//======== (C) Copyright 2001 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: AvHSpitGun.cpp $ // $Date: 2002/11/22 21:28:17 $ // //------------------------------------------------------------------------------- // $Log: AvHSpitGun.cpp,v $ // Revision 1.14 2002/11/22 21:28:17 Flayra // - mp_consistency changes // // Revision 1.13 2002/08/16 02:48:10 Flayra // - New damage model // // Revision 1.12 2002/07/24 19:09:17 Flayra // - Linux issues // // Revision 1.11 2002/07/24 18:55:52 Flayra // - Linux case sensitivity stuff // // Revision 1.10 2002/07/24 18:45:43 Flayra // - Linux and scripting changes // // Revision 1.9 2002/06/25 17:51:00 Flayra // - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring // // Revision 1.8 2002/06/10 19:47:16 Flayra // - New level 2 view model // // Revision 1.7 2002/06/03 16:39:10 Flayra // - Added different deploy times (this should be refactored a bit more) // // Revision 1.6 2002/05/23 02:32:57 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" #ifdef AVH_SERVER #include "mod/AvHGamerules.h" #endif #include "mod/AvHSharedUtil.h" LINK_ENTITY_TO_CLASS(kwSpitGun, AvHSpitGun); #ifdef AVH_SERVER LINK_ENTITY_TO_CLASS(kwSpitProjectile, AvHSpit); void AvHSpit::Precache(void) { CBaseEntity::Precache(); PRECACHE_UNMODIFIED_MODEL(kSpitGunSprite); } void AvHSpit::SetDamage(float inDamage) { this->mDamage = inDamage; } void AvHSpit::Spawn() { this->Precache(); CBaseEntity::Spawn(); this->pev->movetype = MOVETYPE_FLY; this->pev->classname = MAKE_STRING(kSpitClassName); SET_MODEL(ENT(this->pev), kSpitGunSprite); this->pev->solid = SOLID_BBOX; this->mDamage = 0.0f; // Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_SpitGun to see server side spit for testing if(!GetGameRules()->GetDrawInvisibleEntities()) { this->pev->effects = EF_NODRAW; } else { this->pev->frame = 0; this->pev->scale = 0.5; this->pev->rendermode = kRenderTransAlpha; this->pev->renderamt = 255; } //UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0)); UTIL_SetSize(this->pev, Vector( -kSpitSize, -kSpitSize, -kSpitSize), Vector(kSpitSize, kSpitSize, kSpitSize)); //UTIL_SetSize(this->pev, Vector( -50, -50, -50), Vector(50, 50, 50)); SetTouch(&AvHSpit::SpitTouch); // Enforce short range SetThink(&AvHSpit::SpitDeath); this->pev->nextthink = gpGlobals->time + kSpitLifetime; } void AvHSpit::SpitDeath() { // Kill the spit entity UTIL_Remove(this); // SetThink(SUB_Remove); // this->pev->nextthink = gpGlobals->time + 0.01f; } void AvHSpit::SpitTouch(CBaseEntity* pOther) { // Never hit the player who fired it if(pOther != CBaseEntity::Instance(this->pev->owner)) { float theScalar = 1.0f; if(GetGameRules()->CanEntityDoDamageTo(this, pOther, &theScalar) || (pOther->pev->team == TEAM_IND)) { float theDamage = this->mDamage*theScalar; // Apply damage to receiver pOther->TakeDamage(this->pev, VARS(this->pev->owner), theDamage, DMG_ACID); } // Kill it off this->SpitDeath(); } } #endif void AvHSpitGun::Init() { this->mRange = kSpitGRange; this->mDamage = BALANCE_IVAR(kSpitGDamage); } int AvHSpitGun::GetBarrelLength() const { return kSpitGBarrelLength; } float AvHSpitGun::GetRateOfFire() const { return BALANCE_FVAR(kSpitROF); } int AvHSpitGun::GetDamageType() const { return NS_DMG_NORMAL; } int AvHSpitGun::GetDeployAnimation() const { // Look at most recently used weapon and see if we can transition from it int theDeployAnimation = 7; AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); switch(thePreviousID) { case AVH_WEAPON_SPIT: theDeployAnimation = -1; break; // Healing spray and web look the same case AVH_WEAPON_HEALINGSPRAY: case AVH_WEAPON_WEBSPINNER: theDeployAnimation = 7; break; } return theDeployAnimation; } bool AvHSpitGun::GetFiresUnderwater() const { return true; } bool AvHSpitGun::GetIsDroppable() const { return false; } int AvHSpitGun::GetShootAnimation() const { return 3; } void AvHSpitGun::FireProjectiles(void) { #ifdef AVH_SERVER // Spawn spit AvHSpit* theSpit = GetClassPtr((AvHSpit*)NULL ); theSpit->Spawn(); UTIL_MakeVectors(this->m_pPlayer->pev->v_angle); Vector vecAiming = gpGlobals->v_forward; Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming; UTIL_SetOrigin(theSpit->pev, vecSrc); // This needs to be the same as in EV_SpitGun Vector theBaseVelocity; VectorScale(this->pev->velocity, kSpitParentVelocityScalar, theBaseVelocity); Vector theStartVelocity; VectorMA(theBaseVelocity, kSpitVelocity, vecAiming, theStartVelocity); VectorCopy(theStartVelocity, theSpit->pev->velocity); // Set owner theSpit->pev->owner = ENT(this->m_pPlayer->pev); // Set spit's team :) theSpit->pev->team = this->m_pPlayer->pev->team; // Set amount of damage it will do float theFocusScalar = 1.0f; if(AvHSHUGetIsWeaponFocusable(AvHWeaponID(this->m_iId))) { theFocusScalar = AvHPlayerUpgrade::GetFocusDamageUpgrade(this->m_pPlayer->pev->iuser4); } float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4)*theFocusScalar; theSpit->SetDamage(theDamage); #endif } char* AvHSpitGun::GetViewModel() const { return kLevel2ViewModel; } void AvHSpitGun::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_MODEL(kNullModel); PRECACHE_UNMODIFIED_SOUND(kSpitGFireSound1); PRECACHE_UNMODIFIED_SOUND(kSpitGFireSound2); PRECACHE_UNMODIFIED_MODEL(kSpitGunSprite); PRECACHE_UNMODIFIED_SOUND(kSpitHitSound1); PRECACHE_UNMODIFIED_SOUND(kSpitHitSound2); this->mEvent = PRECACHE_EVENT(1, kSpitGEventName); } void AvHSpitGun::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_SPIT; // Set our class name this->pev->classname = MAKE_STRING(kwsSpitGun); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } bool AvHSpitGun::UsesAmmo(void) const { return false; }