//======== (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: AvHParasiteGun.cpp $ // $Date: 2002/11/22 21:28:16 $ // //------------------------------------------------------------------------------- // $Log: AvHParasiteGun.cpp,v $ // Revision 1.15 2002/11/22 21:28:16 Flayra // - mp_consistency changes // // Revision 1.14 2002/11/12 02:25:51 Flayra // - Parasite no longer does damage to teammates improperly // // Revision 1.13 2002/11/06 01:38:37 Flayra // - Added ability for buildings to be enabled and disabled, for turrets to be shut down // - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.) // // Revision 1.12 2002/09/09 20:00:32 Flayra // - Parasite works on buildings now // - Parasite no longer changes score // // Revision 1.11 2002/08/31 18:01:02 Flayra // - Work at VALVe // // Revision 1.10 2002/08/16 02:40:36 Flayra // - Damage types // - Parasite can now affect organic enemy targets (babblers, alien buildings) // // Revision 1.9 2002/07/24 19:09:17 Flayra // - Linux issues // // Revision 1.8 2002/07/24 18:55:52 Flayra // - Linux case sensitivity stuff // // Revision 1.7 2002/07/24 18:45:42 Flayra // - Linux and scripting changes // // Revision 1.6 2002/07/01 21:19:29 Flayra // - Removed hard-coded parasite damage // // Revision 1.5 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 1.4 2002/06/10 19:49:06 Flayra // - Updated with new alien view model artwork (with running anims) // // Revision 1.3 2002/06/03 16:27:06 Flayra // - Animation constants and changes with new artwork // // Revision 1.2 2002/05/28 17:58:08 Flayra // - Parasite works properly in tournament mode now // // Revision 1.1 2002/05/23 02:33:20 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 LINK_ENTITY_TO_CLASS(kwParasiteGun, AvHParasiteGun); extern int gParasiteStartEventID; void AvHParasiteGun::Init() { this->mRange = kParasiteRange; this->mDamage = BALANCE_VAR(kParasiteDamage); } int AvHParasiteGun::GetBarrelLength() const { return kParasiteBarrelLength; } float AvHParasiteGun::GetRateOfFire() const { return BALANCE_VAR(kParasiteROF); } int AvHParasiteGun::GetDamageType() const { return NS_DMG_ORGANIC; //return NS_DMG_NORMAL; } int AvHParasiteGun::GetDeployAnimation() const { return 6; } bool AvHParasiteGun::GetFiresUnderwater() const { return true; } bool AvHParasiteGun::GetIsDroppable() const { return false; } int AvHParasiteGun::GetShootAnimation() const { return -1; } void AvHParasiteGun::FireProjectiles(void) { #ifdef AVH_SERVER UTIL_MakeVectors(this->m_pPlayer->pev->v_angle); Vector vecAiming = gpGlobals->v_forward; Vector vecSrc = this->m_pPlayer->GetGunPosition( ) + vecAiming; Vector vecEnd = vecSrc + vecAiming*kParasiteRange; // Ignore damage upgrades //int theTracerFreq; //float theDamageMultiplier; //AvHPlayerUpgrade::GetWeaponUpgrade(this->m_pPlayer->pev->iuser4, &theDamageMultiplier, &theTracerFreq); // Perform trace to hit victim TraceResult tr; UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, dont_ignore_glass, this->m_pPlayer->edict(), &tr); CBaseEntity* theEntityHit = CBaseEntity::Instance(tr.pHit); if(theEntityHit) { float theScalar = 1.0f; bool theCanDoDamageTo = GetGameRules()->CanEntityDoDamageTo(this->m_pPlayer, theEntityHit, &theScalar); theScalar *= AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4); if(theCanDoDamageTo || (theEntityHit->pev->team == TEAM_IND)) { AvHPlayer* thePlayer = dynamic_cast(theEntityHit); if(!thePlayer || thePlayer->GetCanBeAffectedByEnemies()) { bool thePlayEffect = false; AvHBaseBuildable* theBuildable = dynamic_cast(theEntityHit); if((thePlayer || theBuildable) && !GetHasUpgrade(theEntityHit->pev->iuser4, MASK_PARASITED)) { // Increase score for guy who parasited //this->m_pPlayer->AddPoints(1, TRUE); // joev: bug 0000841 - Don't allow alien players/structures to actually be parasited. // They can take the damage, just not have the "upgrade". if (theEntityHit->pev->team != this->m_pPlayer->pev->team) { SetUpgradeMask(&theEntityHit->pev->iuser4, MASK_PARASITED); } // :joev thePlayEffect = true; } if(theCanDoDamageTo) { float theDamage = this->mDamage*theScalar; if(theEntityHit->TakeDamage(this->pev, this->m_pPlayer->pev, theDamage, this->GetDamageType()) > 0) { thePlayEffect = true; } } if(thePlayEffect) { // Play parasite-hit sound at player EMIT_SOUND(theEntityHit->edict(), CHAN_AUTO, kParasiteHitSound, 1.0f, ATTN_NORM); } } } } #endif } char* AvHParasiteGun::GetViewModel() const { return kLevel1ViewModel; } void AvHParasiteGun::Precache() { AvHAlienWeapon::Precache(); PRECACHE_UNMODIFIED_SOUND(kParasiteFireSound); PRECACHE_UNMODIFIED_SOUND(kParasiteHitSound); PRECACHE_UNMODIFIED_MODEL(kParasiteProjectileModel); this->mEvent = PRECACHE_EVENT(1, kParasiteShootEventName); } void AvHParasiteGun::Spawn() { AvHAlienWeapon::Spawn(); Precache(); this->m_iId = AVH_WEAPON_PARASITE; // Set our class name this->pev->classname = MAKE_STRING(kwsParasiteGun); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down. } bool AvHParasiteGun::UsesAmmo(void) const { return false; }