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988 lines
23 KiB
988 lines
23 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 "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "usercmd.h" |
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#include "entity_state.h" |
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#include "demo_api.h" |
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#include "pm_defs.h" |
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#include "event_api.h" |
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#include "r_efx.h" |
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#include "../hud_iface.h" |
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#include "../com_weapons.h" |
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#include "../demo.h" |
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#include "quake_gun.h" |
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#include "DMC_Teleporters.h" |
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extern globalvars_t *gpGlobals; |
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// Pool of client side entities/entvars_t |
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static entvars_t ev[ 32 ]; |
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static int num_ents = 0; |
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// The entity we'll use to represent the local client |
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static CBasePlayer player; |
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// Local version of game .dll global variables ( time, etc. ) |
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static globalvars_t Globals; |
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static CBasePlayerWeapon *g_pWpns[ 32 ]; |
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extern int iCarriedWeapons; |
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int g_iWaterLevel; |
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// HLDM Weapon placeholder entities. |
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CQuakeGun g_QuakeGun; |
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extern BEAM *pBeam; |
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/* |
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====================== |
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AlertMessage |
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Print debug messages to console |
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====================== |
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*/ |
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void AlertMessage( ALERT_TYPE atype, const char *szFmt, ... ) |
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{ |
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va_list argptr; |
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static char string[1024]; |
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va_start (argptr, szFmt); |
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vsprintf (string, szFmt,argptr); |
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va_end (argptr); |
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gEngfuncs.Con_Printf( "cl: " ); |
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gEngfuncs.Con_Printf( string ); |
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} |
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/* |
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===================== |
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HUD_PrepEntity |
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Links the raw entity to an entvars_s holder. If a player is passed in as the owner, then |
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we set up the m_pPlayer field. |
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===================== |
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*/ |
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void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner ) |
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{ |
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memset( &ev[num_ents], 0, sizeof(entvars_t) ); |
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pEntity->pev = &ev[num_ents++]; |
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pEntity->Precache(); |
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pEntity->Spawn(); |
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if( pWeaponOwner ) |
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{ |
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ItemInfo info; |
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CBasePlayerWeapon *pWeapon = (CBasePlayerWeapon *)pEntity; |
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pWeapon->m_pPlayer = pWeaponOwner; |
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pWeapon->GetItemInfo( &info ); |
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g_pWpns[info.iId] = pWeapon; |
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} |
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} |
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CQuakeRocket *CQuakeRocket::CreateRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner ) |
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{ |
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return NULL; |
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} |
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CQuakeRocket *CQuakeRocket::CreateGrenade( Vector vecOrigin, Vector vecVelocity, CBaseEntity *pOwner ) |
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{ |
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return NULL; |
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} |
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CQuakeNail *CQuakeNail::CreateSuperNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner ) |
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{ |
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return NULL; |
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} |
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CQuakeNail *CQuakeNail::CreateNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner ) |
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{ |
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return NULL; |
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} |
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void CBasePlayer::Precache( void ) |
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{ |
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m_usShotgunSingle = PRECACHE_EVENT( 1, "events/shotgun1.sc" ); |
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m_usShotgunDouble = PRECACHE_EVENT( 1, "events/shotgun2.sc" ); |
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m_usAxe = PRECACHE_EVENT( 1, "events/axe.sc" ); |
