Andrey Akhmichin 4 years ago
parent
commit
0c8a7ab23d
  1. 40
      cl_dll/ev_hldm.cpp
  2. 4
      dlls/combat.cpp
  3. 21
      dlls/sound.cpp
  4. 50
      dlls/util.cpp
  5. 3
      dlls/util.h
  6. 6
      dlls/weapons.cpp
  7. 3
      dlls/weapons.h

40
cl_dll/ev_hldm.cpp

@ -91,7 +91,7 @@ void EV_FireSniper( struct event_args_s *args );
// play a strike sound based on the texture that was hit by the attack traceline. VecSrc/VecEnd are the // 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. // 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 // returns volume of strike instrument (crowbar) to play
float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, int iBulletType ) float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, float *forward, int iBulletType )
{ {
// hit the world, try to play sound based on texture material type // hit the world, try to play sound based on texture material type
char chTextureType = CHAR_TEX_CONCRETE; char chTextureType = CHAR_TEX_CONCRETE;
@ -104,6 +104,8 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v
char *pTextureName; char *pTextureName;
char texname[64]; char texname[64];
char szbuffer[64]; char szbuffer[64];
int flags = 0;
int iGibs = -1;
entity = gEngfuncs.pEventAPI->EV_IndexFromTrace( ptr ); entity = gEngfuncs.pEventAPI->EV_IndexFromTrace( ptr );
@ -151,11 +153,14 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v
{ {
default: default:
case CHAR_TEX_CONCRETE: case CHAR_TEX_CONCRETE:
case CHAR_TEX_CONCRETE2:
fvol = 0.9; fvol = 0.9;
fvolbar = 0.6; fvolbar = 0.6;
rgsz[0] = "player/pl_step1.wav"; rgsz[0] = "player/pl_step1.wav";
rgsz[1] = "player/pl_step2.wav"; rgsz[1] = "player/pl_step2.wav";
cnt = 2; cnt = 2;
if( iBulletType != BULLET_PLAYER_CROWBAR && chTextureType == CHAR_TEX_CONCRETE2 )
iGibs = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/concretegibs.mdl" );
break; break;
case CHAR_TEX_METAL: case CHAR_TEX_METAL:
fvol = 0.9; fvol = 0.9;
@ -165,12 +170,23 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v
cnt = 2; cnt = 2;
break; break;
case CHAR_TEX_DIRT: case CHAR_TEX_DIRT:
case CHAR_TEX_ROCK:
case CHAR_TEX_SMOKE:
fvol = 0.9; fvol = 0.9;
fvolbar = 0.1; fvolbar = 0.1;
rgsz[0] = "player/pl_dirt1.wav"; rgsz[0] = "player/pl_dirt1.wav";
rgsz[1] = "player/pl_dirt2.wav"; rgsz[1] = "player/pl_dirt2.wav";
rgsz[2] = "player/pl_dirt3.wav"; rgsz[2] = "player/pl_dirt3.wav";
cnt = 3; cnt = 3;
if( iBulletType == BULLET_PLAYER_CROWBAR )
break;
if( chTextureType == CHAR_TEX_SMOKE && iBulletType != BULLET_PLAYER_CROWBAR )
gEngfuncs.pEfxAPI->R_Sprite_Smoke( gEngfuncs.pEfxAPI->R_DefaultSprite( ptr->endpos, gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/steam1.spr" ), 25 ), 12 * 0.1f );
else if( chTextureType == CHAR_TEX_ROCK )
{
iGibs = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/rockgibs.mdl" );
flags = BREAK_CONCRETE;
}
break; break;
case CHAR_TEX_VENT: case CHAR_TEX_VENT:
fvol = 0.5; fvol = 0.5;
@ -195,6 +211,7 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v
rgsz[3] = "player/pl_tile4.wav"; rgsz[3] = "player/pl_tile4.wav";
cnt = 4; cnt = 4;
break; break;
case CHAR_TEX_FLUID:
case CHAR_TEX_SLOSH: case CHAR_TEX_SLOSH:
fvol = 0.9; fvol = 0.9;
fvolbar = 0.0; fvolbar = 0.0;
@ -205,12 +222,15 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v
cnt = 4; cnt = 4;
break; break;
case CHAR_TEX_WOOD: case CHAR_TEX_WOOD:
case CHAR_TEX_WOOD2:
fvol = 0.9; fvol = 0.9;
fvolbar = 0.2; fvolbar = 0.2;
rgsz[0] = "debris/wood1.wav"; rgsz[0] = "debris/wood1.wav";
rgsz[1] = "debris/wood2.wav"; rgsz[1] = "debris/wood2.wav";
rgsz[2] = "debris/wood3.wav"; rgsz[2] = "debris/wood3.wav";
cnt = 3; cnt = 3;
if( iBulletType != BULLET_PLAYER_CROWBAR && chTextureType == CHAR_TEX_WOOD2 )
iGibs = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/woodgibs.mdl" );
break; break;
case CHAR_TEX_GLASS: case CHAR_TEX_GLASS:
case CHAR_TEX_COMPUTER: case CHAR_TEX_COMPUTER:
@ -233,6 +253,17 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v
break; break;
} }
if( iGibs != -1 )
{
vec3_t size = {25, 25, 8};
vec3_t dir;
VectorCopy( forward, dir );
VectorScale( dir, -100.0f, dir );
gEngfuncs.pEfxAPI->R_BreakModel( ptr->endpos, size, dir, 10, 50, 1, iGibs, flags );
}
// play material hit sound // 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 ) ); 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; return fvolbar;
@ -435,22 +466,23 @@ void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int
{ {
default: default:
case BULLET_PLAYER_9MM: case BULLET_PLAYER_9MM:
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, forward, iBulletType );
EV_HLDM_DecalGunshot( &tr, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType );
break; break;
case BULLET_PLAYER_MP5: case BULLET_PLAYER_MP5:
if( !tracer ) if( !tracer )
{ {
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, forward, iBulletType );
EV_HLDM_DecalGunshot( &tr, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType );
} }
break; break;
case BULLET_PLAYER_BUCKSHOT: case BULLET_PLAYER_BUCKSHOT:
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, forward, iBulletType );
EV_HLDM_DecalGunshot( &tr, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType );
break; break;
case BULLET_PLAYER_357: case BULLET_PLAYER_357:
case BULLET_PLAYER_SNIPER: case BULLET_PLAYER_SNIPER:
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, forward, iBulletType );
EV_HLDM_DecalGunshot( &tr, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType );
break; break;
} }

