ef2gamesource/dlls/game/WeaponDualWield.cpp

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/WeaponDualWield.cpp $
// $Revision:: 6 $
// $Author:: Singlis $
// $Date:: 9/26/03 2:36p $
//
// Copyright (C) 1997 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.
//
#include "WeaponDualWield.h"
#include <qcommon/gameplaymanager.h>
CLASS_DECLARATION( Weapon, WeaponDualWield, NULL )
{
{ &EV_Anim, &WeaponDualWield::PassToAnimate },
{ &EV_NewAnim, &WeaponDualWield::PassToAnimate },
{ NULL, NULL }
};
WeaponDualWield::WeaponDualWield()
: _leftweapon(0),
_rightweapon(0)
{
}
WeaponDualWield::~WeaponDualWield()
{
}
//--------------------------------------------------------------
//
// Name: AttachToOwner
// Class: WeaponDualWield
//
// Description: Attach to the owner.
//
// Parameters: weaponhand_t hand -- hand
//
// Returns: None
//
//--------------------------------------------------------------
void WeaponDualWield::AttachToOwner( weaponhand_t )
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{
_leftweapon->SetOwner(owner);
_rightweapon->SetOwner(owner);
_leftweapon->AttachGun( WEAPON_LEFT );
_rightweapon->AttachGun( WEAPON_RIGHT );
_rightweapon->ForceIdle();
_leftweapon->ForceIdle();
}
//--------------------------------------------------------------
//
// Name: processGameplayData
// Class: WeaponDualWield
//
// Description: Process gameplay data
//
// Parameters: Event *ev -- not used
//
// Returns: None
//
//--------------------------------------------------------------
void WeaponDualWield::processGameplayData( Event * )
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{
ClassDef *cls;
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
if ( !gpm->hasObject(getArchetype()) )
return;
str leftmodel = gpm->getStringValue(getArchetype(), "leftmodel");
str rightmodel = gpm->getStringValue(getArchetype(), "rightmodel");
if ( !_leftweapon )
{
cls = getClass( leftmodel );
if ( !cls )
{
SpawnArgs args;
args.setArg( "model", leftmodel );
cls = args.getClassDef();
if ( !cls )
return;
}
_leftweapon = ( Weapon * )cls->newInstance();
_leftweapon->setModel( leftmodel );
_leftweapon->ProcessPendingEvents();
_leftweapon->hideModel();
}
if ( !_rightweapon )
{
cls = getClass( rightmodel );
if ( !cls )
{
SpawnArgs args;
args.setArg( "model", rightmodel );
cls = args.getClassDef();
if ( !cls )
return;
}
_rightweapon = ( Weapon * )cls->newInstance();
_rightweapon->setModel( rightmodel );
_rightweapon->ProcessPendingEvents();
_rightweapon->hideModel();
}
// Process gameplay data on myself.
Weapon::processGameplayData( NULL );
}
//===============================================================
// Name: PassToAnimate
// Class: WeaponDualWield
//
// Description: Passes animation events on to both the left
// and right weapons.
//
// Parameters: Event* -- the event to pass on.
//
// Returns: None
//
//===============================================================
void WeaponDualWield::PassToAnimate( Event *ev )
{
if ( _leftweapon )
{
Event *leftEvent = new Event( ev );
_leftweapon->ProcessEvent( leftEvent );
}
if ( _rightweapon )
{
Event *rightEvent = new Event( ev );
_rightweapon->ProcessEvent( rightEvent );
}
}