/*** * * 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_FireGlock2( struct event_args_s *args ); void EV_FireShotGunSingle( struct event_args_s *args ); void EV_FireShotGunDouble( struct event_args_s *args ); void EV_FireMP5( struct event_args_s *args ); void EV_FirePython( struct event_args_s *args ); void EV_FireGauss( struct event_args_s *args ); void EV_SpinGauss( struct event_args_s *args ); void EV_TrainPitchAdjust( struct event_args_s *args ); void EV_FireAP9( struct event_args_s *args ); void EV_FireChaingun1( struct event_args_s *args ); void EV_FireChaingun2( struct event_args_s *args ); void EV_FireSniper( struct event_args_s *args ); void EV_FireSniper2( struct event_args_s *args ); void EV_FireTaurus( struct event_args_s *args ); } #define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 ) #define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 ) #define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 ) #define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 ) #define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 ) #define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 ) #define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 ) #define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 ) #define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 ) #define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 ) #define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 ) #define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 ) // 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 ) { sprintf( 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: 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: default: EV_CreateTracer( vecTracerSrc, end ); break; } } return tracer; } /* ================ 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 != 1.0 ) { 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 ); break; case BULLET_PLAYER_357: EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType ); break; } } gEngfuncs.pEventAPI->EV_PopPMStates(); } } //====================== // GLOCK START //====================== void EV_FireGlock1( 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, 1 ); V_PunchAxis( 0, -2.0 ); } 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, gEngfuncs.pfnRandomLong( 0, 1 ) ? "weapons/pl_gun1.wav" : "weapons/pl_gun2.wav", gEngfuncs.pfnRandomFloat( 0.46, 0.5 ), ATTN_NORM, 0, PITCH_NORM ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, 0, args->fparam1, args->fparam2 ); } void EV_FireGlock2( 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; idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); VectorCopy( args->velocity, velocity ); int empty = args->bparam1; // Glock uses different body in multiplayer versus single player int multiplayer = gEngfuncs.GetMaxClients() == 1 ? 0 : 1; 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( empty ? GLOCK_SHOOT_EMPTY : GLOCK_SHOOT, multiplayer ); V_PunchAxis( 0, -2.0 ); } EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 ); EV_EjectBrass( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL ); if( !multiplayer ) { 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 ) ); } else { gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, gEngfuncs.pfnRandomLong( 0, 1 ) ? "weapons/pl_gun1.wav" : "weapons/pl_gun2.wav", gEngfuncs.pfnRandomFloat( 0.46, 0.5 ), ATTN_NORM, 0, 100 ); } 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 ); } //====================== // GLOCK END //====================== //====================== // SHOTGUN START //====================== void EV_FireShotGunDouble( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t velocity; int j; 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_FIRE2, 2 ); V_PunchAxis( 0, -10.0 ); } for( j = 0; j < 2; j++ ) { 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( 0.98, 1.0 ), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); if( gEngfuncs.GetMaxClients() > 1 ) { EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.17365, 0.04362 ); } else { EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 ); } } 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, 2 ); V_PunchAxis( 0, -5.0 ); } 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/sbarrel1.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0x1f ) ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); if( gEngfuncs.GetMaxClients() > 1 ) { EV_HLDM_FireBullets( idx, forward, right, up, 4, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.04362 ); } else { EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 ); } } //====================== // 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 ), 2 ); V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) ); } 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 ); if( gEngfuncs.GetMaxClients() > 1 ) { EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 ); } else { EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 ); } } //====================== // PHYTON START // ( .357 ) //====================== void EV_FirePython( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t velocity; 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 ); if( EV_IsLocal( idx ) ) { // Python uses different body in multiplayer versus single player int multiplayer = gEngfuncs.GetMaxClients() == 1 ? 