/***
*
* Copyright ( c ) 1996 - 2002 , Valve LLC . All rights reserved .
*
* This product contains software technology licensed from Id
* Software , Inc . ( " Id Technology " ) . Id Technology ( c ) 1996 Id Software , Inc .
* All Rights Reserved .
*
* Use , distribution , and modification of this source code and / or resulting
* object code is restricted to non - commercial enhancements to products from
* Valve LLC . All other use , distribution , or modification is prohibited
* without written permission from Valve LLC .
*
* * * */
# include "hud.h"
# include "cl_util.h"
# include "const.h"
# include "entity_state.h"
# include "cl_entity.h"
# include "entity_types.h"
# include "usercmd.h"
# include "pm_defs.h"
# include "pm_materials.h"
# include "eventscripts.h"
# include "ev_hldm.h"
# include "r_efx.h"
# include "event_api.h"
# include "event_args.h"
# include "in_defs.h"
# include <string.h>
# include "r_studioint.h"
# include "com_model.h"
extern engine_studio_api_t IEngineStudio ;
static int g_tracerCount [ 32 ] ;
extern " C " char PM_FindTextureType ( char * name ) ;
void V_PunchAxis ( int axis , float punch ) ;
void VectorAngles ( const float * forward , float * angles ) ;
extern cvar_t * cl_lw ;
extern " C "
{
// HLDM
void EV_FireGlock1 ( struct event_args_s * args ) ;
void EV_FireGlock2 ( struct event_args_s * args ) ;
void EV_FireShotGunSingle ( struct event_args_s * args ) ;
void EV_FireShotGunDouble ( struct event_args_s * args ) ;
void EV_FireMP5 ( struct event_args_s * args ) ;
void EV_FireMP52 ( struct event_args_s * args ) ;
void EV_FirePython ( struct event_args_s * args ) ;
//void EV_FireGauss( struct event_args_s *args );
//void EV_SpinGauss( struct event_args_s *args );
void EV_Crowbar ( struct event_args_s * args ) ;
void EV_FireCrossbow ( struct event_args_s * args ) ;
void EV_FireCrossbow2 ( struct event_args_s * args ) ;
void EV_FireRpg ( struct event_args_s * args ) ;
//void EV_EgonFire( struct event_args_s *args );
//void EV_EgonStop( struct event_args_s *args );
void EV_HornetGunFire ( struct event_args_s * args ) ;
void EV_TripmineFire ( struct event_args_s * args ) ;
void EV_SnarkFire ( struct event_args_s * args ) ;
void EV_TrainPitchAdjust ( struct event_args_s * args ) ;
void EV_Pipe ( struct event_args_s * args ) ;
void EV_FireSniper ( struct event_args_s * args ) ;
}
# define VECTOR_CONE_1DEGREES Vector( 0.00873f, 0.00873f, 0.00873f )
# define VECTOR_CONE_2DEGREES Vector( 0.01745f, 0.01745f, 0.01745f )
# define VECTOR_CONE_3DEGREES Vector( 0.02618f, 0.02618f, 0.02618f )
# define VECTOR_CONE_4DEGREES Vector( 0.03490f, 0.03490f, 0.03490f )
# define VECTOR_CONE_5DEGREES Vector( 0.04362f, 0.04362f, 0.04362f )
# define VECTOR_CONE_6DEGREES Vector( 0.05234f, 0.05234f, 0.05234f )
# define VECTOR_CONE_7DEGREES Vector( 0.06105f, 0.06105f, 0.06105f )
# define VECTOR_CONE_8DEGREES Vector( 0.06976f, 0.06976f, 0.06976f )
# define VECTOR_CONE_9DEGREES Vector( 0.07846f, 0.07846f, 0.07846f )
# define VECTOR_CONE_10DEGREES Vector( 0.08716f, 0.08716f, 0.08716f )
# define VECTOR_CONE_15DEGREES Vector( 0.13053f, 0.13053f, 0.13053f )
# define VECTOR_CONE_20DEGREES Vector( 0.17365f, 0.17365f, 0.17365f )
// play a strike sound based on the texture that was hit by the attack traceline. VecSrc/VecEnd are the
// original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture.
// returns volume of strike instrument (crowbar) to play
float EV_HLDM_PlayTextureSound ( int idx , pmtrace_t * ptr , float * vecSrc , float * vecEnd , int iBulletType )
{
// hit the world, try to play sound based on texture material type
char chTextureType = CHAR_TEX_CONCRETE ;
float fvol ;
float fvolbar ;
const char * rgsz [ 4 ] ;
int cnt ;
float fattn = ATTN_NORM ;
int entity ;
char * pTextureName ;
char texname [ 64 ] ;
char szbuffer [ 64 ] ;
entity = gEngfuncs . pEventAPI - > EV_IndexFromTrace ( ptr ) ;
// FIXME check if playtexture sounds movevar is set
//
chTextureType = 0 ;
// Player
if ( entity > = 1 & & entity < = gEngfuncs . GetMaxClients ( ) )
{
// hit body
chTextureType = CHAR_TEX_FLESH ;
}
else if ( entity = = 0 )
{
// get texture from entity or world (world is ent(0))
pTextureName = ( char * ) gEngfuncs . pEventAPI - > EV_TraceTexture ( ptr - > ent , vecSrc , vecEnd ) ;
if ( pTextureName )
{
strcpy ( texname , pTextureName ) ;
pTextureName = texname ;
// strip leading '-0' or '+0~' or '{' or '!'
if ( * pTextureName = = ' - ' | | * pTextureName = = ' + ' )
{
pTextureName + = 2 ;
}
if ( * pTextureName = = ' { ' | | * pTextureName = = ' ! ' | | * pTextureName = = ' ~ ' | | * pTextureName = = ' ' )
{
pTextureName + + ;
}
// '}}'
strcpy ( szbuffer , pTextureName ) ;
szbuffer [ CBTEXTURENAMEMAX - 1 ] = 0 ;
// get texture type
chTextureType = PM_FindTextureType ( szbuffer ) ;
}
}
switch ( chTextureType )
{
default :
case CHAR_TEX_CONCRETE :
fvol = 0.9 ;
fvolbar = 0.6 ;
rgsz [ 0 ] = " player/pl_step1.wav " ;
rgsz [ 1 ] = " player/pl_step2.wav " ;
cnt = 2 ;
break ;
case CHAR_TEX_METAL :
fvol = 0.9 ;
fvolbar = 0.3 ;
rgsz [ 0 ] = " player/pl_metal1.wav " ;
rgsz [ 1 ] = " player/pl_metal2.wav " ;
cnt = 2 ;
break ;
case CHAR_TEX_DIRT :
fvol = 0.9 ;
fvolbar = 0.1 ;
rgsz [ 0 ] = " player/pl_dirt1.wav " ;
rgsz [ 1 ] = " player/pl_dirt2.wav " ;
rgsz [ 2 ] = " player/pl_dirt3.wav " ;
cnt = 3 ;
break ;
case CHAR_TEX_VENT :
fvol = 0.5 ;
fvolbar = 0.3 ;
rgsz [ 0 ] = " player/pl_duct1.wav " ;
rgsz [ 1 ] = " player/pl_duct1.wav " ;
cnt = 2 ;
break ;
case CHAR_TEX_GRATE :
fvol = 0.9 ;
fvolbar = 0.5 ;
rgsz [ 0 ] = " player/pl_grate1.wav " ;
rgsz [ 1 ] = " player/pl_grate4.wav " ;
cnt = 2 ;
break ;
case CHAR_TEX_TILE :
fvol = 0.8 ;
fvolbar = 0.2 ;
rgsz [ 0 ] = " player/pl_tile1.wav " ;
rgsz [ 1 ] = " player/pl_tile3.wav " ;
rgsz [ 2 ] = " player/pl_tile2.wav " ;
rgsz [ 3 ] = " player/pl_tile4.wav " ;
cnt = 4 ;
break ;
case CHAR_TEX_SLOSH :
fvol = 0.9 ;
fvolbar = 0.0 ;
rgsz [ 0 ] = " player/pl_slosh1.wav " ;
rgsz [ 1 ] = " player/pl_slosh3.wav " ;
rgsz [ 2 ] = " player/pl_slosh2.wav " ;
rgsz [ 3 ] = " player/pl_slosh4.wav " ;
cnt = 4 ;
break ;
case CHAR_TEX_WOOD :
fvol = 0.9 ;
fvolbar = 0.2 ;
rgsz [ 0 ] = " debris/wood1.wav " ;
rgsz [ 1 ] = " debris/wood2.wav " ;
rgsz [ 2 ] = " debris/wood3.wav " ;
cnt = 3 ;
break ;
case CHAR_TEX_GLASS :
case CHAR_TEX_COMPUTER :
fvol = 0.8 ;
fvolbar = 0.2 ;
rgsz [ 0 ] = " debris/glass1.wav " ;
rgsz [ 1 ] = " debris/glass2.wav " ;
rgsz [ 2 ] = " debris/glass3.wav " ;
cnt = 3 ;
break ;
case CHAR_TEX_FLESH :
if ( iBulletType = = BULLET_PLAYER_CROWBAR )
return 0.0 ; // crowbar already makes this sound
fvol = 1.0 ;
fvolbar = 0.2 ;
rgsz [ 0 ] = " weapons/bullet_hit1.wav " ;
rgsz [ 1 ] = " weapons/bullet_hit2.wav " ;
fattn = 1.0 ;
cnt = 2 ;
break ;
}
// play material hit sound
gEngfuncs . pEventAPI - > EV_PlaySound ( 0 , ptr - > endpos , CHAN_STATIC , rgsz [ gEngfuncs . pfnRandomLong ( 0 , cnt - 1 ) ] , fvol , fattn , 0 , 96 + gEngfuncs . pfnRandomLong ( 0 , 0xf ) ) ;
return fvolbar ;
}
char * EV_HLDM_DamageDecal ( physent_t * pe )
{
static char decalname [ 32 ] ;
int idx ;
if ( pe - > classnumber = = 1 )
{
idx = gEngfuncs . pfnRandomLong ( 0 , 2 ) ;
sprintf ( decalname , " {break%i " , idx + 1 ) ;
}
else if ( pe - > rendermode ! = kRenderNormal )
{
sprintf ( decalname , " {bproof1 " ) ;
}
else
{
idx = gEngfuncs . pfnRandomLong ( 0 , 4 ) ;
sprintf ( decalname , " {shot%i " , idx + 1 ) ;
}
return decalname ;
}
void EV_HLDM_GunshotDecalTrace ( pmtrace_t * pTrace , char * decalName )
{
int iRand ;
physent_t * pe ;
gEngfuncs . pEfxAPI - > R_BulletImpactParticles ( pTrace - > endpos ) ;
iRand = gEngfuncs . pfnRandomLong ( 0 , 0x7FFF ) ;
if ( iRand < ( 0x7fff / 2 ) ) // not every bullet makes a sound.
