mirror of
https://github.com/unknownworlds/NS.git
synced 2024-12-30 06:01:06 +00:00
5dcc163bd5
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@379 67975925-1194-0748-b3d5-c16f83f1a3a1
194 lines
4.4 KiB
C++
194 lines
4.4 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: AvHPistol.cpp $
|
|
// $Date: 2002/11/22 21:28:17 $
|
|
//
|
|
//-------------------------------------------------------------------------------
|
|
// $Log: AvHPistol.cpp,v $
|
|
// Revision 1.13 2002/11/22 21:28:17 Flayra
|
|
// - mp_consistency changes
|
|
//
|
|
// Revision 1.12 2002/10/16 20:53:09 Flayra
|
|
// - Removed weapon upgrade sounds
|
|
//
|
|
// Revision 1.11 2002/10/03 18:46:58 Flayra
|
|
// - Added heavy view model
|
|
//
|
|
// Revision 1.10 2002/08/09 01:09:00 Flayra
|
|
// - Made pistol faster to deploy
|
|
//
|
|
// Revision 1.9 2002/07/24 19:09:17 Flayra
|
|
// - Linux issues
|
|
//
|
|
// Revision 1.8 2002/07/24 18:45:42 Flayra
|
|
// - Linux and scripting changes
|
|
//
|
|
// Revision 1.7 2002/07/08 17:08:52 Flayra
|
|
// - Tweaked for bullet spread
|
|
//
|
|
// 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 16:37:31 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 1.4 2002/05/28 17:44:58 Flayra
|
|
// - Tweak weapon deploy volume, as Valve's sounds weren't normalized
|
|
//
|
|
// Revision 1.3 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 "dlls/util.h"
|
|
|
|
LINK_ENTITY_TO_CLASS(kwPistol, AvHPistol);
|
|
void V_PunchAxis( int axis, float punch );
|
|
|
|
void AvHPistol::Init()
|
|
{
|
|
this->mRange = kHGRange;
|
|
this->mDamage = BALANCE_VAR(kHGDamage);
|
|
}
|
|
|
|
int AvHPistol::GetBarrelLength() const
|
|
{
|
|
return kHGBarrelLength;
|
|
}
|
|
|
|
float AvHPistol::GetRateOfFire() const
|
|
{
|
|
return BALANCE_VAR(kHGROF);
|
|
}
|
|
|
|
int AvHPistol::GetDeployAnimation() const
|
|
{
|
|
return 6;
|
|
}
|
|
|
|
char* AvHPistol::GetDeploySound() const
|
|
{
|
|
return kHGDeploySound;
|
|
}
|
|
|
|
float AvHPistol::GetDeployTime() const
|
|
{
|
|
return .35f;
|
|
}
|
|
|
|
int AvHPistol::GetEmptyShootAnimation() const
|
|
{
|
|
return 5;
|
|
}
|
|
|
|
char* AvHPistol::GetHeavyViewModel() const
|
|
{
|
|
return kHGHVVModel;
|
|
}
|
|
|
|
char* AvHPistol::GetPlayerModel() const
|
|
{
|
|
return kHGPModel;
|
|
}
|
|
|
|
Vector AvHPistol::GetProjectileSpread() const
|
|
{
|
|
return kHGSpread;
|
|
}
|
|
|
|
char* AvHPistol::GetViewModel() const
|
|
{
|
|
return kHGVModel;
|
|
}
|
|
|
|
char* AvHPistol::GetWorldModel() const
|
|
{
|
|
return kHGWModel;
|
|
}
|
|
|
|
int AvHPistol::GetReloadAnimation() const
|
|
{
|
|
int theReloadAnimation = 2;
|
|
|
|
// If empty, use empty reload
|
|
bool theHasAmmo = (this->m_iClip > 0);// || (this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType] > 0);
|
|
if(!theHasAmmo)
|
|
{
|
|
theReloadAnimation = 3;
|
|
}
|
|
|
|
return theReloadAnimation;
|
|
}
|
|
|
|
|
|
int AvHPistol::GetShootAnimation() const
|
|
{
|
|
return 4;
|
|
}
|
|
|
|
bool AvHPistol::GetHasMuzzleFlash() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool AvHPistol::GetMustPressTriggerForEachShot() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
float AvHPistol::GetReloadTime(void) const
|
|
{
|
|
return 3.0f;
|
|
}
|
|
|
|
void AvHPistol::Precache()
|
|
{
|
|
AvHMarineWeapon::Precache();
|
|
|
|
PRECACHE_UNMODIFIED_MODEL(kHGEjectModel);
|
|
PRECACHE_UNMODIFIED_SOUND(kHGFireSound1);
|
|
PRECACHE_UNMODIFIED_SOUND(kHGReloadSound);
|
|
PRECACHE_UNMODIFIED_MODEL(kGenericWallpuff);
|
|
|
|
this->mEvent = PRECACHE_EVENT(1, kHGEventName);
|
|
}
|
|
|
|
|
|
void AvHPistol::Spawn()
|
|
{
|
|
AvHMarineWeapon::Spawn();
|
|
|
|
Precache();
|
|
|
|
this->m_iId = AVH_WEAPON_PISTOL;
|
|
this->m_iDefaultAmmo = BALANCE_VAR(kHGMaxClip)*(BALANCE_VAR(kMarineSpawnClips) + 1);
|
|
|
|
// Set our class name
|
|
this->pev->classname = MAKE_STRING(kwsPistol);
|
|
|
|
SET_MODEL(ENT(this->pev), kHGWModel);
|
|
|
|
FallInit();// get ready to fall down.
|
|
}
|
|
|