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1700 lines
47 KiB
1700 lines
47 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#include "hud.h" |
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#include "cl_util.h" |
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#include "const.h" |
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#include "entity_state.h" |
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#include "cl_entity.h" |
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#include "entity_types.h" |
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#include "usercmd.h" |
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#include "pm_defs.h" |
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#include "pm_materials.h" |
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#include "eventscripts.h" |
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#include "ev_hldm.h" |
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#include "r_efx.h" |
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#include "event_api.h" |
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#include "event_args.h" |
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#include "in_defs.h" |
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#include <string.h> |
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#include "r_studioint.h" |
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#include "com_model.h" |
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extern engine_studio_api_t IEngineStudio; |
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static int tracerCount[ 32 ]; |
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extern "C" char PM_FindTextureType( char *name ); |
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void V_PunchAxis( int axis, float punch ); |
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void VectorAngles( const float *forward, float *angles ); |
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extern cvar_t *cl_lw; |
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extern "C" |
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{ |
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// HLDM |
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void EV_FireGlock1( struct event_args_s *args ); |
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void EV_FireGlock2( struct event_args_s *args ); |
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void EV_FireShotGunSingle( struct event_args_s *args ); |
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void EV_FireShotGunDouble( struct event_args_s *args ); |
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void EV_FireMP5( struct event_args_s *args ); |
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void EV_FireMP52( struct event_args_s *args ); |
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void EV_FirePython( struct event_args_s *args ); |
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void EV_FireGauss( struct event_args_s *args ); |
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void EV_SpinGauss( struct event_args_s *args ); |
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void EV_Crowbar( struct event_args_s *args ); |
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void EV_FireCrossbow( struct event_args_s *args ); |
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void EV_FireCrossbow2( struct event_args_s *args ); |
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void EV_FireRpg( struct event_args_s *args ); |
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void EV_EgonFire( struct event_args_s *args ); |
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void EV_EgonStop( struct event_args_s *args ); |
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void EV_HornetGunFire( struct event_args_s *args ); |
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void EV_TripmineFire( struct event_args_s *args ); |
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void EV_SnarkFire( struct event_args_s *args ); |
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void EV_TrainPitchAdjust( struct event_args_s *args ); |
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} |
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#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 ) |
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#define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 ) |
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#define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 ) |
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#define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 ) |
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#define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 ) |
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#define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 ) |
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#define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 ) |
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#define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 ) |
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#define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 ) |
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#define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 ) |
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#define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 ) |
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#define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 ) |
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// play a strike sound based on the texture that was hit by the attack traceline. VecSrc/VecEnd are the |
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// original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture. |
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// returns volume of strike instrument (crowbar) to play |
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float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, int iBulletType ) |
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{ |
