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54a4ac5469
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@85 67975925-1194-0748-b3d5-c16f83f1a3a1
91 lines
2.4 KiB
C++
91 lines
2.4 KiB
C++
//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHNukeGun.cpp $
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// $Date: 2002/06/03 16:39:09 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHNukeGun.cpp,v $
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// Revision 1.9 2002/06/03 16:39:09 Flayra
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// - Added different deploy times (this should be refactored a bit more)
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//
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// Revision 1.8 2002/05/23 02:33:20 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#include "mod/AvHMarineWeapons.h"
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#include "mod/AvHPlayer.h"
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#include "cl_dll/eventscripts.h"
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#include "cl_dll/in_defs.h"
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#include "cl_dll/wrect.h"
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#include "cl_dll/cl_dll.h"
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#include "common/hldm.h"
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#include "common/event_api.h"
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#include "common/event_args.h"
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#include "cl_dll/vector_util.h"
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#include "mod/AvHMarineWeapons.h"
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LINK_ENTITY_TO_CLASS(kwNukeGun, AvHNukeGun);
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void V_PunchAxis( int axis, float punch );
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BOOL AvHNukeGun::Deploy()
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{
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return DefaultDeploy(kNGVModel, kNGPModel, this->GetDeployAnimation(), kNGAnimExt);
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}
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void AvHNukeGun::Init()
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{
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this->mRange = kNGRange;
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this->mDamage = kNGDamage;
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this->mROF = kNGROF;
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}
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int AvHNukeGun::GetBarrelLength() const
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{
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return kNGBarrelLength;
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}
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void AvHNukeGun::Precache()
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{
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AvHMarineWeapon::Precache();
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PRECACHE_MODEL(kNGVModel);
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PRECACHE_MODEL(kNGWModel);
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PRECACHE_MODEL(kNGPModel);
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PRECACHE_MODEL(kNGEjectModel);
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PRECACHE_SOUND(kNGFireSound1);
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PRECACHE_SOUND(kNGFireSound2);
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PRECACHE_SOUND(kNGFireSound3);
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PRECACHE_SOUND(kNGFireSound4);
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PRECACHE_SOUND(kNGReloadSound);
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this->mEvent = PRECACHE_EVENT(1, kNGEventName);
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}
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void AvHNukeGun::Spawn()
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{
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AvHMarineWeapon::Spawn();
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Precache();
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this->m_iId = -1;// AVH_WEAPON_NUKE
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m_iDefaultAmmo = kNGMaxAmmo;
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// Set our class name
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this->pev->classname = MAKE_STRING(kwsNukeGun);
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SET_MODEL(ENT(this->pev), kNGWModel);
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FallInit();// get ready to fall down.
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}
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