//======== (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: This is the weapon that marines use to deploy mines (not the mines themselves) // // $Workfile: AvHMine.cpp $ // $Date: 2002/10/25 21:48:21 $ // //------------------------------------------------------------------------------- // $Log: AvHMine.cpp,v $ // Revision 1.10 2002/10/25 21:48:21 Flayra // - Fixe for wrong player model when holding mines // // Revision 1.9 2002/10/16 20:53:09 Flayra // - Removed weapon upgrade sounds // // Revision 1.8 2002/10/16 01:01:58 Flayra // - Fixed mines being resupplied from armory // // Revision 1.7 2002/10/03 18:46:17 Flayra // - Added heavy view model // // Revision 1.6 2002/07/24 19:09:17 Flayra // - Linux issues // // Revision 1.5 2002/07/24 18:55:52 Flayra // - Linux case sensitivity stuff // // Revision 1.4 2002/07/24 18:45:42 Flayra // - Linux and scripting changes // // Revision 1.3 2002/06/25 17:47:14 Flayra // - Fixed mine, refactored for new disabled/enabled state // // Revision 1.2 2002/06/03 16:37:31 Flayra // - Constants and tweaks to make weapon anims and times correct with new artwork, added different deploy times (this should be refactored a bit more) // // Revision 1.1 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/AvHMarineWeapons.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/AvHMarineWeapons.h" #include "mod/AvHMarineEquipmentConstants.h" #ifdef AVH_SERVER #include "mod/AvHGamerules.h" #include "mod/AvHMarineEquipment.h" #include "mod/AvHSharedUtil.h" #include "mod/AvHServerUtil.h" #endif LINK_ENTITY_TO_CLASS(kwMine, AvHMine); void AvHMine::DeductCostForShot(void) { AvHBasePlayerWeapon::DeductCostForShot(); //this->m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; //if(this->m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) if(!this->m_iClip) { // no more mines! RetireWeapon(); } } bool AvHMine::GetCanBeResupplied() const { return false; } int AvHMine::GetDeployAnimation() const { return 2; } char* AvHMine::GetHeavyViewModel() const { return kTripmineHVVModel; } char* AvHMine::GetPlayerModel() const { return kTripminePModel; } char* AvHMine::GetWorldModel() const { return kTripmineWModel; } char* AvHMine::GetViewModel() const { return kTripmineVModel; } int AvHMine::GetShootAnimation() const { // Return deploy animation for now, this should play fire animation, then a little later, play the deploy animation return 2; } void AvHMine::Holster(int skiplocal) { if(!this->m_iClip) { // Out of mines SetThink(&AvHMine::DestroyItem); this->pev->nextthink = gpGlobals->time + 0.1; } AvHMarineWeapon::Holster(skiplocal); } void AvHMine::Init() { this->mRange = kMineRange; this->mDamage = 0; // What to do here? Is it taking damage from CGrenade? } bool AvHMine::ProcessValidAttack(void) { bool theSuccess = AvHMarineWeapon::ProcessValidAttack(); // This test is not necessary since the new collision code makes it so // that interpenetrating objects are not a problem. /* if(theSuccess) { #ifdef AVH_SERVER theSuccess = false; Vector theDropLocation; Vector theDropAngles; if(this->GetDropLocation(theDropLocation, &theDropAngles)) { Vector theMineMinSize = Vector (kMineMinSize); Vector theMineMaxSize = Vector (kMineMaxSize); // TODO: Rotate extents by theDropAngles, to test bounding box extents as the mine would be placed if(AvHSHUGetIsAreaFree(theDropLocation, theMineMinSize, theMineMaxSize)) { theSuccess = true; } } #endif } */ #ifdef AVH_SERVER if(theSuccess) { Vector theMineOrigin; Vector theMineAngles; theSuccess = this->GetDropLocation(theMineOrigin, &theMineAngles); } #endif return theSuccess; } #ifdef AVH_SERVER bool AvHMine::GetDropLocation(Vector& outLocation, Vector* outAngles) const { bool theSuccess = false; UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming = gpGlobals->v_forward; TraceResult tr; UTIL_TraceLine( vecSrc, vecSrc + vecAiming*this->mRange, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr ); if (tr.flFraction < 1.0) { CBaseEntity* theEntity = CBaseEntity::Instance( tr.pHit ); if (!dynamic_cast(theEntity)) { int kOffset = 8; Vector thePotentialOrigin = tr.vecEndPos + tr.vecPlaneNormal * kOffset; BaseEntityListType theEntityList; theEntityList.push_back(theEntity); // Make sure there isn't an entity nearby that this would block theEntity = NULL; const int kMineSearchRadius = 15; while((theEntity = UTIL_FindEntityInSphere(theEntity, thePotentialOrigin, kMineSearchRadius)) != NULL) { theEntityList.push_back(theEntity); } // For the mine placement to be valid, the entity it hit, and all the entities nearby must be valid and non-blocking theSuccess = true; for(BaseEntityListType::iterator theIter = theEntityList.begin(); theIter != theEntityList.end(); theIter++) { CBaseEntity* theCurrentEntity = *theIter; if(!theCurrentEntity || (theCurrentEntity->pev->flags & FL_CONVEYOR) || AvHSUGetIsExternalClassName(STRING(theCurrentEntity->pev->classname)) || dynamic_cast(theCurrentEntity) || dynamic_cast(theCurrentEntity)) { theSuccess = false; break; } } if(theSuccess) { VectorCopy(thePotentialOrigin, outLocation); if(outAngles) { VectorCopy(UTIL_VecToAngles( tr.vecPlaneNormal ), *outAngles) } } } } return theSuccess; } #endif void AvHMine::FireProjectiles(void) { #ifdef AVH_SERVER Vector theMineOrigin; Vector theMineAngles; if(this->GetDropLocation(theMineOrigin, &theMineAngles)) { GetGameRules()->MarkDramaticEvent(kMinePlacePriority, this->m_pPlayer); AvHDeployedMine* theMine = dynamic_cast(CBaseEntity::Create( kwsDeployedMine, theMineOrigin, theMineAngles, m_pPlayer->edict() )); ASSERT(theMine); // Set the team so it doesn't blow us up, remember the owner so proper credit can be given theMine->pev->team = m_pPlayer->pev->team; //theMine->pev->owner = m_pPlayer->edict(); theMine->SetPlacer(this->m_pPlayer->pev); // Set it as a marine item so it gets damage upgrades // Set any team-wide upgrades AvHTeam* theTeam = GetGameRules()->GetTeam(AvHTeamNumber(m_pPlayer->pev->team)); ASSERT(theTeam); theMine->pev->iuser4 |= theTeam->GetTeamWideUpgrades(); } #endif } int AvHMine::GetBarrelLength() const { return kMineBarrellLength; } float AvHMine::GetRateOfFire() const { return kMineROF; } bool AvHMine::GetFiresUnderwater() const { return true; } BOOL AvHMine::PlayEmptySound() { // None return 0; } void AvHMine::Precache() { AvHMarineWeapon::Precache(); UTIL_PrecacheOther(kwsDeployedMine); this->mEvent = PRECACHE_EVENT(1, kWeaponAnimationEvent); } bool AvHMine::Resupply() { return false; } void AvHMine::Spawn() { this->Precache(); AvHMarineWeapon::Spawn(); this->m_iId = AVH_WEAPON_MINE; // Set our class name this->pev->classname = MAKE_STRING(kwsMine); SET_MODEL(ENT(pev), kTripmineW2Model); FallInit();// get ready to fall down. int theNumMines = BALANCE_IVAR(kMineMaxAmmo); #ifdef AVH_SERVER if(GetGameRules()->GetIsCombatMode()) { theNumMines = BALANCE_IVAR(kMineMaxAmmoCombat); } #endif this->m_iDefaultAmmo = theNumMines; } bool AvHMine::UsesAmmo(void) const { return true; } BOOL AvHMine::UseDecrement(void) { return true; }