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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "hud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "entity_types.h"
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#include "usercmd.h"
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#include "pm_defs.h"
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#include "pm_materials.h"
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#include "eventscripts.h"
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#include "ev_hldm.h"
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#include "r_efx.h"
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#include "event_api.h"
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#include "event_args.h"
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#include "in_defs.h"
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#include <string.h>
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#include "r_studioint.h"
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#include "com_model.h"
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extern engine_studio_api_t IEngineStudio;
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static int g_tracerCount[32];
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extern "C" char PM_FindTextureType( char *name );
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void V_PunchAxis( int axis, float punch );
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void VectorAngles( const float *forward, float *angles );
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extern cvar_t *cl_lw;
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extern "C"
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{
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// HLDM
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//void EV_FireGlock1( struct event_args_s *args );
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//void EV_FireGlock2( struct event_args_s *args );
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void EV_FireShotGunSingle( struct event_args_s *args );
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void EV_TrainPitchAdjust( struct event_args_s *args );
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void EV_SpinXS(struct event_args_s *args);
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}
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#define VECTOR_CONE_1DEGREES Vector( 0.00873f, 0.00873f, 0.00873f )
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#define VECTOR_CONE_2DEGREES Vector( 0.01745f, 0.01745f, 0.01745f )
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#define VECTOR_CONE_3DEGREES Vector( 0.02618f, 0.02618f, 0.02618f )
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#define VECTOR_CONE_4DEGREES Vector( 0.03490f, 0.03490f, 0.03490f )
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#define VECTOR_CONE_5DEGREES Vector( 0.04362f, 0.04362f, 0.04362f )
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#define VECTOR_CONE_6DEGREES Vector( 0.05234f, 0.05234f, 0.05234f )
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#define VECTOR_CONE_7DEGREES Vector( 0.06105f, 0.06105f, 0.06105f )
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#define VECTOR_CONE_8DEGREES Vector( 0.06976f, 0.06976f, 0.06976f )
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#define VECTOR_CONE_9DEGREES Vector( 0.07846f, 0.07846f, 0.07846f )
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#define VECTOR_CONE_10DEGREES Vector( 0.08716f, 0.08716f, 0.08716f )
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#define VECTOR_CONE_15DEGREES Vector( 0.13053f, 0.13053f, 0.13053f )
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#define VECTOR_CONE_20DEGREES Vector( 0.17365f, 0.17365f, 0.17365f )
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// play a strike sound based on the texture that was hit by the attack traceline. VecSrc/VecEnd are the
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// original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture.
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// returns volume of strike instrument (crowbar) to play
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float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, int iBulletType )
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{
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// hit the world, try to play sound based on texture material type
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char chTextureType = CHAR_TEX_CONCRETE;
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float fvol;
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float fvolbar;
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const char *rgsz[4];
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int cnt;
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float fattn = ATTN_NORM;
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int entity;
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char *pTextureName;
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char texname[64];
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char szbuffer[64];
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entity = gEngfuncs.pEventAPI->EV_IndexFromTrace( ptr );
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// FIXME check if playtexture sounds movevar is set
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//
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chTextureType = 0;
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// Player
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if( entity >= 1 && entity <= gEngfuncs.GetMaxClients() )
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{
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// hit body
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chTextureType = CHAR_TEX_FLESH;
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}
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else if( entity == 0 )
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{
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// get texture from entity or world (world is ent(0))
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pTextureName = (char *)gEngfuncs.pEventAPI->EV_TraceTexture( ptr->ent, vecSrc, vecEnd );
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if ( pTextureName )
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{
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strcpy( texname, pTextureName );
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pTextureName = texname;
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// strip leading '-0' or '+0~' or '{' or '!'
