//======== (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: AvHGrenadeGun.cpp $ // $Date: 2002/11/22 21:28:16 $ // //------------------------------------------------------------------------------- // $Log: AvHGrenadeGun.cpp,v $ // Revision 1.17 2002/11/22 21:28:16 Flayra // - mp_consistency changes // // Revision 1.16 2002/10/16 20:53:09 Flayra // - Removed weapon upgrade sounds // // Revision 1.15 2002/10/03 18:46:26 Flayra // - Added heavy view model // // Revision 1.14 2002/07/24 19:09:16 Flayra // - Linux issues // // Revision 1.13 2002/07/24 18:45:41 Flayra // - Linux and scripting changes // // Revision 1.12 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 1.11 2002/06/03 16:37:56 Flayra // - Added different deploy times (this should be refactored a bit more), refactored grenades // // Revision 1.10 2002/05/28 17:44:58 Flayra // - Tweak weapon deploy volume, as Valve's sounds weren't normalized // // Revision 1.9 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/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/AvHMarineWeaponConstants.h" #include "mod/AvHServerUtil.h" LINK_ENTITY_TO_CLASS(kwGrenadeGun, AvHGrenadeGun); void V_PunchAxis( int axis, float punch ); void AvHGrenadeGun::Init() { this->mRange = kGGRange; this->mDamage = BALANCE_VAR(kGrenadeDamage); } int AvHGrenadeGun::GetBarrelLength() const { return kGGBarrelLength; } float AvHGrenadeGun::GetRateOfFire() const { return BALANCE_VAR(kGGROF); } int AvHGrenadeGun::GetDeployAnimation() const { int theAnimation = -1; int theShotsInClip = this->GetShotsInClip(); switch(theShotsInClip) { case 4: case 0: theAnimation = 13; break; case 3: theAnimation = 14; break; case 2: theAnimation = 15; break; case 1: theAnimation = 16; break; } return theAnimation; } char* AvHGrenadeGun::GetDeploySound() const { return kGGDeploySound; } float AvHGrenadeGun::GetReloadTime(void) const { int theShotsToLoad = BALANCE_VAR(kGGMaxClip) - this->GetShotsInClip(); float theBaseReloadTime = BALANCE_VAR(kGrenadeLauncherBaseReloadTime); float theGrenadeReloadTime = BALANCE_VAR(kGrenadeLauncherGrenadeReloadTime); float theEndReloadTime = BALANCE_VAR(kGrenadeLauncherEndReloadTime); return theBaseReloadTime + theShotsToLoad*theGrenadeReloadTime + theEndReloadTime; } bool AvHGrenadeGun::GetHasMuzzleFlash() const { return true; } void AvHGrenadeGun::GetEventOrigin(Vector& outOrigin) const { Vector theGunPosition = this->m_pPlayer->GetGunPosition(); VectorCopy(theGunPosition, outOrigin); } void AvHGrenadeGun::GetEventAngles(Vector& outAngles) const { float theGrenadeForce = BALANCE_VAR(kGrenadeForce); Vector theAiming = this->m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); Vector theVelocity = theAiming*theGrenadeForce + this->m_pPlayer->pev->velocity; VectorCopy(theVelocity, outAngles); } char* AvHGrenadeGun::GetHeavyViewModel() const { return kGGHVVModel; } int AvHGrenadeGun::GetIdleAnimation() const { int theAnimation = -1; int theShotsInClip = this->GetShotsInClip(); switch(theShotsInClip) { case 0: case 4: theAnimation = 0; break; case 1: theAnimation = 3; break; case 2: theAnimation = 2; break; case 3: theAnimation = 1; break; } return theAnimation; } char* AvHGrenadeGun::GetPlayerModel() const { return kGGPModel; } int AvHGrenadeGun::GetReloadAnimation() const { int theAnimation = -1; int theShotsInClip = this->GetShotsInClip(); switch(theShotsInClip) { case 0: theAnimation = 7; break; case 1: theAnimation = 6; break; case 2: theAnimation = 5; break; case 3: theAnimation = 4; break; } return theAnimation; } int AvHGrenadeGun::GetEmptyShootAnimation() const { return 12; } int AvHGrenadeGun::GetShootAnimation() const { int theAnimation = -1; int theShotsInClip = this->GetShotsInClip(); switch(theShotsInClip) { case 4: theAnimation = 8; break; case 3: theAnimation = 9; break; case 2: theAnimation = 10; break; case 1: theAnimation = 11; break; case 0: theAnimation = 12; break; } return theAnimation; } char* AvHGrenadeGun::GetViewModel() const { return kGGVModel; } char* AvHGrenadeGun::GetWorldModel() const { return kGGWModel; } void AvHGrenadeGun::FireProjectiles(void) { #ifdef AVH_SERVER Vector theOrigin; this->GetEventOrigin(theOrigin); // Grenade gun uses velocity here instead of angles, assumes angles are the player angles (for both the server grenade and the client temp entity) Vector theVelocity; this->GetEventAngles(theVelocity); // How to handle this? Only generate entity on server, but we should do SOMETHING on the client, no? CGrenade* theGrenade = AvHSUShootServerGrenade(this->m_pPlayer->pev, theOrigin, theVelocity, BALANCE_VAR(kGrenDetonateTime), false); ASSERT(theGrenade); theGrenade->pev->dmg = this->mDamage; #endif } void AvHGrenadeGun::Precache() { AvHMarineWeapon::Precache(); PRECACHE_UNMODIFIED_MODEL(kGGEjectModel); PRECACHE_UNMODIFIED_MODEL(kGGAmmoModel); PRECACHE_UNMODIFIED_SOUND(kGrenadeBounceSound1); PRECACHE_UNMODIFIED_SOUND(kGrenadeBounceSound2); PRECACHE_UNMODIFIED_SOUND(kGrenadeBounceSound3); PRECACHE_UNMODIFIED_SOUND(kGGFireSound1); PRECACHE_UNMODIFIED_SOUND(kGGReloadSound); this->mEvent = PRECACHE_EVENT(1, kGGEventName); } void AvHGrenadeGun::Spawn() { AvHMarineWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_GRENADE_GUN; m_iDefaultAmmo = BALANCE_VAR(kGGMaxClip); // Set our class name this->pev->classname = MAKE_STRING(kwsGrenadeGun); SET_MODEL(ENT(this->pev), kGGWModel); FallInit();// get ready to fall down. }