|
|
|
/***
|
|
|
|
*
|
|
|
|
* 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_Knife( struct event_args_s *args );
|
|
|
|
void EV_Axe( struct event_args_s *args );
|
|
|
|
void EV_Hammer( struct event_args_s *args );
|
|
|
|
void EV_Spear( struct event_args_s *args );
|
|
|
|
void EV_FireGlock1( struct event_args_s *args );
|
|
|
|
void EV_FireGlock2( struct event_args_s *args );
|
|
|
|
void EV_FireBeretta( struct event_args_s *args );
|
|
|
|
void EV_FireP228( struct event_args_s *args );
|
|
|
|
void EV_FireDeagle( struct event_args_s *args );
|
|
|
|
void EV_FireRevolver( struct event_args_s *args );
|
|
|
|
void EV_FireShotGunSingle( struct event_args_s *args );
|
|
|
|
void EV_FireMP5K( struct event_args_s *args );
|
|
|
|
void EV_FireUzi( struct event_args_s *args );
|
|
|
|
void EV_FireGMGeneral( struct event_args_s *args );
|
|
|
|
|
|
|
|
void EV_TrainPitchAdjust( 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:
|
|
|
|
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:
|
|
|
|
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
|
|
|
|
EV_HLDM_DecalGunshot( &tr, iBulletType );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
gEngfuncs.pEventAPI->EV_PopPMStates();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#define SND_CHANGE_PITCH (1 << 7) // duplicated in protocol.h change sound pitch
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
//======================
|
|
|
|
// KNIFE START
|
|
|
|
//======================
|
|
|
|
enum knife_e
|
|
|
|
{
|
|
|
|
KNIFE_IDLE = 0,
|
|
|
|
KNIFE_DRAW,
|
|
|
|
KNIFE_HOLSTER,
|
|
|
|
KNIFE_SLASH1,
|
|
|
|
KNIFE_SLASH2
|
|
|
|
};
|
|
|
|
|
|
|
|
//Only predict the miss sounds, hit sounds are still played
|
|
|
|
//server side, so players don't get the wrong idea.
|
|
|
|
void EV_Knife( 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/knife_swing1.wav", 1, ATTN_NORM, 0, PITCH_LOW + gEngfuncs.pfnRandomLong( -1, 0xf ) );
|
|
|
|
|
|
|
|
if ( EV_IsLocal( idx ) )
|
|
|
|
{
|
|
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation ( KNIFE_SLASH1 + gEngfuncs.pfnRandomLong( 0, 1 ), 1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//======================
|
|
|
|
// KNIFE END
|
|
|
|
//======================
|
|
|
|
|
|
|
|
//======================
|
|
|
|
// AXE START
|
|
|
|
//======================
|
|
|
|
enum axe_e
|
|
|
|
{
|
|
|
|
AXE_IDLE = 0,
|
|
|
|
AXE_SLASH,
|
|
|
|
AXE_DRAW
|
|
|
|
};
|
|
|
|
|
|
|
|
//Only predict the miss sounds, hit sounds are still played
|
|
|
|
//server side, so players don't get the wrong idea.
|
|
|
|
void EV_Axe( 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/axe_swing.wav", 1, ATTN_NORM, 0, PITCH_LOW + gEngfuncs.pfnRandomLong( -1, 0xf ) );
|
|
|
|
|
|
|
|
if ( EV_IsLocal( idx ) )
|
|
|
|
{
|
|
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation ( AXE_SLASH, 1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//======================
|
|
|
|
// AXE END
|
|
|
|
//======================
|
|
|
|
|
|
|
|
//======================
|
|
|
|
// HAMMER START
|
|
|
|
//======================
|
|
|
|
enum hammer_e
|
|
|
|
{
|
|
|
|
HAMMER_IDLE = 0,
|
|
|
|
HAMMER_WHACK,
|
|
|
|
HAMMER_DRAW
|
|
|
|
};
|
|
|
|
|
|
|
|
//Only predict the miss sounds, hit sounds are still played
|
|
|
|
//server side, so players don't get the wrong idea.