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if( *pTextureName == '-' || *pTextureName == '+' )
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{
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pTextureName += 2;
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}
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if( *pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ' )
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{
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pTextureName++;
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}
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// '}}'
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strcpy( szbuffer, pTextureName );
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szbuffer[CBTEXTURENAMEMAX - 1] = 0;
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// get texture type
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chTextureType = PM_FindTextureType( szbuffer );
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}
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}
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switch (chTextureType)
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{
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default:
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case CHAR_TEX_CONCRETE:
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fvol = 0.9;
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fvolbar = 0.6;
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rgsz[0] = "player/pl_step1.wav";
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rgsz[1] = "player/pl_step2.wav";
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cnt = 2;
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break;
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case CHAR_TEX_METAL:
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fvol = 0.9;
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fvolbar = 0.3;
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rgsz[0] = "player/pl_metal1.wav";
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rgsz[1] = "player/pl_metal2.wav";
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cnt = 2;
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break;
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case CHAR_TEX_DIRT:
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fvol = 0.9;
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fvolbar = 0.1;
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rgsz[0] = "player/pl_dirt1.wav";
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rgsz[1] = "player/pl_dirt2.wav";
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rgsz[2] = "player/pl_dirt3.wav";
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cnt = 3;
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break;
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case CHAR_TEX_VENT:
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fvol = 0.5;
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fvolbar = 0.3;
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rgsz[0] = "player/pl_duct1.wav";
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rgsz[1] = "player/pl_duct1.wav";
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cnt = 2;
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break;
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case CHAR_TEX_GRATE:
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fvol = 0.9;
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fvolbar = 0.5;
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rgsz[0] = "player/pl_grate1.wav";
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rgsz[1] = "player/pl_grate4.wav";
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cnt = 2;
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break;
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case CHAR_TEX_TILE:
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fvol = 0.8;
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fvolbar = 0.2;
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rgsz[0] = "player/pl_tile1.wav";
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rgsz[1] = "player/pl_tile3.wav";
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rgsz[2] = "player/pl_tile2.wav";
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rgsz[3] = "player/pl_tile4.wav";
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cnt = 4;
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break;
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case CHAR_TEX_SLOSH:
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fvol = 0.9;
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fvolbar = 0.0;
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rgsz[0] = "player/pl_slosh1.wav";
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rgsz[1] = "player/pl_slosh3.wav";
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rgsz[2] = "player/pl_slosh2.wav";
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rgsz[3] = "player/pl_slosh4.wav";
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cnt = 4;
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break;
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case CHAR_TEX_WOOD:
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fvol = 0.9;
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fvolbar = 0.2;
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rgsz[0] = "debris/wood1.wav";
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rgsz[1] = "debris/wood2.wav";
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rgsz[2] = "debris/wood3.wav";
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cnt = 3;
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break;
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case CHAR_TEX_GLASS:
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case CHAR_TEX_COMPUTER:
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fvol = 0.8;
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fvolbar = 0.2;
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rgsz[0] = "debris/glass1.wav";
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rgsz[1] = "debris/glass2.wav";
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rgsz[2] = "debris/glass3.wav";
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cnt = 3;
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break;
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case CHAR_TEX_FLESH:
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if( iBulletType == BULLET_PLAYER_CROWBAR )
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return 0.0; // crowbar already makes this sound
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fvol = 1.0;
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fvolbar = 0.2;
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rgsz[0] = "weapons/bullet_hit1.wav";
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rgsz[1] = "weapons/bullet_hit2.wav";
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fattn = 1.0;
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cnt = 2;
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break;
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}
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// play material hit sound
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gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, rgsz[gEngfuncs.pfnRandomLong( 0, cnt - 1 )], fvol, fattn, 0, 96 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
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return fvolbar;
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}
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char *EV_HLDM_DamageDecal( physent_t *pe )
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{
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static char decalname[32];
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int idx;
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if( pe->classnumber == 1 )
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{
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idx = gEngfuncs.pfnRandomLong( 0, 2 );
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sprintf( decalname, "{break%i", idx + 1 );
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}
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else if( pe->rendermode != kRenderNormal )
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{
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strcpy( decalname, "{bproof1" );
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}
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else
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{
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idx = gEngfuncs.pfnRandomLong( 0, 4 );
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sprintf( decalname, "{shot%i", idx + 1 );
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}
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return decalname;
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}
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void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName )
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{
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int iRand;
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physent_t *pe;
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gEngfuncs.pEfxAPI->R_BulletImpactParticles( pTrace->endpos );
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iRand = gEngfuncs.pfnRandomLong( 0, 0x7FFF );
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if( iRand < ( 0x7fff / 2 ) )// not every bullet makes a sound.
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{
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switch( iRand % 5 )
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{
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case 0:
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
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break;
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case 1:
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
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break;
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case 2:
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
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break;
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case 3:
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
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break;
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case 4:
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
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break;
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}
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}
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
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// Only decal brush models such as the world etc.
