Night Owl 7 years ago
parent
commit
4ddf4232f1
  1. 31
      cl_dll/ev_hldm.cpp

31
cl_dll/ev_hldm.cpp

@ -35,10 +35,11 @@ @@ -35,10 +35,11 @@
#include "r_studioint.h"
#include "com_model.h"
#include "eiface.h"
extern engine_studio_api_t IEngineStudio;
static int tracerCount[32];
static int tracerCount[4096];
extern "C" char PM_FindTextureType( char *name );
@ -329,13 +330,12 @@ int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, flo @@ -329,13 +330,12 @@ int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, flo
{
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 )
if( EV_IsPlayer( idx ) )
{
vec3_t offset( 0, 0, -4 );
@ -538,7 +538,7 @@ void EV_FireGlock2( event_args_t *args ) @@ -538,7 +538,7 @@ void EV_FireGlock2( event_args_t *args )
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL );
EV_EjectBrass( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat( 0.92, 1.0 ), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) );
@ -546,7 +546,7 @@ void EV_FireGlock2( event_args_t *args ) @@ -546,7 +546,7 @@ void EV_FireGlock2( event_args_t *args )
VectorCopy( forward, vecAiming );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, &tracerCount[idx - 1], args->fparam1, args->fparam2 );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, 0, args->fparam1, args->fparam2 );
}
//======================
// GLOCK END
@ -578,7 +578,7 @@ void EV_FireShotGunDouble( event_args_t *args ) @@ -578,7 +578,7 @@ void EV_FireShotGunDouble( event_args_t *args )
AngleVectors( angles, forward, right, up );
shell = gEngfuncs.pEventAPI->EV_FindModelIndex("models/shotgunshell.mdl");// brass shell
shell = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/shotgunshell.mdl" );// brass shell
if( EV_IsLocal( idx ) )
{
@ -602,11 +602,11 @@ void EV_FireShotGunDouble( event_args_t *args ) @@ -602,11 +602,11 @@ void EV_FireShotGunDouble( event_args_t *args )
if( gEngfuncs.GetMaxClients() > 1 )
{
EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.17365, 0.04362 );
EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, 0.17365, 0.04362 );
}
else
{
EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.08716 );
EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, 0.08716, 0.08716 );
}
}
@ -645,7 +645,7 @@ void EV_FireShotGunSingle( event_args_t *args ) @@ -645,7 +645,7 @@ void EV_FireShotGunSingle( event_args_t *args )
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 32, -12, 6 );
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHOTSHELL );
EV_EjectBrass( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHOTSHELL );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sbarrel1.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
@ -654,11 +654,11 @@ void EV_FireShotGunSingle( event_args_t *args ) @@ -654,11 +654,11 @@ void EV_FireShotGunSingle( event_args_t *args )
if( gEngfuncs.GetMaxClients() > 1 )
{
EV_HLDM_FireBullets( idx, forward, right, up, 4, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.04362 );
EV_HLDM_FireBullets( idx, forward, right, up, 4, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, 0.08716, 0.04362 );
}
else
{
EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.08716 );
EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, 0.08716, 0.08716 );
}
}
//======================
@ -717,14 +717,7 @@ void EV_FireMP5( event_args_t *args ) @@ -717,14 +717,7 @@ void EV_FireMP5( event_args_t *args )
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
if( gEngfuncs.GetMaxClients() > 1 )
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &tracerCount[idx - 1], args->fparam1, args->fparam2 );
}
else
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &tracerCount[idx - 1], args->fparam1, args->fparam2 );
}
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &tracerCount[idx % ARRAYSIZE( tracerCount )- 1], args->fparam1, args->fparam2 );
}
// We only predict the animation and sound

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