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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHMarineWeapon.cpp $
// $Date: 2002/11/22 21:28:16 $
//
//-------------------------------------------------------------------------------
// $Log: AvHMarineWeapon.cpp,v $
// Revision 1.4 2002/11/22 21:28:16 Flayra
// - mp_consistency changes
//
// Revision 1.3 2002/10/03 18:58:15 Flayra
// - Added heavy view models
//
// Revision 1.2 2002/06/25 17:50:59 Flayra
// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
//
// Revision 1.1 2002/05/23 02:33:42 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
# include "mod/AvHMarineWeapon.h"
# include "mod/AvHMarineWeaponConstants.h"
# include "mod/AvHSpecials.h"
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# include "util/Balance.h"
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bool AvHMarineWeapon : : GetAllowedForUser3 ( AvHUser3 inUser3 )
{
bool theAllowed = false ;
// Alien weapons for aliens. Don't take into account exact roles until needed (and until weapons have stabilized)
switch ( inUser3 )
{
case AVH_USER3_MARINE_PLAYER :
theAllowed = true ;
break ;
}
return theAllowed ;
}
float AvHMarineWeapon : : GetDeploySoundVolume ( ) const
{
return kDeployMarineWeaponVolume ;
}
char * AvHMarineWeapon : : GetHeavyViewModel ( ) const
{
return NULL ;
}
float AvHMarineWeapon : : ComputeAttackInterval ( ) const
{
float theROF = this - > GetRateOfFire ( ) ;
int theUser4 = this - > m_pPlayer - > pev - > iuser4 ;
// Speed attack if in range of primal scream
if ( GetHasUpgrade ( theUser4 , MASK_BUFFED ) )
{
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float theCatalystROFFactor = 1.0f + BALANCE_VAR ( kCatalystROFFactor ) ;
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theROF / = theCatalystROFFactor ;
}
return theROF ;
}
char * AvHMarineWeapon : : GetActiveViewModel ( ) const
{
char * theViewModel = this - > GetViewModel ( ) ;
// If we're a marine with heavy armor, use the heavy view model
if ( this - > m_pPlayer & & ( this - > m_pPlayer - > pev - > iuser3 = = AVH_USER3_MARINE_PLAYER | | this - > m_pPlayer - > pev - > iuser3 = = AVH_USER3_COMMANDER_PLAYER ) & & ( GetHasUpgrade ( this - > m_pPlayer - > pev - > iuser4 , MASK_UPGRADE_13 ) ) )
{
char * theHeavyViewModel = this - > GetHeavyViewModel ( ) ;
if ( theHeavyViewModel )
{
theViewModel = theHeavyViewModel ;
}
}
return theViewModel ;
}
void AvHMarineWeapon : : Precache ( )
{
AvHBasePlayerWeapon : : Precache ( ) ;
char * theHeavyViewModel = this - > GetHeavyViewModel ( ) ;
if ( theHeavyViewModel )
{
PRECACHE_UNMODIFIED_MODEL ( theHeavyViewModel ) ;
}
}
// AvHReloadableMarineWeapon
const int kSpecialReloadNone = 0 ;
const int kSpecialReloadGotoReload = 1 ;
const int kSpecialReloadReloadShell = 2 ;
void AvHReloadableMarineWeapon : : DeductCostForShot ( void )
{
AvHMarineWeapon : : DeductCostForShot ( ) ;
// Stop reload if we were in the middle of one
if ( this - > mSpecialReload ! = kSpecialReloadNone )
{
this - > mSpecialReload = kSpecialReloadNone ;
}
}
int AvHReloadableMarineWeapon : : DefaultReload ( int iClipSize , int iAnim , float fDelay )
{
// Needed to prevet super fast default reload
return FALSE ;
}
void AvHReloadableMarineWeapon : : Holster ( int skiplocal )
{
AvHMarineWeapon : : Holster ( skiplocal ) ;
// Cancel any reload in progress.