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m_usAxeSwing = PRECACHE_EVENT( 1, "events/axeswing.sc" ); |
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m_usRocket = PRECACHE_EVENT( 1, "events/rocket.sc" ); |
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m_usGrenade = PRECACHE_EVENT( 1, "events/grenade.sc" ); |
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m_usLightning = PRECACHE_EVENT( 1, "events/lightning.sc" ); |
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m_usSpike = PRECACHE_EVENT( 1, "events/spike.sc" ); |
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m_usSuperSpike = PRECACHE_EVENT( 1, "events/superspike.sc" ); |
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} |
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/* |
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===================== |
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CBaseEntity :: Killed |
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If weapons code "kills" an entity, just set its effects to EF_NODRAW |
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===================== |
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*/ |
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void CBaseEntity::Killed( entvars_t *pevAttacker, int iGib ) |
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{ |
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pev->effects |= EF_NODRAW; |
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} |
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/* |
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===================== |
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CBasePlayerWeapon :: DefaultReload |
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===================== |
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*/ |
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BOOL CBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay ) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay; |
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//!!UNDONE -- reload sound goes here !!! |
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SendWeaponAnim( iAnim ); |
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m_fInReload = TRUE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3; |
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return TRUE; |
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} |
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/* |
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===================== |
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CBasePlayerWeapon :: CanDeploy |
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===================== |
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*/ |
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BOOL CBasePlayerWeapon :: CanDeploy( void ) |
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{ |
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BOOL bHasAmmo = 0; |
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if ( !pszAmmo1() ) |
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{ |
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// this weapon doesn't use ammo, can always deploy. |
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return TRUE; |
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} |
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if ( pszAmmo1() ) |
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{ |
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bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0); |
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} |
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if ( pszAmmo2() ) |
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{ |
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bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0); |
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} |
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if (m_iClip > 0) |
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{ |
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bHasAmmo |= 1; |
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} |
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if (!bHasAmmo) |
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{ |
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return FALSE; |
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} |
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return TRUE; |
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} |
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/* |
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===================== |
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CBasePlayerWeapon :: DefaultDeploy |
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===================== |
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*/ |
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BOOL CBasePlayerWeapon :: DefaultDeploy( const char *szViewModel, const char *szWeaponModel, int iAnim, const char *szAnimExt, int skiplocal ) |
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{ |
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if ( !CanDeploy() ) |
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return FALSE; |
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gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel ); |
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SendWeaponAnim( iAnim ); |
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m_bPlayedIdleAnim = FALSE; |
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m_pPlayer->m_flNextAttack = 0.5; |
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m_flTimeWeaponIdle = 1.0; |
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return TRUE; |
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} |
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/* |
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===================== |
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CBasePlayerWeapon :: PlayEmptySound |
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===================== |
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*/ |
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BOOL CBasePlayerWeapon :: PlayEmptySound( void ) |
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{ |
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if (m_iPlayEmptySound) |
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{ |
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HUD_PlaySound( "weapons/357_cock1.wav", 0.8 ); |
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m_iPlayEmptySound = 0; |
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return 0; |
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} |
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return 0; |
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} |
