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68b7278072
- Fixed animation issues with pistol binary trigger and moved the binary triggering to client code - Fixed reload animation not always playing - Fixed numerous incorrect or broken alien weapon animations on every class - Added transitional animation out of gorge building
359 lines
8.9 KiB
C++
359 lines
8.9 KiB
C++
//======== (C) Copyright 2001 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: AvHSpores.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: AvHSpores.cpp,v $
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// Revision 1.13 2002/11/22 21:28:17 Flayra
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// - mp_consistency changes
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//
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// Revision 1.12 2002/09/23 22:33:21 Flayra
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// - Spores no longer hurt buildings
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//
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// Revision 1.11 2002/08/16 02:48:10 Flayra
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// - New damage model
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//
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// Revision 1.10 2002/07/24 19:09:18 Flayra
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// - Linux issues
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//
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// Revision 1.9 2002/07/24 18:55:52 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.8 2002/07/24 18:45:43 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.7 2002/06/25 17:49:01 Flayra
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// - Some refactoring, new view model artwork, removed old code
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//
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// Revision 1.6 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 1.5 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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#ifdef AVH_SERVER
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#include "AvHGamerules.h"
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#endif
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#include "AvHAlienWeaponConstants.h"
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LINK_ENTITY_TO_CLASS(kwSporeGun, AvHSpore);
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#ifdef AVH_SERVER
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LINK_ENTITY_TO_CLASS(kwSporeProjectile, AvHSporeProjectile);
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extern int gSporeCloudEventID;
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AvHSporeProjectile::AvHSporeProjectile()
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{
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this->mTimeHit = -1;
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this->mDamage = 0.0f;
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}
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void AvHSporeProjectile::Precache(void)
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{
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CBaseEntity::Precache();
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PRECACHE_UNMODIFIED_MODEL(kSporeSprite);
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PRECACHE_UNMODIFIED_MODEL(kClientSporeSprite);
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}
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void AvHSporeProjectile::SetDamage(float inDamage)
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{
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this->mDamage = inDamage;
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}
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void AvHSporeProjectile::Spawn(void)
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{
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this->Precache();
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CBaseEntity::Spawn();
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this->pev->movetype = MOVETYPE_FLY;
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this->pev->classname = MAKE_STRING(kwsSporeProjectile);
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SET_MODEL(ENT(this->pev), kClientSporeSprite);
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this->pev->solid = SOLID_BBOX;
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if(!GetGameRules()->GetDrawInvisibleEntities())
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{
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this->pev->effects = EF_NODRAW;
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}
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else
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{
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this->pev->frame = 0;
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this->pev->scale = 0.5;
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this->pev->rendermode = kRenderTransAlpha;
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this->pev->renderamt = 255;
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}
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UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
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//UTIL_SetSize(this->pev, Vector( -50, -50, -50), Vector(50, 50, 50));
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SetTouch(&AvHSporeProjectile::SporeTouch);
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}
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void AvHSporeProjectile::SporeCloudThink()
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{
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// Apply damage to all enemy players in radius
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CBaseEntity* theEntity = NULL;
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while ( (theEntity = UTIL_FindEntityInSphere( theEntity, this->pev->origin, BALANCE_VAR(kSporeCloudRadius))) != NULL )
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{
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// Only hurt players
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);
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if(thePlayer)
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{
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ASSERT(this->pev->team != 0);
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if(theEntity->pev->team != this->pev->team)
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{
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// Don't do damage to heavy armor
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// : 1019
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// Spores can't damage commanders
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if(!thePlayer->GetHasHeavyArmor() && !thePlayer->GetIsInTopDownMode() )
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{
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// Spores don't stack, so don't do damage too often
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float theTimeOfLastSporeDamage = thePlayer->GetTimeOfLastSporeDamage();
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float kTolerance = .05f;
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if((theTimeOfLastSporeDamage == -1) || (gpGlobals->time > (theTimeOfLastSporeDamage + BALANCE_VAR(kSporeCloudThinkInterval) - kTolerance)))
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{
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// Make sure a direct line can be traced from spores to target
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TraceResult theTraceResult;
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UTIL_TraceLine(this->pev->origin, theEntity->pev->origin, ignore_monsters, dont_ignore_glass, theEntity->edict(), &theTraceResult);
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if(theTraceResult.flFraction == 1.0f)
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{
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theEntity->TakeDamage(this->pev, VARS(this->pev->owner), this->mDamage, NS_DMG_NORMAL);
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thePlayer->SetTimeOfLastSporeDamage(gpGlobals->time);
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}
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else
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{
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// What did we hit?