{
switch ( iRand % 5 )
{
case 0 :
gEngfuncs . pEventAPI - > EV_PlaySound ( - 1 , pTrace - > endpos , 0 , " weapons/ric1.wav " , 1.0 , ATTN_NORM , 0 , PITCH_NORM ) ;
break ;
case 1 :
gEngfuncs . pEventAPI - > EV_PlaySound ( - 1 , pTrace - > endpos , 0 , " weapons/ric2.wav " , 1.0 , ATTN_NORM , 0 , PITCH_NORM ) ;
break ;
case 2 :
gEngfuncs . pEventAPI - > EV_PlaySound ( - 1 , pTrace - > endpos , 0 , " weapons/ric3.wav " , 1.0 , ATTN_NORM , 0 , PITCH_NORM ) ;
break ;
case 3 :
gEngfuncs . pEventAPI - > EV_PlaySound ( - 1 , pTrace - > endpos , 0 , " weapons/ric4.wav " , 1.0 , ATTN_NORM , 0 , PITCH_NORM ) ;
break ;
case 4 :
gEngfuncs . pEventAPI - > EV_PlaySound ( - 1 , pTrace - > endpos , 0 , " weapons/ric5.wav " , 1.0 , ATTN_NORM , 0 , PITCH_NORM ) ;
break ;
}
}
pe = gEngfuncs . pEventAPI - > EV_GetPhysent ( pTrace - > ent ) ;
// Only decal brush models such as the world etc.
if ( decalName & & decalName [ 0 ] & & pe & & ( pe - > solid = = SOLID_BSP | | pe - > movetype = = MOVETYPE_PUSHSTEP ) )
{
if ( CVAR_GET_FLOAT ( " r_decals " ) )
{
gEngfuncs . pEfxAPI - > R_DecalShoot (
gEngfuncs . pEfxAPI - > Draw_DecalIndex ( gEngfuncs . pEfxAPI - > Draw_DecalIndexFromName ( decalName ) ) ,
gEngfuncs . pEventAPI - > EV_IndexFromTrace ( pTrace ) , 0 , pTrace - > endpos , 0 ) ;
}
}
}
void EV_HLDM_DecalGunshot ( pmtrace_t * pTrace , int iBulletType )
{
physent_t * pe ;
pe = gEngfuncs . pEventAPI - > EV_GetPhysent ( pTrace - > ent ) ;
if ( pe & & ( pe - > solid = = SOLID_BSP | | pe - > movetype = = MOVETYPE_PUSHSTEP ) )
{
switch ( iBulletType )
{
case BULLET_PLAYER_9MM :
case BULLET_MONSTER_9MM :
case BULLET_PLAYER_MP5 :
case BULLET_MONSTER_MP5 :
case BULLET_PLAYER_BUCKSHOT :
case BULLET_PLAYER_357 :
default :
// smoke and decal
EV_HLDM_GunshotDecalTrace ( pTrace , EV_HLDM_DamageDecal ( pe ) ) ;
break ;
}
}
}
int EV_HLDM_CheckTracer ( int idx , float * vecSrc , float * end , float * forward , float * right , int iBulletType , int iTracerFreq , int * tracerCount )
{
int tracer = 0 ;
int i ;
qboolean player = idx > = 1 & & idx < = gEngfuncs . GetMaxClients ( ) ? true : false ;
if ( iTracerFreq ! = 0 & & ( ( * tracerCount ) + + % iTracerFreq ) = = 0 )
{
vec3_t vecTracerSrc ;
if ( player )
{
vec3_t offset ( 0 , 0 , - 4 ) ;
// adjust tracer position for player
for ( i = 0 ; i < 3 ; i + + )
{
vecTracerSrc [ i ] = vecSrc [ i ] + offset [ i ] + right [ i ] * 2 + forward [ i ] * 16 ;
}
}
else
{
VectorCopy ( vecSrc , vecTracerSrc ) ;
}
if ( iTracerFreq ! = 1 ) // guns that always trace also always decal
tracer = 1 ;
switch ( iBulletType )
{
case BULLET_PLAYER_MP5 :
case BULLET_MONSTER_MP5 :
case BULLET_MONSTER_9MM :
case BULLET_MONSTER_12MM :
case BULLET_PLAYER_SNIPER :
default :
EV_CreateTracer ( vecTracerSrc , end ) ;
break ;
}
}
return tracer ;
}
/*
= = = = = = = = = = = = = = = =
FireBullets
Go to the trouble of combining multiple pellets into a single damage call .
= = = = = = = = = = = = = = = =
*/
void EV_HLDM_FireBullets ( int idx , float * forward , float * right , float * up , int cShots , float * vecSrc , float * vecDirShooting , float flDistance , int iBulletType , int iTracerFreq , int * tracerCount , float flSpreadX , float flSpreadY )
{
int i ;
pmtrace_t tr ;
int iShot ;
int tracer ;
for ( iShot = 1 ; iShot < = cShots ; iShot + + )
{
vec3_t vecDir , vecEnd ;
float x , y , z ;
//We randomize for the Shotgun.
if ( iBulletType = = BULLET_PLAYER_BUCKSHOT )
{
do {
x = gEngfuncs . pfnRandomFloat ( - 0.5 , 0.5 ) + gEngfuncs . pfnRandomFloat ( - 0.5 , 0.5 ) ;
y = gEngfuncs . pfnRandomFloat ( - 0.5 , 0.5 ) + gEngfuncs . pfnRandomFloat ( - 0.5 , 0.5 ) ;
z = x * x + y * y ;
} while ( z > 1 ) ;
for ( i = 0 ; i < 3 ; i + + )
{
vecDir [ i ] = vecDirShooting [ i ] + x * flSpreadX * right [ i ] + y * flSpreadY * up [ i ] ;
vecEnd [ i ] = vecSrc [ i ] + flDistance * vecDir [ i ] ;
}
} //But other guns already have their spread randomized in the synched spread.
else
{
for ( i = 0 ; i < 3 ; i + + )
{
vecDir [ i ] = vecDirShooting [ i ] + flSpreadX * right [ i ] + flSpreadY * up [ i ] ;
vecEnd [ i ] = vecSrc [ i ] + flDistance * vecDir [ i ] ;
}
}
gEngfuncs . pEventAPI - > EV_SetUpPlayerPrediction ( false , true ) ;
// Store off the old count
gEngfuncs . pEventAPI - > EV_PushPMStates ( ) ;
// Now add in all of the players.
