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1369 lines
36 KiB
1369 lines
36 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 g_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_FireShotGunSingle( 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_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_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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void EV_FireAK47( struct event_args_s *args ); |
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void EV_FireMac10( struct event_args_s *args ); |
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} |
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#define VECTOR_CONE_1DEGREES Vector( 0.00873f, 0.00873f, 0.00873f ) |
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#define VECTOR_CONE_2DEGREES Vector( 0.01745f, 0.01745f, 0.01745f ) |
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#define VECTOR_CONE_3DEGREES Vector( 0.02618f, 0.02618f, 0.02618f ) |
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#define VECTOR_CONE_4DEGREES Vector( 0.03490f, 0.03490f, 0.03490f ) |
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#define VECTOR_CONE_5DEGREES Vector( 0.04362f, 0.04362f, 0.04362f ) |
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#define VECTOR_CONE_6DEGREES Vector( 0.05234f, 0.05234f, 0.05234f ) |
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#define VECTOR_CONE_7DEGREES Vector( 0.06105f, 0.06105f, 0.06105f ) |
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#define VECTOR_CONE_8DEGREES Vector( 0.06976f, 0.06976f, 0.06976f ) |
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#define VECTOR_CONE_9DEGREES Vector( 0.07846f, 0.07846f, 0.07846f ) |
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#define VECTOR_CONE_10DEGREES Vector( 0.08716f, 0.08716f, 0.08716f ) |
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#define VECTOR_CONE_15DEGREES Vector( 0.13053f, 0.13053f, 0.13053f ) |
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#define VECTOR_CONE_20DEGREES Vector( 0.17365f, 0.17365f, 0.17365f ) |
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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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const 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: |
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fvol = 0.9; |
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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: |
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fvol = 0.9; |
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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: |
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fvol = 0.9; |
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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: |
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fvol = 0.5; |
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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: |
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fvol = 0.9; |
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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: |
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fvol = 0.8; |
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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: |
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fvol = 0.9; |
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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: |
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fvol = 0.9; |
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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; |
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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; |
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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: |
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 1: |
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 2: |
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 3: |
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); |
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break; |
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case 4: |
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); |
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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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case BULLET_PLAYER_AK47: |
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case BULLET_MONSTER_AK47: |
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case BULLET_MONSTER_HVMG: |
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case BULLET_PLAYER_MAC10: |
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case BULLET_MONSTER_MAC10: |
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case BULLET_PLAYER_SNIPER: |
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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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case BULLET_PLAYER_AK47: |
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case BULLET_MONSTER_AK47: |
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case BULLET_MONSTER_HVMG: |
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case BULLET_MONSTER_MAC10: |
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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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TTT: Event which spawns a smokepuff and/or sparks at a given origin |
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Note that you have to precache the sprites in the game dll |
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*/ |
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void EV_HLDM_SmokePuff( pmtrace_t *pTrace, float *vecSrc, float *vecEnd ) |
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{ |
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physent_t *pe; |
