NS/releases/valve/source/mod/AvHCocoon.cpp
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git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@168 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-06-08 18:52:38 +00:00

158 lines
4.2 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: AvHCocoon.cpp $
// $Date: 2002/07/24 19:09:16 $
//
//-------------------------------------------------------------------------------
// $Log: AvHCocoon.cpp,v $
// Revision 1.6 2002/07/24 19:09:16 Flayra
// - Linux issues
//
// Revision 1.5 2002/07/24 18:55:51 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.4 2002/07/24 18:45:41 Flayra
// - Linux and scripting changes
//
// Revision 1.3 2002/06/03 16:39:09 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.2 2002/05/23 02:34:00 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/AvHAlienEquipmentConstants.h"
#include "mod/AvHAlienWeaponConstants.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHGamerules.h"
#include "mod/AvHServerUtil.h"
#include "mod/AvHConstants.h"
#ifdef AVH_SERVER
#include "mod/AvHEntities.h"
#include "mod/AvHGamerules.h"
#endif
LINK_ENTITY_TO_CLASS(kwCocoon, AvHCocoon);
BOOL AvHCocoon::Deploy()
{
return DefaultDeploy(kCocoonVModel, kCocoonPModel, this->GetDeployAnimation(), kCocoonAnimExt);
}
int AvHCocoon::GetBarrelLength() const
{
return kCocoonBarrelLength;
}
bool AvHCocoon::GetFiresUnderwater() const
{
return true;
}
bool AvHCocoon::GetIsDroppable() const
{
return false;
}
void AvHCocoon::Init()
{
this->mRange = kCocoonRange;
this->mROF = kCocoonROF;
}
void AvHCocoon::Precache(void)
{
AvHAlienWeapon::Precache();
PRECACHE_MODEL(kCocoonVModel);
PRECACHE_MODEL(kCocoonPModel);
PRECACHE_MODEL(kAlienGunWModel);
PRECACHE_SOUND(kCocoonSound1);
PRECACHE_SOUND(kCocoonSound2);
this->mEvent = PRECACHE_EVENT(1, kCocoonShootEventName);
}
void AvHCocoon::Spawn()
{
AvHAlienWeapon::Spawn();
Precache();
this->m_iId = -1;//AVH_WEAPON_COCOON;
// Set our class name
this->pev->classname = MAKE_STRING(kwsCocoon);
SET_MODEL(ENT(this->pev), kAlienGunWModel);
FallInit();// get ready to fall down.
}
bool AvHCocoon::UsesAmmo(void) const
{
return false;
}
void AvHCocoon::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);
vec3_t theNewPoint = this->pev->origin;
TraceResult tr;
// Do a traceline to see who to cocoon
UTIL_MakeVectors(this->pev->angles);
Vector theForwardDir = (gpGlobals->v_forward + gpGlobals->v_right + gpGlobals->v_up);
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);
if(tr.flFraction != 1.0)
{
CBaseEntity* theEntity = CBaseEntity::Instance(tr.pHit);
if(theEntity)
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);
if(thePlayer /*&& (thePlayer->pev->team != this->pev->team)*/ && (thePlayer->GetRole() != ROLE_GESTATING) && (thePlayer->GetRole() != ROLE_COCOONED))
{
GetGameRules()->MarkDramaticEvent(kCocoonPriority, thePlayer, this->m_pPlayer);
// Play successful cocoon sound!
EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, kCocoonSound2, 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-3,3) );
// Yes!
thePlayer->StartCocooning();
}
}
}
#endif
}