//======== (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: AvHEggLayer.cpp $ // $Date: 2002/07/24 19:09:16 $ // //------------------------------------------------------------------------------- // $Log: AvHEggLayer.cpp,v $ // 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 2002/06/03 16:39:09 Flayra // - Added different deploy times (this should be refactored a bit more) // // Revision 1.4 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" #include "mod/AvHGamerules.h" #include "mod/AvHAlienWeaponConstants.h" #include "mod/AvHServerUtil.h" LINK_ENTITY_TO_CLASS(kwEggLayer, AvHEggLayer); BOOL AvHEggLayer::Deploy() { return DefaultDeploy(kEggLayerVModel, kEggLayerPModel, this->GetDeployAnimation(), kEggLayerAnimExt); } int AvHEggLayer::GetBarrelLength() const { return kEggLayerBarrelLength; } bool AvHEggLayer::GetFiresUnderwater() const { return true; } bool AvHEggLayer::GetIsDroppable() const { return false; } void AvHEggLayer::Init() { this->mRange = kEggLayerRange; this->mROF = kEggLayerROF; } void AvHEggLayer::Precache(void) { AvHAlienWeapon::Precache(); PRECACHE_MODEL(kEggLayerVModel); PRECACHE_MODEL(kEggLayerPModel); PRECACHE_MODEL(kAlienGunWModel); PRECACHE_SOUND(kEggLaySound1); PRECACHE_SOUND(kEggLaySound2); this->mEvent = PRECACHE_EVENT(1, kEggLayerShootEventName); //this->mEvent = PRECACHE_EVENT(1, kSpitGEventName); } void AvHEggLayer::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_EGGLAYER; // Set our class name this->pev->classname = MAKE_STRING(kwsEggLayer); SET_MODEL(ENT(this->pev), kAlienGunWModel); FallInit();// get ready to fall down. } bool AvHEggLayer::UsesAmmo(void) const { return false; } void AvHEggLayer::FireProjectiles(void) { #ifdef AVH_SERVER // Make sure we have enough points to shoot this thing AvHPlayer* thePlayer = dynamic_cast(this->m_pPlayer); ASSERT(thePlayer); if(thePlayer->GetResources() > kEggLayerPointCost) { // Now check to make sure the space is big enough to hold the egg UTIL_MakeVectors(this->m_pPlayer->pev->v_angle); //Vector vecAiming = gpGlobals->v_forward; Vector vecSrc = this->m_pPlayer->GetGunPosition();// + vecAiming; if(AvHSUIsAreaFree(vecSrc, kEggRadius, this->m_pPlayer)) { // Decrement kEggLayerPointCost points thePlayer->SetResources(thePlayer->GetResources() - kEggLayerPointCost); AvHEgg* theEgg = GetClassPtr((AvHEgg*)NULL ); theEgg->Spawn(); theEgg->pev->angles.x = 0; theEgg->pev->angles.z = 0; //theEgg->pev->velocity = gpGlobals->v_forward * 300 + gpGlobals->v_forward * 100; UTIL_SetOrigin(theEgg->pev, vecSrc); // Set owner //theEgg->pev->owner = ENT(this->m_pPlayer->pev); // Set egg's team theEgg->pev->team = this->m_pPlayer->pev->team; } } #endif }