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4f13237895
Change CRLF to LF in repo.
158 lines
4 KiB
C++
158 lines
4 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: AvHCocoon.cpp $
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// $Date: 2002/07/24 19:09:16 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHCocoon.cpp,v $
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// Revision 1.6 2002/07/24 19:09:16 Flayra
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// - Linux issues
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//
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// Revision 1.5 2002/07/24 18:55:51 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.4 2002/07/24 18:45:41 Flayra
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// - Linux and scripting changes
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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 02:34:00 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 "AvHAlienEquipmentConstants.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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#include "AvHServerUtil.h"
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#include "AvHConstants.h"
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#ifdef AVH_SERVER
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#include "AvHEntities.h"
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#include "AvHGamerules.h"
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#endif
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LINK_ENTITY_TO_CLASS(kwCocoon, AvHCocoon);
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BOOL AvHCocoon::Deploy()
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{
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return DefaultDeploy(kCocoonVModel, kCocoonPModel, this->GetDeployAnimation(), kCocoonAnimExt);
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}
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int AvHCocoon::GetBarrelLength() const
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{
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return kCocoonBarrelLength;
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}
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bool AvHCocoon::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHCocoon::GetIsDroppable() const
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{
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return false;
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}
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void AvHCocoon::Init()
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{
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this->mRange = kCocoonRange;
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this->mROF = kCocoonROF;
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}
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void AvHCocoon::Precache(void)
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{
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AvHAlienWeapon::Precache();
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PRECACHE_MODEL(kCocoonVModel);
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PRECACHE_MODEL(kCocoonPModel);
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PRECACHE_MODEL(kAlienGunWModel);
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PRECACHE_SOUND(kCocoonSound1);
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PRECACHE_SOUND(kCocoonSound2);
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this->mEvent = PRECACHE_EVENT(1, kCocoonShootEventName);
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}
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void AvHCocoon::Spawn()
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{
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AvHAlienWeapon::Spawn();
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Precache();
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this->m_iId = -1;//AVH_WEAPON_COCOON;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsCocoon);
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SET_MODEL(ENT(this->pev), kAlienGunWModel);
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FallInit();// get ready to fall down.
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}
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bool AvHCocoon::UsesAmmo(void) const
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{
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return false;
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}
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void AvHCocoon::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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// Make sure we have enough points to shoot this thing
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
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ASSERT(thePlayer);
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vec3_t theNewPoint = this->pev->origin;
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TraceResult tr;
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// Do a traceline to see who to cocoon
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UTIL_MakeVectors(this->pev->angles);
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Vector theForwardDir = (gpGlobals->v_forward + gpGlobals->v_right + gpGlobals->v_up);
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UTIL_TraceLine(this->pev->origin + this->pev->view_ofs, this->pev->origin + this->pev->view_ofs + theForwardDir*128, dont_ignore_monsters, ENT(this->m_pPlayer->pev), &tr);
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if(tr.flFraction != 1.0)
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{
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CBaseEntity* theEntity = CBaseEntity::Instance(tr.pHit);
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if(theEntity)
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{
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);
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if(thePlayer /*&& (thePlayer->pev->team != this->pev->team)*/ && (thePlayer->GetRole() != ROLE_GESTATING) && (thePlayer->GetRole() != ROLE_COCOONED))
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{
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GetGameRules()->MarkDramaticEvent(kCocoonPriority, thePlayer, this->m_pPlayer);
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// Play successful cocoon sound!
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, kCocoonSound2, 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-3,3) );
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// Yes!
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thePlayer->StartCocooning();
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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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