gEngfuncs . pEventAPI - > EV_SetSolidPlayers ( idx - 1 ) ;
gEngfuncs . pEventAPI - > EV_SetTraceHull ( 2 ) ;
gEngfuncs . pEventAPI - > EV_PlayerTrace ( vecSrc , vecEnd , PM_STUDIO_BOX , - 1 , & tr ) ;
tracer = EV_HLDM_CheckTracer ( idx , vecSrc , tr . endpos , forward , right , iBulletType , iTracerFreq , tracerCount ) ;
// do damage, paint decals
if ( tr . fraction ! = 1.0f )
{
switch ( iBulletType )
{
default :
case BULLET_PLAYER_9MM :
EV_HLDM_PlayTextureSound ( idx , & tr , vecSrc , vecEnd , iBulletType ) ;
EV_HLDM_DecalGunshot ( & tr , iBulletType ) ;
break ;
case BULLET_PLAYER_MP5 :
if ( ! tracer )
{
EV_HLDM_PlayTextureSound ( idx , & tr , vecSrc , vecEnd , iBulletType ) ;
EV_HLDM_DecalGunshot ( & tr , iBulletType ) ;
}
break ;
case BULLET_PLAYER_BUCKSHOT :
EV_HLDM_DecalGunshot ( & tr , iBulletType ) ;
break ;
case BULLET_PLAYER_357 :
case BULLET_PLAYER_SNIPER :
EV_HLDM_PlayTextureSound ( idx , & tr , vecSrc , vecEnd , iBulletType ) ;
EV_HLDM_DecalGunshot ( & tr , iBulletType ) ;
break ;
}
}
gEngfuncs . pEventAPI - > EV_PopPMStates ( ) ;
}
}
//======================
// GLOCK START
//======================
void EV_FireGlock1 ( event_args_t * args )
{
int idx ;
vec3_t origin ;
vec3_t angles ;
vec3_t velocity ;
int empty ;
vec3_t ShellVelocity ;
vec3_t ShellOrigin ;
int shell ;
vec3_t vecSrc , vecAiming ;
vec3_t up , right , forward ;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
VectorCopy ( args - > angles , angles ) ;
VectorCopy ( args - > velocity , velocity ) ;
empty = args - > bparam1 ;
AngleVectors ( angles , forward , right , up ) ;
shell = gEngfuncs . pEventAPI - > EV_FindModelIndex ( " models/shell.mdl " ) ; // brass shell
if ( EV_IsLocal ( idx ) )
{
EV_MuzzleFlash ( ) ;
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( empty ? GLOCK_SHOOT_EMPTY : GLOCK_SHOOT , 2 ) ;
V_PunchAxis ( 0 , - 2.0 ) ;
}
EV_GetDefaultShellInfo ( args , origin , velocity , ShellVelocity , ShellOrigin , forward , right , up , 20 , - 12 , 4 ) ;
EV_EjectBrass ( ShellOrigin , ShellVelocity , angles [ YAW ] , shell , TE_BOUNCE_SHELL ) ;
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/pl_gun3.wav " , gEngfuncs . pfnRandomFloat ( 0.92 , 1.0 ) , ATTN_NORM , 0 , 98 + gEngfuncs . pfnRandomLong ( 0 , 3 ) ) ;
EV_GetGunPosition ( args , vecSrc , origin ) ;
VectorCopy ( forward , vecAiming ) ;
EV_HLDM_FireBullets ( idx , forward , right , up , 1 , vecSrc , vecAiming , 8192 , BULLET_PLAYER_9MM , 0 , 0 , args - > fparam1 , args - > fparam2 ) ;
}
void EV_FireGlock2 ( event_args_t * args )
{
int idx ;
vec3_t origin ;
vec3_t angles ;
vec3_t velocity ;
vec3_t ShellVelocity ;
vec3_t ShellOrigin ;
int shell ;
vec3_t vecSrc , vecAiming ;
vec3_t vecSpread ;
vec3_t up , right , forward ;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
VectorCopy ( args - > angles , angles ) ;
VectorCopy ( args - > velocity , velocity ) ;
int empty = args - > bparam1 ;
AngleVectors ( angles , forward , right , up ) ;
shell = gEngfuncs . pEventAPI - > EV_FindModelIndex ( " models/shell.mdl " ) ; // brass shell
if ( EV_IsLocal ( idx ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash ( ) ;
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( empty ? GLOCK_SHOOT_EMPTY : GLOCK_SHOOT , 2 ) ;
V_PunchAxis ( 0 , - 2.0 ) ;
}
EV_GetDefaultShellInfo ( args , origin , velocity , ShellVelocity , ShellOrigin , forward , right , up , 20 , - 12 , 4 ) ;
EV_EjectBrass ( ShellOrigin , ShellVelocity , angles [ YAW ] , shell , TE_BOUNCE_SHELL ) ;
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/pl_gun3.wav " , gEngfuncs . pfnRandomFloat ( 0.92 , 1.0 ) , ATTN_NORM , 0 , 98 + gEngfuncs . pfnRandomLong ( 0 , 3 ) ) ;
EV_GetGunPosition ( args , vecSrc , origin ) ;
VectorCopy ( forward , vecAiming ) ;
EV_HLDM_FireBullets ( idx , forward , right , up , 1 , vecSrc , vecAiming , 8192 , BULLET_PLAYER_9MM , 0 , & g_tracerCount [ idx - 1 ] , args - > fparam1 , args - > fparam2 ) ;
}
//======================
// GLOCK END
//======================
//======================
// SHOTGUN START
//======================
void EV_FireShotGunDouble ( event_args_t * args )
{
int idx ;
vec3_t origin ;
vec3_t angles ;
vec3_t velocity ;
int j ;
vec3_t ShellVelocity ;
vec3_t ShellOrigin ;
int shell ;
vec3_t vecSrc , vecAiming ;
vec3_t vecSpread ;
vec3_t up , right , forward ;
//float flSpread = 0.01;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
VectorCopy ( args - > angles , angles ) ;
VectorCopy ( args - > velocity , velocity ) ;
AngleVectors ( angles , forward , right , up ) ;
shell = gEngfuncs . pEventAPI - > EV_FindModelIndex ( " models/shotgunshell.mdl " ) ; // brass shell
if ( EV_IsLocal ( idx ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash ( ) ;
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( SHOTGUN_FIRE2 , 2 ) ;
V_PunchAxis ( 0 , - 10.0 ) ;
}
for ( j = 0 ; j < 2 ; j + + )
{
EV_GetDefaultShellInfo ( args , origin , velocity , ShellVelocity , ShellOrigin , forward , right , up , 32 , - 12 , 6 ) ;
EV_EjectBrass ( ShellOrigin , ShellVelocity , angles [ YAW ] , shell , TE_BOUNCE_SHOTSHELL ) ;
}
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/dbarrel1.wav " , gEngfuncs . pfnRandomFloat ( 0.98 , 1.0 ) , ATTN_NORM , 0 , 85 + gEngfuncs . pfnRandomLong ( 0 , 0x1f ) ) ;
EV_GetGunPosition ( args , vecSrc , origin ) ;
VectorCopy ( forward , vecAiming ) ;
if ( gEngfuncs . GetMaxClients ( ) > 1 )
{
EV_HLDM_FireBullets ( idx , forward , right , up , 8 , vecSrc , vecAiming , 2048 , BULLET_PLAYER_BUCKSHOT , 0 , & g_tracerCount [ idx - 1 ] , 0.17365 , 0.04362 ) ;
}
else
{
EV_HLDM_FireBullets ( idx , forward , right , up , 12 , vecSrc , vecAiming , 2048 , BULLET_PLAYER_BUCKSHOT , 0 , & g_tracerCount [ idx - 1 ] , 0.08716 , 0.08716 ) ;
}
}
void EV_FireShotGunSingle ( event_args_t * args )
{
int idx ;
vec3_t origin ;
vec3_t angles ;
vec3_t velocity ;
vec3_t ShellVelocity ;
vec3_t ShellOrigin ;
int shell ;
vec3_t vecSrc , vecAiming ;
vec3_t vecSpread ;
vec3_t up , right , forward ;
//float flSpread = 0.01;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
VectorCopy ( args - > angles , angles ) ;
VectorCopy ( args - > velocity , velocity ) ;
AngleVectors ( angles , forward , right , up ) ;
shell = gEngfuncs . pEventAPI - > EV_FindModelIndex ( " models/shotgunshell.mdl " ) ; // brass shell
if ( EV_IsLocal ( idx ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash ( ) ;
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( SHOTGUN_FIRE , 2 ) ;
V_PunchAxis ( 0 , - 5.0 ) ;
}
EV_GetDefaultShellInfo ( args , origin , velocity , ShellVelocity , ShellOrigin , forward , right , up , 32 , - 12 , 6 ) ;
EV_EjectBrass ( ShellOrigin , ShellVelocity , angles [ YAW ] , shell , TE_BOUNCE_SHOTSHELL ) ;
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/sbarrel1.wav " , gEngfuncs . pfnRandomFloat ( 0.95 , 1.0 ) , ATTN_NORM , 0 , 93 + gEngfuncs . pfnRandomLong ( 0 , 0x1f ) ) ;
EV_GetGunPosition ( args , vecSrc , origin ) ;
VectorCopy ( forward , vecAiming ) ;
if ( gEngfuncs . GetMaxClients ( ) > 1 )
{
EV_HLDM_FireBullets ( idx , forward , right , up , 4 , vecSrc , vecAiming , 2048 , BULLET_PLAYER_BUCKSHOT , 0 , & g_tracerCount [ idx - 1 ] , 0.08716 , 0.04362 ) ;
}
else
{
EV_HLDM_FireBullets ( idx , forward , right , up , 6 , vecSrc , vecAiming , 2048 , BULLET_PLAYER_BUCKSHOT , 0 , & g_tracerCount [ idx - 1 ] , 0.08716 , 0.08716 ) ;
