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82 lines
3.4 KiB
82 lines
3.4 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 "event_api.h" |
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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_SawnoffFire( struct event_args_s *args ); |
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void EV_FireSnipars( 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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/* |
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====================== |
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Game_HookEvents |
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Associate script file name with callback functions. Callback's must be extern "C" so |
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the engine doesn't get confused about name mangling stuff. Note that the format is |
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always the same. Of course, a clever mod team could actually embed parameters, behavior |
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into the actual .sc files and create a .sc file parser and hook their functionality through |
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that.. i.e., a scripting system. |
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That was what we were going to do, but we ran out of time...oh well. |
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====================== |
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*/ |
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void Game_HookEvents( void ) |
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{ |
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gEngfuncs.pfnHookEvent( "events/glock1.sc", EV_FireGlock1 ); |
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gEngfuncs.pfnHookEvent( "events/glock2.sc", EV_FireGlock2 ); |
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gEngfuncs.pfnHookEvent( "events/shotgun1.sc", EV_FireShotGunSingle ); |
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gEngfuncs.pfnHookEvent( "events/shotgun2.sc", EV_FireShotGunDouble ); |
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gEngfuncs.pfnHookEvent( "events/mp5.sc", EV_FireMP5 ); |
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gEngfuncs.pfnHookEvent( "events/mp52.sc", EV_FireMP52 ); |
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gEngfuncs.pfnHookEvent( "events/python.sc", EV_FirePython ); |
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gEngfuncs.pfnHookEvent( "events/gauss.sc", EV_FireGauss ); |
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gEngfuncs.pfnHookEvent( "events/gaussspin.sc", EV_SpinGauss ); |
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gEngfuncs.pfnHookEvent( "events/train.sc", EV_TrainPitchAdjust ); |
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gEngfuncs.pfnHookEvent( "events/crowbar.sc", EV_Crowbar ); |
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gEngfuncs.pfnHookEvent( "events/crossbow1.sc", EV_FireCrossbow ); |
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gEngfuncs.pfnHookEvent( "events/crossbow2.sc", EV_FireCrossbow2 ); |
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gEngfuncs.pfnHookEvent( "events/rpg.sc", EV_FireRpg ); |
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gEngfuncs.pfnHookEvent( "events/egon_fire.sc", EV_EgonFire ); |
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gEngfuncs.pfnHookEvent( "events/egon_stop.sc", EV_EgonStop ); |
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gEngfuncs.pfnHookEvent( "events/firehornet.sc", EV_HornetGunFire ); |
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gEngfuncs.pfnHookEvent( "events/tripfire.sc", EV_TripmineFire ); |
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gEngfuncs.pfnHookEvent( "events/snarkfire.sc", EV_SnarkFire ); |
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gEngfuncs.pfnHookEvent( "events/snipars.sc", EV_FireSnipars ); |
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}
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