//======== (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(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; }