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171 lines
3.2 KiB
C++
171 lines
3.2 KiB
C++
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#include "mod/AvHAlienWeapons.h"
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#include "mod/AvHAlienWeaponConstants.h"
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#include "mod/AvHSpecials.h"
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#include "pm_shared/pm_defs.h"
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extern playermove_t* pmove;
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#ifdef AVH_SERVER
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#include "mod/AvHPlayer.h"
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#endif
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#ifdef AVH_CLIENT
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#include "cl_dll/hud.h"
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#include "mod/AvHHud.h"
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extern int g_runfuncs;
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#endif
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#include "mod/AvHAlienAbilities.h"
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LINK_ENTITY_TO_CLASS(kwBlinkGun, AvHBlinkGun);
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void AvHBlinkGun::Init()
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{
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this->mRange = 0;
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this->mDamage = 0;
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this->mTimeOfNextBlinkEvent = 0;
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}
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int AvHBlinkGun::GetBarrelLength() const
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{
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return 0;
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}
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float AvHBlinkGun::GetRateOfFire() const
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{
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return BALANCE_VAR(kBlinkROF);
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}
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BOOL AvHBlinkGun::Deploy()
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{
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return AvHAlienWeapon::Deploy();
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}
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void AvHBlinkGun::ItemPostFrame(void)
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{
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AvHAlienWeapon::ItemPostFrame();
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float theClientTimePassedThisTick = (pmove->cmd.msec/1000.0f);
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this->mTimeOfNextBlinkEvent -= theClientTimePassedThisTick;
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}
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int AvHBlinkGun::GetDeployAnimation() const
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{
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// Look at most recently used weapon and see if we can transition from it
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int theDeployAnimation = 7;
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AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
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switch(thePreviousID)
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{
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case AVH_WEAPON_BLINK:
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case AVH_WEAPON_METABOLIZE:
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theDeployAnimation = -1;
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break;
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case AVH_WEAPON_SWIPE:
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theDeployAnimation = 9;
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break;
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case AVH_WEAPON_ACIDROCKET:
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case AVH_WEAPON_BILEBOMB:
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theDeployAnimation = 11;
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break;
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}
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return theDeployAnimation;
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}
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int AvHBlinkGun::GetIdleAnimation() const
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{
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int theAnimation = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 17, 18);
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return theAnimation;
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}
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int AvHBlinkGun::GetShootAnimation() const
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{
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return -1;
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}
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bool AvHBlinkGun::GetFiresUnderwater() const
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{
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return true;
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}
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bool AvHBlinkGun::GetIsDroppable() const
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{
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return false;
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}
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AvHMessageID AvHBlinkGun::GetAbilityImpulse() const
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{
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return ALIEN_ABILITY_BLINK;
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}
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void AvHBlinkGun::FireProjectiles(void)
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{
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#ifdef AVH_CLIENT
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if(g_runfuncs)
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{
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gHUD.SetAlienAbility(this->GetAbilityImpulse());
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}
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#endif
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#ifdef AVH_SERVER
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AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
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if(thePlayer)
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{
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thePlayer->TriggerUncloak();
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}
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#endif
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if(this->mTimeOfNextBlinkEvent <= 0)
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{
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const float kEventDelay = 2.0f;
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this->PlaybackEvent(this->mBlinkSuccessEvent, this->GetShootAnimation());
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this->mTimeOfNextBlinkEvent = UTIL_WeaponTimeBase() + kEventDelay;
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}
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}
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bool AvHBlinkGun::GetMustPressTriggerForEachShot() const
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{
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return false;
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}
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char* AvHBlinkGun::GetViewModel() const
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{
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return kLevel4ViewModel;
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}
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void AvHBlinkGun::Precache()
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{
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AvHAlienWeapon::Precache();
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PRECACHE_UNMODIFIED_SOUND(kBlinkSuccessSound);
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// No event for firing, only on success or failure
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this->mEvent = 0;
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this->mBlinkSuccessEvent = PRECACHE_EVENT(1, kBlinkEffectSuccessEventName);
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}
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void AvHBlinkGun::Spawn()
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{
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AvHAlienWeapon::Spawn();
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Precache();
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this->m_iId = AVH_WEAPON_BLINK;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsBlinkGun);
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SET_MODEL(ENT(this->pev), kNullModel);
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FallInit();// get ready to fall down.
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}
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bool AvHBlinkGun::UsesAmmo(void) const
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{
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return false;
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}
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