}
}
//======================
// SHOTGUN END
//======================
//======================
// MP5 START
//======================
void EV_FireMP5 ( event_args_t * args )
{
int idx ;
vec3_t origin ;
vec3_t angles ;
vec3_t velocity ;
vec3_t ShellVelocity ;
vec3_t ShellOrigin ;
int shell ;
vec3_t vecSrc , vecAiming ;
vec3_t up , right , forward ;
//float flSpread = 0.01;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
VectorCopy ( args - > angles , angles ) ;
VectorCopy ( args - > velocity , velocity ) ;
AngleVectors ( angles , forward , right , up ) ;
shell = gEngfuncs . pEventAPI - > EV_FindModelIndex ( " models/shell.mdl " ) ; // brass shell
if ( EV_IsLocal ( idx ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash ( ) ;
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( MP5_FIRE1 + gEngfuncs . pfnRandomLong ( 0 , 2 ) , 2 ) ;
V_PunchAxis ( 0 , gEngfuncs . pfnRandomFloat ( - 2 , 2 ) ) ;
}
EV_GetDefaultShellInfo ( args , origin , velocity , ShellVelocity , ShellOrigin , forward , right , up , 20 , - 12 , 4 ) ;
EV_EjectBrass ( ShellOrigin , ShellVelocity , angles [ YAW ] , shell , TE_BOUNCE_SHELL ) ;
switch ( gEngfuncs . pfnRandomLong ( 0 , 1 ) )
{
case 0 :
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/hks1.wav " , 1 , ATTN_NORM , 0 , 94 + gEngfuncs . pfnRandomLong ( 0 , 0xf ) ) ;
break ;
case 1 :
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/hks2.wav " , 1 , ATTN_NORM , 0 , 94 + gEngfuncs . pfnRandomLong ( 0 , 0xf ) ) ;
break ;
}
EV_GetGunPosition ( args , vecSrc , origin ) ;
VectorCopy ( forward , vecAiming ) ;
if ( gEngfuncs . GetMaxClients ( ) > 1 )
{
EV_HLDM_FireBullets ( idx , forward , right , up , 1 , vecSrc , vecAiming , 8192 , BULLET_PLAYER_MP5 , 2 , & g_tracerCount [ idx - 1 ] , args - > fparam1 , args - > fparam2 ) ;
}
else
{
EV_HLDM_FireBullets ( idx , forward , right , up , 1 , vecSrc , vecAiming , 8192 , BULLET_PLAYER_MP5 , 2 , & g_tracerCount [ idx - 1 ] , args - > fparam1 , args - > fparam2 ) ;
}
}
// We only predict the animation and sound
// The grenade is still launched from the server.
void EV_FireMP52 ( event_args_t * args )
{
int idx ;
vec3_t origin ;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
if ( EV_IsLocal ( idx ) )
{
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( MP5_LAUNCH , 2 ) ;
V_PunchAxis ( 0 , - 10 ) ;
}
switch ( gEngfuncs . pfnRandomLong ( 0 , 1 ) )
{
case 0 :
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/glauncher.wav " , 1 , ATTN_NORM , 0 , 94 + gEngfuncs . pfnRandomLong ( 0 , 0xf ) ) ;
break ;
case 1 :
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/glauncher2.wav " , 1 , ATTN_NORM , 0 , 94 + gEngfuncs . pfnRandomLong ( 0 , 0xf ) ) ;
break ;
}
}
//======================
// MP5 END
//======================
//======================
// PHYTON START
// ( .357 )
//======================
void EV_FirePython ( event_args_t * args )
{
int idx ;
vec3_t origin ;
vec3_t angles ;
vec3_t velocity ;
vec3_t vecSrc , vecAiming ;
vec3_t up , right , forward ;
//float flSpread = 0.01;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
VectorCopy ( args - > angles , angles ) ;
VectorCopy ( args - > velocity , velocity ) ;
AngleVectors ( angles , forward , right , up ) ;
if ( EV_IsLocal ( idx ) )
{
// Python uses different body in multiplayer versus single player
int multiplayer = gEngfuncs . GetMaxClients ( ) = = 1 ? 0 : 1 ;
// Add muzzle flash to current weapon model
EV_MuzzleFlash ( ) ;
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( PYTHON_FIRE1 , multiplayer ? 1 : 0 ) ;
V_PunchAxis ( 0 , - 10.0 ) ;
}
switch ( gEngfuncs . pfnRandomLong ( 0 , 1 ) )
{
case 0 :
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/357_shot1.wav " , gEngfuncs . pfnRandomFloat ( 0.8 , 0.9 ) , ATTN_NORM , 0 , PITCH_NORM ) ;
break ;
case 1 :
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/357_shot2.wav " , gEngfuncs . pfnRandomFloat ( 0.8 , 0.9 ) , ATTN_NORM , 0 , PITCH_NORM ) ;
break ;
}
EV_GetGunPosition ( args , vecSrc , origin ) ;
VectorCopy ( forward , vecAiming ) ;
EV_HLDM_FireBullets ( idx , forward , right , up , 1 , vecSrc , vecAiming , 8192 , BULLET_PLAYER_357 , 0 , 0 , args - > fparam1 , args - > fparam2 ) ;
}
//======================
// PHYTON END
// ( .357 )
//======================
//======================
// GAUSS START
//======================
# define SND_STOP (1 << 5)
# define SND_CHANGE_PITCH (1 << 7) // duplicated in protocol.h change sound pitch
/*
void EV_SpinGauss ( event_args_t * args )
{
int idx ;
vec3_t origin ;
vec3_t angles ;
vec3_t velocity ;
int iSoundState = 0 ;
int pitch ;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
VectorCopy ( args - > angles , angles ) ;
VectorCopy ( args - > velocity , velocity ) ;
pitch = args - > iparam1 ;
iSoundState = args - > bparam1 ? SND_CHANGE_PITCH : 0 ;
iSoundState = args - > bparam2 ? SND_STOP : iSoundState ;
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " ambience/pulsemachine.wav " , 1.0 , ATTN_NORM , iSoundState , pitch ) ;
}
*/
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
EV_StopPreviousGauss
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
void EV_StopPreviousGauss ( int idx )
{
// Make sure we don't have a gauss spin event in the queue for this guy
gEngfuncs . pEventAPI - > EV_KillEvents ( idx , " events/gaussspin.sc " ) ;
gEngfuncs . pEventAPI - > EV_StopSound ( idx , CHAN_WEAPON , " ambience/pulsemachine.wav " ) ;
}
*/
extern float g_flApplyVel ;
/*
void EV_FireGauss ( event_args_t * args )
{
int idx ;
vec3_t origin ;
vec3_t angles ;
vec3_t velocity ;
float flDamage = args - > fparam1 ;
//int primaryfire = args->bparam1;
int m_fPrimaryFire = args - > bparam1 ;
//int m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
vec3_t vecSrc ;
vec3_t vecDest ;
//edict_t *pentIgnore;
pmtrace_t tr , beam_tr ;
float flMaxFrac = 1.0 ;
//int nTotal = 0;
int fHasPunched = 0 ;
int fFirstBeam = 1 ;
int nMaxHits = 10 ;
physent_t * pEntity ;
int m_iBeam , m_iGlow , m_iBalls ;
vec3_t up , right , forward ;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
VectorCopy ( args - > angles , angles ) ;
VectorCopy ( args - > velocity , velocity ) ;
if ( args - > bparam2 )
{
EV_StopPreviousGauss ( idx ) ;
return ;
}
//Con_Printf( "Firing gauss with %f\n", flDamage );
EV_GetGunPosition ( args , vecSrc , origin ) ;
m_iBeam = gEngfuncs . pEventAPI - > EV_FindModelIndex ( " sprites/smoke.spr " ) ;
m_iBalls = m_iGlow = gEngfuncs . pEventAPI - > EV_FindModelIndex ( " sprites/hotglow.spr " ) ;
AngleVectors ( angles , forward , right , up ) ;
VectorMA ( vecSrc , 8192 , forward , vecDest ) ;
if ( EV_IsLocal ( idx ) )
{
V_PunchAxis ( 0.0f , - 2.0f ) ;
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( GAUSS_FIRE2 , 2 ) ;
if ( m_fPrimaryFire = = false )
g_flApplyVel = flDamage ;
}
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/gauss2.wav " , 0.5f + flDamage * ( 1.0f / 400.0f ) , ATTN_NORM , 0 , 85 + gEngfuncs . pfnRandomLong ( 0 , 0x1f ) ) ;
while ( flDamage > 10 & & nMaxHits > 0 )
{
nMaxHits - - ;
gEngfuncs . pEventAPI - > EV_SetUpPlayerPrediction ( false , true ) ;
// Store off the old count
gEngfuncs . pEventAPI - > EV_PushPMStates ( ) ;
// Now add in all of the players.
