You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
737 lines
19 KiB
737 lines
19 KiB
/*** |
|
* |
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
|
* |
|
* This product contains software technology licensed from Id |
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
|
* All Rights Reserved. |
|
* |
|
* Use, distribution, and modification of this source code and/or resulting |
|
* object code is restricted to non-commercial enhancements to products from |
|
* Valve LLC. All other use, distribution, or modification is prohibited |
|
* without written permission from Valve LLC. |
|
* |
|
****/ |
|
|
|
#include "hud.h" |
|
#include "cl_util.h" |
|
#include "const.h" |
|
#include "entity_state.h" |
|
#include "cl_entity.h" |
|
#include "entity_types.h" |
|
#include "usercmd.h" |
|
#include "pm_defs.h" |
|
#include "pm_materials.h" |
|
|
|
#include "eventscripts.h" |
|
#include "ev_hldm.h" |
|
|
|
#include "r_efx.h" |
|
#include "event_api.h" |
|
#include "event_args.h" |
|
#include "in_defs.h" |
|
|
|
#include <string.h> |
|
|
|
#include "r_studioint.h" |
|
#include "com_model.h" |
|
|
|
extern engine_studio_api_t IEngineStudio; |
|
|
|
static int g_tracerCount[32]; |
|
|
|
extern "C" char PM_FindTextureType( char *name ); |
|
|
|
void V_PunchAxis( int axis, float punch ); |
|
void VectorAngles( const float *forward, float *angles ); |
|
|
|
extern cvar_t *cl_lw; |
|
|
|
extern "C" |
|
{ |
|
// HLDM |
|
//void EV_FireGlock1( struct event_args_s *args ); |
|
//void EV_FireGlock2( struct event_args_s *args ); |
|
void EV_FireShotGunSingle( struct event_args_s *args ); |
|
|
|
void EV_TrainPitchAdjust( struct event_args_s *args ); |
|
|
|
void EV_SpinXS(struct event_args_s *args); |
|
} |
|
|
|
#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 ) |
|
#define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 ) |
|
#define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 ) |
|
#define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 ) |
|
#define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 ) |
|
#define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 ) |
|
#define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 ) |
|
#define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 ) |
|
#define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 ) |
|
#define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 ) |
|
#define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 ) |
|
#define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 ) |
|
|
|
// play a strike sound based on the texture that was hit by the attack traceline. VecSrc/VecEnd are the |
|
// original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture. |
|
// returns volume of strike instrument (crowbar) to play |
|
float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, int iBulletType ) |
|
{ |
|
// hit the world, try to play sound based on texture material type |
|
char chTextureType = CHAR_TEX_CONCRETE; |
|
float fvol; |
|
float fvolbar; |
|
const char *rgsz[4]; |
|
int cnt; |
|
float fattn = ATTN_NORM; |
|
int entity; |
|
char *pTextureName; |
|
char texname[64]; |
|
char szbuffer[64]; |
|
|
|
entity = gEngfuncs.pEventAPI->EV_IndexFromTrace( ptr ); |
|
|
|
// FIXME check if playtexture sounds movevar is set |
|
// |
|
chTextureType = 0; |
|
|
|
// Player |
|
if( entity >= 1 && entity <= gEngfuncs.GetMaxClients() ) |
|
{ |
|
// hit body |
|
chTextureType = CHAR_TEX_FLESH; |
|
} |
|
else if( entity == 0 ) |
|
{ |
|
// get texture from entity or world (world is ent(0)) |
|
pTextureName = (char *)gEngfuncs.pEventAPI->EV_TraceTexture( ptr->ent, vecSrc, vecEnd ); |
|
|
|
if ( pTextureName ) |
|
{ |
|
strcpy( texname, pTextureName ); |
|
pTextureName = texname; |
|
|
|
// strip leading '-0' or '+0~' or '{' or '!' |
|
if( *pTextureName == '-' || *pTextureName == '+' ) |
|
{ |
|
pTextureName += 2; |
