ns/dev/3.2-LUA/source/mod/AvHEggLayer.cpp
tankefugl f0bcdd7a9f Branched for LUA development.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@266 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-07-13 11:35:45 +00:00

152 lines
3.9 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: AvHEggLayer.cpp $
// $Date: 2002/07/24 19:09:16 $
//
//-------------------------------------------------------------------------------
// $Log: AvHEggLayer.cpp,v $
// Revision 1.7 2002/07/24 19:09:16 Flayra
// - Linux issues
//
// Revision 1.6 2002/07/24 18:55:51 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.5 2002/06/03 16:39:09 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.4 2002/05/23 02:33:41 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"
#include "mod/AvHGamerules.h"
#include "mod/AvHAlienWeaponConstants.h"
#include "mod/AvHServerUtil.h"
LINK_ENTITY_TO_CLASS(kwEggLayer, AvHEggLayer);
BOOL AvHEggLayer::Deploy()
{
return DefaultDeploy(kEggLayerVModel, kEggLayerPModel, this->GetDeployAnimation(), kEggLayerAnimExt);
}
int AvHEggLayer::GetBarrelLength() const
{
return kEggLayerBarrelLength;
}
bool AvHEggLayer::GetFiresUnderwater() const
{
return true;
}
bool AvHEggLayer::GetIsDroppable() const
{
return false;
}
void AvHEggLayer::Init()
{
this->mRange = kEggLayerRange;
this->mROF = kEggLayerROF;
}
void AvHEggLayer::Precache(void)
{
AvHAlienWeapon::Precache();
PRECACHE_MODEL(kEggLayerVModel);
PRECACHE_MODEL(kEggLayerPModel);
PRECACHE_MODEL(kAlienGunWModel);
PRECACHE_SOUND(kEggLaySound1);
PRECACHE_SOUND(kEggLaySound2);
this->mEvent = PRECACHE_EVENT(1, kEggLayerShootEventName);
//this->mEvent = PRECACHE_EVENT(1, kSpitGEventName);
}
void AvHEggLayer::Spawn()
{
AvHAlienWeapon::Spawn();
Precache();
this->m_iId = AVH_WEAPON_EGGLAYER;
// Set our class name
this->pev->classname = MAKE_STRING(kwsEggLayer);
SET_MODEL(ENT(this->pev), kAlienGunWModel);
FallInit();// get ready to fall down.
}
bool AvHEggLayer::UsesAmmo(void) const
{
return false;
}
void AvHEggLayer::FireProjectiles(void)
{
#ifdef AVH_SERVER
// Make sure we have enough points to shoot this thing
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
ASSERT(thePlayer);
if(thePlayer->GetResources() > kEggLayerPointCost)
{
// Now check to make sure the space is big enough to hold the egg
UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
//Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = this->m_pPlayer->GetGunPosition();// + vecAiming;
if(AvHSUIsAreaFree(vecSrc, kEggRadius, this->m_pPlayer))
{
// Decrement kEggLayerPointCost points
thePlayer->SetResources(thePlayer->GetResources() - kEggLayerPointCost);
AvHEgg* theEgg = GetClassPtr((AvHEgg*)NULL );
theEgg->Spawn();
theEgg->pev->angles.x = 0;
theEgg->pev->angles.z = 0;
//theEgg->pev->velocity = gpGlobals->v_forward * 300 + gpGlobals->v_forward * 100;
UTIL_SetOrigin(theEgg->pev, vecSrc);
// Set owner
//theEgg->pev->owner = ENT(this->m_pPlayer->pev);
// Set egg's team
theEgg->pev->team = this->m_pPlayer->pev->team;
}
}
#endif
}