gEngfuncs . pEventAPI - > EV_SetSolidPlayers ( idx - 1 ) ;
gEngfuncs . pEventAPI - > EV_SetTraceHull ( 2 ) ;
gEngfuncs . pEventAPI - > EV_PlayerTrace ( vecSrc , vecDest , PM_STUDIO_BOX , - 1 , & tr ) ;
gEngfuncs . pEventAPI - > EV_PopPMStates ( ) ;
if ( tr . allsolid )
break ;
if ( fFirstBeam )
{
if ( EV_IsLocal ( idx ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash ( ) ;
}
fFirstBeam = 0 ;
gEngfuncs . pEfxAPI - > R_BeamEntPoint (
idx | 0x1000 ,
tr . endpos ,
m_iBeam ,
0.1f ,
m_fPrimaryFire ? 1.0f : 2.5f ,
0.0f ,
m_fPrimaryFire ? 128.0f : flDamage ,
0 ,
0 ,
0 ,
m_fPrimaryFire ? 255 : 255 ,
m_fPrimaryFire ? 128 : 255 ,
m_fPrimaryFire ? 0 : 255
) ;
}
else
{
gEngfuncs . pEfxAPI - > R_BeamPoints ( vecSrc ,
tr . endpos ,
m_iBeam ,
0.1f ,
m_fPrimaryFire ? 1.0f : 2.5f ,
0.0f ,
m_fPrimaryFire ? 128.0f : flDamage ,
0 ,
0 ,
0 ,
m_fPrimaryFire ? 255 : 255 ,
m_fPrimaryFire ? 128 : 255 ,
m_fPrimaryFire ? 0 : 255
) ;
}
pEntity = gEngfuncs . pEventAPI - > EV_GetPhysent ( tr . ent ) ;
if ( pEntity = = NULL )
break ;
if ( pEntity - > solid = = SOLID_BSP )
{
float n ;
//pentIgnore = NULL;
n = - DotProduct ( tr . plane . normal , forward ) ;
if ( n < 0.5f ) // 60 degrees
{
// ALERT( at_console, "reflect %f\n", n );
// reflect
vec3_t r ;
VectorMA ( forward , 2.0f * n , tr . plane . normal , r ) ;
flMaxFrac = flMaxFrac - tr . fraction ;
VectorCopy ( r , forward ) ;
VectorMA ( tr . endpos , 8.0 , forward , vecSrc ) ;
VectorMA ( vecSrc , 8192.0 , forward , vecDest ) ;
gEngfuncs . pEfxAPI - > R_TempSprite ( tr . endpos , vec3_origin , 0.2 , m_iGlow , kRenderGlow , kRenderFxNoDissipation , flDamage * n / 255.0f , flDamage * n * 0.5f * 0.1f , FTENT_FADEOUT ) ;
vec3_t fwd ;
VectorAdd ( tr . endpos , tr . plane . normal , fwd ) ;
gEngfuncs . pEfxAPI - > R_Sprite_Trail ( TE_SPRITETRAIL , tr . endpos , fwd , m_iBalls , 3 , 0.1 , gEngfuncs . pfnRandomFloat ( 10.0f , 20.0f ) / 100.0f , 100 ,
255 , 100 ) ;
// lose energy
if ( n = = 0.0f )
{
n = 0.1f ;
}
flDamage = flDamage * ( 1 - n ) ;
}
else
{
// tunnel
EV_HLDM_DecalGunshot ( & tr , BULLET_MONSTER_12MM ) ;
gEngfuncs . pEfxAPI - > R_TempSprite ( tr . endpos , vec3_origin , 1.0 , m_iGlow , kRenderGlow , kRenderFxNoDissipation , flDamage / 255.0f , 6.0f , FTENT_FADEOUT ) ;
// limit it to one hole punch
if ( fHasPunched )
{
break ;
}
fHasPunched = 1 ;
// try punching through wall if secondary attack (primary is incapable of breaking through)
if ( ! m_fPrimaryFire )
{
vec3_t start ;
VectorMA ( tr . endpos , 8.0 , forward , start ) ;
// Store off the old count
gEngfuncs . pEventAPI - > EV_PushPMStates ( ) ;
// Now add in all of the players.
gEngfuncs . pEventAPI - > EV_SetSolidPlayers ( idx - 1 ) ;
gEngfuncs . pEventAPI - > EV_SetTraceHull ( 2 ) ;
gEngfuncs . pEventAPI - > EV_PlayerTrace ( start , vecDest , PM_STUDIO_BOX , - 1 , & beam_tr ) ;
if ( ! beam_tr . allsolid )
{
vec3_t delta ;
// trace backwards to find exit point
gEngfuncs . pEventAPI - > EV_PlayerTrace ( beam_tr . endpos , tr . endpos , PM_STUDIO_BOX , - 1 , & beam_tr ) ;
VectorSubtract ( beam_tr . endpos , tr . endpos , delta ) ;
n = Length ( delta ) ;
if ( n < flDamage )
{
if ( n = = 0 )
n = 1 ;
flDamage - = n ;
// absorption balls
{
vec3_t fwd ;
VectorSubtract ( tr . endpos , forward , fwd ) ;
gEngfuncs . pEfxAPI - > R_Sprite_Trail ( TE_SPRITETRAIL , tr . endpos , fwd , m_iBalls , 3 , 0.1 , gEngfuncs . pfnRandomFloat ( 10.0f , 20.0f ) / 100.0f , 100 ,
255 , 100 ) ;
}
//////////////////////////////////// WHAT TO DO HERE
// CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
EV_HLDM_DecalGunshot ( & beam_tr , BULLET_MONSTER_12MM ) ;
gEngfuncs . pEfxAPI - > R_TempSprite ( beam_tr . endpos , vec3_origin , 0.1 , m_iGlow , kRenderGlow , kRenderFxNoDissipation , flDamage / 255.0f , 6.0f , FTENT_FADEOUT ) ;
// balls
{
vec3_t fwd ;
VectorSubtract ( beam_tr . endpos , forward , fwd ) ;
gEngfuncs . pEfxAPI - > R_Sprite_Trail ( TE_SPRITETRAIL , beam_tr . endpos , fwd , m_iBalls , ( int ) ( flDamage * 0.3f ) , 0.1 , gEngfuncs . pfnRandomFloat ( 10.0f , 20.0f ) / 100.0f , 200 ,
255 , 40 ) ;
}
VectorAdd ( beam_tr . endpos , forward , vecSrc ) ;
}
}
else
{
flDamage = 0 ;
}
gEngfuncs . pEventAPI - > EV_PopPMStates ( ) ;
}
else
{
if ( m_fPrimaryFire )
{
// slug doesn't punch through ever with primary
// fire, so leave a little glowy bit and make some balls
gEngfuncs . pEfxAPI - > R_TempSprite ( tr . endpos , vec3_origin , 0.2 , m_iGlow , kRenderGlow , kRenderFxNoDissipation , 200.0f / 255.0f , 0.3 , FTENT_FADEOUT ) ;
{
vec3_t fwd ;
VectorAdd ( tr . endpos , tr . plane . normal , fwd ) ;
gEngfuncs . pEfxAPI - > R_Sprite_Trail ( TE_SPRITETRAIL , tr . endpos , fwd , m_iBalls , 8 , 0.6 , gEngfuncs . pfnRandomFloat ( 10.0f , 20.0f ) / 100.0f , 100 ,
255 , 200 ) ;
}
}
flDamage = 0 ;
}
}
}
else
{
VectorAdd ( tr . endpos , forward , vecSrc ) ;
}
}
} */
//======================
// GAUSS END
//======================
//======================
// CROWBAR START
//======================
enum crowbar_e
{
CROWBAR_IDLE = 0 ,
CROWBAR_DRAW ,
CROWBAR_HOLSTER ,
CROWBAR_ATTACK1HIT ,
CROWBAR_ATTACK1MISS ,
CROWBAR_ATTACK2MISS ,
CROWBAR_ATTACK2HIT ,
CROWBAR_ATTACK3MISS ,
# ifndef CROWBAR_IDLE_ANIM
CROWBAR_ATTACK3HIT
# else
CROWBAR_ATTACK3HIT ,
CROWBAR_IDLE2 ,
CROWBAR_IDLE3
# endif
} ;
int g_iSwing ;
//Only predict the miss sounds, hit sounds are still played
//server side, so players don't get the wrong idea.