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// hit the world, try to play sound based on texture material type |
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char chTextureType = CHAR_TEX_CONCRETE; |
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float fvol; |
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float fvolbar; |
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char *rgsz[4]; |
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int cnt; |
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float fattn = ATTN_NORM; |
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int entity; |
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char *pTextureName; |
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char texname[ 64 ]; |
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char szbuffer[ 64 ]; |
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entity = gEngfuncs.pEventAPI->EV_IndexFromTrace( ptr ); |
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// FIXME check if playtexture sounds movevar is set |
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// |
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chTextureType = 0; |
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// Player |
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if ( entity >= 1 && entity <= gEngfuncs.GetMaxClients() ) |
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{ |
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// hit body |
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chTextureType = CHAR_TEX_FLESH; |
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} |
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else if ( entity == 0 ) |
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{ |
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// get texture from entity or world (world is ent(0)) |
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pTextureName = (char *)gEngfuncs.pEventAPI->EV_TraceTexture( ptr->ent, vecSrc, vecEnd ); |
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if ( pTextureName ) |
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{ |
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strcpy( texname, pTextureName ); |
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pTextureName = texname; |
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// strip leading '-0' or '+0~' or '{' or '!' |
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if (*pTextureName == '-' || *pTextureName == '+') |
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{ |
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pTextureName += 2; |
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} |
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if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ') |
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{ |
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pTextureName++; |
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} |
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// '}}' |
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strcpy( szbuffer, pTextureName ); |
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szbuffer[ CBTEXTURENAMEMAX - 1 ] = 0; |
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// get texture type |
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chTextureType = PM_FindTextureType( szbuffer ); |
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} |
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} |
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switch (chTextureType) |
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{ |
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default: |
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case CHAR_TEX_CONCRETE: fvol = 0.9; fvolbar = 0.6; |
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rgsz[0] = "player/pl_step1.wav"; |
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rgsz[1] = "player/pl_step2.wav"; |
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cnt = 2; |
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break; |
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case CHAR_TEX_METAL: fvol = 0.9; fvolbar = 0.3; |
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rgsz[0] = "player/pl_metal1.wav"; |
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rgsz[1] = "player/pl_metal2.wav"; |
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cnt = 2; |
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break; |
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case CHAR_TEX_DIRT: fvol = 0.9; fvolbar = 0.1; |
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rgsz[0] = "player/pl_dirt1.wav"; |
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rgsz[1] = "player/pl_dirt2.wav"; |
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rgsz[2] = "player/pl_dirt3.wav"; |
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cnt = 3; |
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break; |
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case CHAR_TEX_VENT: fvol = 0.5; fvolbar = 0.3; |
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rgsz[0] = "player/pl_duct1.wav"; |
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rgsz[1] = "player/pl_duct1.wav"; |
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cnt = 2; |
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break; |
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case CHAR_TEX_GRATE: fvol = 0.9; fvolbar = 0.5; |
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rgsz[0] = "player/pl_grate1.wav"; |
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rgsz[1] = "player/pl_grate4.wav"; |
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cnt = 2; |
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break; |
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case CHAR_TEX_TILE: fvol = 0.8; fvolbar = 0.2; |
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rgsz[0] = "player/pl_tile1.wav"; |
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rgsz[1] = "player/pl_tile3.wav"; |
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rgsz[2] = "player/pl_tile2.wav"; |
