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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 "event_api.h"
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extern "C"
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{
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// Deathmatch Classic
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void EV_FireShotGunSingle( struct event_args_s *args );
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void EV_FireShotGunDouble( struct event_args_s *args );
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void EV_FireAxe( struct event_args_s *args );
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void EV_FireAxeSwing( struct event_args_s *args );
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void EV_FireRocket( struct event_args_s *args );
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void EV_FireLightning( struct event_args_s *args );
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void EV_FireSpike( struct event_args_s *args );
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void EV_FireSuperSpike( struct event_args_s *args );
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void EV_FireGrenade( struct event_args_s *args );
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void EV_Gibbed (struct event_args_s *args );
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void EV_Teleport (struct event_args_s *args );
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void EV_Trail (struct event_args_s *args );
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void EV_Explosion (struct event_args_s *args );
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void EV_PlayerPowerup ( struct event_args_s *args );
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void EV_DMC_DoorGoUp( struct event_args_s *args );
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void EV_DMC_DoorGoDown( struct event_args_s *args );
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void EV_DMC_DoorHitTop( struct event_args_s *args );
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void EV_DMC_DoorHitBottom( struct event_args_s *args );
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void EV_Hook( event_args_t *args );
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void EV_Cable( struct event_args_s *args );
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void EV_FollowCarrier( struct event_args_s *args );
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void EV_FlagSpawn( struct event_args_s *args );
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// HLDM
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void EV_TrainPitchAdjust( struct event_args_s *args );
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}
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/*
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======================
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Game_HookEvents
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Associate script file name with callback functions. Callback's must be extern "C" so
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the engine doesn't get confused about name mangling stuff. Note that the format is
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always the same. Of course, a clever mod team could actually embed parameters, behavior
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into the actual .sc files and create a .sc file parser and hook their functionality through
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that.. i.e., a scripting system.
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That was what we were going to do, but we ran out of time...oh well.
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======================
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*/
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void Game_HookEvents( void )
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{
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gEngfuncs.pfnHookEvent( "events/shotgun1.sc", EV_FireShotGunSingle );
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gEngfuncs.pfnHookEvent( "events/shotgun2.sc", EV_FireShotGunDouble );
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gEngfuncs.pfnHookEvent( "events/axe.sc", EV_FireAxe );
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gEngfuncs.pfnHookEvent( "events/axeswing.sc", EV_FireAxeSwing );
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gEngfuncs.pfnHookEvent( "events/rocket.sc", EV_FireRocket );
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gEngfuncs.pfnHookEvent( "events/lightning.sc", EV_FireLightning );
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gEngfuncs.pfnHookEvent( "events/grenade.sc", EV_FireGrenade );
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gEngfuncs.pfnHookEvent( "events/spike.sc", EV_FireSpike );
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gEngfuncs.pfnHookEvent( "events/superspike.sc", EV_FireSuperSpike );
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gEngfuncs.pfnHookEvent( "events/gibs.sc", EV_Gibbed );
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gEngfuncs.pfnHookEvent( "events/teleport.sc", EV_Teleport );
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gEngfuncs.pfnHookEvent( "events/trail.sc", EV_Trail );
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gEngfuncs.pfnHookEvent( "events/explosion.sc", EV_Explosion );
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gEngfuncs.pfnHookEvent( "events/powerup.sc", EV_PlayerPowerup );
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gEngfuncs.pfnHookEvent( "events/door/doorgoup.sc", EV_DMC_DoorGoUp );
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gEngfuncs.pfnHookEvent( "events/door/doorgodown.sc", EV_DMC_DoorGoDown );
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gEngfuncs.pfnHookEvent( "events/door/doorhittop.sc", EV_DMC_DoorHitTop );
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gEngfuncs.pfnHookEvent( "events/door/doorhitbottom.sc", EV_DMC_DoorHitBottom );
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if( HUD_IsGame( "3wave" ) )
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{
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gEngfuncs.pfnHookEvent( "events/hook.sc", EV_Hook );
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gEngfuncs.pfnHookEvent( "events/cable.sc", EV_Cable );
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gEngfuncs.pfnHookEvent( "events/follow.sc", EV_FollowCarrier );
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gEngfuncs.pfnHookEvent( "events/flagspawn.sc", EV_FlagSpawn );
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}
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gEngfuncs.pfnHookEvent( "events/train.sc", EV_TrainPitchAdjust );
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}
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