//======== (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: AvHHiveGun.cpp $ // $Date: 2002/07/24 19:09:17 $ // //------------------------------------------------------------------------------- // $Log: AvHHiveGun.cpp,v $ // Revision 1.8 2002/07/24 19:09:17 Flayra // - Linux issues // // Revision 1.7 2002/07/24 18:55:52 Flayra // - Linux case sensitivity stuff // // Revision 1.6 2002/07/24 18:45:41 Flayra // - Linux and scripting changes // // Revision 1.5 2002/06/25 18:00:56 Flayra // - Removed this // // Revision 1.4 2002/06/10 19:47:16 Flayra // - New level 2 view model // // 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 02:33:42 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 "util/MathUtil.h" #include "mod/AvHTitles.h" #include "mod/AvHHive.h" #ifdef AVH_SERVER #include "mod/AvHSharedUtil.h" #endif //LINK_ENTITY_TO_CLASS(kwHiveGun, AvHHiveGun); // //int AvHHiveGun::GetBarrelLength() const //{ // return kBuildingGunBarrelLength; //} // //bool AvHHiveGun::GetFiresUnderwater() const //{ // return true; //} // //bool AvHHiveGun::GetIsDroppable() const //{ // return false; //} // //void AvHHiveGun::FireProjectiles(void) //{ //#ifdef AVH_SERVER // AvHPlayer* thePlayer = dynamic_cast(this->m_pPlayer); // ASSERT(thePlayer); // // // See if there is an inactive hive within range // UTIL_MakeVectors(thePlayer->pev->v_angle); // // Vector theStart = thePlayer->GetGunPosition(); // Vector theEnd = theStart + gpGlobals->v_forward*this->GetRange(); // // // Collide with world to find potential build site // TraceResult theTR; // UTIL_TraceLine(theStart, theEnd, dont_ignore_monsters, thePlayer->edict(), &theTR); // // Vector theLocation = theTR.vecEndPos; // // // Do we have enough points? // int thePointCost = GetGameRules()->GetPointCostForMessageID(ALIEN_BUILD_HIVE); // if(thePlayer->GetResources() >= thePointCost) // { // if(AvHSHUGetIsSiteValidForBuild(ALIEN_BUILD_HIVE, &theLocation, thePlayer->edict())) // { // // Get the hive at this location // CBaseEntity* theBaseEntity = NULL; // AvHHive* theNearestHive = NULL; // // // Find the nearest hive // while((theBaseEntity = UTIL_FindEntityByClassname(theBaseEntity, kesTeamHive)) != NULL) // { // if(theBaseEntity) // { // AvHHive* theCurrentHive = dynamic_cast(theBaseEntity); // if(theCurrentHive) // { // float theCurrentDistance = VectorDistance(theLocation, theCurrentHive->pev->origin); // if(!theNearestHive || (theCurrentDistance < VectorDistance(theLocation, theNearestHive->pev->origin))) // { // theNearestHive = theCurrentHive; // } // } // } // } // // if(theNearestHive) // { // // If so, set it as growing // theNearestHive->StartSpawningForTeam(thePlayer->GetTeam()); // // // Decrement points // thePlayer->SetResources(thePlayer->GetResources() - thePointCost); // } // } // else // { // thePlayer->SendMessage(kHelpTextEmptyHiveNotNearby, true); // } // } // else // { // thePlayer->PlayHUDSound(HUD_SOUND_ALIEN_MORE); // } //#endif //} // //void AvHHiveGun::Init() //{ // this->mRange = kBuildingGunRange; // this->mROF = kBuildingGunROF; //} // //char* AvHHiveGun::GetViewModel() const //{ // return kLevel2ViewModel; //} // //void AvHHiveGun::Precache(void) //{ // AvHAlienWeapon::Precache(); // // PRECACHE_SOUND(kBuildingGunSound1); // PRECACHE_SOUND(kBuildingGunSound2); // // this->mEvent = PRECACHE_EVENT(1, kBuildingGunEventName); // //this->mEvent = PRECACHE_EVENT(1, kSpitGEventName); //} // // //void AvHHiveGun::Spawn() //{ // Precache(); // // AvHAlienWeapon::Spawn(); // // this->m_iId = AVH_WEAPON_HIVE; // // // Set our class name // this->pev->classname = MAKE_STRING(kwsHiveGun); // // SET_MODEL(ENT(this->pev), kNullModel); // // FallInit();// get ready to fall down. //} // //bool AvHHiveGun::UsesAmmo(void) const //{ // return false; //}