NS/dev/3.2-movements/source/mod/AvHEnsnare.cpp
tankefugl 1d385ec5bf o Created branch for movement codes
- added +attack2
- fade blink reworked
- onos charge reworked

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@348 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-11-14 20:18:27 +00:00

218 lines
5.8 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: AvHEnsnare.cpp $
// $Date: 2002/07/24 19:09:16 $
//
//-------------------------------------------------------------------------------
// $Log: AvHEnsnare.cpp,v $
// Revision 1.7 2002/07/24 19:09:16 Flayra
// - Linux issues
//
// Revision 1.6 2002/07/24 18:55:52 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.5 2002/06/03 16:39:09 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.4 2002/05/23 02:33:41 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "mod/AvHAlienWeapons.h"
#include "mod/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 "mod/AvHAlienWeaponConstants.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHGamerules.h"
#include "mod/AvHAlienWeaponConstants.h"
LINK_ENTITY_TO_CLASS(kwEnsnareGun, AvHEnsnare);
#ifdef AVH_SERVER
LINK_ENTITY_TO_CLASS(kwEnsnareGunProjectile, AvHEnsnareProjectile);
extern int gEnsnareHitEventID;
void AvHEnsnareProjectile::Precache(void)
{
CBaseEntity::Precache();
PRECACHE_MODEL(kEnsnareSprite);
}
void AvHEnsnareProjectile::Spawn(void)
{
this->Precache();
CBaseEntity::Spawn();
this->pev->movetype = MOVETYPE_FLY;
this->pev->classname = MAKE_STRING(kwsEnsnareGunProjectile);
SET_MODEL(ENT(this->pev), kEnsnareSprite);
this->pev->solid = SOLID_BBOX;
// Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_ShootEnsnare to see server side ensnare for testing
if(!GetGameRules()->GetDrawInvisibleEntities())
{
this->pev->effects = EF_NODRAW;
}
else
{
this->pev->frame = 0;
this->pev->scale = 0.5;
this->pev->rendermode = kRenderTransAlpha;
this->pev->renderamt = 255;
}
UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
SetTouch(EnsnareTouch);
}
void AvHEnsnareProjectile::EnsnareTouch(CBaseEntity *pOther)
{
// Never hit the player who fired it
if(pOther != CBaseEntity::Instance(this->pev->owner))
{
// If not in tourny mode, pass through friends
if(pOther->pev->team != this->pev->team)
{
// Kill the ensnare projectile
SetThink(SUB_Remove);
this->pev->nextthink = gpGlobals->time + 0.01f;
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(pOther);
if(thePlayer)
{
PLAYBACK_EVENT_FULL(0, this->edict(), gEnsnareHitEventID, 0, pOther->pev->origin, (float *)&g_vecZero, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );
thePlayer->SetIsEnsnared();
}
}
}
}
#endif
BOOL AvHEnsnare::Deploy()
{
return DefaultDeploy(kEnsnareVModel, kEnsnarePModel, this->GetDeployAnimation(), kEnsnareAnimExt);
}
int AvHEnsnare::GetBarrelLength() const
{
return kEnsnareBarrelLength;
}
bool AvHEnsnare::GetFiresUnderwater() const
{
return true;
}
bool AvHEnsnare::GetIsDroppable() const
{
return false;
}
void AvHEnsnare::Init()
{
this->mRange = kEnsnareRange;
this->mDamage = kEnsnareDamage;
this->mROF = kEnsnareROF;
}
void AvHEnsnare::Precache(void)
{
AvHAlienWeapon::Precache();
PRECACHE_MODEL(kEnsnareVModel);
PRECACHE_MODEL(kEnsnarePModel);
PRECACHE_MODEL(kAlienGunWModel);
PRECACHE_SOUND(kEnsnareFireSound);
PRECACHE_SOUND(kEnsnareHitSound);
this->mEvent = PRECACHE_EVENT(1, kEnsnareShootEventName);
//this->mEvent = PRECACHE_EVENT(1, kSpitGEventName);
}
void AvHEnsnare::Spawn()
{
AvHAlienWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_ENSNARE;
// Set our class name
this->pev->classname = MAKE_STRING(kwsEnsnareGun);
SET_MODEL(ENT(this->pev), kAlienGunWModel);
FallInit();// get ready to fall down.
}
bool AvHEnsnare::UsesAmmo(void) const
{
return false;
}
void AvHEnsnare::FireProjectiles(void)
{
#ifdef AVH_SERVER
// Make sure we have enough points to shoot this thing
// AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
// ASSERT(thePlayer);
//
// if(thePlayer->GetResources() > kEnsnarePointCost)
// {
// // Decrement kEnsnarePointCost points
// thePlayer->SetResources(thePlayer->GetResources() - kEnsnarePointCost);
// Create hidden projectile that creates a huge Ensnare cloud where it hits
AvHEnsnareProjectile* theEnsnare = GetClassPtr((AvHEnsnareProjectile*)NULL );
theEnsnare->Spawn();
UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming;
UTIL_SetOrigin(theEnsnare->pev, vecSrc);
// This needs to be the same as in EV_EnsnareGun
Vector theBaseVelocity;
VectorScale(this->pev->velocity, kEnsnareParentVelocityScalar, theBaseVelocity);
Vector theStartVelocity;
VectorMA(theBaseVelocity, kEnsnareVelocity, vecAiming, theStartVelocity);
VectorCopy(theStartVelocity, theEnsnare->pev->velocity);
// Set owner
theEnsnare->pev->owner = ENT(this->m_pPlayer->pev);
// Set Ensnare's team :)
theEnsnare->pev->team = this->m_pPlayer->pev->team;
// }
#endif
}