sin-sdk/sniperrifle.cpp

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1998-12-20 00:00:00 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/sniperrifle.cpp $
// $Revision:: 26 $
// $Author:: Markd $
// $Date:: 11/13/98 3:30p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/sniperrifle.cpp $
//
// 26 11/13/98 3:30p Markd
// put in more precaching on weapons
//
// 25 10/10/98 5:58p Aldie
// More quantumdestab fixes
//
// 24 8/14/98 6:19p Aldie
// Tweaked damage setting
//
// 23 8/06/98 10:53p Aldie
// Added weapon tweaks and kickback. Also modified blast radius damage and
// rocket jumping.
//
// 22 8/01/98 3:24p Aldie
// Added server effects flag for specific weapons
//
// 21 7/23/98 6:36p Aldie
// Increase damage
//
// 20 7/22/98 9:57p Markd
// Defined weapon type
//
// 19 7/21/98 1:10p Aldie
// Added meansofdeath to obituaries
//
// 18 7/10/98 12:05a Aldie
// Added autochange support
//
// 17 6/19/98 9:30p Jimdose
// Moved gun orientation code to Weapon
//
// 16 6/17/98 10:55a Aldie
// Changed back to regular bulletweapon
//
// 15 6/15/98 9:10p Aldie
// Added silenced effect
//
// 14 6/10/98 2:10p Aldie
// Updated damage function.
//
// 13 4/20/98 1:57p Markd
// SINED decelration is now in def file
//
// 12 4/18/98 3:13p Markd
// Changed view weapon naming convention
//
// 11 4/09/98 3:26p Jimdose
// took out sound from shoot since anim plays it
//
// 10 4/07/98 6:43p Jimdose
// Rewrote weapon code.
// Added order to rank
//
// 9 4/06/98 7:10p Aldie
// Added zooming for SniperRifle
//
// 8 4/04/98 6:11p Jimdose
// Made animation control the sequence of becoming ready to fire
//
// 7 4/02/98 4:20p Jimdose
// Tweaked for DM
//
// 6 3/30/98 9:55p Jimdose
// Changed location of .def files
//
// 5 3/30/98 2:37p Jimdose
// Moved firing to BulletWeapon to make more general
// Added Ammo
// Added world models
//
// 4 3/27/98 11:03p Jimdose
// Added muzzle flash
//
// 3 3/23/98 1:31p Jimdose
// Revamped event and command system
//
// 2 3/18/98 2:39p Jimdose
// created file
//
// DESCRIPTION:
// Sniper rifle
//
#include "g_local.h"
#include "bullet.h"
#include "sniperrifle.h"
#include "player.h"
CLASS_DECLARATION( BulletWeapon, SniperRifle, "weapon_sniperrifle" );
Event EV_SniperRifle_Ready( "sniperrifle_ready" );
ResponseDef SniperRifle::Responses[] =
{
{ &EV_Weapon_SecondaryUse, ( Response )SniperRifle::SecondaryUse },
{ &EV_SniperRifle_Ready, ( Response )SniperRifle::DoneRaising },
{ &EV_Weapon_DoneRaising, ( Response )SniperRifle::Open },
{ &EV_Weapon_Shoot, ( Response )SniperRifle::Shoot },
{ NULL, NULL }
};
SniperRifle::SniperRifle()
{
SetModels( "sniperrifle.def", "view_srifle.def" );
SetAmmo( "BulletSniper", 1, 5 );
modelIndex( "sniper_ammo.def" );
SetRank( 100, 0 );
SetType( WEAPON_2HANDED_HI );
}
void SniperRifle::Shoot
(
Event *ev
)
{
assert( owner );
if ( !owner )
{
return;
}
if ( deathmatch->value )
FireBullets( 1, vec_zero, 105, 135, DAMAGE_BULLET|DAMAGE_NO_ARMOR, MOD_SNIPER, false );
else
FireBullets( 1, vec_zero, 105, 135, DAMAGE_BULLET, MOD_SNIPER, false );
NextAttack( 1.5 );
}
void SniperRifle::DoneRaising
(
Event *ev
)
{
BulletWeapon::DoneRaising( ev );
}
void SniperRifle::Open
(
Event *ev
)
{
RandomAnimate( "open", EV_SniperRifle_Ready );
}
void SniperRifle::SecondaryUse
(
Event *ev
)
{
Entity *ent;
Event *event;
event = new Event(EV_Player_ToggleZoomMode);
ent = ev->GetEntity(1);
ent->ProcessEvent(event);
}
void SniperRifle::DoneLowering
(
Event *ev
)
{
Event *event;
assert( owner );
if ( !owner )
{
return;
}
event = new Event( EV_Player_ZoomOut );
owner->ProcessEvent( event );
Weapon::DoneLowering( ev );
}
qboolean SniperRifle::AutoChange
(
void
)
{
return false;
}