ns/releases/3.05f/source/mod/AvHNukeGun.cpp
2005-07-14 17:41:41 +00:00

91 lines
2.4 KiB
C++

//======== (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: AvHNukeGun.cpp $
// $Date: 2002/06/03 16:39:09 $
//
//-------------------------------------------------------------------------------
// $Log: AvHNukeGun.cpp,v $
// Revision 1.9 2002/06/03 16:39:09 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.8 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"
#include "cl_dll/eventscripts.h"
#include "cl_dll/in_defs.h"
#include "cl_dll/wrect.h"
#include "cl_dll/cl_dll.h"
#include "common/hldm.h"
#include "common/event_api.h"
#include "common/event_args.h"
#include "cl_dll/vector_util.h"
#include "mod/AvHMarineWeapons.h"
LINK_ENTITY_TO_CLASS(kwNukeGun, AvHNukeGun);
void V_PunchAxis( int axis, float punch );
BOOL AvHNukeGun::Deploy()
{
return DefaultDeploy(kNGVModel, kNGPModel, this->GetDeployAnimation(), kNGAnimExt);
}
void AvHNukeGun::Init()
{
this->mRange = kNGRange;
this->mDamage = kNGDamage;
this->mROF = kNGROF;
}
int AvHNukeGun::GetBarrelLength() const
{
return kNGBarrelLength;
}
void AvHNukeGun::Precache()
{
AvHMarineWeapon::Precache();
PRECACHE_MODEL(kNGVModel);
PRECACHE_MODEL(kNGWModel);
PRECACHE_MODEL(kNGPModel);
PRECACHE_MODEL(kNGEjectModel);
PRECACHE_SOUND(kNGFireSound1);
PRECACHE_SOUND(kNGFireSound2);
PRECACHE_SOUND(kNGFireSound3);
PRECACHE_SOUND(kNGFireSound4);
PRECACHE_SOUND(kNGReloadSound);
this->mEvent = PRECACHE_EVENT(1, kNGEventName);
}
void AvHNukeGun::Spawn()
{
AvHMarineWeapon::Spawn();
Precache();
this->m_iId = -1;// AVH_WEAPON_NUKE
m_iDefaultAmmo = kNGMaxAmmo;
// Set our class name
this->pev->classname = MAKE_STRING(kwsNukeGun);
SET_MODEL(ENT(this->pev), kNGWModel);
FallInit();// get ready to fall down.
}