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rgsz[3] = "player/pl_tile4.wav"; |
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cnt = 4; |
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break; |
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case CHAR_TEX_SLOSH: fvol = 0.9; fvolbar = 0.0; |
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rgsz[0] = "player/pl_slosh1.wav"; |
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rgsz[1] = "player/pl_slosh3.wav"; |
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rgsz[2] = "player/pl_slosh2.wav"; |
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rgsz[3] = "player/pl_slosh4.wav"; |
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cnt = 4; |
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break; |
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case CHAR_TEX_WOOD: fvol = 0.9; fvolbar = 0.2; |
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rgsz[0] = "debris/wood1.wav"; |
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rgsz[1] = "debris/wood2.wav"; |
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rgsz[2] = "debris/wood3.wav"; |
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cnt = 3; |
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break; |
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case CHAR_TEX_GLASS: |
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case CHAR_TEX_COMPUTER: |
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fvol = 0.8; fvolbar = 0.2; |
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rgsz[0] = "debris/glass1.wav"; |
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rgsz[1] = "debris/glass2.wav"; |
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rgsz[2] = "debris/glass3.wav"; |
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cnt = 3; |
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break; |
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case CHAR_TEX_FLESH: |
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if (iBulletType == BULLET_PLAYER_CROWBAR) |
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return 0.0; // crowbar already makes this sound |
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fvol = 1.0; fvolbar = 0.2; |
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rgsz[0] = "weapons/bullet_hit1.wav"; |
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rgsz[1] = "weapons/bullet_hit2.wav"; |
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fattn = 1.0; |
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cnt = 2; |
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break; |
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} |
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// play material hit sound |
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gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, rgsz[gEngfuncs.pfnRandomLong(0,cnt-1)], fvol, fattn, 0, 96 + gEngfuncs.pfnRandomLong(0,0xf) ); |
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return fvolbar; |
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} |
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char *EV_HLDM_DamageDecal( physent_t *pe ) |
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{ |
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static char decalname[ 32 ]; |
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int idx; |
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if ( pe->classnumber == 1 ) |
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{ |
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idx = gEngfuncs.pfnRandomLong( 0, 2 ); |
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sprintf( decalname, "{break%i", idx + 1 ); |
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} |
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else if ( pe->rendermode != kRenderNormal ) |
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{ |
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sprintf( decalname, "{bproof1" ); |
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} |
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else |
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{ |
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idx = gEngfuncs.pfnRandomLong( 0, 4 ); |
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sprintf( decalname, "{shot%i", idx + 1 ); |
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} |
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return decalname; |
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} |
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void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName ) |
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{ |
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int iRand; |
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physent_t *pe; |
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gEngfuncs.pEfxAPI->R_BulletImpactParticles( pTrace->endpos ); |
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iRand = gEngfuncs.pfnRandomLong(0,0x7FFF); |
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if ( iRand < (0x7fff/2) )// not every bullet makes a sound. |
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{ |
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switch( iRand % 5) |
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{ |
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case 0: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; |
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case 1: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; |
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case 2: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; |
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case 3: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; |
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case 4: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; |
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} |
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} |
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent ); |
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// Only decal brush models such as the world etc. |