4
dlls/combat.cpp

@ -1466,6 +1466,8 @@ void CBaseEntity::FireBullets( ULONG cShots, Vector vecSrc, Vector vecDirShootin
UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (int)( ( flDistance * tr.flFraction ) / 64.0f ) ); UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (int)( ( flDistance * tr.flFraction ) / 64.0f ) );
} }
ApplyMultiDamage( pev, pevAttacker ); ApplyMultiDamage( pev, pevAttacker );
UTIL_MuzzleLight( vecSrc, 15, Vector( 255, 255, 128 ), 1, 0 );
} }
/* /*
@ -1556,6 +1558,8 @@ Vector CBaseEntity::FireBulletsPlayer( ULONG cShots, Vector vecSrc, Vector vecDi
} }
ApplyMultiDamage( pev, pevAttacker ); ApplyMultiDamage( pev, pevAttacker );
UTIL_MuzzleLight( vecSrc, 15, Vector( 255, 255, 128 ), 1, 0 );
return Vector( x * vecSpread.x, y * vecSpread.y, 0.0 ); return Vector( x * vecSpread.x, y * vecSpread.y, 0.0 );
} }

21
dlls/sound.cpp

@ -1521,6 +1521,8 @@ float TEXTURETYPE_PlaySound( TraceResult *ptr, Vector vecSrc, Vector vecEnd, in
const char *rgsz[4]; const char *rgsz[4];
int cnt; int cnt;
float fattn = ATTN_NORM; float fattn = ATTN_NORM;
short sModelIndex = -1;
byte flags = 0;
if( !g_pGameRules->PlayTextureSounds() ) if( !g_pGameRules->PlayTextureSounds() )
return 0.0f; return 0.0f;
@ -1572,11 +1574,14 @@ float TEXTURETYPE_PlaySound( TraceResult *ptr, Vector vecSrc, Vector vecEnd, in
{ {
default: default:
case CHAR_TEX_CONCRETE: case CHAR_TEX_CONCRETE:
case CHAR_TEX_CONCRETE2:
fvol = 0.9f; fvol = 0.9f;
fvolbar = 0.6f; fvolbar = 0.6f;
rgsz[0] = "player/pl_step1.wav"; rgsz[0] = "player/pl_step1.wav";
rgsz[1] = "player/pl_step2.wav"; rgsz[1] = "player/pl_step2.wav";
cnt = 2; cnt = 2;
if( chTextureType == CHAR_TEX_CONCRETE2 )
sModelIndex = g_sModelIndexConcreteGibs;
break; break;
case CHAR_TEX_METAL: case CHAR_TEX_METAL:
fvol = 0.9f; fvol = 0.9f;
@ -1586,12 +1591,21 @@ float TEXTURETYPE_PlaySound( TraceResult *ptr, Vector vecSrc, Vector vecEnd, in
cnt = 2; cnt = 2;
break; break;
case CHAR_TEX_DIRT: case CHAR_TEX_DIRT:
case CHAR_TEX_ROCK:
case CHAR_TEX_SMOKE:
fvol = 0.9f; fvol = 0.9f;
fvolbar = 0.1f; fvolbar = 0.1f;
rgsz[0] = "player/pl_dirt1.wav"; rgsz[0] = "player/pl_dirt1.wav";
rgsz[1] = "player/pl_dirt2.wav"; rgsz[1] = "player/pl_dirt2.wav";