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/* |
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===================== |
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CBasePlayerWeapon :: ResetEmptySound |
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===================== |
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*/ |
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void CBasePlayerWeapon :: ResetEmptySound( void ) |
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{ |
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m_iPlayEmptySound = 1; |
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} |
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/* |
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===================== |
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CBasePlayerWeapon::Holster |
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Put away weapon |
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===================== |
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*/ |
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void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_fInReload = FALSE; // cancel any reload in progress. |
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m_pPlayer->pev->viewmodel = 0; |
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} |
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/* |
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===================== |
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CBasePlayerWeapon::SendWeaponAnim |
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Animate weapon model |
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===================== |
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*/ |
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void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal ) |
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{ |
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m_pPlayer->pev->weaponanim = iAnim; |
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int body = 0; |
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HUD_SendWeaponAnim( iAnim, body, 0 ); |
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} |
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/* |
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===================== |
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CBasePlayerWeapon::ItemPostFrame |
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Handles weapon firing, reloading, etc. |
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===================== |
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*/ |
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void CBasePlayerWeapon::ItemPostFrame( void ) |
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{ |
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if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0f)) |
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{ |
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#if 0 // FIXME, need ammo on client to make this work right |
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// complete the reload. |
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int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); |
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// Add them to the clip |
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m_iClip += j; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; |
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#else |
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m_iClip += 10; |
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#endif |
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m_fInReload = FALSE; |
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} |
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if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0f)) |
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{ |
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if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] ) |
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{ |
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m_fFireOnEmpty = TRUE; |
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} |
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SecondaryAttack(); |
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m_pPlayer->pev->button &= ~IN_ATTACK2; |
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} |
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else if ((m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0f)) |
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{ |
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if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) ) |
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{ |
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m_fFireOnEmpty = TRUE; |
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} |
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PrimaryAttack(); |
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} |
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else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) |
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{ |
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// reload when reload is pressed, or if no buttons are down and weapon is empty. |
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Reload(); |
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} |
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else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) ) |
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{ |
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// no fire buttons down |
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m_fFireOnEmpty = FALSE; |
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if ( !m_bPlayedIdleAnim ) |
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{ |
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m_bPlayedIdleAnim = TRUE; |
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if ( m_pPlayer->m_iQuakeWeapon == IT_LIGHTNING ) |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_pPlayer->m_usLightning, 0, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 1, 0, 0 ); |
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} |
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WeaponIdle( ); |
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return; |
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} |
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// catch all |
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if ( ShouldWeaponIdle() ) |
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{ |
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WeaponIdle(); |