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if( decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) )
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{
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if( CVAR_GET_FLOAT( "r_decals" ) )
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{
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gEngfuncs.pEfxAPI->R_DecalShoot(
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gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ),
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gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 );
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}
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}
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}
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void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType )
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{
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physent_t *pe;
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
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if( pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) )
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{
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switch( iBulletType )
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{
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case BULLET_PLAYER_9MM:
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case BULLET_MONSTER_9MM:
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case BULLET_PLAYER_MP5:
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case BULLET_MONSTER_MP5:
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case BULLET_PLAYER_BUCKSHOT:
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case BULLET_PLAYER_357:
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default:
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// smoke and decal
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EV_HLDM_GunshotDecalTrace( pTrace, EV_HLDM_DamageDecal( pe ) );
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break;
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}
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}
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}
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int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, float *right, int iBulletType, int iTracerFreq, int *tracerCount )
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{
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int tracer = 0;
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int i;
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qboolean player = idx >= 1 && idx <= gEngfuncs.GetMaxClients() ? true : false;
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if( iTracerFreq != 0 && ( (*tracerCount)++ % iTracerFreq ) == 0 )
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{
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vec3_t vecTracerSrc;
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if( player )
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{
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vec3_t offset( 0, 0, -4 );
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// adjust tracer position for player
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for( i = 0; i < 3; i++ )
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{
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vecTracerSrc[i] = vecSrc[i] + offset[i] + right[i] * 2 + forward[i] * 16;
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}
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}
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else
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{
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VectorCopy( vecSrc, vecTracerSrc );
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}
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if( iTracerFreq != 1 ) // guns that always trace also always decal
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tracer = 1;
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switch( iBulletType )
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{
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case BULLET_PLAYER_MP5:
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case BULLET_MONSTER_MP5:
|
|
|
|
case BULLET_MONSTER_9MM:
|
|
|
|
case BULLET_MONSTER_12MM:
|
|
|
|
default:
|
|
|
|
EV_CreateTracer( vecTracerSrc, end );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return tracer;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
TTT: Event which spawns a smokepuff and/or sparks at a given origin
|
|
|
|
Note that you have to precache the sprites in the game dll
|
|
|
|
*/
|
|
|
|
void EV_HLDM_SmokePuff( pmtrace_t *pTrace, float *vecSrc, float *vecEnd )
|
|
|
|
{
|
|
|
|
physent_t *pe;
|
|
|
|
|
|
|
|
// get entity at endpoint
|
|
|
|
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
|
|
|
|
|
|
|
|
if( pe && pe->solid == SOLID_BSP )
|
|
|
|
{
|
|
|
|
// if it's a solid wall / entity
|
|
|
|
char chTextureType = CHAR_TEX_CONCRETE;
|
|
|
|
const char *pTextureName;
|
|
|
|
char texname[64];
|
|
|
|
char szbuffer[64];
|
|
|
|
|
|
|
|
// get texture name
|
|
|
|
pTextureName = gEngfuncs.pEventAPI->EV_TraceTexture( pTrace->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 );
|
|
|
|
}
|
|
|
|
|
|
|
|
bool fDoPuffs = false;
|
|
|
|
bool fDoSparks = false;
|
|
|
|
int a, r, g, b;
|
|
|
|
|
|
|
|
switch( chTextureType )
|
|
|
|
{
|
|
|
|
// do smoke puff and eventually add sparks
|
|
|
|
case CHAR_TEX_TILE:
|
|
|
|
case CHAR_TEX_CONCRETE:
|
|
|
|
fDoSparks = ( gEngfuncs.pfnRandomLong( 1, 4 ) == 1 );
|
|
|
|
fDoPuffs = true;
|
|
|
|
a = 128;
|
|
|
|
r = 200;
|
|
|
|
g = 200;
|
|
|
|
b = 200;
|
|
|
|
break;
|
|
|
|
// don't draw puff, but add sparks often
|
|
|
|
case CHAR_TEX_VENT:
|
|
|
|
case CHAR_TEX_GRATE:
|
|
|
|
case CHAR_TEX_METAL:
|
|
|
|
fDoSparks = ( gEngfuncs.pfnRandomLong( 1, 2 ) == 1 );
|
|
|
|
break;
|
|
|
|
// draw brown puff, but don't do sparks
|
|
|
|
case CHAR_TEX_DIRT:
|
|
|
|
case CHAR_TEX_WOOD:
|
|
|
|
fDoPuffs = true;
|
|
|
|
a = 250;
|
|
|
|
r = 97;
|
|
|
|
g = 86;
|
|
|
|
b = 53;
|
|
|
|
break;
|
|
|
|
// don't do anything if those textures (perhaps add something later...)
