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93 lines
3.8 KiB
93 lines
3.8 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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// Deathmatch Classic |
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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_FireAxe( struct event_args_s *args ); |
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void EV_FireAxeSwing( struct event_args_s *args ); |
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void EV_FireRocket( struct event_args_s *args ); |
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void EV_FireLightning( struct event_args_s *args ); |
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void EV_FireSpike( struct event_args_s *args ); |
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void EV_FireSuperSpike( struct event_args_s *args ); |
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void EV_FireGrenade( struct event_args_s *args ); |
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void EV_Gibbed (struct event_args_s *args ); |
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void EV_Teleport (struct event_args_s *args ); |
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void EV_Trail (struct event_args_s *args ); |
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void EV_Explosion (struct event_args_s *args ); |
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void EV_PlayerPowerup ( struct event_args_s *args ); |
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void EV_DMC_DoorGoUp( struct event_args_s *args ); |
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void EV_DMC_DoorGoDown( struct event_args_s *args ); |
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void EV_DMC_DoorHitTop( struct event_args_s *args ); |
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void EV_DMC_DoorHitBottom( struct event_args_s *args ); |
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void EV_Hook( event_args_t *args ); |
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void EV_Cable( struct event_args_s *args ); |
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void EV_FollowCarrier( struct event_args_s *args ); |
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void EV_FlagSpawn( struct event_args_s *args ); |
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// HLDM |
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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/shotgun1.sc", EV_FireShotGunSingle ); |
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gEngfuncs.pfnHookEvent( "events/shotgun2.sc", EV_FireShotGunDouble ); |
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gEngfuncs.pfnHookEvent( "events/axe.sc", EV_FireAxe ); |
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gEngfuncs.pfnHookEvent( "events/axeswing.sc", EV_FireAxeSwing ); |
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gEngfuncs.pfnHookEvent( "events/rocket.sc", EV_FireRocket ); |
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gEngfuncs.pfnHookEvent( "events/lightning.sc", EV_FireLightning ); |
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gEngfuncs.pfnHookEvent( "events/grenade.sc", EV_FireGrenade ); |
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gEngfuncs.pfnHookEvent( "events/spike.sc", EV_FireSpike ); |
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gEngfuncs.pfnHookEvent( "events/superspike.sc", EV_FireSuperSpike ); |
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gEngfuncs.pfnHookEvent( "events/gibs.sc", EV_Gibbed ); |
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gEngfuncs.pfnHookEvent( "events/teleport.sc", EV_Teleport ); |
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gEngfuncs.pfnHookEvent( "events/trail.sc", EV_Trail ); |
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gEngfuncs.pfnHookEvent( "events/explosion.sc", EV_Explosion ); |
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gEngfuncs.pfnHookEvent( "events/powerup.sc", EV_PlayerPowerup ); |
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gEngfuncs.pfnHookEvent( "events/door/doorgoup.sc", EV_DMC_DoorGoUp ); |
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gEngfuncs.pfnHookEvent( "events/door/doorgodown.sc", EV_DMC_DoorGoDown ); |
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gEngfuncs.pfnHookEvent( "events/door/doorhittop.sc", EV_DMC_DoorHitTop ); |
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gEngfuncs.pfnHookEvent( "events/door/doorhitbottom.sc", EV_DMC_DoorHitBottom ); |
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gEngfuncs.pfnHookEvent( "events/hook.sc", EV_Hook ); |
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gEngfuncs.pfnHookEvent( "events/cable.sc", EV_Cable ); |
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gEngfuncs.pfnHookEvent( "events/follow.sc", EV_FollowCarrier ); |
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gEngfuncs.pfnHookEvent( "events/flagspawn.sc", EV_FlagSpawn ); |
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gEngfuncs.pfnHookEvent( "events/train.sc", EV_TrainPitchAdjust ); |
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}
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