mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-14 16:30:34 +00:00
2024236a3f
* reenabled Warning C4100 (expect many warnings during compile) * added Q_UNUSED Macro * fixed C4100 in all listed files
145 lines
No EOL
3.4 KiB
C++
145 lines
No EOL
3.4 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/WeaponDualWield.cpp $
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// $Revision:: 6 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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#include "WeaponDualWield.h"
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#include <qcommon/gameplaymanager.h>
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CLASS_DECLARATION( Weapon, WeaponDualWield, NULL )
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{
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{ &EV_Anim, &WeaponDualWield::PassToAnimate },
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{ &EV_NewAnim, &WeaponDualWield::PassToAnimate },
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{ NULL, NULL }
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};
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WeaponDualWield::WeaponDualWield()
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: _leftweapon(0),
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_rightweapon(0)
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{
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}
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WeaponDualWield::~WeaponDualWield()
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{
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}
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//--------------------------------------------------------------
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//
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// Name: AttachToOwner
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// Class: WeaponDualWield
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//
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// Description: Attach to the owner.
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//
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// Parameters: weaponhand_t hand -- hand
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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void WeaponDualWield::AttachToOwner( weaponhand_t )
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{
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_leftweapon->SetOwner(owner);
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_rightweapon->SetOwner(owner);
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_leftweapon->AttachGun( WEAPON_LEFT );
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_rightweapon->AttachGun( WEAPON_RIGHT );
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_rightweapon->ForceIdle();
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_leftweapon->ForceIdle();
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}
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//--------------------------------------------------------------
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//
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// Name: processGameplayData
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// Class: WeaponDualWield
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//
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// Description: Process gameplay data
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//
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// Parameters: Event *ev -- not used
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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void WeaponDualWield::processGameplayData( Event * )
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{
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ClassDef *cls;
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GameplayManager *gpm = GameplayManager::getTheGameplayManager();
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if ( !gpm->hasObject(getArchetype()) )
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return;
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str leftmodel = gpm->getStringValue(getArchetype(), "leftmodel");
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str rightmodel = gpm->getStringValue(getArchetype(), "rightmodel");
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if ( !_leftweapon )
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{
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cls = getClass( leftmodel );
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if ( !cls )
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{
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SpawnArgs args;
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args.setArg( "model", leftmodel );
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cls = args.getClassDef();
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if ( !cls )
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return;
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}
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_leftweapon = ( Weapon * )cls->newInstance();
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_leftweapon->setModel( leftmodel );
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_leftweapon->ProcessPendingEvents();
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_leftweapon->hideModel();
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}
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if ( !_rightweapon )
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{
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cls = getClass( rightmodel );
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if ( !cls )
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{
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SpawnArgs args;
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args.setArg( "model", rightmodel );
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cls = args.getClassDef();
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if ( !cls )
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return;
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}
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_rightweapon = ( Weapon * )cls->newInstance();
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_rightweapon->setModel( rightmodel );
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_rightweapon->ProcessPendingEvents();
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_rightweapon->hideModel();
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}
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// Process gameplay data on myself.
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Weapon::processGameplayData( NULL );
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}
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//===============================================================
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// Name: PassToAnimate
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// Class: WeaponDualWield
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//
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// Description: Passes animation events on to both the left
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// and right weapons.
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//
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// Parameters: Event* -- the event to pass on.
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//
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// Returns: None
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//
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//===============================================================
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void WeaponDualWield::PassToAnimate( Event *ev )
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{
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if ( _leftweapon )
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{
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Event *leftEvent = new Event( ev );
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_leftweapon->ProcessEvent( leftEvent );
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}
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if ( _rightweapon )
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{
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Event *rightEvent = new Event( ev );
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_rightweapon->ProcessEvent( rightEvent );
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}
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} |