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"
endif
include "../common/hldm.h"
include "../common/event_api.h"
include "../common/event_args.h"
include "../common/vector_util.h"
include "AvHAlienWeaponConstants.h"
include "AvHPlayerUpgrade.h"
include "AvHConstants.h"
LINK_ENTITY_TO_CLASS(kwBite2Gun, AvHBite2);
void V_PunchAxis( int axis, float punch );
void AvHBite2::Init()
{
this->mRange = kBite2Range;
this->mDamage = BALANCE_VAR(kBite2Damage);
}
bool AvHBite2::GetIsGunPositionValid() const
{
return true;
}
int AvHBite2::GetBarrelLength() const
{
return kBite2BarrelLength;
}
float AvHBite2::GetRateOfFire() const
{
return BALANCE_VAR(kBite2ROF);
}
int AvHBite2::GetDeployAnimation() const
{
// Look at most recently used weapon and see if we can transition from it
int theDeployAnimation = 1;
AvHWeaponID thePreviousID = this->GetPreviousWeaponID(); switch(thePreviousID) { case AVH_WEAPON_UMBRA: case AVH_WEAPON_SPORES: //case AVH_WEAPON_PRIMALSCREAM: theDeployAnimation = 12; break; } return theDeployAnimation;
}
int AvHBite2::GetDamageType() const
{
return AvHBite::GetDamageType();
}
float AvHBite2::GetDeployTime() const
{
return .2f;
}
int AvHBite2::GetIdleAnimation() const
{
return 1;
}
int AvHBite2::GetShootAnimation() const
{
return 4;
}
char* AvHBite2::GetViewModel() const
{
return kLevel3ViewModel;
}
void AvHBite2::Precache()
{
AvHBite::Precache();
this->mEvent = PRECACHE_EVENT(1, kBite2EventName);
}
void AvHBite2::Spawn()
{
AvHBite::Spawn();
this->Precache(); this->m_iId = AVH_WEAPON_BITE2; // Set our class name this->pev->classname = MAKE_STRING(kwsBite2Gun); SET_MODEL(ENT(this->pev), kNullModel); FallInit();// get ready to fall down.
}