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
286 lines
7.2 KiB
C++
286 lines
7.2 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: AvHSonicGun.cpp $
|
|
// $Date: 2002/11/22 21:28:17 $
|
|
//
|
|
//-------------------------------------------------------------------------------
|
|
// $Log: AvHSonicGun.cpp,v $
|
|
// Revision 1.26 2002/11/22 21:28:17 Flayra
|
|
// - mp_consistency changes
|
|
//
|
|
// Revision 1.25 2002/10/24 21:33:52 Flayra
|
|
// - Shotgun reloading fixes
|
|
//
|
|
// Revision 1.24 2002/10/16 20:53:10 Flayra
|
|
// - Removed weapon upgrade sounds
|
|
//
|
|
// Revision 1.23 2002/10/16 01:08:11 Flayra
|
|
// - Removed sounds that are being played by anim
|
|
//
|
|
// Revision 1.22 2002/10/03 18:47:18 Flayra
|
|
// - Added heavy view model
|
|
//
|
|
// Revision 1.21 2002/09/25 20:51:19 Flayra
|
|
// - Shotgun updating (oops, this fixes sound problems)
|
|
//
|
|
// Revision 1.20 2002/09/23 22:32:35 Flayra
|
|
// - Fixed problem where damage upgrades sometimes were given to aliens
|
|
//
|
|
// Revision 1.19 2002/08/31 18:01:03 Flayra
|
|
// - Work at VALVe
|
|
//
|
|
// Revision 1.18 2002/08/16 02:48:10 Flayra
|
|
// - New damage model
|
|
//
|
|
// Revision 1.17 2002/08/09 00:49:34 Flayra
|
|
// - Fixed shotgun, so it reloads each shell individually
|
|
//
|
|
// Revision 1.16 2002/07/24 19:09:17 Flayra
|
|
// - Linux issues
|
|
//
|
|
// Revision 1.15 2002/07/24 18:45:43 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 17:44:35 Flayra
|
|
// - Tweak weapon deploy volume, as Valve's sounds weren't normalized, started to use new reload method (reload each shell)
|
|
//
|
|
// Revision 1.10 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/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 "mod/AvHPlayerUpgrade.h"
|
|
|
|
// Anim key:
|
|
const int kShotgunAnimIdle = 0;
|
|
const int kShotgunAnimIdle2 = 1;
|
|
const int kShotgunAnimGotoReload = 2;
|
|
const int kShotgunAnimReloadShell = 3;
|
|
const int kShotgunAnimEndReload = 4;
|
|
const int kShotgunAnimShoot = 5;
|
|
const int kShotgunAnimShootEmpty = 6;
|
|
const int kShotgunAnimDraw = 7;
|
|
const float kShotgunAnimDrawLength = .9f;
|
|
const float kShotgunGotoReloadLength = 1.1f;
|
|
const float kShotgunReloadShellLength = .9f;
|
|
const float kShotgunEndReloadLength = 1.8f;
|
|
|
|
LINK_ENTITY_TO_CLASS(kwShotGun, AvHSonicGun);
|
|
void V_PunchAxis( int axis, float punch );
|
|
|
|
void AvHSonicGun::Init()
|
|
{
|
|
this->mRange = kSGRange;
|
|
this->mDamage = BALANCE_VAR(kSGDamage);
|
|
}
|
|
|
|
int AvHSonicGun::GetBarrelLength() const
|
|
{
|
|
return kSGBarrelLength;
|
|
}
|
|
|
|
float AvHSonicGun::GetRateOfFire() const
|
|
{
|
|
return BALANCE_VAR(kSGROF);
|
|
}
|
|
|
|
int AvHSonicGun::GetDamageType() const
|
|
{
|
|
//return NS_DMG_PIERCING;
|
|
return NS_DMG_NORMAL;
|
|
}
|
|
|
|
int AvHSonicGun::GetDeployAnimation() const
|
|
{
|
|
return kShotgunAnimDraw;
|
|
}
|
|
|
|
char* AvHSonicGun::GetDeploySound() const
|
|
{
|
|
//return kSGDeploySound;
|
|
return NULL;
|
|
}
|
|
|
|
float AvHSonicGun::GetDeployTime() const
|
|
{
|
|
return kShotgunAnimDrawLength;
|
|
}
|
|
|
|
int AvHSonicGun::GetEmptyShootAnimation() const
|
|
{
|
|
return kShotgunAnimShootEmpty;
|
|
}
|
|
|
|
int AvHSonicGun::GetGotoReloadAnimation() const
|
|
{
|
|
return kShotgunAnimGotoReload;
|