rgsz[2] = "player/pl_dirt3.wav"; rgsz[2] = "player/pl_dirt3.wav";
cnt = 3; cnt = 3;
if( chTextureType == CHAR_TEX_SMOKE && iBulletType != BULLET_PLAYER_CROWBAR )
UTIL_Smoke( ptr->vecEndPos, 25, 12, sModelIndex );
else if( chTextureType == CHAR_TEX_ROCK )
{
sModelIndex = g_sModelIndexRockGibs;
flags = BREAK_CONCRETE;
}
break; break;
case CHAR_TEX_VENT: case CHAR_TEX_VENT:
fvol = 0.5f; fvol = 0.5f;
@ -1616,6 +1630,7 @@ float TEXTURETYPE_PlaySound( TraceResult *ptr, Vector vecSrc, Vector vecEnd, in
rgsz[3] = "player/pl_tile4.wav"; rgsz[3] = "player/pl_tile4.wav";
cnt = 4; cnt = 4;
break; break;
case CHAR_TEX_FLUID:
case CHAR_TEX_SLOSH: case CHAR_TEX_SLOSH:
fvol = 0.9f; fvol = 0.9f;
fvolbar = 0.0f; fvolbar = 0.0f;
@ -1626,12 +1641,15 @@ float TEXTURETYPE_PlaySound( TraceResult *ptr, Vector vecSrc, Vector vecEnd, in
cnt = 4; cnt = 4;
break; break;
case CHAR_TEX_WOOD: case CHAR_TEX_WOOD:
case CHAR_TEX_WOOD2:
fvol = 0.9f; fvol = 0.9f;
fvolbar = 0.2f; fvolbar = 0.2f;
rgsz[0] = "debris/wood1.wav"; rgsz[0] = "debris/wood1.wav";
rgsz[1] = "debris/wood2.wav"; rgsz[1] = "debris/wood2.wav";
rgsz[2] = "debris/wood3.wav"; rgsz[2] = "debris/wood3.wav";
cnt = 3; cnt = 3;
if( chTextureType == CHAR_TEX_WOOD2 )
sModelIndex = g_sModelIndexWoodGibs;
break; break;
case CHAR_TEX_GLASS: case CHAR_TEX_GLASS:
case CHAR_TEX_COMPUTER: case CHAR_TEX_COMPUTER:
@ -1687,6 +1705,9 @@ float TEXTURETYPE_PlaySound( TraceResult *ptr, Vector vecSrc, Vector vecEnd, in
} }
} }
if( iBulletType != BULLET_PLAYER_CROWBAR && sModelIndex != -1 )
UTIL_BreakModel( ptr->vecEndPos, Vector( 25, 25, 8 ), gpGlobals->v_forward * -100.0f, 10, sModelIndex, 1, 50, flags );
// play material hit sound // play material hit sound
UTIL_EmitAmbientSound( ENT( 0 ), ptr->vecEndPos, rgsz[RANDOM_LONG( 0, cnt - 1 )], fvol, fattn, 0, 96 + RANDOM_LONG( 0, 0xf ) ); UTIL_EmitAmbientSound( ENT( 0 ), ptr->vecEndPos, rgsz[RANDOM_LONG( 0, cnt - 1 )], fvol, fattn, 0, 96 + RANDOM_LONG( 0, 0xf ) );
//EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, rgsz[RANDOM_LONG( 0, cnt - 1 )], fvol, ATTN_NORM, 0, 96 + RANDOM_LONG( 0, 0xf ) ); //EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, rgsz[RANDOM_LONG( 0, cnt - 1 )], fvol, ATTN_NORM, 0, 96 + RANDOM_LONG( 0, 0xf ) );