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} |
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} |
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/* |
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===================== |
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CBasePlayer::SelectItem |
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Switch weapons |
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===================== |
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*/ |
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void CBasePlayer::SelectItem(const char *pstr) |
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{ |
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if (!pstr) |
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return; |
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CBasePlayerItem *pItem = NULL; |
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if (!pItem) |
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return; |
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if (pItem == m_pActiveItem) |
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return; |
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if (m_pActiveItem) |
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m_pActiveItem->Holster( ); |
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m_pLastItem = m_pActiveItem; |
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m_pActiveItem = pItem; |
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if (m_pActiveItem) |
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{ |
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m_pActiveItem->Deploy( ); |
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} |
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} |
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/* |
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===================== |
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CBasePlayer::SelectLastItem |
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===================== |
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*/ |
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void CBasePlayer::SelectLastItem(void) |
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{ |
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if (!m_pLastItem) |
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{ |
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return; |
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} |
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if ( m_pActiveItem && !m_pActiveItem->CanHolster() ) |
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{ |
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return; |
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} |
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if (m_pActiveItem) |
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m_pActiveItem->Holster( ); |
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CBasePlayerItem *pTemp = m_pActiveItem; |
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m_pActiveItem = m_pLastItem; |
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m_pLastItem = pTemp; |
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m_pActiveItem->Deploy( ); |
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} |
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/* |
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===================== |
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CBasePlayer::Killed |
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===================== |
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*/ |
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void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib ) |
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{ |
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if ( m_iQuakeWeapon == IT_LIGHTNING ) |
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{ |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, pev->origin, pev->angles, 0.0, 0.0, 0, 1, 0, 0 ); |
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} |
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// Holster weapon immediately, to allow it to cleanup |
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if (m_pActiveItem) |
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m_pActiveItem->Holster( ); |
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} |
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/* |
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===================== |
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CBasePlayer::Spawn |
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===================== |
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*/ |
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void CBasePlayer::Spawn( void ) |
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{ |
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if (m_pActiveItem) |
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m_pActiveItem->Deploy( ); |
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} |
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BOOL CQuakeGun::Deploy( ) |
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{ |
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gEngfuncs.CL_LoadModel( "models/v_axe.mdl", &m_pPlayer->pev->viewmodel ); |
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m_pPlayer->m_pszAnimExtention = "onehanded"; |
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return TRUE; |
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} |
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int HUD_GetModelIndex( const char *modelname ) |
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{ |
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int retval = 0; |
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gEngfuncs.CL_LoadModel( modelname, &retval ); |
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return retval; |
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} |
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/* |
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===================== |
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UTIL_TraceLine |
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Don't actually trace, but act like the trace didn't hit anything. |
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===================== |
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*/ |
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void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr ) |
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{ |
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memset( ptr, 0, sizeof( *ptr ) ); |
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ptr->flFraction = 1.0; |
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} |
