ns/dev/3.2-movements/source/mod/AvHMachineGun.cpp

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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: AvHMachineGun.cpp $
// $Date: 2002/11/22 21:28:16 $
//
//-------------------------------------------------------------------------------
// $Log: AvHMachineGun.cpp,v $
// Revision 1.23 2002/11/22 21:28:16 Flayra
// - mp_consistency changes
//
// Revision 1.22 2002/10/16 20:53:09 Flayra
// - Removed weapon upgrade sounds
//
// Revision 1.21 2002/10/03 18:46:11 Flayra
// - Added heavy view model
//
// Revision 1.20 2002/08/31 18:01:02 Flayra
// - Work at VALVe
//
// Revision 1.19 2002/08/16 02:44:11 Flayra
// - New damage types
//
// Revision 1.18 2002/08/09 01:04:32 Flayra
// - MG is faster to deploy
//
// Revision 1.17 2002/07/26 23:05:15 Flayra
// - Tweak
//
// Revision 1.16 2002/07/24 19:09:17 Flayra
// - Linux issues
//
// Revision 1.15 2002/07/24 18:45:42 Flayra
// - Linux and scripting changes
//
// Revision 1.14 2002/07/08 17:08:52 Flayra
// - Tweaked for bullet spread
//
// Revision 1.13 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 1.12 2002/06/03 16:37:31 Flayra
// - Constants and tweaks to make weapon anims and times correct with new artwork, added different deploy times (this should be refactored a bit more)
//
// Revision 1.11 2002/05/28 17:44:58 Flayra
// - Tweak weapon deploy volume, as Valve's sounds weren't normalized
//
// Revision 1.10 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/AvHMarineWeapons.h"
#include "mod/AvHPlayer.h"
#ifdef AVH_CLIENT
#include "cl_dll/eventscripts.h"
#include "cl_dll/in_defs.h"
#include "cl_dll/wrect.h"
#include "cl_dll/cl_dll.h"
#endif
#include "common/hldm.h"
#include "common/event_api.h"
#include "common/event_args.h"
#include "common/vector_util.h"
#include "mod/AvHMarineWeapons.h"
#include "dlls/util.h"
LINK_ENTITY_TO_CLASS(kwMachineGun, AvHMachineGun);
void V_PunchAxis( int axis, float punch );
void AvHMachineGun::Init()
{
this->mRange = kMGRange;
this->mDamage = BALANCE_VAR(kMGDamage);
}
int AvHMachineGun::GetBarrelLength() const
{
return kMGBarrelLength;
}
float AvHMachineGun::GetRateOfFire() const
{
return BALANCE_VAR(kMGROF);
}
int AvHMachineGun::GetDamageType() const
{
//return NS_DMG_PIERCING;
return NS_DMG_NORMAL;
}
char* AvHMachineGun::GetDeploySound() const
{
return kMGDeploySound;
}
float AvHMachineGun::GetDeployTime() const
{
return .4f;
}
bool AvHMachineGun::GetHasMuzzleFlash() const
{
return true;
}
char* AvHMachineGun::GetHeavyViewModel() const
{
return kMGHVVModel;
}
char* AvHMachineGun::GetPlayerModel() const
{
return kMGPModel;
}
char* AvHMachineGun::GetViewModel() const
{
return kMGVModel;
}
char* AvHMachineGun::GetWorldModel() const
{
return kMGWModel;
}
float AvHMachineGun::GetReloadTime(void) const
{
return 3.0f;
}
Vector AvHMachineGun::GetProjectileSpread() const
{
return kMGSpread;
}
void AvHMachineGun::Precache()
{
AvHMarineWeapon::Precache();
PRECACHE_UNMODIFIED_MODEL(kMGEjectModel);
PRECACHE_UNMODIFIED_SOUND(kMGFireSound1);
PRECACHE_UNMODIFIED_SOUND(kMGReloadSound);
PRECACHE_UNMODIFIED_MODEL(kGenericWallpuff);
this->mEvent = PRECACHE_EVENT(1, kMGEventName);
}
void AvHMachineGun::Spawn()
{
AvHMarineWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_MG;
this->m_iDefaultAmmo = BALANCE_VAR(kMGMaxClip)*(BALANCE_VAR(kMarineSpawnClips) + 1);
// Set our class name
this->pev->classname = MAKE_STRING(kwsMachineGun);
SET_MODEL(ENT(this->pev), kMGWModel);
FallInit();// get ready to fall down.
}