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CBaseEntity* theEntity = CBaseEntity::Instance(theTraceResult.pHit);
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}
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}
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}
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// TODO: Fire event?
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}
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}
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}
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// Is it time to expire?
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if(gpGlobals->time > (this->mTimeHit + BALANCE_VAR(kSporeCloudTime)))
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{
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// if so, remove entity
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SetThink(&AvHSporeProjectile::SUB_Remove);
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this->pev->nextthink = gpGlobals->time + 0.01f;
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}
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else
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{
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// if not, set next think
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this->pev->nextthink = gpGlobals->time + BALANCE_VAR(kSporeCloudThinkInterval);
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}
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}
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void AvHSporeProjectile::SporeTouch(CBaseEntity *pOther)
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{
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// Never hit the player who fired it
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if(pOther != CBaseEntity::Instance(this->pev->owner))
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{
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// If not in tourny mode, pass through friends
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//if(GetGameRules()->GetIsTournamentMode() || (pOther->pev->team != this->pev->team))
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//{
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// Tell the projectile to stop moving
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VectorCopy(g_vecZero, this->pev->velocity);
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this->mTimeHit = gpGlobals->time;
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SetThink(&AvHSporeProjectile::SporeCloudThink);
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this->pev->nextthink = gpGlobals->time + BALANCE_VAR(kSporeCloudThinkInterval);
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SetTouch(NULL);
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// Fire spore cloud event
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PLAYBACK_EVENT_FULL(0, this->edict(), gSporeCloudEventID, 0, pOther->pev->origin, (float *)&g_vecZero, 1.0f, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );
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//}
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}
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}
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#endif
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int AvHSpore::GetBarrelLength() const
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{
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return kSporeBarrelLength;
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}
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float AvHSpore::GetRateOfFire() const
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{
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return BALANCE_VAR(kSporeROF);
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}
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bool AvHSpore::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHSpore::GetIsDroppable() const
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{
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return false;
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}
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void AvHSpore::Init()
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{
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this->mRange = kSporeRange;
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this->mDamage = BALANCE_VAR(kSporeDamage);
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}
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int AvHSpore::GetDamageType() const
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{
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return NS_DMG_NORMAL;
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}
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int AvHSpore::GetIdleAnimation() const
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{
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return 2;
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}
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int AvHSpore::GetShootAnimation() const
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{
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return 5;
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}
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int AvHSpore::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 = 2;
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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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case AVH_WEAPON_PRIMALSCREAM:
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theDeployAnimation = 9;
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break;
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case AVH_WEAPON_UMBRA:
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theDeployAnimation = -1;
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break;
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case AVH_WEAPON_SPIKE:
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theDeployAnimation = 8;
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break;
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}
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return theDeployAnimation;
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}
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float AvHSpore::GetDeployTime() const
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{
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return .6f;
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}
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char* AvHSpore::GetViewModel() const
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{
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return kLevel3ViewModel;
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}
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void AvHSpore::Precache(void)
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kSporeFireSound);
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PRECACHE_UNMODIFIED_SOUND(kSporeCloudSound);
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this->mEvent = PRECACHE_EVENT(1, kSporeShootEventName);
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}
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void AvHSpore::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_SPORES;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsSporeGun);
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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 AvHSpore::UsesAmmo(void) const
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{
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return false;
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}
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void AvHSpore::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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//if(thePlayer->GetResources() > kSporePointCost)
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//{
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// // Decrement kSporePointCost points
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// thePlayer->SetResources(thePlayer->GetResources() - kSporePointCost);
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// Create hidden projectile that creates a huge spore cloud where it hits
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AvHSporeProjectile* theSpore = GetClassPtr((AvHSporeProjectile*)NULL );
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theSpore->Spawn();
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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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UTIL_SetOrigin(theSpore->pev, vecSrc);
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// // This needs to be the same as in EV_SporeGun
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// Vector theBaseVelocity;
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// VectorScale(this->pev->velocity, kSporeParentVelocityScalar, theBaseVelocity);
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//
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// Vector theStartVelocity;
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// VectorMA(theBaseVelocity, kSporeVelocity, vecAiming, theStartVelocity);
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//
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// VectorCopy(theStartVelocity, theSpore->pev->velocity);
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VectorScale(vecAiming, kShootCloudVelocity, theSpore->pev->velocity);
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// Set owner
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theSpore->pev->owner = ENT(this->m_pPlayer->pev);
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// Set spore's team :)
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theSpore->pev->team = this->m_pPlayer->pev->team;
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// Set the spore damage
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float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4);
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theSpore->SetDamage(theDamage);
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//}
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#endif
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}
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