//======== (C) Copyright 2001 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: // // $Workfile: AvHDivineWind.cpp$ // $Date: 2002/11/22 21:28:16 $ // //------------------------------------------------------------------------------- // $Log: AvHDivineWind.cpp,v $ // Revision 1.11 2002/11/22 21:28:16 Flayra // - mp_consistency changes // // Revision 1.10 2002/10/16 00:52:55 Flayra // - Plays cool effect now // // Revision 1.9 2002/09/23 22:12:20 Flayra // - Removed offensive upgrade awareness // // Revision 1.8 2002/08/16 02:44:10 Flayra // - New damage types // // Revision 1.7 2002/07/24 19:09:16 Flayra // - Linux issues // // Revision 1.6 2002/07/24 18:55:51 Flayra // - Linux case sensitivity stuff // // Revision 1.5 2002/07/24 18:45:41 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 2002/06/10 19:49:06 Flayra // - Updated with new alien view model artwork (with running anims) // // Revision 1.2 2002/06/03 16:27:06 Flayra // - Animation constants and changes with new artwork // // Revision 1.1 2002/05/23 02:33:41 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" #ifdef AVH_SERVER #include "mod/AvHGamerules.h" #include "mod/AvHServerUtil.h" #endif #include "mod/AvHParticleConstants.h" #include "mod/AvHSharedUtil.h" LINK_ENTITY_TO_CLASS(kwDivineWind, AvHDivineWind); extern int gDivineWindStartEventID; BOOL AvHDivineWind::CanHolster(void) { return true; } void AvHDivineWind::Init() { this->mRange = kDivineWindRange; this->mDamage = BALANCE_IVAR(kDivineWindDamage); this->mPrimed = false; } int AvHDivineWind::GetBarrelLength() const { return 0; } float AvHDivineWind::GetRateOfFire() const { return BALANCE_FVAR(kDivineWindROF); } int AvHDivineWind::GetDeployAnimation() const { return 13; } bool AvHDivineWind::GetFiresUnderwater() const { return true; } bool AvHDivineWind::GetIsDroppable() const { return false; } int AvHDivineWind::GetShootAnimation() const { return -1; } BOOL AvHDivineWind::IsUseable(void) { BOOL theIsUseable = FALSE; if(AvHAlienWeapon::IsUseable()) { theIsUseable = !this->mPrimed; } return theIsUseable; } void AvHDivineWind::Explode(void) { #ifdef AVH_SERVER AvHPlayer* thePlayer = dynamic_cast(this->m_pPlayer); ASSERT(thePlayer); if(thePlayer->GetCanBeAffectedByEnemies()) { // Treat damage upgrade as modifier onto DivineWind //int theTracerFreq; //float theDamageMultiplier; //AvHPlayerUpgrade::GetWeaponUpgrade(thePlayer->pev->iuser4, &theDamageMultiplier, &theTracerFreq); // Explode! EMIT_SOUND(thePlayer->edict(), CHAN_AUTO, kDivineWindExplodeSound, 1.0f, ATTN_NORM); // Kill ourself (set team to 0 so we always take damage) this->pev->team = 0; thePlayer->TakeDamage(this->pev, this->pev, 1000, NS_DMG_NORMAL | DMG_ALWAYSGIB); // Add explosive force float theDamage = this->mDamage * AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4); if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId))) { theDamage *= AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4); } float theForceScalar = .05f*theDamage; int theRadius = BALANCE_IVAR(kDivineWindRadius); AvHSUExplosiveForce(this->pev->origin, theRadius, theForceScalar, thePlayer); // Make sure weapon team is the same as player team so we don't damage friends when friendly fire is off this->pev->team = thePlayer->pev->team; ::RadiusDamage(thePlayer->pev->origin, this->pev, thePlayer->pev, theDamage, theRadius, CLASS_NONE, NS_DMG_NORMAL); // Shake view of those around us! float theShakeAmplitude = 30; float theShakeFrequency = 100; float theShakeDuration = 1.5f; float theShakeRadius = theRadius; UTIL_ScreenShake(thePlayer->pev->origin, theShakeAmplitude, theShakeFrequency, theShakeDuration, theShakeRadius); AvHSUPlayParticleEvent(kpsXenocide, this->edict(), this->pev->origin); // Increment our score so it doesn't count as suicide //thePlayer->pev->frags++; } #endif } // This is currently the length of kDivineWindFireSound const float kExplodeTime = 1.7f; void AvHDivineWind::FireProjectiles(void) { #ifdef AVH_SERVER // If we haven't already been activated if(!this->mPrimed) { // Make it so weapon can't be switched away from this->mPrimed = true; // Play "about to go off" sound (this is the fire sound) // Set think to be a small time from now SetThink(&AvHDivineWind::Explode); this->pev->nextthink = gpGlobals->time + kExplodeTime; } #endif } char* AvHDivineWind::GetViewModel() const { return kLevel1ViewModel; } void AvHDivineWind::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kDivineWindFireSound); PRECACHE_UNMODIFIED_SOUND(kDivineWindExplodeSound); this->mEvent = PRECACHE_EVENT(1, kDivineWindShootEventName); } void AvHDivineWind::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_DIVINEWIND; // Set our class name this->pev->classname = MAKE_STRING(kwsDivineWind); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } bool AvHDivineWind::UsesAmmo(void) const { return false; }