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// get entity at endpoint |
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent ); |
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if( pe && pe->solid == SOLID_BSP ) |
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{ |
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// if it's a solid wall / entity |
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char chTextureType = CHAR_TEX_CONCRETE; |
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const char *pTextureName; |
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char texname[64]; |
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char szbuffer[64]; |
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// get texture name |
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pTextureName = gEngfuncs.pEventAPI->EV_TraceTexture( pTrace->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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bool fDoPuffs = false; |
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bool fDoSparks = false; |
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int a, r, g, b; |
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switch( chTextureType ) |
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{ |
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// do smoke puff and eventually add sparks |
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case CHAR_TEX_TILE: |
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case CHAR_TEX_CONCRETE: |
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fDoSparks = ( gEngfuncs.pfnRandomLong( 1, 4 ) == 1 ); |
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fDoPuffs = true; |
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a = 128; |
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r = 200; |
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g = 200; |
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b = 200; |
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break; |
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// don't draw puff, but add sparks often |
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case CHAR_TEX_VENT: |
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case CHAR_TEX_GRATE: |
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case CHAR_TEX_METAL: |
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fDoSparks = ( gEngfuncs.pfnRandomLong( 1, 2 ) == 1 ); |
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break; |
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// draw brown puff, but don't do sparks |
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case CHAR_TEX_DIRT: |
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case CHAR_TEX_WOOD: |
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fDoPuffs = true; |
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a = 250; |
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r = 97; |
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g = 86; |
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b = 53; |
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break; |
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// don't do anything if those textures (perhaps add something later...) |
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default: |
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case CHAR_TEX_GLASS: |
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case CHAR_TEX_COMPUTER: |
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case CHAR_TEX_SLOSH: |
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break; |
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} |
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|
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if( fDoPuffs ) |
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{ |
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vec3_t angles, forward, right, up; |
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|
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VectorAngles( pTrace->plane.normal, angles ); |
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|
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AngleVectors( angles, forward, up, right ); |
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forward.z = -forward.z; |
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|
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// get sprite index |
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int iWallsmoke = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/wallsmoke.spr" ); |
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|
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// create sprite |
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TEMPENTITY *pTemp = gEngfuncs.pEfxAPI->R_TempSprite( |
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pTrace->endpos, |
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forward * gEngfuncs.pfnRandomFloat( 10, 30 ) + right * gEngfuncs.pfnRandomFloat( -6, 6 ) + up * gEngfuncs.pfnRandomFloat( 0, 6 ), |
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0.4, |
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iWallsmoke, |
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kRenderTransAlpha, |
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kRenderFxNone, |
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1.0, |
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0.3, |
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FTENT_SPRANIMATE | FTENT_FADEOUT |
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); |
|
|
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if( pTemp ) |
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{ |
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// sprite created successfully, adjust some things |
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pTemp->fadeSpeed = 2.0; |
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pTemp->entity.curstate.framerate = 20.0; |
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pTemp->entity.curstate.renderamt = a; |
