mirror of
https://github.com/unknownworlds/NS.git
synced 2024-11-25 22:11:07 +00:00
dc79b89150
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@220 67975925-1194-0748-b3d5-c16f83f1a3a1
260 lines
6.1 KiB
C++
260 lines
6.1 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: AvHHeavyMachineGun.cpp $
|
|
// $Date: 2002/11/22 21:28:16 $
|
|
//
|
|
//-------------------------------------------------------------------------------
|
|
// $Log: AvHHeavyMachineGun.cpp,v $
|
|
// Revision 1.23 2002/11/22 21:28:16 Flayra
|
|
// - mp_consistency changes
|
|
//
|
|
// Revision 1.22 2002/10/18 22:19:22 Flayra
|
|
// - Fixed bug where HMG never ran out of ammo
|
|
//
|
|
// Revision 1.21 2002/10/16 20:53:09 Flayra
|
|
// - Removed weapon upgrade sounds
|
|
//
|
|
// Revision 1.20 2002/10/16 00:56:44 Flayra
|
|
// - Removed velocity change and ground restrictions (too confusing and felt buggy)
|
|
//
|
|
// Revision 1.19 2002/10/03 18:46:20 Flayra
|
|
// - Added heavy view model
|
|
//
|
|
// Revision 1.18 2002/09/23 22:16:31 Flayra
|
|
// - HMG can only be fired from the ground, and slows down firer
|
|
//
|
|
// Revision 1.17 2002/08/09 01:02:00 Flayra
|
|
// - Made HMG faster to deploy
|
|
//
|
|
// Revision 1.16 2002/07/24 19:09:16 Flayra
|
|
// - Linux issues
|
|
//
|
|
// Revision 1.15 2002/07/24 18:45:41 Flayra
|
|
// - Linux and scripting changes
|
|
//
|
|
// Revision 1.14 2002/07/08 16:59:48 Flayra
|
|
// - Updated anims and timing for new artwork
|
|
//
|
|
// Revision 1.13 2002/07/01 21:33:06 Flayra
|
|
// - Tweaks for new artwork
|
|
//
|
|
// Revision 1.12 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 1.11 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 1.10 2002/05/28 17:44:58 Flayra
|
|
// - Tweak weapon deploy volume, as Valve's sounds weren't normalized
|
|
//
|
|
// Revision 1.9 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"
|
|
#include "dlls/util.h"
|
|
|
|
LINK_ENTITY_TO_CLASS(kwHeavyMachineGun, AvHHeavyMachineGun);
|
|
void V_PunchAxis( int axis, float punch );
|
|
|
|
void AvHHeavyMachineGun::Init()
|
|
{
|
|
this->mRange = kHMGRange;
|
|
this->mDamage = BALANCE_IVAR(kHMGDamage);
|
|
}
|
|
|
|
int AvHHeavyMachineGun::GetBarrelLength() const
|
|
{
|
|
return kHMGBarrelLength;
|
|
}
|
|
|
|
float AvHHeavyMachineGun::GetRateOfFire() const
|
|
{
|
|
return BALANCE_FVAR(kHMGROF);
|
|
}
|
|
|
|
int AvHHeavyMachineGun::GetDeployAnimation() const
|
|
{
|
|
return 7;
|
|
}
|
|
|
|
char* AvHHeavyMachineGun::GetDeploySound() const
|
|
{
|
|
return kHMGDeploySound;
|
|
}
|
|
|
|
float AvHHeavyMachineGun::GetDeployTime() const
|
|
{
|
|
return .6f;
|
|
}
|
|
|
|
int AvHHeavyMachineGun::GetDamageType() const
|
|
{
|
|
return NS_DMG_PIERCING;
|
|
}
|
|
|
|
bool AvHHeavyMachineGun::GetHasMuzzleFlash() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
int AvHHeavyMachineGun::GetIdleAnimation() const
|
|
{
|
|