0 : 1; // Add muzzle flash to current weapon model EV_MuzzleFlash(); gEngfuncs.pEventAPI->EV_WeaponAnimation( PYTHON_FIRE1, multiplayer ? 1 : 0 ); V_PunchAxis( 0, -10.0 ); } switch( gEngfuncs.pfnRandomLong( 0, 1 ) ) { case 0: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot1.wav", gEngfuncs.pfnRandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM ); break; case 1: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot2.wav", gEngfuncs.pfnRandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM ); break; } EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_357, 0, 0, args->fparam1, args->fparam2 ); } //====================== // PHYTON END // ( .357 ) //====================== //====================== // GAUSS START //====================== #define SND_CHANGE_PITCH (1 << 7) // duplicated in protocol.h change sound pitch void EV_SpinGauss( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t velocity; int iSoundState = 0; int pitch; idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); VectorCopy( args->velocity, velocity ); pitch = args->iparam1; iSoundState = args->bparam1 ? SND_CHANGE_PITCH : 0; gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "ambience/pulsemachine.wav", 1.0, ATTN_NORM, iSoundState, pitch ); } /* ============================== EV_StopPreviousGauss ============================== */ void EV_StopPreviousGauss( int idx ) { // Make sure we don't have a gauss spin event in the queue for this guy gEngfuncs.pEventAPI->EV_KillEvents( idx, "events/gaussspin.sc" ); gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_WEAPON, "ambience/pulsemachine.wav" ); } extern float g_flApplyVel; void EV_FireGauss( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t velocity; float flDamage = args->fparam1; //int primaryfire = args->bparam1; int m_fPrimaryFire = args->bparam1; //int m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME; vec3_t vecSrc; vec3_t vecDest; //edict_t *pentIgnore; pmtrace_t tr, beam_tr; float flMaxFrac = 1.0; //int nTotal = 0; int fHasPunched = 0; int fFirstBeam = 1; int nMaxHits = 10; physent_t *pEntity; int m_iBeam, m_iGlow, m_iBalls; vec3_t up, right, forward; idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); VectorCopy( args->velocity, velocity ); if( args->bparam2 ) { EV_StopPreviousGauss( idx ); return; } //Con_Printf( "Firing gauss with %f\n", flDamage ); EV_GetGunPosition( args, vecSrc, origin ); m_iBeam = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/smoke.spr" ); m_iBalls = m_iGlow = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/hotglow.spr" ); AngleVectors( angles, forward, right, up ); VectorMA( vecSrc, 8192, forward, vecDest ); if( EV_IsLocal( idx ) ) { V_PunchAxis( 0, -2.0 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( GAUSS_FIRE2, 2 ); if( m_fPrimaryFire == false ) g_flApplyVel = flDamage; } gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/gauss2.wav", 0.5 + flDamage * ( 1.0 / 400.0 ), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) ); while( flDamage > 10 && nMaxHits > 0 ) { nMaxHits--; 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, vecDest, PM_STUDIO_BOX, -1, &tr ); gEngfuncs.pEventAPI->EV_PopPMStates(); if( tr.allsolid ) break; if( fFirstBeam ) { if( EV_IsLocal( idx ) ) { // Add muzzle flash to current weapon model EV_MuzzleFlash(); } fFirstBeam = 0; gEngfuncs.pEfxAPI->R_BeamEntPoint( idx | 0x1000, tr.endpos, m_iBeam, 0.1, m_fPrimaryFire ? 1.0 : 2.5, 0.0, m_fPrimaryFire ? 128.0 : flDamage, 0, 0, 0, m_fPrimaryFire ? 255 : 255, m_fPrimaryFire ? 128 : 255, m_fPrimaryFire ? 0 : 255 ); } else { gEngfuncs.pEfxAPI->R_BeamPoints( vecSrc, tr.endpos, m_iBeam, 0.1, m_fPrimaryFire ? 1.0 : 2.5, 0.0, m_fPrimaryFire ? 128.0 : flDamage, 0, 0, 0, m_fPrimaryFire ? 255 : 255, m_fPrimaryFire ? 128 : 255, m_fPrimaryFire ? 