/*** * * 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 #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_FireGlock1( struct event_args_s *args ); void EV_FireShotGunSingle( struct event_args_s *args ); void EV_FireMP5( struct event_args_s *args ); void EV_FireMP52( struct event_args_s *args ); void EV_Crowbar( struct event_args_s *args ); void EV_FireCrossbow( struct event_args_s *args ); void EV_FireCrossbow2( struct event_args_s *args ); void EV_FireRpg( struct event_args_s *args ); void EV_TripmineFire( struct event_args_s *args ); void EV_SnarkFire( struct event_args_s *args ); void EV_TrainPitchAdjust( struct event_args_s *args ); void EV_FireAK47( struct event_args_s *args ); void EV_FireMac10( 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 ) { strcpy( 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: case BULLET_PLAYER_AK47: case BULLET_MONSTER_AK47: case BULLET_MONSTER_HVMG: case BULLET_PLAYER_MAC10: case BULLET_MONSTER_MAC10: case BULLET_PLAYER_SNIPER: 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: case BULLET_PLAYER_AK47: case BULLET_MONSTER_AK47: case BULLET_MONSTER_HVMG: case BULLET_MONSTER_MAC10: 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; //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 ); EV_HLDM_SmokePuff( &tr, vecSrc, vecEnd ); break; case BULLET_PLAYER_MP5: case BULLET_PLAYER_AK47: case BULLET_PLAYER_MAC10: if( !tracer ) { EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType ); EV_HLDM_SmokePuff( &tr, vecSrc, vecEnd ); } break; case BULLET_PLAYER_BUCKSHOT: EV_HLDM_DecalGunshot( &tr, iBulletType ); EV_HLDM_SmokePuff( &tr, vecSrc, vecEnd ); break; case BULLET_PLAYER_357: case BULLET_PLAYER_SNIPER: EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType ); EV_HLDM_SmokePuff( &tr, vecSrc, vecEnd ); break; } } gEngfuncs.pEventAPI->EV_PopPMStates(); } } //====================== // GLOCK START //====================== // Shared Glock fire implementation for EV_FireGlock1 and EV_FireGlock2. static void EV_FireGlock_Impl( 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_SHOOT_EMPTY : GLOCK_SHOOT, 0 ); V_PunchAxis( 0, -2.6 ); V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -0.7, 0.7 ) ); } EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 ); 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 ) ); 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 ); } void EV_FireGlock1( event_args_t *args ) { EV_FireGlock_Impl( args ); } //====================== // GLOCK END //====================== //====================== // 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, -6.0 ); V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -2, 2 ) ); } 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/sbarrel1.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 31 ) ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); EV_HLDM_FireBullets( idx, forward, right, up, 16, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.04362 ); } //====================== // SHOTGUN END //====================== //====================== // MP5 START //====================== void EV_FireMP5( 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( MP5_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 ); V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -1.7, -2.3 ) ); V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1, 1 ) ); } EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 ); EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL ); switch( gEngfuncs.pfnRandomLong( 0, 1 ) ) { case 0: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); break; case 1: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); break; } EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 0, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 ); } // We only predict the animation and sound // The grenade is still launched from the server. void EV_FireMP52( event_args_t *args ) { int idx; vec3_t origin; idx = args->entindex; VectorCopy( args->origin, origin ); if( EV_IsLocal( idx ) ) { gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_LAUNCH, 0 ); V_PunchAxis( 0, -8 ); } switch( gEngfuncs.pfnRandomLong( 0, 1 ) ) { case 0: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/glauncher.