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4f13237895
Change CRLF to LF in repo.
190 lines
4.7 KiB
C++
190 lines
4.7 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: AvHSpikeGun.cpp $
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// $Date: 2002/11/22 21:28:17 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHSpikeGun.cpp,v $
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// Revision 1.11 2002/11/22 21:28:17 Flayra
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// - mp_consistency changes
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//
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// Revision 1.10 2002/09/23 22:33:11 Flayra
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// - Fixed problem where spikes were playing inappropriate ricochet sounds (and too many of them)
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//
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// Revision 1.9 2002/08/16 02:48:10 Flayra
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// - New damage model
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//
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// Revision 1.8 2002/07/24 19:09:17 Flayra
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// - Linux issues
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//
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// Revision 1.7 2002/07/24 18:45:43 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.6 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 1.5 2002/06/03 16:39:10 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 1.4 2002/05/23 02:32:57 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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LINK_ENTITY_TO_CLASS(kwSpikeGun, AvHSpikeGun);
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void V_PunchAxis( int axis, float punch );
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void AvHSpikeGun::Init()
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{
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this->mRange = kSpikeRange;
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this->mDamage = BALANCE_VAR(kSpikeDamage);
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//this->mFramesSinceMoreAmmo = 0;
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}
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void AvHSpikeGun::FireProjectiles(void)
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{
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Vector vecSrc = this->m_pPlayer->GetGunPosition();
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Vector vecAiming = this->m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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// Fire the bullets and apply damage
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int theRange = this->mRange;
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float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4);
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// NOTE: If these values change, update them in the EV_SpikeGun as well
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//this->m_pPlayer->FireBullets(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, theRange, BULLET_MONSTER_9MM, 0, theDamage);
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this->m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, kSpikeSpread, theRange, BULLET_MONSTER_9MM, 0, theDamage, this->m_pPlayer->pev, this->m_pPlayer->random_seed);
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}
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int AvHSpikeGun::GetBarrelLength() const
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{
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return kSpikeBarrelLength;
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}
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float AvHSpikeGun::GetRateOfFire() const
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{
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return BALANCE_VAR(kSpikeROF);
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}
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int AvHSpikeGun::GetDamageType() const
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{
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return NS_DMG_NORMAL;
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}
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int AvHSpikeGun::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 = 13;
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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_BITE2:
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theDeployAnimation = 9;
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break;
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case AVH_WEAPON_UMBRA:
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case AVH_WEAPON_SPORES:
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case AVH_WEAPON_PRIMALSCREAM:
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theDeployAnimation = 11;
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break;
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}
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return theDeployAnimation;
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}
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float AvHSpikeGun::GetDeployTime() const
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{
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return .6f;
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}
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bool AvHSpikeGun::GetFiresUnderwater() const
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{
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return true;
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}
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int AvHSpikeGun::GetIdleAnimation() const
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{
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return 0;
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}
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bool AvHSpikeGun::GetIsDroppable() const
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{
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return false;
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}
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int AvHSpikeGun::GetShootAnimation() const
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{
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return 3;
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}
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char* AvHSpikeGun::GetViewModel() const
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{
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return kLevel3ViewModel;
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}
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void AvHSpikeGun::Precache()
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kSpikeFireSound);
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PRECACHE_UNMODIFIED_MODEL(kSpikeProjectileModel);
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PRECACHE_UNMODIFIED_MODEL(kSpikeGunHitSprite);
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this->mEvent = PRECACHE_EVENT(1, kSpikeShootEventName);
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}
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void AvHSpikeGun::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_SPIKE;
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//this->m_iDefaultAmmo = kSpikeMaxClip;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsSpikeGun);
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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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// Ammo comes back on it's own
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//void AvHSpikeGun::WeaponIdle()
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//{
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// if(this->m_iClip < kSpikeMaxClip)
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// {
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// if(++this->mFramesSinceMoreAmmo >= 6)
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// {
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// this->m_iClip++;
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// this->mFramesSinceMoreAmmo = 0;
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// }
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// }
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//}
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