0 : 255 ); } pEntity = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent ); if( pEntity == NULL ) break; if( pEntity->solid == SOLID_BSP ) { float n; //pentIgnore = NULL; n = -DotProduct( tr.plane.normal, forward ); if( n < 0.5 ) // 60 degrees { // ALERT( at_console, "reflect %f\n", n ); // reflect vec3_t r; VectorMA( forward, 2.0 * n, tr.plane.normal, r ); flMaxFrac = flMaxFrac - tr.fraction; VectorCopy( r, forward ); VectorMA( tr.endpos, 8.0, forward, vecSrc ); VectorMA( vecSrc, 8192.0, forward, vecDest ); gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 0.2, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage * n / 255.0, flDamage * n * 0.5 * 0.1, FTENT_FADEOUT ); vec3_t fwd; VectorAdd( tr.endpos, tr.plane.normal, fwd ); gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 3, 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 100, 255, 100 ); // lose energy if( n == 0 ) { n = 0.1; } flDamage = flDamage * ( 1 - n ); } else { // tunnel EV_HLDM_DecalGunshot( &tr, BULLET_MONSTER_12MM ); gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 1.0, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage / 255.0, 6.0, FTENT_FADEOUT ); // limit it to one hole punch if( fHasPunched ) { break; } fHasPunched = 1; // try punching through wall if secondary attack (primary is incapable of breaking through) if( !m_fPrimaryFire ) { vec3_t start; VectorMA( tr.endpos, 8.0, forward, start ); // 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( start, vecDest, PM_STUDIO_BOX, -1, &beam_tr ); if( !beam_tr.allsolid ) { vec3_t delta; // trace backwards to find exit point gEngfuncs.pEventAPI->EV_PlayerTrace( beam_tr.endpos, tr.endpos, PM_STUDIO_BOX, -1, &beam_tr ); VectorSubtract( beam_tr.endpos, tr.endpos, delta ); n = Length( delta ); if( n < flDamage ) { if( n == 0 ) n = 1; flDamage -= n; // absorption balls { vec3_t fwd; VectorSubtract( tr.endpos, forward, fwd ); gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 3, 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 100, 255, 100 ); } //////////////////////////////////// WHAT TO DO HERE // CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); EV_HLDM_DecalGunshot( &beam_tr, BULLET_MONSTER_12MM ); gEngfuncs.pEfxAPI->R_TempSprite( beam_tr.endpos, vec3_origin, 0.1, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage / 255.0, 6.0, FTENT_FADEOUT ); // balls { vec3_t fwd; VectorSubtract( beam_tr.endpos, forward, fwd ); gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, beam_tr.endpos, fwd, m_iBalls, (int)( flDamage * 0.3 ), 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 200, 255, 40 ); } VectorAdd( beam_tr.endpos, forward, vecSrc ); } } else { flDamage = 0; } gEngfuncs.pEventAPI->EV_PopPMStates(); } else { if( m_fPrimaryFire ) { // slug doesn't punch through ever with primary // fire, so leave a little glowy bit and make some balls gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 0.2, m_iGlow, kRenderGlow, kRenderFxNoDissipation, 200.0 / 255.0, 0.3, FTENT_FADEOUT ); { vec3_t fwd; VectorAdd( tr.endpos, tr.plane.normal, fwd ); gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 8, 0.6, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 100, 255, 200 ); } } flDamage = 0; } } } else { VectorAdd( tr.endpos, forward, vecSrc ); } } } //====================== // GAUSS END //====================== 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 ) / 40.0; noise = (int)( ( ( us_params ) >> 12 ) & 0x0007 ); pitch = (int)( 10.0 * (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; } //====================== // AP9 START //====================== enum ap9_e { AP9_IDLE = 0, AP9_RELOAD, AP9_DRAW, AP9_SHOOT1, AP9_SHOOT2, AP9_SHOOT3 }; void EV_FireAP9( 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; int autoaim = args->bparam1; 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( AP9_SHOOT1 + gEngfuncs.pfnRandomLong( 0, 2 ), 1 ); if( autoaim ) { V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -3.5, 2.0 ) ); V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1.5, 1.5 ) ); } else { V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -3.5, -1.5 ) ); V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1.0, 1.0 ) ); } } EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 27, -10, 11 ); EV_EjectBrass( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/ap9_fire.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); flSpread = autoaim ? 0.07 : 0.035; if( gEngfuncs.GetMaxClients() > 1 ) { EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, &g_tracerCount[idx-1], flSpread, flSpread ); } else { EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 0, &g_tracerCount[idx-1], flSpread, flSpread ); } } //====================== // AP9 END //====================== //====================== // TAURUS START //====================== enum taurus_e { TAURUS_IDLE1 = 0, TAURUS_IDLE2, TAURUS_IDLE3, TAURUS_SHOOT, TAURUS_SHOOT2, TAURUS_SHOOT3, TAURUS_SHOOT_EMPTY, TAURUS_RELOAD, TAURUS_RELOAD2, TAURUS_DRAW, TAURUS_DRAW2 }; void EV_FireTaurus( event_args_t *args ) { int idx, empty; vec3_t origin; vec3_t angles; vec3_t velocity; vec3_t vecSrc, vecAiming; vec3_t up, right, forward; idx = args->entindex; empty = args->bparam1; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); VectorCopy( args->velocity, velocity ); AngleVectors( angles, forward, right, up ); if( EV_IsLocal( idx ) ) { EV_MuzzleFlash(); gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? TAURUS_SHOOT_EMPTY : ( TAURUS_SHOOT + gEngfuncs.pfnRandomLong( 0, 2 ) ), 1 ); V_PunchAxis( 0, -3.0 ); } gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/tau_fire.