|
|
|
|
void EV_Hammer( 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/hammer_swing.wav", 1, ATTN_NORM, 0, PITCH_LOW + gEngfuncs.pfnRandomLong( -1, 0xf ) );
|
|
|
|
|
|
|
|
if ( EV_IsLocal( idx ) )
|
|
|
|
{
|
|
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation ( HAMMER_WHACK, 1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//======================
|
|
|
|
// HAMMER END
|
|
|
|
//======================
|
|
|
|
|
|
|
|
//======================
|
|
|
|
// SPEAR START
|
|
|
|
//======================
|
|
|
|
enum spear_e
|
|
|
|
{
|
|
|
|
SPEAR_IDLE = 0,
|
|
|
|
SPEAR_STAB_START,
|
|
|
|
SPEAR_STAB_MISS,
|
|
|
|
SPEAR_STAB,
|
|
|
|
SPEAR_DRAW,
|
|
|
|
SPEAR_ELECTROCUTE
|
|
|
|
};
|
|
|
|
|
|
|
|
//Only predict the miss sounds, hit sounds are still played
|
|
|
|
//server side, so players don't get the wrong idea.
|
|
|
|
void EV_Spear( 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/spear_swing.wav", 1, ATTN_NORM, 0, PITCH_LOW + gEngfuncs.pfnRandomLong( -1, 0xf ) );
|
|
|
|
|
|
|
|
if ( EV_IsLocal( idx ) )
|
|
|
|
{
|
|
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation ( SPEAR_STAB_MISS, 1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//======================
|
|
|
|
// SPEAR END
|
|
|
|
//======================
|
|
|
|
|
|
|
|
//======================
|
|
|
|
// GLOCK START
|
|
|
|
//======================
|
|
|
|
enum glock_e
|
|
|
|
{
|
|
|
|
GLOCK_IDLE1 = 0,
|
|
|
|
GLOCK_IDLE2,
|
|
|
|
GLOCK_FIRE1,
|
|
|
|
GLOCK_FIRE2,
|
|
|
|
GLOCK_FIRE_LOAD,
|
|
|
|
GLOCK_RELOAD,
|
|
|
|
GLOCK_RELOAD_EMPTY,
|
|
|
|
GLOCK_DRAW
|
|
|
|
};
|
|
|
|
|
|
|
|
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_FIRE_LOAD : GLOCK_FIRE1, 2 );
|
|
|
|
|
|
|
|
V_PunchAxis( 0, -2.0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 60, -8, 20 );
|
|
|
|
|
|
|
|
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL );
|
|
|
|
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/glock_fire.wav", 0.8, ATTN_NORM, 0, PITCH_NORM );
|
|
|
|
|
|
|
|
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;
|
|
|
|
int empty;
|
|
|
|
|
|
|
|
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 );
|
|
|
|
|
|
|
|
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_FIRE_LOAD : GLOCK_FIRE2, 2 );
|
|
|
|
|
|
|
|
V_PunchAxis( 0, -2.0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 60, -8, 20 );
|
|
|
|
|
|
|
|
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL );
|
|
|
|
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/glock_fire.wav", 0.8, ATTN_NORM, 0, PITCH_NORM );
|
|
|
|
|
|
|
|
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
|
|
|
|
//======================
|
|
|
|
|
|
|
|
//======================
|
|
|
|
// BERETTA START
|
|
|
|
//======================
|
|
|
|
enum beretta_e
|
|
|
|
{
|
|
|
|
BERETTA_IDLE1 = 0,
|
|
|
|
BERETTA_IDLE2,
|
|
|
|
BERETTA_FIRE1,
|
|
|
|
BERETTA_FIRE2,
|
|
|
|
BERETTA_FIRE_LOAD,
|
|
|
|
BERETTA_RELOAD,
|
|
|
|
BERETTA_RELOAD_EMPTY,
|
|
|
|
BERETTA_DRAW
|
|
|
|
};
|
|
|
|
|
|
|
|
void EV_FireBeretta( 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 ? BERETTA_FIRE_LOAD : BERETTA_FIRE1, 2 );
|
|
|
|
|
|
|
|
V_PunchAxis( 0, -2.0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 60, -12, 30 );
|
|
|
|
|
|
|
|
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL );
|
|
|
|
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/ber_fire.wav", 0.8, ATTN_NORM, 0, PITCH_NORM );
|
|
|
|
|
|
|
|
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 );
