world
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inOther);
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if(thePlayer)
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{
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if(thePlayer->GetCanBeAffectedByEnemies() && (thePlayer->GetTeam() != this->pev->team))
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{
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// Stun them if they're not stunned already, to prevent perpetual stunning
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if(!thePlayer->GetIsStunned() && !GetHasUpgrade(thePlayer->pev->iuser4, MASK_TOPDOWN))
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{
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// Don't stun jetpackers
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if(!GetHasUpgrade(thePlayer->pev->iuser4, MASK_UPGRADE_7)) //&& !(thePlayer->pev->flags & FL_ONGROUND)))
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{
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// Do a traceline to make sure the world isn't blocking it (StompTouch doesn't seem to be called for CWorld collisions)
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TraceResult theTraceResult;
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UTIL_TraceLine(this->mSpawnLocation, inOther->pev->origin, ignore_monsters, ignore_glass, NULL, &theTraceResult);
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if(theTraceResult.flFraction == 1.0f)
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{
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if(thePlayer->SetIsStunned(true, this->mStunTime))
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{
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// Play effect at player's feet
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Vector theMinSize, theMaxSize;
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thePlayer->GetSize(theMinSize, theMaxSize);
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vec3_t theOrigin = thePlayer->pev->origin;
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theOrigin.z += theMinSize.z;
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AvHSUPlayParticleEvent(kpsStompEffect, inOther->edict(), theOrigin);
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}
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}
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else
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{
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CBaseEntity* theEntityHit = CBaseEntity::Instance(ENT(theTraceResult.pHit));
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}
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}
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}
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}
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}
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}
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}
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#endif
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BOOL AvHStomp::CanHolster(void)
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{
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return true;
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}
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void AvHStomp::Init()
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{
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this->mRange = BALANCE_VAR(kStompRadius);
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}
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// Only allow it to be triggered when on the ground
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BOOL AvHStomp::IsUseable(void)
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{
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BOOL theSuccess = AvHAlienWeapon::IsUseable();
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if(theSuccess)
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{
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if(!this->m_pPlayer || !FBitSet(this->m_pPlayer->pev->flags, FL_ONGROUND))
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{
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theSuccess = false;
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}
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}
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return theSuccess;
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}
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int AvHStomp::GetBarrelLength() const
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{
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return kStompBarrelLength;
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}
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float AvHStomp::GetRateOfFire() const
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{
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return BALANCE_VAR(kStompROF);
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}
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int AvHStomp::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 = 7;
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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 = 7;
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break;
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case AVH_ABILITY_CHARGE:
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theDeployAnimation = 11;
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break;
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case AVH_WEAPON_DEVOUR:
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theDeployAnimation = 20;
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break;
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}
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return theDeployAnimation;
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}
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float AvHStomp::GetDeployTime() const
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{
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return .6f;
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}
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void AvHStomp::GetEventAngles(Vector& outAngles) const
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{
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//this->GetStompVelocity(outAngles);
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AvHAlienWeapon::GetEventAngles(outAngles);
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}
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void AvHStomp::GetEventOrigin(Vector& outOrigin) const
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{
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this->GetStompOrigin(outOrigin);
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}
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bool AvHStomp::GetFiresUnderwater() const
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{
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return false;
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}
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bool AvHStomp::GetIsDroppable() const
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{
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return false;
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}
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int AvHStomp::GetShootAnimation() const
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{
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return 24;
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}
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void AvHStomp::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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// Search for relevant enemy players in range (only on ground?)
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// CBaseEntity* theEntity = NULL;
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// while((theEntity = UTIL_FindEntityInSphere(theEntity, this->pev->origin, this->mRange)) != NULL)
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// {
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// AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);
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// if(thePlayer && (thePlayer != this->m_pPlayer))
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// {
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// if(thePlayer->GetIsRelevant() && (thePlayer->GetTeam() != this->m_pPlayer->pev->team))
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// {
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// // Stun them if they're not stunned already, to prevent perpetual stunning
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// if(!thePlayer->GetIsStunned() && !GetHasUpgrade(thePlayer->pev->iuser4, MASK_TOPDOWN))
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// {
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// // Don't stun flying jetpackers
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// if(!(GetHasUpgrade(thePlayer->pev->iuser4, MASK_UPGRADE_7) && !(thePlayer->pev->flags & FL_ONGROUND)))
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// {
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// thePlayer->SetIsStunned(true, BALANCE_VAR(kStompTime));
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// }
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// }
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// }
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// }
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// }
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// Create stomp projectile that flies forward, stunning enemies it touches
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
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ASSERT(thePlayer);
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AvHStompProjectile* theStomp = GetClassPtr((AvHStompProjectile*)NULL );
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theStomp->Spawn();
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this->GetStompOrigin(theStomp->pev->origin);
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UTIL_SetOrigin(theStomp->pev, theStomp->pev->origin);
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// Save starting point
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VectorCopy(theStomp->pev->origin, theStomp->mSpawnLocation);
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this->GetStompVelocity(theStomp->pev->velocity);
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// Set owner
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theStomp->pev->owner = ENT(this->m_pPlayer->pev);
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// Set Stomp's team :)
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theStomp->pev->team = this->m_pPlayer->pev->team;
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// Set stun time
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float theStunTime = BALANCE_VAR(kStompTime);
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if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId)))
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{
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theStunTime *= AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4);
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}
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theStomp->SetStunTime(theStunTime);
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// Play view shake here
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float theShakeAmplitude = 100;
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float theShakeFrequency = 100;
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float theShakeDuration = 1.0f;
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float theShakeRadius = 700;
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UTIL_ScreenShake(this->pev->origin, theShakeAmplitude, theShakeFrequency, theShakeDuration, this->mRange);
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#endif
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}
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void AvHStomp::GetStompOrigin(Vector& outOrigin) const
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{
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VectorCopy(this->m_pPlayer->pev->origin, outOrigin);
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#ifdef AVH_SERVER
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float theZOffset = this->m_pPlayer->pev->mins.z;
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outOrigin.z += theZOffset;
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#endif
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}
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void AvHStomp::GetStompVelocity(Vector& outVelocity) const
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{
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// Send shockwave in direction player is looking, but always make it go kStompProjectilVelocity
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UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
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// Zero out z velocity so it stays on the ground
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Vector theAim = gpGlobals->v_forward;
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theAim.z = 0;
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VectorNormalize(theAim);
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VectorScale(theAim, kStompProjectileVelocity, outVelocity);
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}
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char* AvHStomp::GetViewModel() const
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{
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return kLevel5ViewModel;
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}
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void AvHStomp::Precache()
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kStompFireSound);
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PRECACHE_UNMODIFIED_MODEL(kStompProjectileModel);
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this->mEvent = PRECACHE_EVENT(1, kStompShootEventName);
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}
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void AvHStomp::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_STOMP;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsStomp);
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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 AvHStomp::UsesAmmo(void) const
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{
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return false;
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}
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