mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-17 11:00:38 +02:00
Switched Doom 3 weapons to native.
This commit is contained in:
@@ -0,0 +1,225 @@
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// Weapon_chainsaw.cpp
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//
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#pragma hdrstop
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#include "precompiled.h"
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#include "../Game_local.h"
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CLASS_DECLARATION( rvmWeaponObject, rvmWeaponChainsaw )
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END_CLASS
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#define CHAINSAW_FIRERATE 0.1
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// blend times
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#define CHAINSAW_IDLE_TO_LOWER 4
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#define CHAINSAW_IDLE_TO_FIRE 4
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#define CHAINSAW_RAISE_TO_IDLE 4
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#define CHAINSAW_FIRE_TO_IDLE 4
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/*
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===============
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rvmWeaponChainsaw::Init
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===============
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*/
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void rvmWeaponChainsaw::Init( idWeapon* weapon )
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{
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rvmWeaponObject::Init( weapon );
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next_attack = 0;
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}
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/*
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===============
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rvmWeaponChainsaw::Raise
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===============
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*/
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stateResult_t rvmWeaponChainsaw::Raise( stateParms_t* parms )
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{
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enum RisingState
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{
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RISING_NOTSET = 0,
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RISING_WAIT
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};
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switch( parms->stage )
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{
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case RISING_NOTSET:
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owner->Event_PlayAnim( ANIMCHANNEL_ALL, "raise", false );
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parms->stage = RISING_WAIT;
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return SRESULT_WAIT;
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case RISING_WAIT:
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if( owner->Event_AnimDone( ANIMCHANNEL_ALL, CHAINSAW_RAISE_TO_IDLE ) )
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{
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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/*
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===============
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rvmWeaponChainsaw::Lower
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===============
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*/
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stateResult_t rvmWeaponChainsaw::Lower( stateParms_t* parms )
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{
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enum LoweringState
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{
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LOWERING_NOTSET = 0,
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LOWERING_WAIT
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};
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switch( parms->stage )
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{
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case LOWERING_NOTSET:
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owner->Event_PlayAnim( ANIMCHANNEL_ALL, "putaway", false );
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parms->stage = LOWERING_WAIT;
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return SRESULT_WAIT;
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case LOWERING_WAIT:
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if( owner->Event_AnimDone( ANIMCHANNEL_ALL, 0 ) )
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{
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SetState( "Holstered" );
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return SRESULT_DONE;
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}
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return SRESULT_WAIT;
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}
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return SRESULT_ERROR;
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}
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/*
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===============
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rvmWeaponChainsaw::Idle
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===============
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*/
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stateResult_t rvmWeaponChainsaw::Idle( stateParms_t* parms )
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{
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enum IdleState
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{
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IDLE_NOTSET = 0,
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IDLE_WAIT
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};
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switch( parms->stage )
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{
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case IDLE_NOTSET:
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owner->Event_WeaponReady();
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owner->Event_PlayCycle( ANIMCHANNEL_ALL, "idle" );
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parms->stage = IDLE_WAIT;
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return SRESULT_WAIT;
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case IDLE_WAIT:
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// Do nothing.
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return SRESULT_DONE;
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}
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return SRESULT_ERROR;
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}
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/*
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===============
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rvmWeaponChainsaw::Reload
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===============
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*/
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stateResult_t rvmWeaponChainsaw::Reload( stateParms_t* parms )
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{
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return SRESULT_DONE;
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}
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/*
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===============
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rvmWeaponChainsaw::Fire
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===============
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*/
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stateResult_t rvmWeaponChainsaw::Fire( stateParms_t* parms )
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{
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float currentTime;
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if( parms->stage == 0 )
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{
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owner->Event_PlayAnim( ANIMCHANNEL_ALL, "melee_start", false );
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owner->Event_Melee();
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owner->Event_StartSound( "snd_startattack", SND_CHANNEL_WEAPON, false );
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parms->stage = 1;
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return SRESULT_WAIT;
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}
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if( parms->stage == 1 )
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{
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if( owner->Event_AnimDone( ANIMCHANNEL_ALL, 3 ) )
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{
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parms->stage = 2;
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return SRESULT_WAIT;
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}
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return SRESULT_WAIT;
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}
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if( parms->stage == 2 )
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{
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owner->Event_StartSound( "snd_attack", SND_CHANNEL_WEAPON, false );
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parms->stage = 3;
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return SRESULT_WAIT;
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}
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if( parms->stage == 3 )
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{
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if( owner->Event_AnimDone( ANIMCHANNEL_ALL, 0 ) )
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{
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parms->stage = 4;
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return SRESULT_WAIT;
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}
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return SRESULT_WAIT;
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}
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if( parms->stage == 4 )
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{
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owner->Event_PlayCycle( ANIMCHANNEL_ALL, "melee_loop" );
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next_attack = gameLocal.SysScriptTime();
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parms->stage = 5;
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return SRESULT_WAIT;
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}
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if( parms->stage == 5 )
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{
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if( owner->IsFiring() )
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{
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currentTime = gameLocal.SysScriptTime();
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if( currentTime >= next_attack )
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{
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owner->Event_Melee();
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next_attack = currentTime + CHAINSAW_FIRERATE;
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}
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return SRESULT_WAIT;
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}
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else
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{
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parms->stage = 6;
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return SRESULT_WAIT;
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}
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}
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if( parms->stage == 6 )
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{
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owner->Event_StartSound( "snd_stopattack", SND_CHANNEL_WEAPON, false );
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owner->Event_PlayAnim( ANIMCHANNEL_ALL, "melee_end", false );
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parms->stage = 7;
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return SRESULT_WAIT;
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}
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if( !owner->Event_AnimDone( ANIMCHANNEL_ALL, 0 ) )
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{
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return SRESULT_WAIT;
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}
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return SRESULT_DONE;
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}
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