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if ( decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) ) |
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{ |
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if ( CVAR_GET_FLOAT( "r_decals" ) ) |
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{ |
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gEngfuncs.pEfxAPI->R_DecalShoot( |
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gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ), |
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gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 ); |
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} |
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} |
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} |
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void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType ) |
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{ |
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physent_t *pe; |
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent ); |
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if ( pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP )) |
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{ |
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switch( iBulletType ) |
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{ |
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case BULLET_PLAYER_9MM: |
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case BULLET_MONSTER_9MM: |
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case BULLET_PLAYER_MP5: |
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case BULLET_MONSTER_MP5: |
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case BULLET_PLAYER_BUCKSHOT: |
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case BULLET_PLAYER_357: |
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default: |
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// smoke and decal |
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EV_HLDM_GunshotDecalTrace( pTrace, EV_HLDM_DamageDecal( pe ) ); |
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break; |
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} |
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} |
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} |
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int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, float *right, int iBulletType, int iTracerFreq, int *tracerCount ) |
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{ |
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int tracer = 0; |
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int i; |
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qboolean player = idx >= 1 && idx <= gEngfuncs.GetMaxClients() ? true : false; |
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if ( iTracerFreq != 0 && ( (*tracerCount)++ % iTracerFreq) == 0 ) |
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{ |
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vec3_t vecTracerSrc; |
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if ( player ) |
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{ |
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vec3_t offset( 0, 0, -4 ); |
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// adjust tracer position for player |
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for ( i = 0; i < 3; i++ ) |
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{ |
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vecTracerSrc[ i ] = vecSrc[ i ] + offset[ i ] + right[ i ] * 2 + forward[ i ] * 16; |
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} |
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} |
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else |
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{ |
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VectorCopy( vecSrc, vecTracerSrc ); |
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} |
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if ( iTracerFreq != 1 ) // guns that always trace also always decal |
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tracer = 1; |
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switch( iBulletType ) |
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{ |
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case BULLET_PLAYER_MP5: |
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case BULLET_MONSTER_MP5: |
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case BULLET_MONSTER_9MM: |
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case BULLET_MONSTER_12MM: |
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default: |
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EV_CreateTracer( vecTracerSrc, end ); |
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break; |
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} |
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} |
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return tracer; |
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} |
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/* |
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================ |
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FireBullets |
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Go to the trouble of combining multiple pellets into a single damage call. |
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================ |
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*/ |
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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 ) |
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{ |
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int i; |
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pmtrace_t tr; |
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int iShot; |
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int tracer; |
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for ( iShot = 1; iShot <= cShots; iShot++ ) |
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{ |
