ns/releases/valve/source/mod/AvHHiveGun.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: AvHHiveGun.cpp $
// $Date: 2002/07/24 19:09:17 $
//
//-------------------------------------------------------------------------------
// $Log: AvHHiveGun.cpp,v $
// Revision 1.8 2002/07/24 19:09:17 Flayra
// - Linux issues
//
// Revision 1.7 2002/07/24 18:55:52 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.6 2002/07/24 18:45:41 Flayra
// - Linux and scripting changes
//
// Revision 1.5 2002/06/25 18:00:56 Flayra
// - Removed this
//
// Revision 1.4 2002/06/10 19:47:16 Flayra
// - New level 2 view model
//
// Revision 1.3 2002/06/03 16:39:09 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.2 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/AvHAlienWeapons.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/AvHAlienWeaponConstants.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHGamerules.h"
#include "util/MathUtil.h"
#include "mod/AvHTitles.h"
#include "mod/AvHHive.h"
#ifdef AVH_SERVER
#include "mod/AvHSharedUtil.h"
#endif
//LINK_ENTITY_TO_CLASS(kwHiveGun, AvHHiveGun);
//
//int AvHHiveGun::GetBarrelLength() const
//{
// return kBuildingGunBarrelLength;
//}
//
//bool AvHHiveGun::GetFiresUnderwater() const
//{
// return true;
//}
//
//bool AvHHiveGun::GetIsDroppable() const
//{
// return false;
//}
//
//void AvHHiveGun::FireProjectiles(void)
//{
//#ifdef AVH_SERVER
// AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
// ASSERT(thePlayer);
//
// // See if there is an inactive hive within range
// UTIL_MakeVectors(thePlayer->pev->v_angle);
//
// Vector theStart = thePlayer->GetGunPosition();
// Vector theEnd = theStart + gpGlobals->v_forward*this->GetRange();
//
// // Collide with world to find potential build site
// TraceResult theTR;
// UTIL_TraceLine(theStart, theEnd, dont_ignore_monsters, thePlayer->edict(), &theTR);
//
// Vector theLocation = theTR.vecEndPos;
//
// // Do we have enough points?
// int thePointCost = GetGameRules()->GetPointCostForMessageID(ALIEN_BUILD_HIVE);
// if(thePlayer->GetResources() >= thePointCost)
// {
// if(AvHSHUGetIsSiteValidForBuild(ALIEN_BUILD_HIVE, &theLocation, thePlayer->edict()))
// {
// // Get the hive at this location
// CBaseEntity* theBaseEntity = NULL;
// AvHHive* theNearestHive = NULL;
//
// // Find the nearest hive
// while((theBaseEntity = UTIL_FindEntityByClassname(theBaseEntity, kesTeamHive)) != NULL)
// {
// if(theBaseEntity)
// {
// AvHHive* theCurrentHive = dynamic_cast<AvHHive*>(theBaseEntity);
// if(theCurrentHive)
// {
// float theCurrentDistance = VectorDistance(theLocation, theCurrentHive->pev->origin);
// if(!theNearestHive || (theCurrentDistance < VectorDistance(theLocation, theNearestHive->pev->origin)))
// {
// theNearestHive = theCurrentHive;
// }
// }
// }
// }
//
// if(theNearestHive)
// {
// // If so, set it as growing
// theNearestHive->StartSpawningForTeam(thePlayer->GetTeam());
//
// // Decrement points
// thePlayer->SetResources(thePlayer->GetResources() - thePointCost);
// }
// }
// else
// {
// thePlayer->SendMessage(kHelpTextEmptyHiveNotNearby, true);
// }
// }
// else
// {
// thePlayer->PlayHUDSound(HUD_SOUND_ALIEN_MORE);
// }
//#endif
//}
//
//void AvHHiveGun::Init()
//{
// this->mRange = kBuildingGunRange;
// this->mROF = kBuildingGunROF;
//}
//
//char* AvHHiveGun::GetViewModel() const
//{
// return kLevel2ViewModel;
//}
//
//void AvHHiveGun::Precache(void)
//{
// AvHAlienWeapon::Precache();
//
// PRECACHE_SOUND(kBuildingGunSound1);
// PRECACHE_SOUND(kBuildingGunSound2);
//
// this->mEvent = PRECACHE_EVENT(1, kBuildingGunEventName);
// //this->mEvent = PRECACHE_EVENT(1, kSpitGEventName);
//}
//
//
//void AvHHiveGun::Spawn()
//{
// Precache();
//
// AvHAlienWeapon::Spawn();
//
// this->m_iId = AVH_WEAPON_HIVE;
//
// // Set our class name
// this->pev->classname = MAKE_STRING(kwsHiveGun);
//
// SET_MODEL(ENT(this->pev), kNullModel);
//
// FallInit();// get ready to fall down.
//}
//
//bool AvHHiveGun::UsesAmmo(void) const
//{
// return false;
//}