const int kMaxRandom = 30;
|
|
int iAnim;
|
|
int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, kMaxRandom);
|
|
|
|
if(theRandomNum == 0)
|
|
{
|
|
// Pet machine gun every once in awhile
|
|
iAnim = 1;
|
|
}
|
|
else if(theRandomNum < kMaxRandom/2)
|
|
{
|
|
iAnim = 0;
|
|
}
|
|
else
|
|
{
|
|
iAnim = 2;
|
|
}
|
|
|
|
return iAnim;
|
|
}
|
|
|
|
|
|
void AvHHeavyMachineGun::FireProjectiles(void)
|
|
{
|
|
// Assumes we're on the ground
|
|
// const float kSlowDownScalar = .2f;
|
|
// vec3_t theXYVelocity;
|
|
// VectorCopy(this->m_pPlayer->pev->velocity, theXYVelocity);
|
|
//
|
|
// VectorScale(theXYVelocity, kSlowDownScalar, theXYVelocity);
|
|
// theXYVelocity.z = this->m_pPlayer->pev->velocity.z;
|
|
//
|
|
// VectorCopy(theXYVelocity, this->m_pPlayer->pev->velocity);
|
|
|
|
AvHMarineWeapon::FireProjectiles();
|
|
}
|
|
|
|
char* AvHHeavyMachineGun::GetHeavyViewModel() const
|
|
{
|
|
return kHMGHVVModel;
|
|
}
|
|
|
|
char* AvHHeavyMachineGun::GetPlayerModel() const
|
|
{
|
|
return kHMGPModel;
|
|
}
|
|
|
|
Vector AvHHeavyMachineGun::GetProjectileSpread() const
|
|
{
|
|
return kHMGSpread;
|
|
}
|
|
|
|
char* AvHHeavyMachineGun::GetViewModel() const
|
|
{
|
|
return kHMGVModel;
|
|
}
|
|
|
|
char* AvHHeavyMachineGun::GetWorldModel() const
|
|
{
|
|
return kHMGWModel;
|
|
}
|
|
|
|
int AvHHeavyMachineGun::GetReloadAnimation() const
|
|
{
|
|
return 3;
|
|
}
|
|
|
|
float AvHHeavyMachineGun::GetReloadTime(void) const
|
|
{
|
|
return 6.3f;
|
|
}
|
|
|
|
int AvHHeavyMachineGun::GetShootAnimation() const
|
|
{
|
|
int theShootAnim = 4;
|
|
|
|
if(this->m_iClip % 2)
|
|
{
|
|
theShootAnim = 5;
|
|
}
|
|
|
|
return theShootAnim;
|
|
}
|
|
|
|
int AvHHeavyMachineGun::GetEmptyShootAnimation() const
|
|
{
|
|
return 6;
|
|
}
|
|
|
|
void AvHHeavyMachineGun::Precache()
|
|
{
|
|
AvHMarineWeapon::Precache();
|
|
|
|
PRECACHE_UNMODIFIED_MODEL(kHMGEjectModel);
|
|
|
|
PRECACHE_UNMODIFIED_SOUND(kHMGFireSound1);
|
|
|
|
#ifdef AVH_UPGRADE_SOUNDS
|
|
PRECACHE_UNMODIFIED_SOUND(kHMGFireSound2);
|
|
PRECACHE_UNMODIFIED_SOUND(kHMGFireSound3);
|
|
PRECACHE_UNMODIFIED_SOUND(kHMGFireSound4);
|
|
#endif
|
|
|
|
PRECACHE_UNMODIFIED_SOUND(kHMGReloadSound);
|
|
|
|
this->mEvent = PRECACHE_EVENT(1, kHMGEventName);
|
|
}
|
|
|
|
bool AvHHeavyMachineGun::ProcessValidAttack(void)
|
|
{
|
|
bool theValidAttack = false;
|
|
|
|
if(AvHMarineWeapon::ProcessValidAttack() /*&& (this->m_pPlayer->pev->flags & FL_ONGROUND)*/)
|
|
{
|
|
theValidAttack = true;
|
|
}
|
|
|
|
return theValidAttack;
|
|
}
|
|
|
|
|
|
void AvHHeavyMachineGun::Spawn()
|
|
{
|
|
AvHMarineWeapon::Spawn();
|
|
|
|
Precache();
|
|
|
|
this->m_iId = AVH_WEAPON_HMG;
|
|
this->m_iDefaultAmmo = BALANCE_IVAR(kHMGMaxClip);
|
|
|
|
// Set our class name
|
|
this->pev->classname = MAKE_STRING(kwsHeavyMachineGun);
|
|
|
|
SET_MODEL(ENT(this->pev), kHMGWModel);
|
|
|
|
FallInit();// get ready to fall down.
|
|
}
|