void EV_Crowbar ( event_args_t * args )
{
int idx ;
vec3_t origin ;
vec3_t angles ;
vec3_t velocity ;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
//Play Swing sound
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/cbar_miss1.wav " , 1 , ATTN_NORM , 0 , PITCH_NORM ) ;
if ( EV_IsLocal ( idx ) )
{
switch ( ( g_iSwing + + ) % 3 )
{
case 0 :
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( CROWBAR_ATTACK1MISS , 1 ) ;
break ;
case 1 :
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( CROWBAR_ATTACK2MISS , 1 ) ;
break ;
case 2 :
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( CROWBAR_ATTACK3MISS , 1 ) ;
break ;
}
}
}
//======================
// CROWBAR END
//======================
//======================
// CROSSBOW START
//======================
enum crossbow_e
{
CROSSBOW_IDLE1 = 0 , // full
CROSSBOW_IDLE2 , // empty
CROSSBOW_FIDGET1 , // full
CROSSBOW_FIDGET2 , // empty
CROSSBOW_FIRE1 , // full
CROSSBOW_FIRE2 , // reload
CROSSBOW_FIRE3 , // empty
CROSSBOW_RELOAD , // from empty
CROSSBOW_DRAW1 , // full
CROSSBOW_DRAW2 , // empty
CROSSBOW_HOLSTER1 , // full
CROSSBOW_HOLSTER2 // empty
} ;
//=====================
// EV_BoltCallback
// This function is used to correct the origin and angles
// of the bolt, so it looks like it's stuck on the wall.
//=====================
void EV_BoltCallback ( struct tempent_s * ent , float frametime , float currenttime )
{
ent - > entity . origin = ent - > entity . baseline . vuser1 ;
ent - > entity . angles = ent - > entity . baseline . vuser2 ;
}
void EV_FireCrossbow2 ( event_args_t * args )
{
vec3_t vecSrc , vecEnd ;
vec3_t up , right , forward ;
pmtrace_t tr ;
int idx ;
vec3_t origin ;
vec3_t angles ;
vec3_t velocity ;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
VectorCopy ( args - > angles , angles ) ;
VectorCopy ( args - > velocity , velocity ) ;
AngleVectors ( angles , forward , right , up ) ;
EV_GetGunPosition ( args , vecSrc , origin ) ;
VectorMA ( vecSrc , 8192 , forward , vecEnd ) ;
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/xbow_fire1.wav " , 1 , ATTN_NORM , 0 , 93 + gEngfuncs . pfnRandomLong ( 0 , 0xF ) ) ;
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_ITEM , " weapons/xbow_reload1.wav " , gEngfuncs . pfnRandomFloat ( 0.95f , 1.0f ) , ATTN_NORM , 0 , 93 + gEngfuncs . pfnRandomLong ( 0 , 0xF ) ) ;
if ( EV_IsLocal ( idx ) )
{
if ( args - > iparam1 )
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( CROSSBOW_FIRE1 , 1 ) ;
else if ( args - > iparam2 )
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( CROSSBOW_FIRE3 , 1 ) ;
}
// Store off the old count
gEngfuncs . pEventAPI - > EV_PushPMStates ( ) ;
// Now add in all of the players.
gEngfuncs . pEventAPI - > EV_SetSolidPlayers ( idx - 1 ) ;
gEngfuncs . pEventAPI - > EV_SetTraceHull ( 2 ) ;
gEngfuncs . pEventAPI - > EV_PlayerTrace ( vecSrc , vecEnd , PM_STUDIO_BOX , - 1 , & tr ) ;
//We hit something
if ( tr . fraction < 1.0f )
{
physent_t * pe = gEngfuncs . pEventAPI - > EV_GetPhysent ( tr . ent ) ;
//Not the world, let's assume we hit something organic ( dog, cat, uncle joe, etc ).
if ( pe - > solid ! = SOLID_BSP )
{
switch ( gEngfuncs . pfnRandomLong ( 0 , 1 ) )
{
case 0 :
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , tr . endpos , CHAN_BODY , " weapons/xbow_hitbod1.wav " , 1 , ATTN_NORM , 0 , PITCH_NORM ) ;
break ;
case 1 :
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , tr . endpos , CHAN_BODY , " weapons/xbow_hitbod2.wav " , 1 , ATTN_NORM , 0 , PITCH_NORM ) ;
break ;
}
}
//Stick to world but don't stick to glass, it might break and leave the bolt floating. It can still stick to other non-transparent breakables though.
else if ( pe - > rendermode = = kRenderNormal )
{
gEngfuncs . pEventAPI - > EV_PlaySound ( 0 , tr . endpos , CHAN_BODY , " weapons/xbow_hit1.wav " , gEngfuncs . pfnRandomFloat ( 0.95f , 1.0f ) , ATTN_NORM , 0 , PITCH_NORM ) ;
//Not underwater, do some sparks...
if ( gEngfuncs . PM_PointContents ( tr . endpos , NULL ) ! = CONTENTS_WATER )
gEngfuncs . pEfxAPI - > R_SparkShower ( tr . endpos ) ;
vec3_t vBoltAngles ;
int iModelIndex = gEngfuncs . pEventAPI - > EV_FindModelIndex ( " models/crossbow_bolt.mdl " ) ;
VectorAngles ( forward , vBoltAngles ) ;
TEMPENTITY * bolt = gEngfuncs . pEfxAPI - > R_TempModel ( tr . endpos - forward * 10 , Vector ( 0 , 0 , 0 ) , vBoltAngles , 5 , iModelIndex , TE_BOUNCE_NULL ) ;
if ( bolt )
{
bolt - > flags | = ( FTENT_CLIENTCUSTOM ) ; //So it calls the callback function.
bolt - > entity . baseline . vuser1 = tr . endpos - forward * 10 ; // Pull out a little bit
bolt - > entity . baseline . vuser2 = vBoltAngles ; //Look forward!
bolt - > callback = EV_BoltCallback ; //So we can set the angles and origin back. (Stick the bolt to the wall)
}
}
}
gEngfuncs . pEventAPI - > EV_PopPMStates ( ) ;
}
//TODO: Fully predict the fliying bolt.
void EV_FireCrossbow ( event_args_t * args )
{
int idx ;
vec3_t origin ;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/xbow_fire1.wav " , 1 , ATTN_NORM , 0 , 93 + gEngfuncs . pfnRandomLong ( 0 , 0xF ) ) ;
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_ITEM , " weapons/xbow_reload1.wav " , gEngfuncs . pfnRandomFloat ( 0.95f , 1.0f ) , ATTN_NORM , 0 , 93 + gEngfuncs . pfnRandomLong ( 0 , 0xF ) ) ;
//Only play the weapon anims if I shot it.
if ( EV_IsLocal ( idx ) )
{
if ( args - > iparam1 )
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( CROSSBOW_FIRE1 , 1 ) ;
else if ( args - > iparam2 )
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( CROSSBOW_FIRE3 , 1 ) ;
V_PunchAxis ( 0.0f , - 2.0f ) ;
}
}
//======================
// CROSSBOW END
//======================
//======================
// RPG START
//======================
enum rpg_e
{
RPG_IDLE = 0 ,
RPG_FIDGET ,
RPG_RELOAD , // to reload
RPG_FIRE2 , // to empty
RPG_HOLSTER1 , // loaded
RPG_DRAW1 , // loaded
RPG_HOLSTER2 , // unloaded
RPG_DRAW_UL , // unloaded
RPG_IDLE_UL , // unloaded idle
RPG_FIDGET_UL // unloaded fidget
} ;
void EV_FireRpg ( event_args_t * args )
{
int idx ;
vec3_t origin ;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/rocketfire1.wav " , 0.9 , ATTN_NORM , 0 , PITCH_NORM ) ;
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_ITEM , " weapons/glauncher.wav " , 0.7 , ATTN_NORM , 0 , PITCH_NORM ) ;
//Only play the weapon anims if I shot it.