50
dlls/util.cpp

@ -31,6 +31,56 @@
#include "weapons.h" #include "weapons.h"
#include "gamerules.h" #include "gamerules.h"
void UTIL_MuzzleLight( const Vector &vecSrc, float flRadius, const Vector &color, float flTime, float flDecay )
{
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
WRITE_BYTE( TE_DLIGHT );
WRITE_COORD( vecSrc.x ); // X
WRITE_COORD( vecSrc.y ); // Y
WRITE_COORD( vecSrc.z ); // Z
WRITE_BYTE( flRadius ); // radius * 0.1
WRITE_BYTE( color.x ); // r
WRITE_BYTE( color.y ); // g
WRITE_BYTE( color.z ); // b
WRITE_BYTE( flTime ); // time * 10
WRITE_BYTE( flDecay); // decay * 0.1
MESSAGE_END();
}
void UTIL_Smoke( const Vector &origin, byte framerate, byte scale, short modelIndex )
{
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, origin );
WRITE_BYTE( TE_SMOKE );
WRITE_COORD( origin.x );
WRITE_COORD( origin.y );
WRITE_COORD( origin.z );
WRITE_SHORT( modelIndex == -1 ? g_sModelIndexSmoke : modelIndex );
WRITE_BYTE( scale ); // scale * 10
WRITE_BYTE( framerate ); // framerate
MESSAGE_END();
}
void UTIL_BreakModel( const Vector &origin, const Vector &size, const Vector &velocity, byte random, short modelIndex, byte shardNum, byte duration, byte flags )
{
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, origin );
WRITE_BYTE( TE_BREAKMODEL );
WRITE_COORD( origin.x );
WRITE_COORD( origin.y );
WRITE_COORD( origin.z );
WRITE_COORD( size.x );
WRITE_COORD( size.y );
WRITE_COORD( size.z );
WRITE_COORD( velocity.x );
WRITE_COORD( velocity.y );
WRITE_COORD( velocity.z );
WRITE_BYTE( random );
WRITE_SHORT( modelIndex );
WRITE_BYTE( shardNum );
WRITE_BYTE( duration );
WRITE_BYTE( flags );
MESSAGE_END();
}
float UTIL_WeaponTimeBase( void ) float UTIL_WeaponTimeBase( void )
{ {
#if defined( CLIENT_WEAPONS ) #if defined( CLIENT_WEAPONS )

