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b5590dd5d9
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@144 67975925-1194-0748-b3d5-c16f83f1a3a1
300 lines
8.2 KiB
C++
300 lines
8.2 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: AvHBileBombGun.cpp $
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// $Date: 2002/11/22 21:28:16 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHBileBombGun.cpp,v $
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// Revision 1.9 2002/11/22 21:28:16 Flayra
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// - mp_consistency changes
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//
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// Revision 1.8 2002/10/16 00:50:04 Flayra
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// - Updated effects to get rid of cheesy effect and use nice particle effect
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//
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// Revision 1.7 2002/08/31 18:01:01 Flayra
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// - Work at VALVe
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//
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// Revision 1.6 2002/08/16 02:33:12 Flayra
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// - Added damage types
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//
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// Revision 1.5 2002/07/24 19:09:16 Flayra
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// - Linux issues
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//
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// Revision 1.4 2002/07/24 18:55:51 Flayra
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// - Linux case sensitivity stuff
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//
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// Revision 1.3 2002/07/24 18:45:40 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.2 2002/07/01 21:18:01 Flayra
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// - Implemented bile bomb
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//
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// Revision 1.1 2002/06/25 17:23:53 Flayra
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// - Level 3 bomb attack
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//
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//===============================================================================
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#include "mod/AvHAlienWeapons.h"
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#include "mod/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 "mod/AvHAlienWeaponConstants.h"
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#include "mod/AvHPlayerUpgrade.h"
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#include "mod/AvHConstants.h"
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#include "mod/AvHServerUtil.h"
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#include "mod/AvHParticleConstants.h"
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LINK_ENTITY_TO_CLASS(kwBileBombGun, AvHBileBombGun);
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void V_PunchAxis( int axis, float punch );
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#ifdef AVH_SERVER
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LINK_ENTITY_TO_CLASS(kwBileBomb, AvHBileBomb);
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#include "mod/AvHGamerules.h"
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void AvHBileBomb::SetDamage(float inDamage)
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{
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this->mDamage = inDamage;
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}
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void AvHBileBomb::Precache()
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{
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CBaseEntity::Precache();
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//this->mExplodeSprite = PRECACHE_MODEL("sprites/lgtning.spr");
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}
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void AvHBileBomb::Spawn()
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{
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this->Precache();
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CBaseEntity::Spawn();
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this->pev->movetype = MOVETYPE_TOSS;
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//this->pev->movetype = MOVETYPE_FLY;//MOVETYPE_BOUNCE;
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this->pev->classname = MAKE_STRING(kwsBileBomb);
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this->pev->solid = SOLID_BBOX;
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this->mDamage = 0.0f;
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SET_MODEL(ENT(this->pev), kBileBombProjectileModel);
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// Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_AcidGun to see server side Acid for testing
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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 = 0.2;
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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( -kBileBombSize, -kBileBombSize, -kBileBombSize), Vector(kBileBombSize, kBileBombSize, kBileBombSize));
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// Must use default gravity, so event syncs up (event flags only allow default gravity, or half that)
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// this->pev->gravity = 1.0f;
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this->pev->friction = kBileBombFrictionConstant;
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this->pev->angles = g_vecZero;
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SetTouch(&AvHBileBomb::BileBombTouch);
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}
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void AvHBileBomb::BileBombTouch(CBaseEntity* pOther)
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{
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CBaseEntity* theHitEntity = CBaseEntity::Instance(ENT(this->pev->owner));
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if(pOther != theHitEntity)
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{
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// // Play view shake here
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// float theShakeAmplitude = 30;
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// float theShakeFrequency = 40;
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// float theShakeDuration = .5f;
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// float theShakeRadius = kBileBombRadius*1.5;
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// UTIL_ScreenShake(this->pev->origin, theShakeAmplitude, theShakeFrequency, theShakeDuration, theShakeRadius);
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//EMIT_SOUND(this->edict(), CHAN_WEAPON, kBileBombHitSound, 1.0f, ATTN_IDLE);
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// Explode with splash damage (also change in GetDamageType() above)
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int theRadius = BALANCE_IVAR(kBileBombRadius);
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RadiusDamage(this->pev->origin, this->pev, VARS(this->pev->owner), this->mDamage, theRadius, CLASS_NONE, NS_DMG_STRUCTURAL);
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// MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, this->pev->origin);
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// WRITE_BYTE(TE_LAVASPLASH);
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// WRITE_COORD(this->pev->origin.x);
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// WRITE_COORD(this->pev->origin.y);
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// WRITE_COORD(this->pev->origin.z + 16);
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//
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//// WRITE_BYTE( TE_BEAMTORUS);
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//// WRITE_COORD(pev->origin.x);
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//// WRITE_COORD(pev->origin.y);
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//// WRITE_COORD(pev->origin.z + 32);