if ( EV_IsLocal ( idx ) )
{
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( RPG_FIRE2 , 1 ) ;
V_PunchAxis ( 0 , - 5.0 ) ;
}
}
//======================
// RPG END
//======================
/*
//======================
// EGON END
//======================
enum egon_e
{
EGON_IDLE1 = 0 ,
EGON_FIDGET1 ,
EGON_ALTFIREON ,
EGON_ALTFIRECYCLE ,
EGON_ALTFIREOFF ,
EGON_FIRE1 ,
EGON_FIRE2 ,
EGON_FIRE3 ,
EGON_FIRE4 ,
EGON_DRAW ,
EGON_HOLSTER
} ;
int g_fireAnims1 [ ] = { EGON_FIRE1 , EGON_FIRE2 , EGON_FIRE3 , EGON_FIRE4 } ;
int g_fireAnims2 [ ] = { EGON_ALTFIRECYCLE } ;
enum EGON_FIRESTATE
{
FIRE_OFF ,
FIRE_CHARGE
} ;
enum EGON_FIREMODE
{
FIRE_NARROW ,
FIRE_WIDE
} ;
# define EGON_PRIMARY_VOLUME 450
# define EGON_BEAM_SPRITE "sprites / xbeam1.spr"
# define EGON_FLARE_SPRITE "sprites / XSpark1.spr"
# define EGON_SOUND_OFF "weapons / egon_off1.wav"
# define EGON_SOUND_RUN "weapons / egon_run3.wav"
# define EGON_SOUND_STARTUP "weapons / egon_windup2.wav"
*/
# if !defined(ARRAYSIZE)
# define ARRAYSIZE(p) ( sizeof(p) / sizeof(p[0]) )
# endif
BEAM * pBeam ;
BEAM * pBeam2 ;
/*
TEMPENTITY * pFlare ; // Vit_amiN: egon's beam flare
void EV_EgonFlareCallback ( struct tempent_s * ent , float frametime , float currenttime )
{
float delta = currenttime - ent - > tentOffset . z ; // time past since the last scale
if ( delta > = ent - > tentOffset . y )
{
ent - > entity . curstate . scale + = ent - > tentOffset . x * delta ;
ent - > tentOffset . z = currenttime ;
}
}
void EV_EgonFire ( event_args_t * args )
{
int idx , iFireState , iFireMode ;
vec3_t origin ;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
//iFireState = args->iparam1;
iFireMode = args - > iparam2 ;
int iStartup = args - > bparam1 ;
if ( iStartup )
{
if ( iFireMode = = FIRE_WIDE )
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , EGON_SOUND_STARTUP , 0.98 , ATTN_NORM , 0 , 125 ) ;
else
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , EGON_SOUND_STARTUP , 0.9 , ATTN_NORM , 0 , 100 ) ;
}
else
{
// If there is any sound playing already, kill it. - Solokiller
// This is necessary because multiple sounds can play on the same channel at the same time.
// In some cases, more than 1 run sound plays when the egon stops firing, in which case only the earliest entry in the list is stopped.
// This ensures no more than 1 of those is ever active at the same time.
gEngfuncs . pEventAPI - > EV_StopSound ( idx , CHAN_STATIC , EGON_SOUND_RUN ) ;
if ( iFireMode = = FIRE_WIDE )
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_STATIC , EGON_SOUND_RUN , 0.98 , ATTN_NORM , 0 , 125 ) ;
else
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_STATIC , EGON_SOUND_RUN , 0.9 , ATTN_NORM , 0 , 100 ) ;
}
//Only play the weapon anims if I shot it.
if ( EV_IsLocal ( idx ) )
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( g_fireAnims1 [ gEngfuncs . pfnRandomLong ( 0 , 3 ) ] , 1 ) ;
if ( iStartup = = 1 & & EV_IsLocal ( idx ) & & ! ( pBeam | | pBeam2 | | pFlare ) & & cl_lw - > value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction.
{
vec3_t vecSrc , vecEnd , angles , forward , right , up ;
pmtrace_t tr ;
cl_entity_t * pl = gEngfuncs . GetEntityByIndex ( idx ) ;
if ( pl )
{
VectorCopy ( gHUD . m_vecAngles , angles ) ;
AngleVectors ( angles , forward , right , up ) ;
EV_GetGunPosition ( args , vecSrc , pl - > origin ) ;
VectorMA ( vecSrc , 2048 , forward , vecEnd ) ;
gEngfuncs . pEventAPI - > EV_SetUpPlayerPrediction ( false , true ) ;
// Store off the old count
gEngfuncs . pEventAPI - > EV_PushPMStates ( ) ;
// Now add in all of the players.
gEngfuncs . pEventAPI - > EV_SetSolidPlayers ( idx - 1 ) ;
gEngfuncs . pEventAPI - > EV_SetTraceHull ( 2 ) ;
gEngfuncs . pEventAPI - > EV_PlayerTrace ( vecSrc , vecEnd , PM_STUDIO_BOX , - 1 , & tr ) ;
gEngfuncs . pEventAPI - > EV_PopPMStates ( ) ;
int iBeamModelIndex = gEngfuncs . pEventAPI - > EV_FindModelIndex ( EGON_BEAM_SPRITE ) ;
float r = 50.0f ;
float g = 50.0f ;
float b = 125.0f ;
if ( IEngineStudio . IsHardware ( ) )
{
r / = 100.0f ;
g / = 100.0f ;
}
pBeam = gEngfuncs . pEfxAPI - > R_BeamEntPoint ( idx | 0x1000 , tr . endpos , iBeamModelIndex , 99999 , 3.5 , 0.2 , 0.7 , 55 , 0 , 0 , r , g , b ) ;
if ( pBeam )
pBeam - > flags | = ( FBEAM_SINENOISE ) ;
pBeam2 = gEngfuncs . pEfxAPI - > R_BeamEntPoint ( idx | 0x1000 , tr . endpos , iBeamModelIndex , 99999 , 5.0 , 0.08 , 0.7 , 25 , 0 , 0 , r , g , b ) ;
// Vit_amiN: egon beam flare
pFlare = gEngfuncs . pEfxAPI - > R_TempSprite ( tr . endpos , vec3_origin , 1.0 , gEngfuncs . pEventAPI - > EV_FindModelIndex ( EGON_FLARE_SPRITE ) , kRenderGlow , kRenderFxNoDissipation , 1.0 , 99999 , FTENT_SPRCYCLE | FTENT_PERSIST ) ;
}
}
if ( pFlare ) // Vit_amiN: store the last mode for EV_EgonStop()
{
pFlare - > tentOffset . x = ( iFireMode = = FIRE_WIDE ) ? 1.0f : 0.0f ;
}
}
void EV_EgonStop ( event_args_t * args )
{
int idx ;
vec3_t origin ;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
gEngfuncs . pEventAPI - > EV_StopSound ( idx , CHAN_STATIC , EGON_SOUND_RUN ) ;
if ( args - > iparam1 )
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , EGON_SOUND_OFF , 0.98 , ATTN_NORM , 0 , 100 ) ;
if ( EV_IsLocal ( idx ) )
{
if ( pBeam )
{
pBeam - > die = 0.0f ;
pBeam = NULL ;
}
if ( pBeam2 )
{
pBeam2 - > die = 0.0f ;
pBeam2 = NULL ;
}
if ( pFlare ) // Vit_amiN: egon beam flare
{
pFlare - > die = gEngfuncs . GetClientTime ( ) ;
if ( gEngfuncs . GetMaxClients ( ) = = 1 | | ! ( pFlare - > flags & FTENT_NOMODEL ) )
{
if ( pFlare - > tentOffset . x ! = 0.0f ) // true for iFireMode == FIRE_WIDE
{
pFlare - > callback = & EV_EgonFlareCallback ;
pFlare - > fadeSpeed = 2.0 ; // fade out will take 0.5 sec
pFlare - > tentOffset . x = 10.0 ; // scaling speed per second
pFlare - > tentOffset . y = 0.1 ; // min time between two scales
pFlare - > tentOffset . z = pFlare - > die ; // the last callback run time
pFlare - > flags = FTENT_FADEOUT | FTENT_CLIENTCUSTOM ;
}
}
pFlare = NULL ;
}
}
} */
//======================
// EGON END
//======================
//======================
// HORNET START
//======================
enum hgun_e
{
HGUN_IDLE1 = 0 ,
HGUN_FIDGETSWAY ,
HGUN_FIDGETSHAKE ,
HGUN_DOWN ,
HGUN_UP ,
HGUN_SHOOT
} ;
void EV_HornetGunFire ( event_args_t * args )
{
int idx ; //, iFireMode;
vec3_t origin , angles , vecSrc , forward , right , up ;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
VectorCopy ( args - > angles , angles ) ;
//iFireMode = args->iparam1;
//Only play the weapon anims if I shot it.
if ( EV_IsLocal ( idx ) )
{
V_PunchAxis ( 0 , gEngfuncs . pfnRandomLong ( 0 , 2 ) ) ;
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( HGUN_SHOOT , 1 ) ;
}
switch ( gEngfuncs . pfnRandomLong ( 0 , 2 ) )
{
case 0 :
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " agrunt/ag_fire1.wav " , 1 , ATTN_NORM , 0 , 100 ) ;
break ;
case 1 :
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " agrunt/ag_fire2.wav " , 1 , ATTN_NORM , 0 , 100 ) ;
break ;
case 2 :
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " agrunt/ag_fire3.wav " , 1 , ATTN_NORM , 0 , 100 ) ;
break ;
}
}
//======================
// HORNET END
//======================
//======================
// TRIPMINE START
//======================
enum tripmine_e
{
TRIPMINE_IDLE1 = 0 ,
TRIPMINE_IDLE2 ,
TRIPMINE_ARM1 ,
TRIPMINE_ARM2 ,
TRIPMINE_FIDGET ,
TRIPMINE_HOLSTER ,
TRIPMINE_DRAW ,
TRIPMINE_WORLD ,
TRIPMINE_GROUND
} ;
//We only check if it's possible to put a trip mine
//and if it is, then we play the animation. Server still places it.