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); break; case 1: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/glauncher2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); break; } } //====================== // MP5 END //====================== //====================== // CROWBAR START //====================== enum crowbar_e { CROWBAR_IDLE = 0, CROWBAR_DRAW, CROWBAR_HOLSTER, CROWBAR_ATTACK1HIT, CROWBAR_ATTACK1MISS, CROWBAR_ATTACK2MISS, CROWBAR_ATTACK2HIT, CROWBAR_ATTACK3MISS, #ifndef CROWBAR_IDLE_ANIM CROWBAR_ATTACK3HIT #else CROWBAR_ATTACK3HIT, CROWBAR_IDLE2, CROWBAR_IDLE3 #endif }; int g_iSwing; //Only predict the miss sounds, hit sounds are still played //server side, so players don't get the wrong idea. void EV_Crowbar( 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/cbar_miss1.wav", 1, ATTN_NORM, 0, PITCH_NORM ); if( EV_IsLocal( idx ) ) { switch( (g_iSwing++) % 3 ) { case 0: gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK1MISS, 0 ); break; case 1: gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK2MISS, 0 ); break; case 2: gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK3MISS, 0 ); break; } } } //====================== // CROWBAR END //====================== //====================== // CROSSBOW START //====================== enum crossbow_e { CROSSBOW_IDLE1 = 0, // full CROSSBOW_IDLE2, // empty CROSSBOW_FIDGET1, // full CROSSBOW_FIDGET2, // empty CROSSBOW_FIRE1, // full CROSSBOW_FIRE2, // reload CROSSBOW_FIRE3, // empty CROSSBOW_RELOAD, // from empty CROSSBOW_DRAW1, // full CROSSBOW_DRAW2, // empty CROSSBOW_HOLSTER1, // full CROSSBOW_HOLSTER2 // empty }; //===================== // EV_BoltCallback // This function is used to correct the origin and angles // of the bolt, so it looks like it's stuck on the wall. //===================== void EV_BoltCallback( struct tempent_s *ent, float frametime, float currenttime ) { ent->entity.origin = ent->entity.baseline.vuser1; ent->entity.angles = ent->entity.baseline.vuser2; } void EV_FireCrossbow2( event_args_t *args ) { vec3_t vecSrc, vecEnd; vec3_t up, right, forward; pmtrace_t tr; int idx; vec3_t origin; vec3_t angles; vec3_t velocity; idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); VectorCopy( args->velocity, velocity ); AngleVectors( angles, forward, right, up ); EV_GetGunPosition( args, vecSrc, origin ); VectorMA( vecSrc, 8192, forward, vecEnd ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/xbow_reload1.wav", gEngfuncs.pfnRandomFloat( 0.95f, 1.0f ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) ); if( EV_IsLocal( idx ) ) { if( args->iparam1 ) gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 0 ); else gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 0 ); } // 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 ); //We hit something if( tr.fraction < 1.0f ) { physent_t *pe = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent ); //Not the world, let's assume we hit something organic ( dog, cat, uncle joe, etc ). if( pe->solid != SOLID_BSP ) { switch( gEngfuncs.pfnRandomLong( 0, 1 ) ) { case 0: gEngfuncs.pEventAPI->EV_PlaySound( idx, tr.endpos, CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM, 0, PITCH_NORM ); break; case 1: gEngfuncs.pEventAPI->EV_PlaySound( idx, tr.endpos, CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM, 0, PITCH_NORM ); break; } } //Stick to world but don't stick to glass, it might break and leave the bolt floating. It can still stick to other non-transparent breakables though. else if( pe->rendermode == kRenderNormal ) { gEngfuncs.pEventAPI->EV_PlaySound( 0, tr.endpos, CHAN_BODY, "weapons/xbow_hit1.wav", gEngfuncs.pfnRandomFloat( 0.95f, 1.0f ), ATTN_NORM, 0, PITCH_NORM ); //Not underwater, do some sparks... if( gEngfuncs.PM_PointContents( tr.endpos, NULL ) != CONTENTS_WATER ) gEngfuncs.pEfxAPI->R_SparkShower( tr.endpos ); vec3_t vBoltAngles; int iModelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/crossbow_bolt.mdl" ); VectorAngles( forward, vBoltAngles ); TEMPENTITY *bolt = gEngfuncs.pEfxAPI->R_TempModel( tr.endpos - forward * 10, Vector( 0, 0, 0 ), vBoltAngles , 5, iModelIndex, TE_BOUNCE_NULL ); if( bolt ) { bolt->flags |= ( FTENT_CLIENTCUSTOM ); //So it calls the callback function. bolt->entity.baseline.vuser1 = tr.endpos - forward * 10; // Pull out a little bit bolt->entity.baseline.vuser2 = vBoltAngles; //Look forward! bolt->callback = EV_BoltCallback; //So we can set the angles and origin back. (Stick the bolt to the wall) } } } gEngfuncs.pEventAPI->EV_PopPMStates(); } //TODO: Fully predict the fliying bolt. void EV_FireCrossbow( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t velocity; vec3_t vecSrc, vecAiming; vec3_t up, right, forward; 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(); if( args->iparam1 ) gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 0 ); else gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 0 ); V_PunchAxis( 0.0f, -2.0f ); } gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_SNIPER, 0, 0, args->fparam1, args->fparam2 ); } //====================== // CROSSBOW END //====================== //====================== // RPG START //====================== enum rpg_e { RPG_IDLE = 0, RPG_FIDGET, RPG_RELOAD, // to reload RPG_FIRE2, // to empty RPG_HOLSTER1, // loaded RPG_DRAW1, // loaded RPG_HOLSTER2, // unloaded RPG_DRAW_UL, // unloaded RPG_IDLE_UL, // unloaded idle RPG_FIDGET_UL // unloaded fidget }; void EV_FireRpg( event_args_t *args ) { int idx; vec3_t origin; idx = args->entindex; VectorCopy( args->origin, origin ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/rocketfire1.wav", 0.9, ATTN_NORM, 0, PITCH_NORM ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/glauncher.wav", 