ns/releases/valve/source/mod/AvHParalysisGun.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: AvHParalysisGun.cpp $
// $Date: 2002/11/22 21:28:16 $
//
//-------------------------------------------------------------------------------
// $Log: AvHParalysisGun.cpp,v $
// Revision 1.11 2002/11/22 21:28:16 Flayra
// - mp_consistency changes
//
// Revision 1.10 2002/10/16 20:55:15 Flayra
// - Added visible paralysis projectile
//
// Revision 1.9 2002/09/23 22:23:55 Flayra
// - Removed damage upgrades for paralysis
// - Updated onos view model artwork
//
// Revision 1.8 2002/07/26 23:06:18 Flayra
// - New artwork
//
// Revision 1.7 2002/07/24 19:09:17 Flayra
// - Linux issues
//
// Revision 1.6 2002/07/24 18:55:52 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.5 2002/07/24 18:45:42 Flayra
// - Linux and scripting changes
//
// Revision 1.4 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 1.3 2002/06/03 16:39:09 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.2 2002/05/23 02:33:20 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"
LINK_ENTITY_TO_CLASS(kwParalysisGun, AvHParalysisGun);
extern int gParalysisStartEventID;
void AvHParalysisGun::Init()
{
this->mRange = kParalysisRange;
this->mDamage = kParalysisDamage;
this->mROF = kParalysisROF;
}
int AvHParalysisGun::GetBarrelLength() const
{
return kParalysisBarrelLength;
}
int AvHParalysisGun::GetDeployAnimation() const
{
// Look at most recently used weapon and see if we can transition from it
int theDeployAnimation = 10;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID)
{
case AVH_WEAPON_CLAWS:
theDeployAnimation = 4;
break;
case AVH_ABILITY_CHARGE:
theDeployAnimation = 6;
break;
}
return theDeployAnimation;
}
float AvHParalysisGun::GetDeployTime() const
{
return .5f;
}
int AvHParalysisGun::GetIdleAnimation() const
{
return 2;
}
int AvHParalysisGun::GetShootAnimation() const
{
return 11;
}
bool AvHParalysisGun::GetFiresUnderwater() const
{
return true;
}
bool AvHParalysisGun::GetIsDroppable() const
{
return false;
}
void AvHParalysisGun::FireProjectiles(void)
{
#ifdef AVH_SERVER
UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming;
Vector vecEnd = vecSrc + vecAiming*kParalysisRange;
const float kParalysisTime = 6;
// Treat damage upgrade as modifier onto paralysis
//int theTracerFreq;
//float theDamageMultiplier;
//AvHPlayerUpgrade::GetWeaponUpgrade(this->m_pPlayer->pev->iuser4, &theDamageMultiplier, &theTracerFreq);
// Perform trace to hit victim
TraceResult tr;
UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, dont_ignore_glass, this->m_pPlayer->edict(), &tr);
CBaseEntity* theEntityHit = CBaseEntity::Instance(tr.pHit);
if(theEntityHit)
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntityHit);
if(thePlayer)
{
// Check teams (hit friendly in tourny mode)
if((thePlayer->pev->team != this->m_pPlayer->pev->team) || (GetGameRules()->GetIsTournamentMode()))
{
thePlayer->SetIsParalyzed(true, kParalysisTime/**theDamageMultiplier*/);
// Play hit event
PLAYBACK_EVENT_FULL(0, thePlayer->edict(), gParalysisStartEventID, 0, thePlayer->pev->origin, (float *)&g_vecZero, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0);
}
}
}
#endif
}
char* AvHParalysisGun::GetViewModel() const
{
return kLevel5ViewModel;
}
void AvHParalysisGun::Precache()
{
AvHAlienWeapon::Precache();
PRECACHE_UNMODIFIED_SOUND(kParalysisFireSound);
PRECACHE_UNMODIFIED_SOUND(kParalysisHitSound);
PRECACHE_UNMODIFIED_MODEL(kParalysisProjectileModel);
this->mEvent = PRECACHE_EVENT(1, kParalysisShootEventName);
}
void AvHParalysisGun::Spawn()
{
AvHAlienWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_PARALYSIS;
// Set our class name
this->pev->classname = MAKE_STRING(kwsParalysisGun);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}
bool AvHParalysisGun::UsesAmmo(void) const
{
return false;
}