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4f13237895
Change CRLF to LF in repo.
236 lines
6.5 KiB
C++
236 lines
6.5 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: AvHParasiteGun.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: AvHParasiteGun.cpp,v $
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// Revision 1.15 2002/11/22 21:28:16 Flayra
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// - mp_consistency changes
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//
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// Revision 1.14 2002/11/12 02:25:51 Flayra
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// - Parasite no longer does damage to teammates improperly
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//
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// Revision 1.13 2002/11/06 01:38:37 Flayra
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// - Added ability for buildings to be enabled and disabled, for turrets to be shut down
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// - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.)
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//
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// Revision 1.12 2002/09/09 20:00:32 Flayra
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// - Parasite works on buildings now
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// - Parasite no longer changes score
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//
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// Revision 1.11 2002/08/31 18:01:02 Flayra
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// - Work at VALVe
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//
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// Revision 1.10 2002/08/16 02:40:36 Flayra
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// - Damage types
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// - Parasite can now affect organic enemy targets (babblers, alien buildings)
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//
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// Revision 1.9 2002/07/24 19:09:17 Flayra
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// - Linux issues
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//
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// Revision 1.8 2002/07/24 18:55:52 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.7 2002/07/24 18:45:42 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.6 2002/07/01 21:19:29 Flayra
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// - Removed hard-coded parasite damage
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//
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// Revision 1.5 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 1.4 2002/06/10 19:49:06 Flayra
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// - Updated with new alien view model artwork (with running anims)
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//
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// Revision 1.3 2002/06/03 16:27:06 Flayra
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// - Animation constants and changes with new artwork
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//
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// Revision 1.2 2002/05/28 17:58:08 Flayra
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// - Parasite works properly in tournament mode now
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//
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// Revision 1.1 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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#ifdef AVH_SERVER
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#include "AvHGamerules.h"
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#endif
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LINK_ENTITY_TO_CLASS(kwParasiteGun, AvHParasiteGun);
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extern int gParasiteStartEventID;
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void AvHParasiteGun::Init()
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{
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this->mRange = kParasiteRange;
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this->mDamage = BALANCE_VAR(kParasiteDamage);
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}
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int AvHParasiteGun::GetBarrelLength() const
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{
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return kParasiteBarrelLength;
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}
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float AvHParasiteGun::GetRateOfFire() const
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{
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return BALANCE_VAR(kParasiteROF);
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}
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int AvHParasiteGun::GetDamageType() const
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{
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return NS_DMG_ORGANIC;
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//return NS_DMG_NORMAL;
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}
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int AvHParasiteGun::GetDeployAnimation() const
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{
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return 6;
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}
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bool AvHParasiteGun::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHParasiteGun::GetIsDroppable() const
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{
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return false;
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}
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int AvHParasiteGun::GetShootAnimation() const
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{
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return -1;
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}
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void AvHParasiteGun::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*kParasiteRange;
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// Ignore damage upgrades
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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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float theScalar = 1.0f;
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bool theCanDoDamageTo = GetGameRules()->CanEntityDoDamageTo(this->m_pPlayer, theEntityHit, &theScalar);
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theScalar *= AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4);
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if(theCanDoDamageTo || (theEntityHit->pev->team == TEAM_IND))
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{
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntityHit);
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if(!thePlayer || thePlayer->GetCanBeAffectedByEnemies())
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{
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bool thePlayEffect = false;
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AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(theEntityHit);
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if((thePlayer || theBuildable) && !GetHasUpgrade(theEntityHit->pev->iuser4, MASK_PARASITED))
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{
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// Increase score for guy who parasited
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//this->m_pPlayer->AddPoints(1, TRUE);
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// : bug 0000841 - Don't allow alien players/structures to actually be parasited.
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// They can take the damage, just not have the "upgrade".
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if (theEntityHit->pev->team != this->m_pPlayer->pev->team) {
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SetUpgradeMask(&theEntityHit->pev->iuser4, MASK_PARASITED);
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}
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// :
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thePlayEffect = true;
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}
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if(theCanDoDamageTo)
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{
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float theDamage = this->mDamage*theScalar;
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if(theEntityHit->TakeDamage(this->pev, this->m_pPlayer->pev, theDamage, this->GetDamageType()) > 0)
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{
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thePlayEffect = true;
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}
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}
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if(thePlayEffect)
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{
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// Play parasite-hit sound at player
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EMIT_SOUND(theEntityHit->edict(), CHAN_AUTO, kParasiteHitSound, 1.0f, ATTN_NORM);
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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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}
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char* AvHParasiteGun::GetViewModel() const
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{
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return kLevel1ViewModel;
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}
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void AvHParasiteGun::Precache()
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kParasiteFireSound);
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PRECACHE_UNMODIFIED_SOUND(kParasiteHitSound);
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PRECACHE_UNMODIFIED_MODEL(kParasiteProjectileModel);
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this->mEvent = PRECACHE_EVENT(1, kParasiteShootEventName);
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}
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void AvHParasiteGun::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_PARASITE;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsParasiteGun);
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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 AvHParasiteGun::UsesAmmo(void) const
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{
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return false;
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}
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