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/* |
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===================== |
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UTIL_ParticleBox |
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For debugging, draw a box around a player made out of particles |
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===================== |
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*/ |
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void UTIL_ParticleBox( CBasePlayer *player, float *mins, float *maxs, float life, unsigned char r, unsigned char g, unsigned char b ) |
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{ |
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int i; |
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vec3_t mmin, mmax; |
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for ( i = 0; i < 3; i++ ) |
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{ |
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mmin[ i ] = player->pev->origin[ i ] + mins[ i ]; |
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mmax[ i ] = player->pev->origin[ i ] + maxs[ i ]; |
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} |
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gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mmin, (float *)&mmax, 5.0, 0, 255, 0 ); |
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} |
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/* |
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===================== |
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UTIL_ParticleBoxes |
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For debugging, draw boxes for other collidable players |
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===================== |
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*/ |
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void UTIL_ParticleBoxes( void ) |
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{ |
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int idx; |
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physent_t *pe; |
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cl_entity_t *player; |
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vec3_t mins, maxs; |
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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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player = gEngfuncs.GetLocalPlayer(); |
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// Now add in all of the players. |
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gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 ); |
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for ( idx = 1; idx < 100; idx++ ) |
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{ |
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( idx ); |
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if ( !pe ) |
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break; |
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if ( pe->info >= 1 && pe->info <= gEngfuncs.GetMaxClients() ) |
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{ |
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mins = pe->origin + pe->mins; |
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maxs = pe->origin + pe->maxs; |
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gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mins, (float *)&maxs, 0, 0, 255, 2.0 ); |
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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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UTIL_ParticleLine |
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For debugging, draw a line made out of particles |
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===================== |
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*/ |
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void UTIL_ParticleLine( CBasePlayer *player, float *start, float *end, float life, unsigned char r, unsigned char g, unsigned char b ) |
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{ |
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gEngfuncs.pEfxAPI->R_ParticleLine( start, end, r, g, b, life ); |
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} |
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/* |
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===================== |
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CBasePlayerWeapon::PrintState |
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For debugging, print out state variables to log file |
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===================== |
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*/ |
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void CBasePlayerWeapon::PrintState( void ) |
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{ |
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COM_Log( "c:\\hl.log", "%.4f ", gpGlobals->time ); |
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COM_Log( "c:\\hl.log", "%.4f ", m_pPlayer->m_flNextAttack ); |
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COM_Log( "c:\\hl.log", "%.4f ", m_flNextPrimaryAttack ); |
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COM_Log( "c:\\hl.log", "%.4f ", m_flTimeWeaponIdle - gpGlobals->time); |
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COM_Log( "c:\\hl.log", "%i ", m_iClip ); |
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} |
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vec3_t previousorigin; |
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/* |
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===================== |
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HUD_GetLastOrg |
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Retruns the last position that we stored for egon beam endpoint. |
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===================== |
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*/ |
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void HUD_GetLastOrg( float *org ) |
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{ |
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int i; |
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// Return last origin |
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for ( i = 0; i < 3; i++ ) |
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{ |
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org[i] = previousorigin[i]; |
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} |
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} |
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/* |
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===================== |
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HUD_SetLastOrg |