|
|
|
|
}
|
|
|
|
//======================
|
|
|
|
// BERETTA END
|
|
|
|
//======================
|
|
|
|
|
|
|
|
//======================
|
|
|
|
// P228 START
|
|
|
|
//======================
|
|
|
|
enum p228_e
|
|
|
|
{
|
|
|
|
P228_IDLE1 = 0,
|
|
|
|
P228_IDLE2,
|
|
|
|
P228_FIRE1,
|
|
|
|
P228_FIRE2,
|
|
|
|
P228_FIRE_LOAD,
|
|
|
|
P228_RELOAD,
|
|
|
|
P228_RELOAD_EMPTY,
|
|
|
|
P228_DRAW
|
|
|
|
};
|
|
|
|
|
|
|
|
void EV_FireP228( 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 ? P228_FIRE_LOAD : P228_FIRE1, 2 );
|
|
|
|
|
|
|
|
V_PunchAxis( 0, -2.0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 70, -12, 30 );
|
|
|
|
|
|
|
|
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL );
|
|
|
|
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/p228_fire.wav", 0.8, ATTN_NORM, 0, PITCH_NORM );
|
|
|
|
|
|
|
|
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 );
|
|
|
|
}
|
|
|
|
//======================
|
|
|
|
// P228 END
|
|
|
|
//======================
|
|
|
|
|
|
|
|
//======================
|
|
|
|
// DEAGLE START
|
|
|
|
//======================
|
|
|
|
enum deagle_e
|
|
|
|
{
|
|
|
|
DEAGLE_IDLE1 = 0,
|
|
|
|
DEAGLE_IDLE2,
|
|
|
|
DEAGLE_FIRE1,
|
|
|
|
DEAGLE_FIRE2,
|
|
|
|
DEAGLE_FIRE_LOAD,
|
|
|
|
DEAGLE_RELOAD,
|
|
|
|
DEAGLE_RELOAD_EMPTY,
|
|
|
|
DEAGLE_DRAW
|
|
|
|
};
|
|
|
|
|
|
|
|
void EV_FireDeagle( 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 ? DEAGLE_FIRE_LOAD : DEAGLE_FIRE1 , 2 );
|
|
|
|
|
|
|
|
V_PunchAxis( 0, -2.0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 60, -12, 30 );
|
|
|
|
|
|
|
|
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL );
|
|
|
|
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/deagle_fire.wav", 0.8, ATTN_NORM, 0, PITCH_NORM );
|
|
|
|
|
|
|
|
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 );
|
|
|
|
}
|
|
|
|
//======================
|
|
|
|
// DEAGLE END
|
|
|
|
//======================
|
|
|
|
|
|
|
|
//======================
|
|
|
|
// REVOLVER START
|
|
|
|
//======================
|
|
|
|
enum revolver_e
|
|
|
|
{
|
|
|
|
REVOLVER_IDLE = 0,
|
|
|
|
REVOLVER_SHOOT1,
|
|
|
|
REVOLVER_SHOOT2,
|
|
|
|
REVOLVER_SHOOT_EMPTY,
|
|
|
|
REVOLVER_RELOAD,
|
|
|
|
REVOLVER_DRAW
|
|
|
|
};
|
|
|
|
|
|
|
|
void EV_FireRevolver( 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();
|
|
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( REVOLVER_SHOOT1, 0 );
|
|
|
|
|
|
|
|
V_PunchAxis( 0, -2.0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/revolver_fire.wav", 0.8, ATTN_NORM, 0, PITCH_NORM );
|
|
|
|
|
|
|
|
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 );
|
|
|
|
}
|
|
|
|
//======================
|
|
|
|
// REVOLVER END
|
|
|
|
//======================
|
|
|
|
|
|
|
|
//======================
|
|
|
|
// SHOTGUN START
|
|
|
|
//======================
|
|
|
|
enum shotgun_e
|
|
|
|
{
|
|
|
|
SHOTGUN_IDLE = 0,
|
|
|
|
SHOTGUN_IDLE2,
|
|
|
|
SHOTGUN_FIRE,
|
|
|
|
SHOTGUN_RELOAD_START,
|
|
|
|
SHOTGUN_RELOAD_INS,
|
|
|
|
SHOTGUN_RELOAD_END,
|
|
|
|
SHOTGUN_DRAW
|
|
|
|
};
|
|
|
|
|
|
|
|
void EV_FireShotGunSingle( event_args_t *args )
|
|
|
|
{
|
|
|
|
int idx;
|
|
|
|
vec3_t origin;
|
|
|
|
vec3_t angles;
|
|
|
|
vec3_t velocity;
|
|
|
|
|
|
|
|
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 );
|
|
|
|
|
|
|
|
if ( EV_IsLocal( idx ) )
|
|
|
|
{
|
|
|
|
// Add muzzle flash to current weapon model
|
|
|
|
EV_MuzzleFlash();
|
|
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE, 2 );