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//// WRITE_COORD(pev->origin.x);
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//// WRITE_COORD(pev->origin.y);
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//// WRITE_COORD(pev->origin.z + 32 + pev->dmg * 2 / .2); // reach damage radius over .3 seconds
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//// WRITE_SHORT(this->mExplodeSprite );
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//// WRITE_BYTE( 0 ); // startframe
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//// WRITE_BYTE( 0 ); // framerate
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//// WRITE_BYTE( 2 ); // life
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//// WRITE_BYTE( 12 ); // width
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//// WRITE_BYTE( 0 ); // noise
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//// WRITE_BYTE( 255 ); // r, g, b
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//// WRITE_BYTE( 160 ); // r, g, b
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//// WRITE_BYTE( 100 ); // r, g, b
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//// WRITE_BYTE( 255 ); // brightness
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//// WRITE_BYTE( 0 ); // speed
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//
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//// WRITE_BYTE(TE_IMPLOSION);
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//// WRITE_COORD(this->pev->origin.x);
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//// WRITE_COORD(this->pev->origin.y);
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//// WRITE_COORD(this->pev->origin.z + 16);
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//// WRITE_BYTE(255);
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//// WRITE_BYTE(10);
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//// WRITE_BYTE(8);
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//
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// MESSAGE_END();
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SetTouch(NULL);
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UTIL_Remove(this);
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}
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}
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#endif
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void AvHBileBombGun::Init()
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{
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this->mRange = kBileBombRange;
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this->mDamage = BALANCE_IVAR(kBileBombDamage);
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//this->mFramesSinceMoreAmmo = 0;
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}
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void AvHBileBombGun::FireProjectiles(void)
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{
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#ifdef AVH_SERVER
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// Spawn AcidRocket
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AvHBileBomb* theBileBomb = GetClassPtr((AvHBileBomb*)NULL );
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theBileBomb->Spawn();
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UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
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Vector vecAiming = gpGlobals->v_forward;// + gpGlobals->v_up;
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VectorNormalize(vecAiming);
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Vector vecSrc;
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//VectorMA(this->pev->origin, this->GetBarrelLength(), vecAiming, vecSrc);
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this->GetEventOrigin(vecSrc);
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UTIL_SetOrigin(theBileBomb->pev, vecSrc);
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// This needs to be the same as in EV_BileBombGun
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//VectorMA(this->m_pPlayer->pev->velocity, kBileBombVelocity, vecAiming, theBileBomb->pev->velocity);
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VectorMA(Vector(0, 0, 0), kBileBombVelocity, vecAiming, theBileBomb->pev->velocity);
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// Set owner
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theBileBomb->pev->owner = ENT(this->m_pPlayer->pev);
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theBileBomb->pev->gravity = 0.0f;
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// Set BileBomb's team :)
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theBileBomb->pev->team = this->m_pPlayer->pev->team;
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// Set amount of damage it will do
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float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4);
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theBileBomb->SetDamage(theDamage);
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#endif
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}
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int AvHBileBombGun::GetBarrelLength() const
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{
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return kBileBombBarrelLength;
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}
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float AvHBileBombGun::GetRateOfFire() const
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{
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return BALANCE_FVAR(kBileBombROF);
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}
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int AvHBileBombGun::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 = -1;
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AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
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switch(thePreviousID)
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{
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// Healing spray and web look the same
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case AVH_WEAPON_HEALINGSPRAY:
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case AVH_WEAPON_WEBSPINNER:
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theDeployAnimation = 7;
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break;
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}
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return theDeployAnimation;
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}
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int AvHBileBombGun::GetShootAnimation() const
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{
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return 3;
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}
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// Also change in RadiusDamage below
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int AvHBileBombGun::GetDamageType() const
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{
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return NS_DMG_STRUCTURAL;
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}
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char* AvHBileBombGun::GetViewModel() const
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{
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return kLevel2ViewModel;
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}
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void AvHBileBombGun::Precache()
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_MODEL(kBileBombProjectileModel);
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PRECACHE_UNMODIFIED_SOUND(kBileBombFireSound);
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PRECACHE_UNMODIFIED_SOUND(kBileBombHitSound);
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this->mEvent = PRECACHE_EVENT(1, kBileBombShootEventName);
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}
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void AvHBileBombGun::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_BILEBOMB;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsBileBombGun);
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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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