mirror of
https://github.com/unknownworlds/NS.git
synced 2024-12-21 01:41:13 +00:00
5dcc163bd5
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@379 67975925-1194-0748-b3d5-c16f83f1a3a1
175 lines
4.2 KiB
C++
175 lines
4.2 KiB
C++
//======== (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: AvHMachineGun.cpp $
|
|
// $Date: 2002/11/22 21:28:16 $
|
|
//
|
|
//-------------------------------------------------------------------------------
|
|
// $Log: AvHMachineGun.cpp,v $
|
|
// Revision 1.23 2002/11/22 21:28:16 Flayra
|
|
// - mp_consistency changes
|
|
//
|
|
// Revision 1.22 2002/10/16 20:53:09 Flayra
|
|
// - Removed weapon upgrade sounds
|
|
//
|
|
// Revision 1.21 2002/10/03 18:46:11 Flayra
|
|
// - Added heavy view model
|
|
//
|
|
// Revision 1.20 2002/08/31 18:01:02 Flayra
|
|
// - Work at VALVe
|
|
//
|
|
// Revision 1.19 2002/08/16 02:44:11 Flayra
|
|
// - New damage types
|
|
//
|
|
// Revision 1.18 2002/08/09 01:04:32 Flayra
|
|
// - MG is faster to deploy
|
|
//
|
|
// Revision 1.17 2002/07/26 23:05:15 Flayra
|
|
// - Tweak
|
|
//
|
|
// Revision 1.16 2002/07/24 19:09:17 Flayra
|
|
// - Linux issues
|
|
//
|
|
// Revision 1.15 2002/07/24 18:45:42 Flayra
|
|
// - Linux and scripting changes
|
|
//
|
|
// Revision 1.14 2002/07/08 17:08:52 Flayra
|
|
// - Tweaked for bullet spread
|
|
//
|
|
// Revision 1.13 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 1.12 2002/06/03 16:37:31 Flayra
|
|
// - Constants and tweaks to make weapon anims and times correct with new artwork, added different deploy times (this should be refactored a bit more)
|
|
//
|
|
// Revision 1.11 2002/05/28 17:44:58 Flayra
|
|
// - Tweak weapon deploy volume, as Valve's sounds weren't normalized
|
|
//
|
|
// Revision 1.10 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/AvHMarineWeapons.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/AvHMarineWeapons.h"
|
|
#include "dlls/util.h"
|
|
|
|
LINK_ENTITY_TO_CLASS(kwMachineGun, AvHMachineGun);
|
|
void V_PunchAxis( int axis, float punch );
|
|
|
|
void AvHMachineGun::Init()
|
|
{
|
|
this->mRange = kMGRange;
|
|
this->mDamage = BALANCE_VAR(kMGDamage);
|
|
}
|
|
|
|
int AvHMachineGun::GetBarrelLength() const
|
|
{
|
|
return kMGBarrelLength;
|
|
}
|
|
|
|
float AvHMachineGun::GetRateOfFire() const
|
|
{
|
|
return BALANCE_VAR(kMGROF);
|
|
}
|
|
|
|
int AvHMachineGun::GetDamageType() const
|
|
{
|
|
//return NS_DMG_PIERCING;
|
|
return NS_DMG_NORMAL;
|
|
}
|
|
|
|
char* AvHMachineGun::GetDeploySound() const
|
|
{
|
|
return kMGDeploySound;
|
|
}
|
|
|
|
float AvHMachineGun::GetDeployTime() const
|
|
{
|
|
return .4f;
|
|
}
|
|
|
|
bool AvHMachineGun::GetHasMuzzleFlash() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
char* AvHMachineGun::GetHeavyViewModel() const
|
|
{
|
|
return kMGHVVModel;
|
|
}
|
|
|
|
char* AvHMachineGun::GetPlayerModel() const
|
|
{
|
|
return kMGPModel;
|
|
}
|
|
|
|
char* AvHMachineGun::GetViewModel() const
|
|
{
|
|
return kMGVModel;
|
|
}
|
|
|
|
char* AvHMachineGun::GetWorldModel() const
|
|
{
|
|
return kMGWModel;
|
|
}
|
|
|
|
float AvHMachineGun::GetReloadTime(void) const
|
|
{
|
|
return 3.0f;
|
|
}
|
|
|
|
Vector AvHMachineGun::GetProjectileSpread() const
|
|
{
|
|
return kMGSpread;
|
|
}
|
|
|
|
void AvHMachineGun::Precache()
|
|
{
|
|
AvHMarineWeapon::Precache();
|
|
|
|
PRECACHE_UNMODIFIED_MODEL(kMGEjectModel);
|
|
|
|
PRECACHE_UNMODIFIED_SOUND(kMGFireSound1);
|
|
PRECACHE_UNMODIFIED_SOUND(kMGReloadSound);
|
|
|
|
PRECACHE_UNMODIFIED_MODEL(kGenericWallpuff);
|
|
|
|
this->mEvent = PRECACHE_EVENT(1, kMGEventName);
|
|
}
|
|
|
|
|
|
void AvHMachineGun::Spawn()
|
|
{
|
|
AvHMarineWeapon::Spawn();
|
|
|
|
Precache();
|
|
|
|
this->m_iId = AVH_WEAPON_MG;
|
|
this->m_iDefaultAmmo = BALANCE_VAR(kMGMaxClip)*(BALANCE_VAR(kMarineSpawnClips) + 1);
|
|
|
|
// Set our class name
|
|
this->pev->classname = MAKE_STRING(kwsMachineGun);
|
|
|
|
SET_MODEL(ENT(this->pev), kMGWModel);
|
|
|
|
FallInit();// get ready to fall down.
|
|
}
|