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

263 lines
6 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: AvHKnife.cpp $
// $Date: 2002/11/22 21:28:16 $
//
//-------------------------------------------------------------------------------
// $Log: AvHKnife.cpp,v $
// Revision 1.17 2002/11/22 21:28:16 Flayra
// - mp_consistency changes
//
// Revision 1.16 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 1.15 2002/10/03 18:45:33 Flayra
// - Added heavy view models
// - Added new flavor anim (knife flourish)
//
// Revision 1.14 2002/08/09 01:04:23 Flayra
// - Knife is faster to deploy
//
// Revision 1.13 2002/07/24 19:09:17 Flayra
// - Linux issues
//
// Revision 1.12 2002/07/24 18:55:52 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.11 2002/07/24 18:45:42 Flayra
// - Linux and scripting changes
//
// Revision 1.10 2002/07/08 16:48:42 Flayra
// - Melee weapons don't play hit sounds or punchangle target if they didn't damage them
//
// Revision 1.9 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 1.8 2002/06/10 19:57:39 Flayra
// - Updated with new knife artwork
//
// Revision 1.7 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 1.6 2002/05/28 17:44:58 Flayra
// - Tweak weapon deploy volume, as Valve's sounds weren't normalized
//
// Revision 1.5 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"
#ifdef AVH_SERVER
#include "mod/AvHGamerules.h"
#include "mod/AvHServerUtil.h"
#endif
LINK_ENTITY_TO_CLASS(kwKnife, AvHKnife);
void V_PunchAxis( int axis, float punch );
int AvHKnife::GetDeployAnimation() const
{
return 4;
}
float AvHKnife::GetDeployTime() const
{
return .25f;
}
char* AvHKnife::GetDeploySound() const
{
return kKNDeploySound;
}
char* AvHKnife::GetHeavyViewModel() const
{
return kKNHVVModel;
}
int AvHKnife::GetIdleAnimation() const
{
// Only play the poking-finger animation once in awhile and play the knife flourish once in a blue moon, it's a special treat
int iAnim;
int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 200);
if(theRandomNum == 0)
{
iAnim = 5;
}
else if(theRandomNum < 16)
{
iAnim = kIdleAnimationTwo;
}
else
{
iAnim = kIdleAnimationOne;
}
return iAnim;
}
bool AvHKnife::GetMustPressTriggerForEachShot() const
{
return true;
}
char* AvHKnife::GetPlayerModel() const
{
return kKNPModel;
}
char* AvHKnife::GetViewModel() const
{
return kKNVModel;
}
char* AvHKnife::GetWorldModel() const
{
return kKNWModel;
}
void AvHKnife::Init()
{
this->mRange = kKNRange;
this->mDamage = BALANCE_IVAR(kKNDamage);
}
void AvHKnife::FireProjectiles(void)
{
#ifdef AVH_SERVER
// TODO: Check team
// Do trace hull here
float theDamage = this->mDamage;
CBaseEntity* pHurt = this->m_pPlayer->CheckTraceHullAttack(kKNRange, theDamage, DMG_SLASH);
if(pHurt)
{
char* theSoundToPlay = NULL;
if(pHurt->pev->flags & (FL_MONSTER | FL_CLIENT))
{
//AvHSUKnockPlayerAbout(CBaseEntity::Instance(this->m_pPlayer->edict()), pHurt, 300);
int theSoundIndex = RANDOM_LONG(0, 2);
switch(theSoundIndex)
{
case 0:
theSoundToPlay = kKNHitSound1;
break;
case 1:
theSoundToPlay = kKNHitSound2;
break;
}
}
else
{
theSoundToPlay = kKNHitWallSound;
}
if(theSoundToPlay)
{
EMIT_SOUND(ENT(pev), CHAN_WEAPON, theSoundToPlay, 1.0, ATTN_NORM);
}
}
#endif
}
int AvHKnife::GetBarrelLength() const
{
return kKNBarrelLength;
}
float AvHKnife::GetRateOfFire() const
{
return BALANCE_FVAR(kKNROF);
}
bool AvHKnife::GetFiresUnderwater() const
{
return true;
}
bool AvHKnife::GetIsDroppable() const
{
return false;
}
int AvHKnife::GetShootAnimation() const
{
// CS artwork
//return 5 + UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 2);
return 2 + UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 1);
}
BOOL AvHKnife::IsUseable(void)
{
return true;
}
void AvHKnife::Precache()
{
AvHMarineWeapon::Precache();
PRECACHE_UNMODIFIED_SOUND(kKNFireSound1);
PRECACHE_UNMODIFIED_SOUND(kKNFireSound2);
PRECACHE_UNMODIFIED_SOUND(kKNHitSound1);
PRECACHE_UNMODIFIED_SOUND(kKNHitSound2);
PRECACHE_UNMODIFIED_SOUND(kKNHitWallSound);
this->mEvent = PRECACHE_EVENT(1, kKNEventName);
}
void AvHKnife::Spawn()
{
AvHMarineWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_KNIFE;
//this->m_iDefaultAmmo = kKNMaxClip;
// Set our class name
this->pev->classname = MAKE_STRING(kwsKnife);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}
bool AvHKnife::UsesAmmo(void) const
{
return false;
}
BOOL AvHKnife::UseDecrement(void)
{
return true;
}