3
dlls/util.h

@ -578,4 +578,7 @@ int UTIL_SharedRandomLong( unsigned int seed, int low, int high );
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high ); float UTIL_SharedRandomFloat( unsigned int seed, float low, float high );
float UTIL_WeaponTimeBase( void ); float UTIL_WeaponTimeBase( void );
void UTIL_MuzzleLight( const Vector &vecSrc, float flRadius, const Vector &color, float flTime, float flDecay );
void UTIL_Smoke( const Vector &origin, byte framerate, byte scale, short modelIndex );
void UTIL_BreakModel( const Vector &origin, const Vector &size, const Vector &velocity, byte random, short modelIndex, byte shardNum, byte duration, byte flags );
#endif // UTIL_H #endif // UTIL_H

6
dlls/weapons.cpp

@ -45,6 +45,9 @@ DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater e
DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model
DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for the initial blood DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for the initial blood
DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for splattered blood DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for splattered blood
DLL_GLOBAL short g_sModelIndexConcreteGibs;
DLL_GLOBAL short g_sModelIndexRockGibs;
DLL_GLOBAL short g_sModelIndexWoodGibs;
ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS]; ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS];
AmmoInfo CBasePlayerItem::AmmoInfoArray[MAX_AMMO_SLOTS]; AmmoInfo CBasePlayerItem::AmmoInfoArray[MAX_AMMO_SLOTS];
@ -379,6 +382,9 @@ void W_Precache( void )
g_sModelIndexBubbles = PRECACHE_MODEL( "sprites/bubble.spr" );//bubbles g_sModelIndexBubbles = PRECACHE_MODEL( "sprites/bubble.spr" );//bubbles
g_sModelIndexBloodSpray = PRECACHE_MODEL( "sprites/bloodspray.spr" ); // initial blood g_sModelIndexBloodSpray = PRECACHE_MODEL( "sprites/bloodspray.spr" ); // initial blood
g_sModelIndexBloodDrop = PRECACHE_MODEL( "sprites/blood.spr" ); // splattered blood g_sModelIndexBloodDrop = PRECACHE_MODEL( "sprites/blood.spr" ); // splattered blood
g_sModelIndexConcreteGibs = PRECACHE_MODEL( "models/concretegibs.mdl" );
g_sModelIndexRockGibs = PRECACHE_MODEL( "models/rockgibs.mdl" );
g_sModelIndexWoodGibs = PRECACHE_MODEL( "models/woodgibs.mdl" );
g_sModelIndexLaser = PRECACHE_MODEL( g_pModelNameLaser ); g_sModelIndexLaser = PRECACHE_MODEL( g_pModelNameLaser );
g_sModelIndexLaserDot = PRECACHE_MODEL( "sprites/laserdot.spr" ); g_sModelIndexLaserDot = PRECACHE_MODEL( "sprites/laserdot.spr" );

3
dlls/weapons.h

@ -382,6 +382,9 @@ extern DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the under
extern DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model extern DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model
extern DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for blood drops extern DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for blood drops
extern DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for blood spray (bigger) extern DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for blood spray (bigger)
extern DLL_GLOBAL short g_sModelIndexConcreteGibs;
extern DLL_GLOBAL short g_sModelIndexRockGibs;
extern DLL_GLOBAL short g_sModelIndexWoodGibs;
extern void ClearMultiDamage(void); extern void ClearMultiDamage(void);
extern void ApplyMultiDamage(entvars_t* pevInflictor, entvars_t* pevAttacker ); extern void ApplyMultiDamage(entvars_t* pevInflictor, entvars_t* pevAttacker );

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