|
}
|
|
|
|
float AvHSonicGun::GetGotoReloadAnimationTime() const
|
|
{
|
|
return kShotgunGotoReloadLength;
|
|
}
|
|
|
|
int AvHSonicGun::GetShellReloadAnimation() const
|
|
{
|
|
return kShotgunAnimReloadShell;
|
|
}
|
|
|
|
float AvHSonicGun::GetShellReloadAnimationTime() const
|
|
{
|
|
return kShotgunReloadShellLength;
|
|
}
|
|
|
|
int AvHSonicGun::GetEndReloadAnimation() const
|
|
{
|
|
return kShotgunAnimEndReload;
|
|
}
|
|
|
|
float AvHSonicGun::GetEndReloadAnimationTime() const
|
|
{
|
|
return kShotgunEndReloadLength;
|
|
}
|
|
|
|
char* AvHSonicGun::GetHeavyViewModel() const
|
|
{
|
|
return kSGHVVModel;
|
|
}
|
|
|
|
char* AvHSonicGun::GetPlayerModel() const
|
|
{
|
|
return kSGPModel;
|
|
}
|
|
|
|
char* AvHSonicGun::GetViewModel() const
|
|
{
|
|
return kSGVModel;
|
|
}
|
|
|
|
char* AvHSonicGun::GetWorldModel() const
|
|
{
|
|
return kSGWModel;
|
|
}
|
|
|
|
Vector AvHSonicGun::GetProjectileSpread() const
|
|
{
|
|
return kSGSpread;
|
|
}
|
|
|
|
void AvHSonicGun::FireProjectiles(void)
|
|
{
|
|
Vector vecSrc = m_pPlayer->GetGunPosition( );
|
|
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
|
|
|
ASSERT(this->m_iPrimaryAmmoType >= 0);
|
|
//int theNumBullets = min(kSGBulletsPerShot, this->m_iClientClip);
|
|
|
|
float theDamageMultiplier;
|
|
AvHPlayerUpgrade::GetWeaponUpgrade(this->m_pPlayer->pev->iuser3, this->m_pPlayer->pev->iuser4, &theDamageMultiplier);
|
|
float theDamage = this->mDamage*theDamageMultiplier;
|
|
|
|
// Fire the bullets and apply damage
|
|
//this->m_pPlayer->FireBullets(kSGBulletsPerShot, vecSrc, vecAiming, this->GetProjectileSpread(), this->mRange, 0, 0, theDamage);
|
|
this->m_pPlayer->FireBulletsPlayer(BALANCE_VAR(kSGBulletsPerShot), vecSrc, vecAiming, this->GetProjectileSpread(), this->mRange, BULLET_PLAYER_BUCKSHOT, 0, theDamage, 0, this->m_pPlayer->random_seed);
|
|
}
|
|
|
|
bool AvHSonicGun::GetHasMuzzleFlash() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
int AvHSonicGun::GetIdleAnimation() const
|
|
{
|
|
int theAnimation = 0;
|
|
|
|
int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 1);
|
|
|
|
switch(theRandomNum)
|
|
{
|
|
case 0:
|
|
theAnimation = kShotgunAnimIdle;
|
|
break;
|
|
case 1:
|
|
theAnimation = kShotgunAnimIdle2;
|
|
break;
|
|
}
|
|
|
|
return theAnimation;
|
|
}
|
|
|
|
int AvHSonicGun::GetReloadAnimation() const
|
|
{
|
|
return kShotgunAnimReloadShell;
|
|
}
|
|
|
|
float AvHSonicGun::GetReloadTime(void) const
|
|
{
|
|
//return .3f;
|
|
return .22f;
|
|
}
|
|
|
|
int AvHSonicGun::GetShootAnimation() const
|
|
{
|
|
return kShotgunAnimShoot;
|
|
}
|
|
|
|
void AvHSonicGun::Precache()
|
|
{
|
|
AvHMarineWeapon::Precache();
|
|
|
|
PRECACHE_UNMODIFIED_MODEL(kSGEjectModel);
|
|
PRECACHE_UNMODIFIED_SOUND(kSGFireSound1);
|
|
PRECACHE_UNMODIFIED_SOUND(kSGReloadSound);
|
|
PRECACHE_UNMODIFIED_SOUND(kSGCockSound);
|
|
|
|
PRECACHE_UNMODIFIED_MODEL(kGenericWallpuff);
|
|
|
|
this->mEvent = PRECACHE_EVENT(1, kSGEventName);
|
|
}
|
|
|
|
void AvHSonicGun::Spawn()
|
|
{
|
|
AvHMarineWeapon::Spawn();
|
|
|
|
Precache();
|
|
|
|
this->m_iId = AVH_WEAPON_SONIC;
|
|
this->m_iDefaultAmmo = BALANCE_VAR(kSGMaxClip);
|
|
|
|
// Set our class name
|
|
this->pev->classname = MAKE_STRING(kwsShotGun);
|
|
|
|
SET_MODEL(ENT(this->pev), kSGWModel);
|
|
|
|
FallInit();// get ready to fall down.
|
|
}
|
|
|