mirror of
https://github.com/unknownworlds/NS.git
synced 2024-12-11 05:10:56 +00:00
221 lines
5 KiB
C++
221 lines
5 KiB
C++
|
//======== (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: AvHDevour.cpp $
|
||
|
// $Date: $
|
||
|
//
|
||
|
//-------------------------------------------------------------------------------
|
||
|
// $Log: $
|
||
|
//===============================================================================
|
||
|
#include "mod/AvHAlienWeapons.h"
|
||
|
#include "mod/AvHPlayer.h"
|
||
|
#include "mod/AvHConstants.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/AvHAlienWeaponConstants.h"
|
||
|
#include "mod/AvHPlayerUpgrade.h"
|
||
|
|
||
|
#ifdef AVH_SERVER
|
||
|
#include "mod/AvHGamerules.h"
|
||
|
#include "mod/AvHServerUtil.h"
|
||
|
#endif
|
||
|
|
||
|
#include "mod/AvHParticleConstants.h"
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS(kwDevour, AvHDevour);
|
||
|
|
||
|
BOOL AvHDevour::CanHolster(void)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void AvHDevour::Init()
|
||
|
{
|
||
|
this->mRange = BALANCE_IVAR(kDevourRange);
|
||
|
}
|
||
|
|
||
|
int AvHDevour::GetBarrelLength() const
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
float AvHDevour::GetRateOfFire() const
|
||
|
{
|
||
|
return BALANCE_FVAR(kDevourROF);
|
||
|
}
|
||
|
|
||
|
int AvHDevour::GetDeployAnimation() const
|
||
|
{
|
||
|
// Look at most recently used weapon and see if we can transition from it
|
||
|
int theDeployAnimation = 8;
|
||
|
|
||
|
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
|
||
|
|
||
|
switch(thePreviousID)
|
||
|
{
|
||
|
case AVH_WEAPON_CLAWS:
|
||
|
theDeployAnimation = 8;
|
||
|
break;
|
||
|
case AVH_ABILITY_CHARGE:
|
||
|
theDeployAnimation = 12;
|
||
|
break;
|
||
|
case AVH_WEAPON_STOMP:
|
||
|
theDeployAnimation = 17;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return theDeployAnimation;
|
||
|
}
|
||
|
|
||
|
float AvHDevour::GetDeployTime() const
|
||
|
{
|
||
|
return .6f;
|
||
|
}
|
||
|
|
||
|
bool AvHDevour::GetFiresUnderwater() const
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool AvHDevour::GetIsCapableOfFiring() const
|
||
|
{
|
||
|
bool theIsCapableOfFiring = false;
|
||
|
|
||
|
if(!GetHasUpgrade(this->m_pPlayer->pev->iuser4, MASK_DIGESTING))
|
||
|
{
|
||
|
theIsCapableOfFiring = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int a = 0;
|
||
|
}
|
||
|
|
||
|
return theIsCapableOfFiring;
|
||
|
}
|
||
|
|
||
|
int AvHDevour::GetIdleAnimation() const
|
||
|
{
|
||
|
int theIdle = 4;
|
||
|
|
||
|
if(GetHasUpgrade(this->m_pPlayer->pev->iuser4, MASK_DIGESTING))
|
||
|
{
|
||
|
theIdle = 26;
|
||
|
}
|
||
|
|
||
|
return theIdle;
|
||
|
}
|
||
|
|
||
|
bool AvHDevour::GetIsDroppable() const
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int AvHDevour::GetShootAnimation() const
|
||
|
{
|
||
|
return 25;
|
||
|
}
|
||
|
|
||
|
void AvHDevour::FireProjectiles(void)
|
||
|
{
|
||
|
#ifdef AVH_SERVER
|
||
|
// If we're not already digesting a player
|
||
|
if(this->GetIsCapableOfFiring())
|
||
|
{
|
||
|
UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
|
||
|
|
||
|
// Look for enemy player in front of us
|
||
|
Vector vecAiming = gpGlobals->v_forward;
|
||
|
Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming;
|
||
|
Vector vecEnd = vecSrc + vecAiming*this->mRange;
|
||
|
|
||
|
TraceResult theTraceResult;
|
||
|
UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, this->m_pPlayer->edict(), &theTraceResult);
|
||
|
|
||
|
edict_t* theEntityHit = theTraceResult.pHit;
|
||
|
AvHPlayer* theDigestee = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(theEntityHit));
|
||
|
if(theDigestee && theDigestee->GetCanBeAffectedByEnemies() && GetGameRules()->CanEntityDoDamageTo(this->m_pPlayer, theDigestee))
|
||
|
{
|
||
|
// Never devour friends or gestating players
|
||
|
if((theDigestee->GetTeam() != this->m_pPlayer->pev->team) && theDigestee->IsAlive() && (theDigestee->GetUser3() != AVH_USER3_ALIEN_EMBRYO))
|
||
|
{
|
||
|
AvHPlayer* theDigester = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
|
||
|
ASSERT(theDigester);
|
||
|
|
||
|
theDigester->StartDigestion(theDigestee->entindex());
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// Immediately play idle after attack animation is done (either "full" or "empty" idle)
|
||
|
this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + this->GetRateOfFire();
|
||
|
}
|
||
|
|
||
|
char* AvHDevour::GetViewModel() const
|
||
|
{
|
||
|
return kLevel5ViewModel;
|
||
|
}
|
||
|
|
||
|
void AvHDevour::Precache()
|
||
|
{
|
||
|
AvHAlienWeapon::Precache();
|
||
|
|
||
|
PRECACHE_UNMODIFIED_SOUND(kDevourFireSound);
|
||
|
PRECACHE_UNMODIFIED_SOUND(kDevourSwallowSound);
|
||
|
PRECACHE_UNMODIFIED_SOUND(kDevourCompleteSound);
|
||
|
PRECACHE_UNMODIFIED_SOUND(kDevourCancelSound);
|
||
|
|
||
|
this->mEvent = PRECACHE_EVENT(1, kDevourShootEventName);
|
||
|
}
|
||
|
|
||
|
bool AvHDevour::ProcessValidAttack(void)
|
||
|
{
|
||
|
bool theReturnCode = AvHAlienWeapon::ProcessValidAttack();
|
||
|
|
||
|
if(theReturnCode)
|
||
|
{
|
||
|
theReturnCode = this->GetIsCapableOfFiring();
|
||
|
}
|
||
|
|
||
|
return theReturnCode;
|
||
|
}
|
||
|
|
||
|
|
||
|
void AvHDevour::Spawn()
|
||
|
{
|
||
|
AvHAlienWeapon::Spawn();
|
||
|
|
||
|
Precache();
|
||
|
|
||
|
this->m_iId = AVH_WEAPON_DEVOUR;
|
||
|
|
||
|
// Set our class name
|
||
|
this->pev->classname = MAKE_STRING(kwsDevour);
|
||
|
|
||
|
SET_MODEL(ENT(this->pev), kNullModel);
|
||
|
|
||
|
FallInit();// get ready to fall down.
|
||
|
}
|
||
|
|
||
|
bool AvHDevour::UsesAmmo(void) const
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|