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pTemp->entity.curstate.rendercolor.r = r; |
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pTemp->entity.curstate.rendercolor.g = g; |
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pTemp->entity.curstate.rendercolor.b = b; |
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} |
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} |
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|
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if( fDoSparks ) |
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{ |
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// spawn some sparks |
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gEngfuncs.pEfxAPI->R_SparkShower( pTrace->endpos ); |
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} |
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} |
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} |
|
|
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/* |
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================ |
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FireBullets |
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|
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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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|
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for( iShot = 1; iShot <= cShots; iShot++ ) |
|
{ |
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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 ); |
|
y = gEngfuncs.pfnRandomFloat( -0.5, 0.5 ) + gEngfuncs.pfnRandomFloat( -0.5, 0.5 ); |
|
z = x * x + y * y; |
|
}while( z > 1 ); |
|
|
|
for( i = 0 ; i < 3; i++ ) |
|
{ |
|
vecDir[i] = vecDirShooting[i] + x * flSpreadX * right[i] + y * flSpreadY * up [i]; |
|
vecEnd[i] = vecSrc[i] + flDistance * vecDir[i]; |
|
} |
|
}//But other guns already have their spread randomized in the synched spread. |
|
else |
|
{ |
|
for( i = 0 ; i < 3; i++ ) |
|
{ |
|
vecDir[i] = vecDirShooting[i] + flSpreadX * right[i] + flSpreadY * up [i]; |
|
vecEnd[i] = vecSrc[i] + flDistance * vecDir[i]; |
|
} |
|
} |
|
|
|
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); |
|
|
|
// Store off the old count |
|
gEngfuncs.pEventAPI->EV_PushPMStates(); |
|
|
|
// Now add in all of the players. |
|
gEngfuncs.pEventAPI->EV_SetSolidPlayers( idx - 1 ); |
|
|
|
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); |
|
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); |
|
|
|
tracer = EV_HLDM_CheckTracer( idx, vecSrc, tr.endpos, forward, right, iBulletType, iTracerFreq, tracerCount ); |
|
|
|
// do damage, paint decals |
|
if( tr.fraction != 1.0f ) |
|
{ |
|
switch( iBulletType ) |
|
{ |
|
default: |
|
case BULLET_PLAYER_9MM: |
|
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); |
|
EV_HLDM_DecalGunshot( &tr, iBulletType ); |
|
EV_HLDM_SmokePuff( &tr, vecSrc, vecEnd ); |
|
break; |
|
case BULLET_PLAYER_MP5: |
|
case BULLET_PLAYER_AK47: |
|
case BULLET_PLAYER_MAC10: |
|
if( !tracer ) |
|
{ |
|
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); |
|
EV_HLDM_DecalGunshot( &tr, iBulletType ); |
|
EV_HLDM_SmokePuff( &tr, vecSrc, vecEnd ); |
|
} |
|
break; |
|
case BULLET_PLAYER_BUCKSHOT: |
|
EV_HLDM_DecalGunshot( &tr, iBulletType ); |
|
EV_HLDM_SmokePuff( &tr, vecSrc, vecEnd ); |
|
break; |
|
case BULLET_PLAYER_357: |
|
case BULLET_PLAYER_SNIPER: |
|
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); |
|
EV_HLDM_DecalGunshot( &tr, iBulletType ); |
|
EV_HLDM_SmokePuff( &tr, vecSrc, vecEnd ); |
|
break; |
|
} |
|
} |
|
|
|
gEngfuncs.pEventAPI->EV_PopPMStates(); |
|
} |
|
} |
|
|
|
//====================== |
|
// GLOCK START |
|
//====================== |
|
void EV_FireGlock1( event_args_t *args ) |
|
{ |
|
int idx; |
|
vec3_t origin; |
|
vec3_t angles; |
|
vec3_t velocity; |
|
int empty; |
|
|
|
vec3_t ShellVelocity; |
|
vec3_t ShellOrigin; |
|
int shell; |
|
vec3_t vecSrc, vecAiming; |
|
vec3_t up, right, forward; |
|
|
|
idx = args->entindex; |
|
VectorCopy( args->origin, origin ); |
|
VectorCopy( args->angles, angles ); |
|
VectorCopy( args->velocity, velocity ); |
|
|
|
empty = args->bparam1; |
|
AngleVectors( angles, forward, right, up ); |
|
|
|
shell = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/shell.mdl" );// brass shell |
|
|
|
if( EV_IsLocal( idx ) ) |
|
{ |
|
EV_MuzzleFlash(); |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? GLOCK_SHOOT_EMPTY : GLOCK_SHOOT, 2 ); |
|
|
|
V_PunchAxis( 0, -2.6 ); |
|
V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -0.7, 0.7 ) ); |
|
} |
|
|
|
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, 0, args->fparam1, args->fparam2 ); |
|
} |
|
//====================== |
|
// GLOCK END |
|
//====================== |
|
|
|
//====================== |
|
// SHOTGUN START |
|
//====================== |
|
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, -6.0 ); |
|
V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -2, 2 ) ); |
|
} |
|
|
|
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, 85 + gEngfuncs.pfnRandomLong( 0, 31 ) ); |
|
|
|
EV_GetGunPosition( args, vecSrc, origin ); |
|
VectorCopy( forward, vecAiming ); |
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 16, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.04362 ); |
|
} |
|
//====================== |
|
// 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( -1.7, -2.3 ) ); |
|
V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1, 1 ) ); |
|
} |
|
|
|
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 ); |
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 0, &g_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, -8 ); |
|
} |
|
|
|
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 |
|
//====================== |
|
|
|
//====================== |
|
// CROWBAR START |
|
//====================== |
|
enum crowbar_e |
|
{ |
|
CROWBAR_IDLE = 0, |
|
CROWBAR_DRAW, |
|
CROWBAR_HOLSTER, |
|
CROWBAR_ATTACK1HIT, |
|
CROWBAR_ATTACK1MISS, |
|
CROWBAR_ATTACK2MISS, |
|
CROWBAR_ATTACK2HIT, |