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vec3_t vecDir, vecEnd; |
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float x, y, z; |
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//We randomize for the Shotgun. |
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if ( iBulletType == BULLET_PLAYER_BUCKSHOT ) |
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{ |
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do { |
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x = gEngfuncs.pfnRandomFloat(-0.5,0.5) + gEngfuncs.pfnRandomFloat(-0.5,0.5); |
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y = gEngfuncs.pfnRandomFloat(-0.5,0.5) + gEngfuncs.pfnRandomFloat(-0.5,0.5); |
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z = x*x+y*y; |
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} while (z > 1); |
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for ( i = 0 ; i < 3; i++ ) |
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{ |
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vecDir[i] = vecDirShooting[i] + x * flSpreadX * right[ i ] + y * flSpreadY * up [ i ]; |
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vecEnd[i] = vecSrc[ i ] + flDistance * vecDir[ i ]; |
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} |
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}//But other guns already have their spread randomized in the synched spread. |
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else |
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{ |
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for ( i = 0 ; i < 3; i++ ) |
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{ |
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vecDir[i] = vecDirShooting[i] + flSpreadX * right[ i ] + flSpreadY * up [ i ]; |
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vecEnd[i] = vecSrc[ i ] + flDistance * vecDir[ i ]; |
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} |
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} |
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gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); |
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// Store off the old count |
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gEngfuncs.pEventAPI->EV_PushPMStates(); |
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// Now add in all of the players. |
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gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); |
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gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); |
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gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); |
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tracer = EV_HLDM_CheckTracer( idx, vecSrc, tr.endpos, forward, right, iBulletType, iTracerFreq, tracerCount ); |
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// do damage, paint decals |
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if ( tr.fraction != 1.0 ) |
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{ |
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switch(iBulletType) |
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{ |
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default: |
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case BULLET_PLAYER_9MM: |
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EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); |
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EV_HLDM_DecalGunshot( &tr, iBulletType ); |
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break; |
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case BULLET_PLAYER_MP5: |
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if ( !tracer ) |
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{ |
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EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); |
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EV_HLDM_DecalGunshot( &tr, iBulletType ); |
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} |
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break; |
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case BULLET_PLAYER_BUCKSHOT: |
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EV_HLDM_DecalGunshot( &tr, iBulletType ); |
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break; |
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case BULLET_PLAYER_357: |
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EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); |
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EV_HLDM_DecalGunshot( &tr, iBulletType ); |
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break; |
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} |
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} |
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gEngfuncs.pEventAPI->EV_PopPMStates(); |
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} |
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} |
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//====================== |
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// GLOCK START |
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//====================== |
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void EV_FireGlock1( event_args_t *args ) |
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{ |
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int idx; |
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vec3_t origin; |
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vec3_t angles; |
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vec3_t velocity; |
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int empty; |
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vec3_t ShellVelocity; |
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vec3_t ShellOrigin; |
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int shell; |
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vec3_t vecSrc, vecAiming; |
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vec3_t up, right, forward; |
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idx = args->entindex; |