|
|
|
|
}
|
|
|
|
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/shotgun_fire.wav", 1.0, ATTN_NORM, 0, PITCH_LOW + gEngfuncs.pfnRandomLong( 0, 9 ) );
|
|
|
|
|
|
|
|
EV_GetGunPosition( args, vecSrc, origin );
|
|
|
|
VectorCopy( forward, vecAiming );
|
|
|
|
|
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx-1], 0.08716, 0.08716 );
|
|
|
|
}
|
|
|
|
//======================
|
|
|
|
// SHOTGUN END
|
|
|
|
//======================
|
|
|
|
|
|
|
|
//======================
|
|
|
|
// MP5K START
|
|
|
|
//======================
|
|
|
|
enum mp5_e
|
|
|
|
{
|
|
|
|
MP5K_IDLE = 0,
|
|
|
|
MP5K_FIDGET,
|
|
|
|
MP5K_FIRE1,
|
|
|
|
MP5K_FIRE2,
|
|
|
|
MP5K_RELOAD,
|
|
|
|
MP5K_DRAW
|
|
|
|
};
|
|
|
|
|
|
|
|
void EV_FireMP5K( 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( MP5K_FIRE1 + gEngfuncs.pfnRandomLong(0,1), 2 );
|
|
|
|
}
|
|
|
|
|
|
|
|
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 30, -12, 30 );
|
|
|
|
|
|
|
|
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL );
|
|
|
|
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/mp5k_fire.wav", 1, ATTN_NORM, 0, PITCH_NORM );
|
|
|
|
|
|
|
|
EV_GetGunPosition( args, vecSrc, origin );
|
|
|
|
VectorCopy( forward, vecAiming );
|
|
|
|
|
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &g_tracerCount[idx-1], args->fparam1, args->fparam2 );
|
|
|
|
}
|
|
|
|
//======================
|
|
|
|
// MP5K END
|
|
|
|
//======================
|
|
|
|
|
|
|
|
//======================
|
|
|
|
// UZI START
|
|
|
|
//======================
|
|
|
|
enum uzi_e
|
|
|
|
{
|
|
|
|
UZI_IDLE = 0,
|
|
|
|
UZI_RELOAD,
|
|
|
|
UZI_DRAW,
|
|
|
|
UZI_FIRE1,
|
|
|
|
UZI_FIRE2,
|
|
|
|
UZI_FIRE3
|
|
|
|
};
|
|
|
|
|
|
|
|
void EV_FireUzi( 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( UZI_FIRE1 + gEngfuncs.pfnRandomLong(0,2), 2 );
|
|
|
|
}
|
|
|
|
|
|
|
|
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 30, -12, 30 );
|
|
|
|
|
|
|
|
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL );
|
|
|
|
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/uzi_fire.wav", 1, ATTN_NORM, 0, PITCH_NORM );
|
|
|
|
|
|
|
|
EV_GetGunPosition( args, vecSrc, origin );
|
|
|
|
VectorCopy( forward, vecAiming );
|
|
|
|
|
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &g_tracerCount[idx-1], args->fparam1, args->fparam2 );
|
|
|
|
}
|
|
|
|
//======================
|
|
|
|
// UZI END
|
|
|
|
//======================
|
|
|
|
|
|
|
|
//======================
|
|
|
|
// GMGENERAL START
|
|
|
|
//======================
|
|
|
|
enum gmgeneral_e
|
|
|
|
{
|
|
|
|
GMGENERAL_IDLE,
|
|
|
|
GMGENERAL_FIRE1,
|
|
|
|
GMGENERAL_FIRE2,
|
|
|
|
GMGENERAL_RELOAD,
|
|
|
|
GMGENERAL_DRAW
|
|
|
|
};
|
|
|
|
|
|
|
|
void EV_FireGMGeneral( 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( GMGENERAL_FIRE1 + gEngfuncs.pfnRandomLong(0,1), 2 );
|
|
|
|
}
|
|
|
|
|
|
|
|
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 30, -12, 30 );
|
|
|
|
|
|
|
|
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL );
|
|
|
|
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "gmgeneral/gm_expell.wav", 1, ATTN_NORM, 0, PITCH_NORM );
|
|
|
|
|
|
|
|
EV_GetGunPosition( args, vecSrc, origin );
|
|
|
|
VectorCopy( forward, vecAiming );
|
|
|
|
|
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &g_tracerCount[idx-1], args->fparam1, args->fparam2 );
|
|
|
|
}
|
|
|
|
//======================
|
|
|
|
// GMGENERAL END
|
|
|
|
//======================
|
|
|
|
|