|
|
|
|
default:
|
|
|
|
case CHAR_TEX_GLASS:
|
|
|
|
case CHAR_TEX_COMPUTER:
|
|
|
|
case CHAR_TEX_SLOSH:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( fDoPuffs )
|
|
|
|
{
|
|
|
|
vec3_t angles, forward, right, up;
|
|
|
|
|
|
|
|
VectorAngles( pTrace->plane.normal, angles );
|
|
|
|
|
|
|
|
AngleVectors( angles, forward, up, right );
|
|
|
|
forward.z = -forward.z;
|
|
|
|
|
|
|
|
// get sprite index
|
|
|
|
int iWallsmoke = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/wallsmoke.spr" );
|
|
|
|
|
|
|
|
// create sprite
|
|
|
|
TEMPENTITY *pTemp = gEngfuncs.pEfxAPI->R_TempSprite(
|
|
|
|
pTrace->endpos,
|
|
|
|
forward * gEngfuncs.pfnRandomFloat( 10, 30 ) + right * gEngfuncs.pfnRandomFloat( -6, 6 ) + up * gEngfuncs.pfnRandomFloat( 0, 6 ),
|
|
|
|
0.4,
|
|
|
|
iWallsmoke,
|
|
|
|
kRenderTransAlpha,
|
|
|
|
kRenderFxNone,
|
|
|
|
1.0,
|
|
|
|
0.3,
|
|
|
|
FTENT_SPRANIMATE | FTENT_FADEOUT
|
|
|
|
);
|
|
|
|
|
|
|
|
if( pTemp )
|
|
|
|
{
|
|
|
|
// sprite created successfully, adjust some things
|
|
|
|
pTemp->fadeSpeed = 2.0;
|
|
|
|
pTemp->entity.curstate.framerate = 20.0;
|
|
|
|
pTemp->entity.curstate.renderamt = a;
|
|
|
|
pTemp->entity.curstate.rendercolor.r = r;
|
|
|
|
pTemp->entity.curstate.rendercolor.g = g;
|
|
|
|
pTemp->entity.curstate.rendercolor.b = b;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( fDoSparks )
|
|
|
|
{
|
|
|
|
// spawn some sparks
|
|
|
|
gEngfuncs.pEfxAPI->R_SparkShower( pTrace->endpos );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
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;
|
|
|
|
|
|
|
|
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];
|
|
|
|
}
|
|
|
|
|
|
|
|
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 );
|
|
|
|
EV_HLDM_SmokePuff( &tr, vecSrc, vecEnd );
|
|
|
|
break;
|
|
|
|
case BULLET_PLAYER_357:
|
|
|
|
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
|
|
|
|
EV_HLDM_DecalGunshot( &tr, iBulletType );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
gEngfuncs.pEventAPI->EV_PopPMStates();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//======================
|
|
|
|
// SHOTGUN START
|
|
|
|
//======================
|
|
|
|
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, 0 );
|
|
|
|
|
|
|
|
V_PunchAxis( 0, -15.0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
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/dbarrel1.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
|
|
|
|
|
|
|
|
EV_GetGunPosition( args, vecSrc, origin );
|
|
|
|
VectorCopy( forward, vecAiming );
|
|
|
|
|
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 );
|
|
|
|
}
|
|
|
|
//======================
|
|
|
|
// SHOTGUN END
|
|
|
|
//======================
|
|
|
|
|
|
|
|
#define SND_STOP (1 << 5)
|
|
|
|
#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;
|
|
|
|
}
|
|
|
|
|
|
|
|
//======================
|
|
|
|
// XENSQUASHER START
|
|
|
|
//======================
|
|
|
|
enum xensquasher_e
|
|
|
|
{
|
|
|
|
XS_IDLE = 0,
|
|
|
|
XS_IDLE2,
|
|
|
|
XS_FIDGET,
|
|
|
|
XS_SPINUP,
|
|
|
|
XS_SPIN,
|
|
|
|
XS_FIRE,
|
|
|
|
XS_FIRE2,
|
|
|
|
XS_HOLSTER,
|
|
|
|
XS_DRAW,
|
|
|
|
XS_RELOAD,
|
|
|
|
};
|
|
|
|
|
|
|
|
void EV_StopPreviousXS( int idx )
|
|
|
|
{
|
|
|
|
// Make sure we don't have a gauss spin event in the queue for this guy
|
|
|
|
gEngfuncs.pEventAPI->EV_KillEvents( idx, "events/xsspin.sc" );
|
|
|
|
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_WEAPON, "weapons/xs_windup.wav" );
|
|
|
|
if( EV_IsLocal( idx ) )
|
|
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( XS_FIRE2, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
void EV_SpinXS( event_args_t *args )
|
|
|
|
{
|
|
|
|
int idx;
|
|
|
|
vec3_t origin;
|
|
|
|
vec3_t angles;
|
|
|
|
vec3_t velocity;
|
|
|
|
int iSoundState = 0;
|
|
|
|
|
|
|
|
int pitch;
|
|
|
|
|
|
|
|
idx = args->entindex;
|
|
|
|
|
|
|
|
if( args->bparam2 )
|
|
|
|
{
|
|
|
|
EV_StopPreviousXS( idx );
|
|
|
|
return;
|
|
|
|
}
|
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VectorCopy( args->origin, origin );
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// VectorCopy( args->angles, angles );
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// VectorCopy( args->velocity, velocity );
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pitch = args->iparam1;
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iSoundState = args->bparam1 ? SND_CHANGE_PITCH : 0;
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iSoundState = args->bparam2 ? SND_STOP : iSoundState;
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/xs_windup.wav", 1.0, ATTN_NORM, iSoundState, pitch );
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}
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