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8769b0175c
o The shotgun now properly fires an empty click sound when under water and emptied git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@208 67975925-1194-0748-b3d5-c16f83f1a3a1
247 lines
7.9 KiB
C++
247 lines
7.9 KiB
C++
//======== (C) Copyright 2002 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: AvHMarineWeapon.cpp $
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// $Date: 2002/11/22 21:28:16 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHMarineWeapon.cpp,v $
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// Revision 1.4 2002/11/22 21:28:16 Flayra
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// - mp_consistency changes
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//
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// Revision 1.3 2002/10/03 18:58:15 Flayra
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// - Added heavy view models
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//
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// Revision 1.2 2002/06/25 17:50:59 Flayra
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// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
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//
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// Revision 1.1 2002/05/23 02:33:42 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/AvHMarineWeapon.h"
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#include "mod/AvHMarineWeaponConstants.h"
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#include "mod/AvHSpecials.h"
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#include "util/Balance.h"
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bool AvHMarineWeapon::GetAllowedForUser3(AvHUser3 inUser3)
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{
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bool theAllowed = false;
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// Alien weapons for aliens. Don't take into account exact roles until needed (and until weapons have stabilized)
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switch(inUser3)
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{
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case AVH_USER3_MARINE_PLAYER:
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theAllowed = true;
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break;
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}
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return theAllowed;
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}
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float AvHMarineWeapon::GetDeploySoundVolume() const
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{
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return kDeployMarineWeaponVolume;
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}
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char* AvHMarineWeapon::GetHeavyViewModel() const
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{
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return NULL;
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}
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float AvHMarineWeapon::ComputeAttackInterval() const
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{
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float theROF = this->GetRateOfFire();
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int theUser4 = this->m_pPlayer->pev->iuser4;
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// Speed attack if in range of primal scream
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if(GetHasUpgrade(theUser4, MASK_BUFFED))
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{
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float theCatalystROFFactor = 1.0f + BALANCE_VAR(kCatalystROFFactor);
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theROF /= theCatalystROFFactor;
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}
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return theROF;
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}
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char* AvHMarineWeapon::GetActiveViewModel() const
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{
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char* theViewModel = this->GetViewModel();
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// If we're a marine with heavy armor, use the heavy view model
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if(this->m_pPlayer && (this->m_pPlayer->pev->iuser3 == AVH_USER3_MARINE_PLAYER || this->m_pPlayer->pev->iuser3 == AVH_USER3_COMMANDER_PLAYER) && (GetHasUpgrade(this->m_pPlayer->pev->iuser4, MASK_UPGRADE_13)))
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{
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char* theHeavyViewModel = this->GetHeavyViewModel();
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if(theHeavyViewModel)
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{
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theViewModel = theHeavyViewModel;
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}
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}
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return theViewModel;
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}
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void AvHMarineWeapon::Precache()
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{
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AvHBasePlayerWeapon::Precache();
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char* theHeavyViewModel = this->GetHeavyViewModel();
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if(theHeavyViewModel)
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{
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PRECACHE_UNMODIFIED_MODEL(theHeavyViewModel);
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}
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}
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// AvHReloadableMarineWeapon
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const int kSpecialReloadNone = 0;
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const int kSpecialReloadGotoReload = 1;
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const int kSpecialReloadReloadShell = 2;
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void AvHReloadableMarineWeapon::DeductCostForShot(void)
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{
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AvHMarineWeapon::DeductCostForShot();
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// Stop reload if we were in the middle of one
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if(this->mSpecialReload != kSpecialReloadNone)
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{
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this->mSpecialReload = kSpecialReloadNone;
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}
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}
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int AvHReloadableMarineWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay )
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{
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// Needed to prevet super fast default reload
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return FALSE;
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}
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void AvHReloadableMarineWeapon::Holster( int skiplocal)
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{
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AvHMarineWeapon::Holster(skiplocal);
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// Cancel any reload in progress.
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this->mSpecialReload = kSpecialReloadNone;
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}
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void AvHReloadableMarineWeapon::Init()
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{
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this->mSpecialReload = kSpecialReloadNone;
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this->mNextReload = 0;
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}
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void AvHReloadableMarineWeapon::Reload(void)
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{
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int theReloadAnimation = this->GetReloadAnimation();
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float theReloadTime = this->GetReloadTime();
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int theClipSize = this->GetClipSize();
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if((this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType] > 0) && (m_iClip < theClipSize))
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{
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// don't reload until recoil is done
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if(this->m_flNextPrimaryAttack <= UTIL_WeaponTimeBase())
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{
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if(this->mSpecialReload == kSpecialReloadNone)
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{
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// Start reload
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this->mSpecialReload = kSpecialReloadGotoReload;
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this->SendWeaponAnim(this->GetGotoReloadAnimation());
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float theGotoReloadAnimationTime = this->GetGotoReloadAnimationTime();
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this->m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime;
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this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime;
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this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime; // 1.0f
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this->m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime; // 1.0f
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this->m_pPlayer->SetAnimation(PLAYER_RELOAD_START);
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}
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else if(this->mSpecialReload == kSpecialReloadGotoReload)
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{
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if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
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{
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// was waiting for gun to move to side
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this->mSpecialReload = kSpecialReloadReloadShell;
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this->SendWeaponAnim(this->GetShellReloadAnimation());
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float theShellReloadTime = this->GetShellReloadAnimationTime();
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this->mNextReload = UTIL_WeaponTimeBase() + theShellReloadTime;
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this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + theShellReloadTime;
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this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + theShellReloadTime;
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this->m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + theShellReloadTime;
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this->m_pPlayer->SetAnimation(PLAYER_RELOAD_INSERT);
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}
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}
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else if(this->mSpecialReload == kSpecialReloadReloadShell)
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{
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//DefaultReload(theClipSize, theReloadAnimation, theReloadTime);
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// Don't idle for a bit
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//this->SetNextIdle();
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// Add them to the clip
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this->m_iClip += 1;
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this->m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
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this->mSpecialReload = kSpecialReloadGotoReload;
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this->m_pPlayer->SetAnimation(PLAYER_RELOAD_END);
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}
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}
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}
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}
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void AvHReloadableMarineWeapon::WeaponIdle(void)
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{
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// tankefugl: 0000484 - ensures that all idle weapons can fire the empty sound
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ResetEmptySound();
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if(this->m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
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{
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if((this->m_iClip == 0) && (this->mSpecialReload == kSpecialReloadNone) && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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this->Reload();
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}
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else if(this->mSpecialReload != kSpecialReloadNone)
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{
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if((m_iClip != this->GetClipSize()) && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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this->Reload();
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}
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else
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{
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// reload debounce has timed out
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this->mSpecialReload = kSpecialReloadNone;
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this->SendWeaponAnim(this->GetEndReloadAnimation());
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float theEndReloadAnimationTime = this->GetEndReloadAnimationTime();
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + theEndReloadAnimationTime;
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}
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}
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else
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{
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// Hack to prevent idle animation from playing mid-reload. Not sure how to fix this right, but all this special reloading is happening server-side, client doesn't know about it
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if(m_iClip == this->GetClipSize())
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{
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AvHMarineWeapon::WeaponIdle();
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}
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}
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}
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}
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