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Remember our exact predicted origin so we can draw the egon to the right position. |
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===================== |
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*/ |
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void HUD_SetLastOrg( void ) |
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{ |
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int i; |
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// Offset final origin by view_offset |
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for ( i = 0; i < 3; i++ ) |
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{ |
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previousorigin[i] = g_finalstate->playerstate.origin[i] + g_finalstate->client.view_ofs[ i ]; |
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} |
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} |
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/* |
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===================== |
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HUD_InitClientWeapons |
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Set up weapons, player and functions needed to run weapons code client-side. |
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===================== |
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*/ |
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void HUD_InitClientWeapons( void ) |
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{ |
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static int initialized = 0; |
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if ( initialized ) |
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return; |
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initialized = 1; |
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// Set up pointer ( dummy object ) |
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gpGlobals = &Globals; |
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// Fill in current time ( probably not needed ) |
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gpGlobals->time = gEngfuncs.GetClientTime(); |
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// Fake functions |
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g_engfuncs.pfnPrecacheModel = stub_PrecacheModel; |
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g_engfuncs.pfnPrecacheSound = stub_PrecacheSound; |
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g_engfuncs.pfnPrecacheEvent = stub_PrecacheEvent; |
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g_engfuncs.pfnNameForFunction = stub_NameForFunction; |
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g_engfuncs.pfnSetModel = stub_SetModel; |
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g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed; |
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// Handled locally |
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g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent; |
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g_engfuncs.pfnAlertMessage = AlertMessage; |
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// Pass through to engine |
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g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent; |
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g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat; |
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g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong; |
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// Allocate a slot for the local player |
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HUD_PrepEntity( &player , NULL ); |
|
|
|
// Allocate slot(s) for each weapon that we are going to be predicting |
|
HUD_PrepEntity( &g_QuakeGun , &player ); |
|
} |
|
|
|
int Quake_NumForWeaponItem( int quakeitem ) |
|
{ |
|
int retval = 1; |
|
switch ( quakeitem ) |
|
{ |
|
default: |
|
case IT_AXE: |
|
retval = 1; |
|
break; |
|
case IT_SHOTGUN: |
|
retval = 2; |
|
break; |
|
case IT_SUPER_SHOTGUN: |
|
retval = 3; |
|
break; |
|
case IT_NAILGUN: |
|
retval = 4; |
|
break; |
|
case IT_SUPER_NAILGUN: |
|
retval = 5; |
|
break; |
|
case IT_GRENADE_LAUNCHER: |
|
retval = 6; |
|
break; |
|
case IT_ROCKET_LAUNCHER: |
|
retval = 7; |
|
break; |
|
|
|
case IT_LIGHTNING: |
|
retval = 8; |
|
break; |
|
} |
|
|
|
return retval; |
|
} |
|
|
|
/* |
|
===================== |
|
HUD_WeaponsPostThink |
|
|
|
Run Weapon firing code on client |
|
===================== |
|
*/ |
|
void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cmd, double time, unsigned int random_seed ) |
|
{ |
|
int i; |
|
int buttonsChanged; |
|
CBasePlayerWeapon *pWeapon = NULL; |
|
CBasePlayerWeapon *pCurrent; |
|
weapon_data_t nulldata, *pfrom, *pto; |
|
static int lasthealth; |
|
|
|
memset( &nulldata, 0, sizeof( nulldata ) ); |
|
|
|
HUD_InitClientWeapons(); |
|
|
|
// Get current clock |
|
gpGlobals->time = time; |
|
|
|
// Fill in data based on selected weapon |
|
// FIXME, make this a method in each weapon? where you pass in an entity_state_t *? |
|
switch ( from->client.m_iId ) |
|
{ |
|
case WEAPON_GLOCK: |
|
pWeapon = &g_QuakeGun; |
|
break; |
|
} |
|
|
|
// Store pointer to our destination entity_state_t so we can get our origin, etc. from it |
|
// for setting up events on the client |
|
g_finalstate = to; |
|
|
|
// If we are running events/etc. go ahead and see if we |
|
// managed to die between last frame and this one |
|
// If so, run the appropriate player killed or spawn function |
|
if ( g_runfuncs ) |
|
{ |
|
if ( to->client.health <= 0 && lasthealth > 0 ) |
|
{ |
|
player.Killed( NULL, 0 ); |
|
} |
|
else if ( to->client.health > 0 && lasthealth <= 0 ) |
|
{ |
|
player.Spawn(); |
|
} |
|
|
|
lasthealth = to->client.health; |
|
} |
|
|
|
// We are not predicting the current weapon, just bow out here. |
|
if ( !pWeapon ) |
|
return; |
|
|
|
gpGlobals->deathmatch = from->client.iuser4; |
|
|
|
for ( i = 0; i < 32; i++ ) |
|
{ |
|
pCurrent = g_pWpns[ i ]; |
|
if ( !pCurrent ) |
|
{ |
|
continue; |
|
} |
|
|
|
pfrom = &from->weapondata[ i ]; |
|
|
|
pCurrent->m_fInReload = pfrom->m_fInReload; |
|
pCurrent->m_iClip = pfrom->m_iClip; |
|
pCurrent->m_flNextPrimaryAttack = pfrom->m_flNextPrimaryAttack; |
|
pCurrent->m_flNextSecondaryAttack = pfrom->m_flNextSecondaryAttack; |
|
pCurrent->m_flTimeWeaponIdle = pfrom->m_flTimeWeaponIdle; |
|
} |
|
|
|
// For random weapon events, use this seed to seed random # generator |
|
player.random_seed = random_seed; |
|
|
|
// Get old buttons from previous state. |
|
player.m_afButtonLast = from->playerstate.oldbuttons; |
|
|
|
// Which buttsons chave changed |
|
buttonsChanged = (player.m_afButtonLast ^ cmd->buttons); // These buttons have changed this frame |
|
|
|
// Debounced button codes for pressed/released |
|
// The changed ones still down are "pressed" |
|