0.7, ATTN_NORM, 0, PITCH_NORM ); //Only play the weapon anims if I shot it. if( EV_IsLocal( idx ) ) { gEngfuncs.pEventAPI->EV_WeaponAnimation( RPG_FIRE2, 0 ); V_PunchAxis( 0, -5.0 ); } } //====================== // RPG END //====================== //====================== // TRIPMINE START //====================== enum tripmine_e { TRIPMINE_IDLE1 = 0, TRIPMINE_IDLE2, TRIPMINE_ARM1, TRIPMINE_ARM2, TRIPMINE_FIDGET, TRIPMINE_HOLSTER, TRIPMINE_DRAW, TRIPMINE_WORLD, TRIPMINE_GROUND }; //We only check if it's possible to put a trip mine //and if it is, then we play the animation. Server still places it. void EV_TripmineFire( event_args_t *args ) { int idx; vec3_t vecSrc, angles, view_ofs, forward; pmtrace_t tr; idx = args->entindex; const bool last = args->bparam1 != 0; VectorCopy( args->origin, vecSrc ); VectorCopy( args->angles, angles ); AngleVectors( angles, forward, NULL, NULL ); if( !EV_IsLocal ( idx ) ) return; // Grab predicted result for local player gEngfuncs.pEventAPI->EV_LocalPlayerViewheight( view_ofs ); vecSrc = vecSrc + view_ofs; // 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, vecSrc + forward * 128.0f, PM_NORMAL, -1, &tr ); //Hit something solid if( tr.fraction < 1.0f && !last ) gEngfuncs.pEventAPI->EV_WeaponAnimation ( TRIPMINE_DRAW, 0 ); gEngfuncs.pEventAPI->EV_PopPMStates(); } //====================== // TRIPMINE END //====================== //====================== // SQUEAK START //====================== enum squeak_e { SQUEAK_IDLE1 = 0, SQUEAK_FIDGETFIT, SQUEAK_FIDGETNIP, SQUEAK_DOWN, SQUEAK_UP, SQUEAK_THROW }; #define VEC_HULL_MIN Vector( -16, -16, -36 ) #define VEC_DUCK_HULL_MIN Vector( -16, -16, -18 ) void EV_SnarkFire( event_args_t *args ) { int idx; vec3_t vecSrc, angles, /*view_ofs,*/ forward; pmtrace_t tr; idx = args->entindex; VectorCopy( args->origin, vecSrc ); VectorCopy( args->angles, angles ); AngleVectors( angles, forward, NULL, NULL ); if( !EV_IsLocal ( idx ) ) return; if( args->ducking ) vecSrc = vecSrc - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN ); // 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 + forward * 20, vecSrc + forward * 64, PM_NORMAL, -1, &tr ); //Find space to drop the thing. if( tr.allsolid == 0 && tr.startsolid == 0 && tr.fraction > 0.25f ) gEngfuncs.pEventAPI->EV_WeaponAnimation( SQUEAK_THROW, 0 ); gEngfuncs.pEventAPI->EV_PopPMStates(); } //====================== // SQUEAK END //====================== #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; } //====================== // AK47 START //====================== enum ak47_e { AK47_LONGIDLE = 0, AK47_IDLE1, AK47_LAUNCH, AK47_RELOAD, AK47_DEPLOY, AK47_FIRE1, AK47_FIRE2, AK47_FIRE3, }; void EV_FireAK47( struct event_args_s *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( AK47_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 ); V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2.5, -3.2 ) ); V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1.5, 1.5 ) ); } EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 ); EV_EjectBrass( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL ); switch( gEngfuncs.pfnRandomLong( 0, 2 ) ) { case 0: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/ak1.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); break; case 1: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/ak2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); break; case 2: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/ak3.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); break; } EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_AK47, 0, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 ); } //====================== // AK47 END //====================== //====================== // MAC10 START //====================== enum mac10_e { MAC10_LONGIDLE = 0, MAC10_IDLE1, MAC10_LAUNCH, MAC10_RELOAD, MAC10_DEPLOY, MAC10_FIRE1, MAC10_FIRE2, MAC10_FIRE3, }; void EV_FireMac10( struct event_args_s *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( MAC10_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 ); V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -1.4, -2 ) ); V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1.6, 1.6 ) ); } EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 ); EV_EjectBrass( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL ); switch( gEngfuncs.pfnRandomLong( 0, 2 ) ) { case 0: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/mac1.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); break; case 1: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/mac2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); break; case 2: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/mac3.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); break; } EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MAC10, 0, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 ); } //====================== // MAC10 END //======================