//======== (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: AvHAcidRocketGun.cpp $
// $Date: 2002/11/22 21:28:15 $
//
//-------------------------------------------------------------------------------
// $Log: AvHAcidRocketGun.cpp,v $
// Revision 1.8 2002/11/22 21:28:15 Flayra
// - mp_consistency changes
//
// Revision 1.7 2002/10/16 20:50:53 Flayra
// - Fixed problem where projectile hit player
//
// Revision 1.6 2002/08/16 02:32:09 Flayra
// - Added damage types
// - Swapped umbra and bile bomb
//
// Revision 1.5 2002/07/24 18:55:51 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.4 2002/07/24 18:45:40 Flayra
// - Linux and scripting changes
//
// Revision 1.3 2002/07/23 16:54:23 Flayra
// - Updates for new viewmodel artwork
//
// Revision 1.2 2002/07/01 21:11:59 Flayra
// - Removed unneeded linking entity to classname
//
// Revision 1.1 2002/06/25 17:23:02 Flayra
// - Level 4 projectile
//
//===============================================================================
include "AvHAlienWeapons.h"
include "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"
include "../common/hldm.h"
include "../common/event_api.h"
include "../common/event_args.h"
endif
include "../common/vector_util.h"
include "AvHAlienWeaponConstants.h"
include "AvHPlayerUpgrade.h"
include "AvHConstants.h"
LINK_ENTITY_TO_CLASS(kwAcidRocketGun, AvHAcidRocketGun);
void V_PunchAxis( int axis, float punch );
ifdef AVH_SERVER
include "AvHGamerules.h"
include "AvHServerUtil.h"
void AvHAcidRocket::Precache(void)
{
CBaseEntity::Precache();
PRECACHE_UNMODIFIED_MODEL(kAcidRocketProjectileModel);
}
void AvHAcidRocket::SetDamage(float inDamage)
{
this->mDamage = inDamage;
}
void AvHAcidRocket::Spawn()
{
this->Precache();
CBaseEntity::Spawn();
this->pev->movetype = MOVETYPE_FLY; this->pev->classname = MAKE_STRING(kwsAcidRocket); SET_MODEL(ENT(this->pev), kAcidRocketProjectileModel); this->pev->solid = SOLID_BBOX; this->mDamage = 0.0f; // Comment out effects line, uncomment next four, then comment out creation of temp entity in EV_AcidGun to see server side Acid for testing if(!GetGameRules()->GetDrawInvisibleEntities()) { this->pev->effects = EF_NODRAW; } else { this->pev->frame = 0; this->pev->scale = 0.5; this->pev->rendermode = kRenderTransAlpha; this->pev->renderamt = 255; } //UTIL_SetSize(this->pev, Vector( 0, 0, 0), Vector(0, 0, 0));
// UTIL_SetSize(this->pev, Vector( -16, -16, -16), Vector(16, 16, 16));
//UTIL_SetSize(this->pev, Vector( -50, -50, -50), Vector(50, 50, 50));
SetTouch(&AvHAcidRocket::AcidRocketTouch);
// // Enforce short range
// SetThink(AcidRocketDeath);
// this->pev->nextthink = gpGlobals->time + kAcidRocketLifetime;
}
void AvHAcidRocket::AcidRocketDeath()
{
}
void AvHAcidRocket::AcidRocketTouch(CBaseEntity* pOther)
{
edict_t* theRocketOwner = this->pev->owner;
CBaseEntity* theAttacker = CBaseEntity::Instance(theRocketOwner);
//float theForceScalar = BALANCE_VAR(kAcidRocketForceScalar)*this->mDamage; //AvHSUExplosiveForce(this->pev->origin, kAcidRocketRadius, theForceScalar, theAttacker); // Explode with splash damage RadiusDamage(this->pev->origin, this->pev, VARS(theRocketOwner), this->mDamage, BALANCE_VAR(kAcidRocketRadius), CLASS_NONE, NS_DMG_ACID); // Kill the Acid entity UTIL_Remove(this);
}
endif
void AvHAcidRocketGun::Init()
{
this->mRange = kAcidRocketRange;
this->mDamage = BALANCE_VAR(kAcidRocketDamage);
}
void AvHAcidRocketGun::FireProjectiles(void)
{
#ifdef AVH_SERVER
// Spawn AcidRocket AvHAcidRocket* theAcidRocket = GetClassPtr((AvHAcidRocket*)NULL ); theAcidRocket->Spawn(); UTIL_MakeVectors(this->m_pPlayer->pev->v_angle); Vector vecAiming = gpGlobals->v_forward; // TODO: Make rocket appear to come from arm Vector theRocketOrigin; VectorMA(this->m_pPlayer->GetGunPosition(), this->GetBarrelLength(), vecAiming, theRocketOrigin); UTIL_SetOrigin(theAcidRocket->pev, theRocketOrigin); // This needs to be the same as in EV_AcidRocketGun Vector theBaseVelocity; VectorScale(this->pev->velocity, kAcidRocketParentVelocityScalar, theBaseVelocity); Vector theStartVelocity; VectorMA(theBaseVelocity, kAcidRocketVelocity, vecAiming, theStartVelocity); VectorCopy(theStartVelocity, theAcidRocket->pev->velocity); // Set owner theAcidRocket->pev->owner = ENT(this->m_pPlayer->pev); // Set AcidRocket's team :) theAcidRocket->pev->team = this->m_pPlayer->pev->team; // Set amount of damage it will do float theDamage = this->mDamage*AvHPlayerUpgrade::GetAlienRangedDamageUpgrade(this->m_pPlayer->pev->iuser4); theAcidRocket->SetDamage(theDamage); #endif
}
int AvHAcidRocketGun::GetBarrelLength() const
{
return kAcidRocketBarrelLength;
}
int AvHAcidRocketGun::GetIdleAnimation() const
{
return UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 14, 15);
}
float AvHAcidRocketGun::GetRateOfFire() const
{
return BALANCE_VAR(kAcidRocketROF);
}
int AvHAcidRocketGun::GetDeployAnimation() const
{
// Look at most recently used weapon and see if we can transition from it
int theDeployAnimation = 6;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); switch(thePreviousID) { case AVH_WEAPON_ACIDROCKET: theDeployAnimation = -1; break; case AVH_WEAPON_SWIPE: case AVH_WEAPON_BLINK: theDeployAnimation = 8; break; case AVH_WEAPON_METABOLIZE: theDeployAnimation = 13; break; } return theDeployAnimation;
}
bool AvHAcidRocketGun::GetFiresUnderwater() const
{
return true;
}
bool AvHAcidRocketGun::GetIsDroppable() const
{
return false;
}
bool AvHAcidRocketGun::GetMustPressTriggerForEachShot() const
{
return true;
}
int AvHAcidRocketGun::GetShootAnimation() const
{
return 16;
}
char* AvHAcidRocketGun::GetViewModel() const
{
return kLevel4ViewModel;
}
void AvHAcidRocketGun::Precache()
{
AvHAlienWeapon::Precache();
PRECACHE_UNMODIFIED_MODEL(kAcidRocketProjectileModel); PRECACHE_UNMODIFIED_SOUND(kAcidRocketFireSound); PRECACHE_UNMODIFIED_SOUND(kAcidRocketHitSound); this->mEvent = PRECACHE_EVENT(1, kAcidRocketShootEventName);
}
void AvHAcidRocketGun::Spawn()
{
AvHAlienWeapon::Spawn();
Precache(); this->m_iId = AVH_WEAPON_ACIDROCKET; // Set our class name this->pev->classname = MAKE_STRING(kwsAcidRocketGun); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down.
}