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VectorCopy( args->origin, origin ); |
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VectorCopy( args->angles, angles ); |
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VectorCopy( args->velocity, velocity ); |
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empty = args->bparam1; |
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AngleVectors( angles, forward, right, up ); |
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shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/shell.mdl");// brass shell |
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|
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if ( EV_IsLocal( idx ) ) |
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{ |
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EV_MuzzleFlash(); |
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gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? GLOCK_SHOOT_EMPTY : GLOCK_SHOOT, 2 ); |
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|
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V_PunchAxis( 0, -2.0 ); |
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} |
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EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 ); |
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EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL ); |
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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 ) ); |
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EV_GetGunPosition( args, vecSrc, origin ); |
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VectorCopy( forward, vecAiming ); |
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EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, 0, args->fparam1, args->fparam2 ); |
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} |
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void EV_FireGlock2( event_args_t *args ) |
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{ |
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int idx; |
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vec3_t origin; |
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vec3_t angles; |
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vec3_t velocity; |
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|
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vec3_t ShellVelocity; |
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vec3_t ShellOrigin; |
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int shell; |
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vec3_t vecSrc, vecAiming; |
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vec3_t vecSpread; |
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vec3_t up, right, forward; |
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idx = args->entindex; |
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VectorCopy( args->origin, origin ); |
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VectorCopy( args->angles, angles ); |
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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( GLOCK_SHOOT, 2 ); |
|
|
|
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, "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, &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, &tracerCount[idx-1], 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 ); |
|
} |
|
} |
|
|
|
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, &tracerCount[idx-1], 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 ); |
|
} |
|
} |
|
//====================== |
|
// 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, &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 ); |
|
} |
|
} |
|
|
|
// 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, 2 ); |
|
V_PunchAxis( 0, -10 ); |
|
} |
|
|
|
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 |
|
//====================== |
|
|
|
//====================== |
|
// 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; |
|
float n; |
|
|
|
// 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 |
|
//====================== |
|
|
|
//====================== |
|
// CROWBAR START |
|
//====================== |
|
|
|
enum crowbar_e { |
|
CROWBAR_IDLE = 0, |
|
CROWBAR_DRAW, |
|
CROWBAR_HOLSTER, |
|
CROWBAR_ATTACK1HIT, |
|
CROWBAR_ATTACK1MISS, |
|
CROWBAR_ATTACK2MISS, |
|
CROWBAR_ATTACK2HIT, |
|
CROWBAR_ATTACK3MISS, |
|
CROWBAR_ATTACK3HIT |
|
}; |
|
|
|
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 ) ) |
|
{ |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK1MISS, 1 ); |
|
|
|
switch( (g_iSwing++) % 3 ) |
|
{ |
|
case 0: |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation ( CROWBAR_ATTACK1MISS, 1 ); break; |
|
case 1: |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation ( CROWBAR_ATTACK2MISS, 1 ); break; |
|
case 2: |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation ( CROWBAR_ATTACK3MISS, 1 ); 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(0.95, 1.0), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong(0,0xF) ); |
|
|
|
if ( EV_IsLocal( idx ) ) |
|
{ |
|
if ( args->iparam1 ) |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 1 ); |
|
else if ( args->iparam2 ) |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 ); |
|
} |
|
|
|
// 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 < 1.0 ) |
|
{ |
|
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(0.95, 1.0), 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; |
|
|
|
idx = args->entindex; |
|
VectorCopy( args->origin, origin ); |
|
|
|
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(0.95, 1.0), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong(0,0xF) ); |
|
|
|
//Only play the weapon anims if I shot it. |
|
if ( EV_IsLocal( idx ) ) |
|
{ |
|
if ( args->iparam1 ) |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 1 ); |
|
else if ( args->iparam2 ) |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 ); |
|
|
|
V_PunchAxis( 0, -2.0 ); |
|
} |
|
} |
|
//====================== |
|
// 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, 1 ); |
|
|
|
V_PunchAxis( 0, -5.0 ); |
|
} |
|
} |
|