this - > mSpecialReload = kSpecialReloadNone ;
}
void AvHReloadableMarineWeapon : : Init ( )
{
this - > mSpecialReload = kSpecialReloadNone ;
this - > mNextReload = 0 ;
}
void AvHReloadableMarineWeapon : : Reload ( void )
{
int theReloadAnimation = this - > GetReloadAnimation ( ) ;
float theReloadTime = this - > GetReloadTime ( ) ;
int theClipSize = this - > GetClipSize ( ) ;
if ( ( this - > m_pPlayer - > m_rgAmmo [ this - > m_iPrimaryAmmoType ] > 0 ) & & ( m_iClip < theClipSize ) )
{
// don't reload until recoil is done
if ( this - > m_flNextPrimaryAttack < = UTIL_WeaponTimeBase ( ) )
{
if ( this - > mSpecialReload = = kSpecialReloadNone )
{
// Start reload
this - > mSpecialReload = kSpecialReloadGotoReload ;
this - > SendWeaponAnim ( this - > GetGotoReloadAnimation ( ) ) ;
float theGotoReloadAnimationTime = this - > GetGotoReloadAnimationTime ( ) ;
this - > m_pPlayer - > m_flNextAttack = UTIL_WeaponTimeBase ( ) + theGotoReloadAnimationTime ;
this - > m_flTimeWeaponIdle = UTIL_WeaponTimeBase ( ) + theGotoReloadAnimationTime ;
this - > m_flNextPrimaryAttack = UTIL_WeaponTimeBase ( ) + theGotoReloadAnimationTime ; // 1.0f
this - > m_flNextSecondaryAttack = UTIL_WeaponTimeBase ( ) + theGotoReloadAnimationTime ; // 1.0f
this - > m_pPlayer - > SetAnimation ( PLAYER_RELOAD_START ) ;
}
else if ( this - > mSpecialReload = = kSpecialReloadGotoReload )
{
if ( m_flTimeWeaponIdle < = UTIL_WeaponTimeBase ( ) )
{
// was waiting for gun to move to side
this - > mSpecialReload = kSpecialReloadReloadShell ;
this - > SendWeaponAnim ( this - > GetShellReloadAnimation ( ) ) ;
float theShellReloadTime = this - > GetShellReloadAnimationTime ( ) ;
this - > mNextReload = UTIL_WeaponTimeBase ( ) + theShellReloadTime ;
this - > m_flTimeWeaponIdle = UTIL_WeaponTimeBase ( ) + theShellReloadTime ;
this - > m_flNextPrimaryAttack = UTIL_WeaponTimeBase ( ) + theShellReloadTime ;
this - > m_flNextSecondaryAttack = UTIL_WeaponTimeBase ( ) + theShellReloadTime ;
this - > m_pPlayer - > SetAnimation ( PLAYER_RELOAD_INSERT ) ;
}
}
else if ( this - > mSpecialReload = = kSpecialReloadReloadShell )
{
//DefaultReload(theClipSize, theReloadAnimation, theReloadTime);
// Don't idle for a bit
//this->SetNextIdle();
// Add them to the clip
this - > m_iClip + = 1 ;
this - > m_pPlayer - > m_rgAmmo [ m_iPrimaryAmmoType ] - = 1 ;
this - > mSpecialReload = kSpecialReloadGotoReload ;
this - > m_pPlayer - > SetAnimation ( PLAYER_RELOAD_END ) ;
}
}
}
}
void AvHReloadableMarineWeapon : : WeaponIdle ( void )
{
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// tankefugl: 0000484 - ensures that all idle weapons can fire the empty sound
ResetEmptySound ( ) ;
if ( this - > m_flTimeWeaponIdle < UTIL_WeaponTimeBase ( ) )
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{
if ( ( this - > m_iClip = = 0 ) & & ( this - > mSpecialReload = = kSpecialReloadNone ) & & m_pPlayer - > m_rgAmmo [ m_iPrimaryAmmoType ] )
{
this - > Reload ( ) ;
}
else if ( this - > mSpecialReload ! = kSpecialReloadNone )
{
if ( ( m_iClip ! = this - > GetClipSize ( ) ) & & m_pPlayer - > m_rgAmmo [ m_iPrimaryAmmoType ] )
{
this - > Reload ( ) ;
}
else
{
// reload debounce has timed out
this - > mSpecialReload = kSpecialReloadNone ;
this - > SendWeaponAnim ( this - > GetEndReloadAnimation ( ) ) ;
float theEndReloadAnimationTime = this - > GetEndReloadAnimationTime ( ) ;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase ( ) + theEndReloadAnimationTime ;
}
}
else
{
// Hack to prevent idle animation from playing mid-reload. Not sure how to fix this right, but all this special reloading is happening server-side, client doesn't know about it
if ( m_iClip = = this - > GetClipSize ( ) )
{
AvHMarineWeapon : : WeaponIdle ( ) ;
}
}
}
}