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

190 lines
4.9 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: AvHSpikeGun.cpp $
// $Date: 2002/11/22 21:28:17 $
//
//-------------------------------------------------------------------------------
// $Log: AvHSpikeGun.cpp,v $
// Revision 1.11 2002/11/22 21:28:17 Flayra
// - mp_consistency changes
//
// Revision 1.10 2002/09/23 22:33:11 Flayra
// - Fixed problem where spikes were playing inappropriate ricochet sounds (and too many of them)
//
// Revision 1.9 2002/08/16 02:48:10 Flayra
// - New damage model
//
// Revision 1.8 2002/07/24 19:09:17 Flayra
// - Linux issues
//
// Revision 1.7 2002/07/24 18:45:43 Flayra
// - Linux and scripting changes
//
// Revision 1.6 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 1.5 2002/06/03 16:39:10 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.4 2002/05/23 02:32:57 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"
LINK_ENTITY_TO_CLASS(kwSpikeGun, AvHSpikeGun);
void V_PunchAxis( int axis, float punch );
void AvHSpikeGun::Init()
{
this->mRange = kSpikeRange;
this->mDamage = BALANCE_IVAR(kSpikeDamage);
//this->mFramesSinceMoreAmmo = 0;
}
void AvHSpikeGun::FireProjectiles(void)
{
Vector vecSrc = this->m_pPlayer->GetGunPosition();
Vector vecAiming = this->m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
// Fire the bullets and apply damage
int theRange = this->mRange;
float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4);
// NOTE: If these values change, update them in the EV_SpikeGun as well
//this->m_pPlayer->FireBullets(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, theRange, BULLET_MONSTER_9MM, 0, theDamage);
this->m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, kSpikeSpread, theRange, BULLET_MONSTER_9MM, 0, theDamage, this->m_pPlayer->pev, this->m_pPlayer->random_seed);
}
int AvHSpikeGun::GetBarrelLength() const
{
return kSpikeBarrelLength;
}
float AvHSpikeGun::GetRateOfFire() const
{
return BALANCE_FVAR(kSpikeROF);
}
int AvHSpikeGun::GetDamageType() const
{
return NS_DMG_NORMAL;
}
int AvHSpikeGun::GetDeployAnimation() const
{
// Look at most recently used weapon and see if we can transition from it
int theDeployAnimation = 13;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
switch(thePreviousID)
{
case AVH_WEAPON_BITE2:
theDeployAnimation = 9;
break;
case AVH_WEAPON_UMBRA:
case AVH_WEAPON_SPORES:
case AVH_WEAPON_PRIMALSCREAM:
theDeployAnimation = 11;
break;
}
return theDeployAnimation;
}
float AvHSpikeGun::GetDeployTime() const
{
return .6f;
}
bool AvHSpikeGun::GetFiresUnderwater() const
{
return true;
}
int AvHSpikeGun::GetIdleAnimation() const
{
return 0;
}
bool AvHSpikeGun::GetIsDroppable() const
{
return false;
}
int AvHSpikeGun::GetShootAnimation() const
{
return 3;
}
char* AvHSpikeGun::GetViewModel() const
{
return kLevel3ViewModel;
}
void AvHSpikeGun::Precache()
{
AvHAlienWeapon::Precache();
PRECACHE_UNMODIFIED_SOUND(kSpikeFireSound);
PRECACHE_UNMODIFIED_MODEL(kSpikeProjectileModel);
PRECACHE_UNMODIFIED_MODEL(kSpikeGunHitSprite);
this->mEvent = PRECACHE_EVENT(1, kSpikeShootEventName);
}
void AvHSpikeGun::Spawn()
{
AvHAlienWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_SPIKE;
//this->m_iDefaultAmmo = kSpikeMaxClip;
// Set our class name
this->pev->classname = MAKE_STRING(kwsSpikeGun);
SET_MODEL(ENT(this->pev), kNullModel);
FallInit();// get ready to fall down.
}
// Ammo comes back on it's own
//void AvHSpikeGun::WeaponIdle()
//{
// if(this->m_iClip < kSpikeMaxClip)
// {
// if(++this->mFramesSinceMoreAmmo >= 6)
// {
// this->m_iClip++;
// this->mFramesSinceMoreAmmo = 0;
// }
// }
//}