player.m_afButtonPressed = buttonsChanged & cmd->buttons; |
|
// The ones not down are "released" |
|
player.m_afButtonReleased = buttonsChanged & (~cmd->buttons); |
|
|
|
// Set player variables that weapons code might check/alter |
|
player.pev->button = cmd->buttons; |
|
|
|
player.pev->velocity = from->client.velocity; |
|
player.pev->flags = from->client.flags; |
|
|
|
player.pev->deadflag = from->client.deadflag; |
|
g_iWaterLevel = player.pev->waterlevel = from->client.waterlevel; |
|
player.pev->maxspeed = from->client.maxspeed; |
|
player.pev->fov = from->client.fov; |
|
player.pev->weaponanim = from->client.weaponanim; |
|
player.pev->viewmodel = from->client.viewmodel; |
|
player.m_flNextAttack = from->client.m_flNextAttack; |
|
player.m_iQuakeWeapon = (int)from->client.fuser1; |
|
iCarriedWeapons = player.m_iQuakeItems = from->client.iuser3; |
|
|
|
player.m_iAmmoShells = from->client.ammo_shells; |
|
player.m_iAmmoCells = from->client.ammo_cells; |
|
player.m_iAmmoRockets = from->client.ammo_rockets; |
|
player.m_iAmmoNails = from->client.ammo_nails; |
|
|
|
player.m_iNailOffset = (int)from->client.fuser2 != 0.0f ? 4.0f : -4.0f; |
|
|
|
|
|
|
|
// REally useful for debugging prediction |
|
/* if ( player.m_iQuakeWeapon > 0 ) |
|
{ |
|
gEngfuncs.Con_NPrintf( 9, "got qw %i", player.m_iQuakeWeapon ); |
|
char items[33]; |
|
for ( int i = 0; i < 32; i++ ) |
|
{ |
|
if ( player.m_iQuakeItems & (1<<i) ) |
|
{ |
|
items[i] = '1'; |
|
} |
|
else |
|
{ |
|
items[i] = '0'; |
|
} |
|
} |
|
items[32] = 0; |
|
gEngfuncs.Con_NPrintf( 10, "got qi %s", items ); |
|
gEngfuncs.Con_NPrintf( 11, "shells %i", player.m_iAmmoShells ); |
|
gEngfuncs.Con_NPrintf( 12, "cells %i", player.m_iAmmoCells ); |
|
gEngfuncs.Con_NPrintf( 13, "rockets %i", player.m_iAmmoRockets ); |
|
gEngfuncs.Con_NPrintf( 14, "nails %i", player.m_iAmmoNails ); |
|
gEngfuncs.Con_NPrintf( 15, "viewmodel %i", player.pev->viewmodel ); |
|
gEngfuncs.Con_NPrintf( 16, "dm == %i", gpGlobals->deathmatch ); |
|
}*/ |
|
|
|
|
|
// Point to current weapon object |
|
if ( from->client.m_iId ) |
|
{ |
|
player.m_pActiveItem = g_pWpns[ from->client.m_iId ]; |
|
} |
|
|
|
// Set ammo, but don't change anim |
|
player.W_SetCurrentAmmo( 0 ); |
|
|
|
|
|
|
|
// Don't go firing anything if we have died. |
|
// Or if we don't have a weapon model deployed |
|
if ( ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) && !CL_IsDead() ) // && player.pev->viewmodel ) |
|
{ |
|
if ( player.m_flNextAttack <= 0 ) |
|
{ |
|
pWeapon->ItemPostFrame(); |
|
} |
|
} |
|
|
|
// Assume that we are not going to switch weapons |
|
to->client.m_iId = from->client.m_iId; |
|
|
|
// Now see if we issued a changeweapon command ( and we're not dead ) |
|
if ( cmd->weaponselect && ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) ) |
|
{ |
|
// Switched to a different weapon? |
|
if ( Quake_NumForWeaponItem( player.m_iQuakeWeapon ) != cmd->weaponselect ) |
|
{ |
|
player.W_ChangeWeapon( cmd->weaponselect ); |
|
} |
|
} |
|
|
|
if ( player.m_iQuakeWeapon != IT_LIGHTNING && pBeam != NULL ) |
|
{ |
|
pBeam->die = 0.0; |
|
pBeam = NULL; |
|
} |
|
// Copy in results of predcition code |
|
|
|
to->client.viewmodel = player.pev->viewmodel; |
|
to->client.fov = player.pev->fov; |
|
to->client.weaponanim = player.pev->weaponanim; |
|
to->client.m_flNextAttack = player.m_flNextAttack; |
|
to->client.maxspeed = player.pev->maxspeed; |
|
to->client.iuser3 = player.m_iQuakeItems; |
|
to->client.fuser1 = (float)player.m_iQuakeWeapon; |
|
to->client.fuser2 = (float)player.m_iNailOffset > 0.0f ? 1.0f : 0.0f; |
|
|
|
to->client.ammo_shells = player.m_iAmmoShells; |
|
to->client.ammo_cells = player.m_iAmmoCells; |
|
to->client.ammo_rockets = player.m_iAmmoRockets; |
|
to->client.ammo_nails = player.m_iAmmoNails; |
|
|
|
// Make sure that weapon animation matches what the game .dll is telling us |
|
// over the wire ( fixes some animation glitches ) |
|
if ( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) ) |
|
{ |
|
int body = 2; |
|
// Force a fixed anim down to viewmodel |
|
HUD_SendWeaponAnim( to->client.weaponanim, body, 1 ); |
|
} |
|
|
|
for ( i = 0; i < 32; i++ ) |
|
{ |
|
pCurrent = g_pWpns[ i ]; |
|
|
|
pto = &to->weapondata[ i ]; |
|
|
|
if ( !pCurrent ) |
|
{ |
|
memset( pto, 0, sizeof( weapon_data_t ) ); |
|
continue; |
|
} |
|
|
|
pto->m_fInReload = pCurrent->m_fInReload; |
|
pto->m_iClip = pCurrent->m_iClip; |
|
pto->m_flNextPrimaryAttack = pCurrent->m_flNextPrimaryAttack; |
|
pto->m_flNextSecondaryAttack = pCurrent->m_flNextSecondaryAttack; |
|
pto->m_flTimeWeaponIdle = pCurrent->m_flTimeWeaponIdle; |
|
|
|
// Decrement weapon counters, server does this at same time ( during post think, after doing everything else ) |
|
pto->m_flNextReload -= cmd->msec / 1000.0f; |
|
pto->m_fNextAimBonus -= cmd->msec / 1000.0f; |
|
pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0f; |
|
pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0f; |
|
pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0f; |
|
|
|
if ( pto->m_flPumpTime != -9999 ) |
|
{ |
|
pto->m_flPumpTime -= cmd->msec / 1000.0f; |
|
if ( pto->m_flPumpTime < -0.001f ) |
|
pto->m_flPumpTime = -0.001f; |
|
} |
|
|
|
if ( pto->m_fNextAimBonus < -1.0f ) |
|
{ |
|
pto->m_fNextAimBonus = -1.0f; |
|
} |
|
|
|
if ( pto->m_flNextPrimaryAttack < -1.0f ) |
|
{ |
|
pto->m_flNextPrimaryAttack = -1.0f; |
|
} |
|
|
|
if ( pto->m_flNextSecondaryAttack < -0.001f ) |
|
{ |
|
pto->m_flNextSecondaryAttack = -0.001f; |
|
} |
|
|
|
if ( pto->m_flTimeWeaponIdle < -0.001f ) |
|
{ |
|
pto->m_flTimeWeaponIdle = -0.001f; |
|
} |
|
|
|
if ( pto->m_flNextReload < -0.001f ) |
|
{ |
|
pto->m_flNextReload = -0.001f; |
|
} |
|
} |
|
|
|
// m_flNextAttack is now part of the weapons, but is part of the player instead |
|
to->client.m_flNextAttack -= cmd->msec / 1000.0f; |
|
if ( to->client.m_flNextAttack < -0.001f ) |
|
{ |
|
to->client.m_flNextAttack = -0.001f; |
|
} |
|
|
|
// Store off the last position from the predicted state. |
|
HUD_SetLastOrg(); |
|
// Wipe it so we can't use it after this frame |
|
g_finalstate = NULL; |
|
} |
|
|
|
/* |
|
===================== |
|
HUD_PostRunCmd |
|
|
|
Client calls this during prediction, after it has moved the player and updated any info changed into to-> |
|
time is the current client clock based on prediction |
|
cmd is the command that caused the movement, etc |
|
runfuncs is 1 if this is the first time we've predicted this command. If so, sounds and effects should play, otherwise, they should |
|
be ignored |
|
===================== |
|
*/ |
|
void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed ) |
|
{ |
|
g_runfuncs = runfuncs; |
|
|
|
// Only run post think stuff for glock for the sample |
|
// implementation |
|
if ( cl_lw && cl_lw->value ) |
|
{ |
|
HUD_WeaponsPostThink( from, to, cmd, time, random_seed ); |
|
} |
|
else |
|
{ |
|
to->client.fov = g_lastFOV; |
|
} |
|
|
|
Dmc_CheckTeleporters( from, to ); // See if we stepped on a jump pad |
|
|
|
// All games can use FOV state |
|
g_lastFOV = to->client.fov; |
|
}
|
|
|