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, 0, args->fparam1, args->fparam2 ); } //====================== // TAURUS END //====================== //====================== // SNIPER START //====================== enum sniper_e { SNIPER_IDLE = 0, SNIPER_RELOAD, SNIPER_DRAW, SNIPER_SHOOT1 }; void EV_FireSniper( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t velocity; float flSpread; vec3_t vecSrc, vecAiming; vec3_t up, right, forward; idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); VectorCopy( args->velocity, velocity ); int scope = args->bparam1; AngleVectors( angles, forward, right, up ); if( EV_IsLocal( idx ) ) { // Add muzzle flash to current weapon model EV_MuzzleFlash(); gEngfuncs.pEventAPI->EV_WeaponAnimation( SNIPER_SHOOT1, 0 ); // Substract additional pitch from already exisiting one. if( scope ) { V_PunchAxis( 0, -2.0 ); } else { V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2.0, -4.0 ) ); V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1.0, 1.0 ) ); } } gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sniper.wav", gEngfuncs.pfnRandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); if( gEngfuncs.GetMaxClients() > 1 ) flSpread = scope ? 0.002 : 0.07846; else flSpread = scope ? 0.004 : 0.08716; EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_357, 0, 0, flSpread, flSpread ); } //====================== // SNIPER END //====================== //====================== // TFCSNIPER START //====================== enum tfcsniper_e { TFCSNIPER_IDLE = 0, TFCSNIPER_AIM, TFCSNIPER_FIRE, TFCSNIPER_DRAW, TFCSNIPER_HOLSTER, TFCSNIPER_AUTOIDLE, TFCSNIPER_AUTOFIRE, TFCSNIPER_AUTODRAW, TFCSNIPER_AUTOHOLSTER }; void EV_FireSniper2( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t velocity; float flSpread; vec3_t vecSrc, vecAiming; vec3_t up, right, forward; idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); VectorCopy( args->velocity, velocity ); int scope = args->bparam1; AngleVectors( angles, forward, right, up ); if( EV_IsLocal( idx ) ) { // Add muzzle flash to current weapon model EV_MuzzleFlash(); gEngfuncs.pEventAPI->EV_WeaponAnimation( scope ? TFCSNIPER_FIRE : TFCSNIPER_AUTOFIRE, 0 ); // Substract additional pitch from already exisiting one. if( scope ) { V_PunchAxis( 0, -2.0 ); } else { V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2.0, -4.0 ) ); V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1.0, 1.0 ) ); } } gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sniper.wav", gEngfuncs.pfnRandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); if( gEngfuncs.GetMaxClients() > 1 ) flSpread = scope ? 0.002 : 0.07846; else flSpread = scope ? 0.004 : 0.08716; EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_357, 0, 0, flSpread, flSpread ); } //====================== // EINAR1 END //====================== //====================== // CHAINGUN START //====================== enum chaingun_e { CHAINGUN_IDLE = 0, CHAINGUN_IDLE2, CHAINGUN_SPINUP, CHAINGUN_SPINDOWN, CHAINGUN_FIRE, CHAINGUN_DRAW, CHAINGUN_HOLSTER }; void EV_FireChaingun1( event_args_t *args ) { int idx, spinup; vec3_t origin; idx = args->entindex; VectorCopy( args->origin, origin ); spinup = args->bparam1; if( spinup ) { if( EV_IsLocal( idx ) ) gEngfuncs.pEventAPI->EV_WeaponAnimation( CHAINGUN_SPINUP, 0 ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/asscan1.wav", 1, ATTN_NORM, 0, PITCH_NORM ); } else { gEngfuncs.pEventAPI->EV_KillEvents( idx, "events/chaingun2.sc" ); gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_WEAPON, "weapons/asscan2.wav" ); if( EV_IsLocal( idx ) ) gEngfuncs.pEventAPI->EV_WeaponAnimation( CHAINGUN_SPINDOWN, 0 ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/asscan3.wav", 1, ATTN_NORM, 0, PITCH_NORM ); } } unsigned int g_iEjectBrass; void EV_FireChaingun2( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t velocity; vec3_t ShellVelocity; vec3_t ShellOrigin; int shell, iClipNotEmpty; float flSpread; int iBulletsCount; vec3_t vecSrc, vecAiming; vec3_t up, right, forward; idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); VectorCopy( args->velocity, velocity ); iClipNotEmpty = args->bparam1; 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( CHAINGUN_FIRE, 0 ); V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -0.5, 0.5 ) ); V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -0.5, 0.5 ) ); } if( ( g_iEjectBrass++ ) % 2 ) { EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -10, 5 ); EV_EjectBrass( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL ); } gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/asscan2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); iBulletsCount = iClipNotEmpty ? 4 : 2; flSpread = ( gEngfuncs.GetMaxClients() > 1 ) ? 0.15 : 0.1; EV_HLDM_FireBullets( idx, forward, right, up, iBulletsCount, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 0, &g_tracerCount[idx - 1], flSpread, flSpread ); } //====================== // CHAINGUN END //======================