void EV_TripmineFire ( event_args_t * args )
{
int idx ;
vec3_t vecSrc , angles , view_ofs , forward ;
pmtrace_t tr ;
idx = args - > entindex ;
VectorCopy ( args - > origin , vecSrc ) ;
VectorCopy ( args - > angles , angles ) ;
AngleVectors ( angles , forward , NULL , NULL ) ;
if ( ! EV_IsLocal ( idx ) )
return ;
// Grab predicted result for local player
gEngfuncs . pEventAPI - > EV_LocalPlayerViewheight ( view_ofs ) ;
vecSrc = vecSrc + view_ofs ;
// Store off the old count
gEngfuncs . pEventAPI - > EV_PushPMStates ( ) ;
// Now add in all of the players.
gEngfuncs . pEventAPI - > EV_SetSolidPlayers ( idx - 1 ) ;
gEngfuncs . pEventAPI - > EV_SetTraceHull ( 2 ) ;
gEngfuncs . pEventAPI - > EV_PlayerTrace ( vecSrc , vecSrc + forward * 128.0f , PM_NORMAL , - 1 , & tr ) ;
//Hit something solid
if ( tr . fraction < 1.0f )
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( TRIPMINE_DRAW , 0 ) ;
gEngfuncs . pEventAPI - > EV_PopPMStates ( ) ;
}
//======================
// TRIPMINE END
//======================
//======================
// SQUEAK START
//======================
enum squeak_e
{
SQUEAK_IDLE1 = 0 ,
SQUEAK_FIDGETFIT ,
SQUEAK_FIDGETNIP ,
SQUEAK_DOWN ,
SQUEAK_UP ,
SQUEAK_THROW
} ;
# define VEC_HULL_MIN Vector( -16, -16, -36 )
# define VEC_DUCK_HULL_MIN Vector( -16, -16, -18 )
void EV_SnarkFire ( event_args_t * args )
{
int idx ;
vec3_t vecSrc , angles , view_ofs , forward ;
pmtrace_t tr ;
idx = args - > entindex ;
VectorCopy ( args - > origin , vecSrc ) ;
VectorCopy ( args - > angles , angles ) ;
AngleVectors ( angles , forward , NULL , NULL ) ;
if ( ! EV_IsLocal ( idx ) )
return ;
if ( args - > ducking )
vecSrc = vecSrc - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN ) ;
// Store off the old count
gEngfuncs . pEventAPI - > EV_PushPMStates ( ) ;
// Now add in all of the players.
gEngfuncs . pEventAPI - > EV_SetSolidPlayers ( idx - 1 ) ;
gEngfuncs . pEventAPI - > EV_SetTraceHull ( 2 ) ;
gEngfuncs . pEventAPI - > EV_PlayerTrace ( vecSrc + forward * 20 , vecSrc + forward * 64 , PM_NORMAL , - 1 , & tr ) ;
//Find space to drop the thing.
if ( tr . allsolid = = 0 & & tr . startsolid = = 0 & & tr . fraction > 0.25f )
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( SQUEAK_THROW , 0 ) ;
gEngfuncs . pEventAPI - > EV_PopPMStates ( ) ;
}
//======================
// SQUEAK END
//======================
void EV_TrainPitchAdjust ( event_args_t * args )
{
int idx ;
vec3_t origin ;
unsigned short us_params ;
int noise ;
float m_flVolume ;
int pitch ;
int stop ;
const char * pszSound ;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
us_params = ( unsigned short ) args - > iparam1 ;
stop = args - > bparam1 ;
m_flVolume = ( float ) ( us_params & 0x003f ) / 40.0f ;
noise = ( int ) ( ( ( us_params ) > > 12 ) & 0x0007 ) ;
pitch = ( int ) ( 10.0f * ( float ) ( ( us_params > > 6 ) & 0x003f ) ) ;
switch ( noise )
{
case 1 :
pszSound = " plats/ttrain1.wav " ;
break ;
case 2 :
pszSound = " plats/ttrain2.wav " ;
break ;
case 3 :
pszSound = " plats/ttrain3.wav " ;
break ;
case 4 :
pszSound = " plats/ttrain4.wav " ;
break ;
case 5 :
pszSound = " plats/ttrain6.wav " ;
break ;
case 6 :
pszSound = " plats/ttrain7.wav " ;
break ;
default :
// no sound
return ;
}
if ( stop )
{
gEngfuncs . pEventAPI - > EV_StopSound ( idx , CHAN_STATIC , pszSound ) ;
}
else
{
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_STATIC , pszSound , m_flVolume , ATTN_NORM , SND_CHANGE_PITCH , pitch ) ;
}
}
int EV_TFC_IsAllyTeam ( int iTeam1 , int iTeam2 )
{
return 0 ;
}
//======================
// PIPE START
//======================
enum pipe_e
{
PIPE_IDLE1 = 0 ,
PIPE_DRAW ,
PIPE_HOLSTER ,
PIPE_ATTACK1HIT ,
PIPE_ATTACK1MISS ,
PIPE_ATTACK2MISS ,
PIPE_ATTACK2HIT ,
PIPE_ATTACK3MISS ,
# ifndef CROWBAR_IDLE_ANIM
PIPE_ATTACK3HIT
# else
PIPE_ATTACK3HIT ,
PIPE_IDLE2 ,
PIPE_IDLE3
# endif
} ;
//Only predict the miss sounds, hit sounds are still played
//server side, so players don't get the wrong idea.
void EV_Pipe ( event_args_t * args )
{
int idx ;
vec3_t origin ;
vec3_t angles ;
vec3_t velocity ;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
//Play Swing sound
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/cbar_miss1.wav " , 1 , ATTN_NORM , 0 , PITCH_NORM ) ;
if ( EV_IsLocal ( idx ) )
{
switch ( ( g_iSwing + + ) % 3 )
{
case 0 :
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( PIPE_ATTACK1MISS , 1 ) ;
break ;
case 1 :
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( PIPE_ATTACK2MISS , 1 ) ;
break ;
case 2 :
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( PIPE_ATTACK3MISS , 1 ) ;
break ;
}
}
}
//======================
// PIPE END
//======================
//======================
// SNIPER START
//======================
enum sniper_e
{
SNIPER_IDLE1 = 0 ,
SNIPER_SHOOT1 ,
SNIPER_SHOOT2 ,
SNIPER_RELOAD ,
SNIPER_DRAW ,
} ;
void EV_FireSniper ( event_args_t * args )
{
int idx ;
vec3_t origin ;
vec3_t angles ;
vec3_t velocity ;
vec3_t vecSrc , vecAiming ;
vec3_t up , right , forward ;
float flSpread = 0.01 ;
idx = args - > entindex ;
VectorCopy ( args - > origin , origin ) ;
VectorCopy ( args - > angles , angles ) ;
VectorCopy ( args - > velocity , velocity ) ;
AngleVectors ( angles , forward , right , up ) ;
if ( EV_IsLocal ( idx ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash ( ) ;
switch ( gEngfuncs . pfnRandomLong ( 0 , 1 ) )
{
case 0 :
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( SNIPER_SHOOT1 , 0 ) ;
break ;
case 1 :
gEngfuncs . pEventAPI - > EV_WeaponAnimation ( SNIPER_SHOOT2 , 0 ) ;
break ;
}
V_PunchAxis ( 0 , gEngfuncs . pfnRandomFloat ( - 12.0 , 2.0 ) ) ;
}
switch ( gEngfuncs . pfnRandomLong ( 0 , 1 ) )
{
case 0 :
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/sniper_fire1.wav " , 1.0 , ATTN_NORM , 0 , 94 + gEngfuncs . pfnRandomLong ( 0 , 15 ) ) ;
break ;
case 1 :
gEngfuncs . pEventAPI - > EV_PlaySound ( idx , origin , CHAN_WEAPON , " weapons/sniper_fire2.wav " , 1.0 , ATTN_NORM , 0 , 94 + gEngfuncs . pfnRandomLong ( 0 , 15 ) ) ;
break ;
}
EV_GetGunPosition ( args , vecSrc , origin ) ;
VectorCopy ( forward , vecAiming ) ;
EV_HLDM_FireBullets ( idx , forward , right , up , 1 , vecSrc , vecAiming , 8192 , BULLET_PLAYER_SNIPER , 0 , 0 , args - > fparam1 , args - > fparam2 ) ;
}
//======================
// SNIPER END
//======================