|
CROWBAR_ATTACK3MISS, |
|
#ifndef CROWBAR_IDLE_ANIM |
|
CROWBAR_ATTACK3HIT |
|
#else |
|
CROWBAR_ATTACK3HIT, |
|
CROWBAR_IDLE2, |
|
CROWBAR_IDLE3 |
|
#endif |
|
}; |
|
|
|
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 ) ) |
|
{ |
|
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( 0.95f, 1.0f ), 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 < 1.0f ) |
|
{ |
|
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( 0.95f, 1.0f ), 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; |
|
vec3_t angles; |
|
vec3_t velocity; |
|
|
|
vec3_t vecSrc, vecAiming; |
|
vec3_t up, right, forward; |
|
|
|
idx = args->entindex; |
|
VectorCopy( args->origin, origin ); |
|
VectorCopy( args->angles, angles ); |
|
VectorCopy( args->velocity, velocity ); |
|
|
|
AngleVectors( angles, forward, right, up ); |
|
|
|
if( EV_IsLocal( idx ) ) |
|
{ |
|
// Add muzzle flash to current weapon model |
|
EV_MuzzleFlash(); |
|
|
|
if( args->iparam1 ) |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 1 ); |
|
else if( args->iparam2 ) |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 ); |
|
|
|
V_PunchAxis( 0.0f, -2.0f ); |
|
} |
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) ); |
|
|
|
EV_GetGunPosition( args, vecSrc, origin ); |
|
|
|
VectorCopy( forward, vecAiming ); |
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_SNIPER, 0, 0, args->fparam1, args->fparam2 ); |
|
} |
|
//====================== |
|
// 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 |
|
//====================== |
|
|
|
//====================== |
|
// 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 * 128.0f, PM_NORMAL, -1, &tr ); |
|
|
|
//Hit something solid |
|
if( tr.fraction < 1.0f ) |
|
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 > 0.25f ) |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( SQUEAK_THROW, 0 ); |
|
|
|
gEngfuncs.pEventAPI->EV_PopPMStates(); |
|
} |
|
//====================== |
|
// SQUEAK END |
|
//====================== |
|
#define SND_CHANGE_PITCH (1 << 7) // duplicated in protocol.h change sound pitch |
|
void EV_TrainPitchAdjust( event_args_t *args ) |
|
{ |
|
int idx; |
|
vec3_t origin; |
|
|
|
unsigned short us_params; |
|
int noise; |
|
float m_flVolume; |
|
int pitch; |
|
int stop; |
|
|
|
const char *pszSound; |
|
|
|
idx = args->entindex; |
|
|
|
VectorCopy( args->origin, origin ); |
|
|
|
us_params = (unsigned short)args->iparam1; |
|
stop = args->bparam1; |
|
|
|
m_flVolume = (float)( us_params & 0x003f ) / 40.0f; |
|
noise = (int)( ( ( us_params ) >> 12 ) & 0x0007 ); |
|
pitch = (int)( 10.0f * (float)( ( us_params >> 6 ) & 0x003f ) ); |
|
|
|
switch( noise ) |
|
{ |
|
case 1: |
|
pszSound = "plats/ttrain1.wav"; |
|
break; |
|
case 2: |
|
pszSound = "plats/ttrain2.wav"; |
|
break; |
|
case 3: |
|
pszSound = "plats/ttrain3.wav"; |
|
break; |
|
case 4: |
|
pszSound = "plats/ttrain4.wav"; |
|
break; |
|
case 5: |
|
pszSound = "plats/ttrain6.wav"; |
|
break; |
|
case 6: |
|
pszSound = "plats/ttrain7.wav"; |
|
break; |
|
default: |
|
// no sound |
|
return; |
|
} |
|
|
|
if( stop ) |
|
{ |
|
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, pszSound ); |
|
} |
|
else |
|
{ |
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, pszSound, m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, pitch ); |
|
} |
|
} |
|
|
|
int EV_TFC_IsAllyTeam( int iTeam1, int iTeam2 ) |
|
{ |
|
return 0; |
|
} |
|
|
|
//====================== |
|
// AK47 START |
|
//====================== |
|
enum ak47_e |
|
{ |
|
AK47_LONGIDLE = 0, |
|
AK47_IDLE1, |
|
AK47_LAUNCH, |
|
AK47_RELOAD, |
|
AK47_DEPLOY, |
|
AK47_FIRE1, |
|
AK47_FIRE2, |
|
AK47_FIRE3, |
|
}; |
|
|
|
void EV_FireAK47( struct event_args_s *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( AK47_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 ); |
|
|
|
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2.5, -3.2 ) ); |
|
V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1.5, 1.5 ) ); |
|
} |
|
|
|
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, 2 ) ) |
|
{ |
|
case 0: |
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/ak1.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); |
|
break; |
|
case 1: |
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/ak2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); |
|
break; |
|
case 2: |
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/ak3.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); |
|
break; |
|
} |
|
|
|
EV_GetGunPosition( args, vecSrc, origin ); |
|
VectorCopy( forward, vecAiming ); |
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_AK47, 0, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 ); |
|
} |
|
//====================== |
|
// AK47 END |
|
//====================== |
|
|
|
//====================== |
|
// MAC10 START |
|
//====================== |
|
enum mac10_e |
|
{ |
|
MAC10_LONGIDLE = 0, |
|
MAC10_IDLE1, |
|
MAC10_LAUNCH, |
|
MAC10_RELOAD, |
|
MAC10_DEPLOY, |
|
MAC10_FIRE1, |
|
MAC10_FIRE2, |
|
MAC10_FIRE3, |
|
}; |
|
|
|
void EV_FireMac10( struct event_args_s *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( MAC10_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 ); |
|
|
|
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -1.4, -2 ) ); |
|
V_PunchAxis( 1, gEngfuncs.pfnRandomFloat( -1.6, 1.6 ) ); |
|
} |
|
|
|
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, 2 ) ) |
|
{ |
|
case 0: |
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/mac1.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); |
|
break; |
|
case 1: |
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/mac2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); |
|
break; |
|
case 2: |
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/mac3.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); |
|
break; |
|
} |
|
|
|
EV_GetGunPosition( args, vecSrc, origin ); |
|
VectorCopy( forward, vecAiming ); |
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MAC10, 0, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 ); |
|
} |
|
//====================== |
|
// MAC10 END |
|
//======================
|
|
|