//====================== |
|
// RPG END |
|
//====================== |
|
|
|
//====================== |
|
// EGON END |
|
//====================== |
|
enum egon_e { |
|
EGON_IDLE1 = 0, |
|
EGON_FIDGET1, |
|
EGON_ALTFIREON, |
|
EGON_ALTFIRECYCLE, |
|
EGON_ALTFIREOFF, |
|
EGON_FIRE1, |
|
EGON_FIRE2, |
|
EGON_FIRE3, |
|
EGON_FIRE4, |
|
EGON_DRAW, |
|
EGON_HOLSTER |
|
}; |
|
|
|
int g_fireAnims1[] = { EGON_FIRE1, EGON_FIRE2, EGON_FIRE3, EGON_FIRE4 }; |
|
int g_fireAnims2[] = { EGON_ALTFIRECYCLE }; |
|
|
|
enum EGON_FIRESTATE { FIRE_OFF, FIRE_CHARGE }; |
|
enum EGON_FIREMODE { FIRE_NARROW, FIRE_WIDE}; |
|
|
|
#define EGON_PRIMARY_VOLUME 450 |
|
#define EGON_BEAM_SPRITE "sprites/xbeam1.spr" |
|
#define EGON_FLARE_SPRITE "sprites/XSpark1.spr" |
|
#define EGON_SOUND_OFF "weapons/egon_off1.wav" |
|
#define EGON_SOUND_RUN "weapons/egon_run3.wav" |
|
#define EGON_SOUND_STARTUP "weapons/egon_windup2.wav" |
|
|
|
#define ARRAYSIZE(p) (sizeof(p)/sizeof(p[0])) |
|
|
|
BEAM *pBeam; |
|
BEAM *pBeam2; |
|
|
|
void EV_EgonFire( event_args_t *args ) |
|
{ |
|
int idx, iFireState, iFireMode; |
|
vec3_t origin; |
|
|
|
idx = args->entindex; |
|
VectorCopy( args->origin, origin ); |
|
iFireState = args->iparam1; |
|
iFireMode = args->iparam2; |
|
int iStartup = args->bparam1; |
|
|
|
|
|
if ( iStartup ) |
|
{ |
|
if ( iFireMode == FIRE_WIDE ) |
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_STARTUP, 0.98, ATTN_NORM, 0, 125 ); |
|
else |
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_STARTUP, 0.9, ATTN_NORM, 0, 100 ); |
|
} |
|
else |
|
{ |
|
if ( iFireMode == FIRE_WIDE ) |
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, EGON_SOUND_RUN, 0.98, ATTN_NORM, 0, 125 ); |
|
else |
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, EGON_SOUND_RUN, 0.9, ATTN_NORM, 0, 100 ); |
|
} |
|
|
|
//Only play the weapon anims if I shot it. |
|
if ( EV_IsLocal( idx ) ) |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation ( g_fireAnims1[ gEngfuncs.pfnRandomLong( 0, 3 ) ], 1 ); |
|
|
|
if ( iStartup == 1 && EV_IsLocal( idx ) && !pBeam && !pBeam2 && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction. |
|
{ |
|
vec3_t vecSrc, vecEnd, origin, angles, forward, right, up; |
|
pmtrace_t tr; |
|
|
|
cl_entity_t *pl = gEngfuncs.GetEntityByIndex( idx ); |
|
|
|
if ( pl ) |
|
{ |
|
VectorCopy( gHUD.m_vecAngles, angles ); |
|
|
|
AngleVectors( angles, forward, right, up ); |
|
|
|
EV_GetGunPosition( args, vecSrc, pl->origin ); |
|
|
|
VectorMA( vecSrc, 2048, forward, vecEnd ); |
|
|
|
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 ); |
|
|
|
gEngfuncs.pEventAPI->EV_PopPMStates(); |
|
|
|
int iBeamModelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( EGON_BEAM_SPRITE ); |
|
|
|
float r = 50.0f; |
|
float g = 50.0f; |
|
float b = 125.0f; |
|
|
|
if ( IEngineStudio.IsHardware() ) |
|
{ |
|
r /= 100.0f; |
|
g /= 100.0f; |
|
} |
|
|
|
|
|
pBeam = gEngfuncs.pEfxAPI->R_BeamEntPoint ( idx | 0x1000, tr.endpos, iBeamModelIndex, 99999, 3.5, 0.2, 0.7, 55, 0, 0, r, g, b ); |
|
|
|
if ( pBeam ) |
|
pBeam->flags |= ( FBEAM_SINENOISE ); |
|
|
|
pBeam2 = gEngfuncs.pEfxAPI->R_BeamEntPoint ( idx | 0x1000, tr.endpos, iBeamModelIndex, 99999, 5.0, 0.08, 0.7, 25, 0, 0, r, g, b ); |
|
} |
|
} |
|
} |
|
|
|
void EV_EgonStop( event_args_t *args ) |
|
{ |
|
int idx; |
|
vec3_t origin; |
|
|
|
idx = args->entindex; |
|
VectorCopy ( args->origin, origin ); |
|
|
|
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EGON_SOUND_RUN ); |
|
|
|
if ( args->iparam1 ) |
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_OFF, 0.98, ATTN_NORM, 0, 100 ); |
|
|
|
if ( EV_IsLocal( idx ) ) |
|
{ |
|
if ( pBeam ) |
|
{ |
|
pBeam->die = 0.0; |
|
pBeam = NULL; |
|
} |
|
|
|
|
|
if ( pBeam2 ) |
|
{ |
|
pBeam2->die = 0.0; |
|
pBeam2 = NULL; |
|
} |
|
} |
|
} |
|
//====================== |
|
// EGON END |
|
//====================== |
|
|
|
//====================== |
|
// HORNET START |
|
//====================== |
|
enum hgun_e { |
|
HGUN_IDLE1 = 0, |
|
HGUN_FIDGETSWAY, |
|
HGUN_FIDGETSHAKE, |
|
HGUN_DOWN, |
|
HGUN_UP, |
|
HGUN_SHOOT |
|
}; |
|
|
|
void EV_HornetGunFire( event_args_t *args ) |
|
{ |
|
int idx, iFireMode; |
|
vec3_t origin, angles, vecSrc, forward, right, up; |
|
|
|
idx = args->entindex; |
|
VectorCopy( args->origin, origin ); |
|
VectorCopy( args->angles, angles ); |
|
iFireMode = args->iparam1; |
|
|
|
//Only play the weapon anims if I shot it. |
|
if ( EV_IsLocal( idx ) ) |
|
{ |
|
V_PunchAxis( 0, gEngfuncs.pfnRandomLong ( 0, 2 ) ); |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation ( HGUN_SHOOT, 1 ); |
|
} |
|
|
|
switch ( gEngfuncs.pfnRandomLong ( 0 , 2 ) ) |
|
{ |
|
case 0: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire1.wav", 1, ATTN_NORM, 0, 100 ); break; |
|
case 1: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire2.wav", 1, ATTN_NORM, 0, 100 ); break; |
|
case 2: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire3.wav", 1, ATTN_NORM, 0, 100 ); break; |
|
} |
|
} |
|
//====================== |
|
// HORNET 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; |
|
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, PM_NORMAL, -1, &tr ); |
|
|
|
//Hit something solid |
|
if ( tr.fraction < 1.0 ) |
|
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 > 0.25 ) |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation ( SQUEAK_THROW, 0 ); |
|
|
|
gEngfuncs.pEventAPI->EV_PopPMStates(); |
|
} |
|
//====================== |
|
// SQUEAK 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; |
|
|
|
char sz[ 256 ]; |
|
|
|
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: strcpy( sz, "plats/ttrain1.wav"); break; |
|
case 2: strcpy( sz, "plats/ttrain2.wav"); break; |
|
case 3: strcpy( sz, "plats/ttrain3.wav"); break; |
|
case 4: strcpy( sz, "plats/ttrain4.wav"); break; |
|
case 5: strcpy( sz, "plats/ttrain6.wav"); break; |
|
case 6: strcpy( sz, "plats/ttrain7.wav"); break; |
|
default: |
|
// no sound |
|
strcpy( sz, "" ); |
|
return; |
|
} |
|
|
|
if ( stop ) |
|
{ |
|
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, sz ); |
|
} |
|
else |
|
{ |
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, sz, m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, pitch ); |
|
} |
|
} |
|
|
|
int EV_TFC_IsAllyTeam( int iTeam1, int iTeam2 ) |
|
{ |
|
return 0; |
|
} |