|
} |
|
|
|
if( *pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ' ) |
|
{ |
|
pTextureName++; |
|
} |
|
|
|
// '}}' |
|
strcpy( szbuffer, pTextureName ); |
|
szbuffer[CBTEXTURENAMEMAX - 1] = 0; |
|
|
|
// get texture type |
|
chTextureType = PM_FindTextureType( szbuffer ); |
|
} |
|
} |
|
|
|
switch (chTextureType) |
|
{ |
|
default: |
|
case CHAR_TEX_CONCRETE: |
|
fvol = 0.9; |
|
fvolbar = 0.6; |
|
rgsz[0] = "player/pl_step1.wav"; |
|
rgsz[1] = "player/pl_step2.wav"; |
|
cnt = 2; |
|
break; |
|
case CHAR_TEX_METAL: |
|
fvol = 0.9; |
|
fvolbar = 0.3; |
|
rgsz[0] = "player/pl_metal1.wav"; |
|
rgsz[1] = "player/pl_metal2.wav"; |
|
cnt = 2; |
|
break; |
|
case CHAR_TEX_DIRT: |
|
fvol = 0.9; |
|
fvolbar = 0.1; |
|
rgsz[0] = "player/pl_dirt1.wav"; |
|
rgsz[1] = "player/pl_dirt2.wav"; |
|
rgsz[2] = "player/pl_dirt3.wav"; |
|
cnt = 3; |
|
break; |
|
case CHAR_TEX_VENT: |
|
fvol = 0.5; |
|
fvolbar = 0.3; |
|
rgsz[0] = "player/pl_duct1.wav"; |
|
rgsz[1] = "player/pl_duct1.wav"; |
|
cnt = 2; |
|
break; |
|
case CHAR_TEX_GRATE: |
|
fvol = 0.9; |
|
fvolbar = 0.5; |
|
rgsz[0] = "player/pl_grate1.wav"; |
|
rgsz[1] = "player/pl_grate4.wav"; |
|
cnt = 2; |
|
break; |
|
case CHAR_TEX_TILE: |
|
fvol = 0.8; |
|
fvolbar = 0.2; |
|
rgsz[0] = "player/pl_tile1.wav"; |
|
rgsz[1] = "player/pl_tile3.wav"; |
|
rgsz[2] = "player/pl_tile2.wav"; |
|
rgsz[3] = "player/pl_tile4.wav"; |
|
cnt = 4; |
|
break; |
|
case CHAR_TEX_SLOSH: |
|
fvol = 0.9; |
|
fvolbar = 0.0; |
|
rgsz[0] = "player/pl_slosh1.wav"; |
|
rgsz[1] = "player/pl_slosh3.wav"; |
|
rgsz[2] = "player/pl_slosh2.wav"; |
|
rgsz[3] = "player/pl_slosh4.wav"; |
|
cnt = 4; |
|
break; |
|
case CHAR_TEX_WOOD: |
|
fvol = 0.9; |
|
fvolbar = 0.2; |
|
rgsz[0] = "debris/wood1.wav"; |
|
rgsz[1] = "debris/wood2.wav"; |
|
rgsz[2] = "debris/wood3.wav"; |
|
cnt = 3; |
|
break; |
|
case CHAR_TEX_GLASS: |
|
case CHAR_TEX_COMPUTER: |
|
fvol = 0.8; |
|
fvolbar = 0.2; |
|
rgsz[0] = "debris/glass1.wav"; |
|
rgsz[1] = "debris/glass2.wav"; |
|
rgsz[2] = "debris/glass3.wav"; |
|
cnt = 3; |
|
break; |
|
case CHAR_TEX_FLESH: |
|
if( iBulletType == BULLET_PLAYER_CROWBAR ) |
|
return 0.0; // crowbar already makes this sound |
|
fvol = 1.0; |
|
fvolbar = 0.2; |
|
rgsz[0] = "weapons/bullet_hit1.wav"; |
|
rgsz[1] = "weapons/bullet_hit2.wav"; |
|
fattn = 1.0; |
|
cnt = 2; |
|
break; |
|
} |
|
|
|
// play material hit sound |
|
gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, rgsz[gEngfuncs.pfnRandomLong( 0, cnt - 1 )], fvol, fattn, 0, 96 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); |
|
return fvolbar; |
|
} |
|
|
|
char *EV_HLDM_DamageDecal( physent_t *pe ) |
|
{ |
|
static char decalname[32]; |
|
int idx; |
|
|
|
if( pe->classnumber == 1 ) |
|
{ |
|
idx = gEngfuncs.pfnRandomLong( 0, 2 ); |
|
sprintf( decalname, "{break%i", idx + 1 ); |
|
} |
|
else if( pe->rendermode != kRenderNormal ) |
|
{ |
|
sprintf( decalname, "{bproof1" ); |
|
} |
|
else |
|
{ |
|
idx = gEngfuncs.pfnRandomLong( 0, 4 ); |
|
sprintf( decalname, "{shot%i", idx + 1 ); |
|
} |
|
return decalname; |
|
} |
|
|
|
//===================== |
|
// EV_WallPuffCallback |
|
//===================== |
|
void EV_WallPuffCallback( struct tempent_s *ent, float frametime, float currenttime ) |
|
{ |
|
ent->entity.angles = ent->entity.baseline.vuser1; |
|
} |
|
|
|
void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName ) |
|
{ |
|
int iRand; |
|
physent_t *pe; |
|
|
|
gEngfuncs.pEfxAPI->R_BulletImpactParticles( pTrace->endpos ); |
|
|
|
iRand = gEngfuncs.pfnRandomLong( 0, 0x7FFF ); |
|
if( iRand < ( 0x7fff / 2 ) )// not every bullet makes a sound. |
|
{ |
|
switch( iRand % 5 ) |
|
{ |
|
case 0: |
|
gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); |
|
break; |
|
case 1: |
|
gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); |
|
break; |
|
case 2: |
|
gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); |
|
break; |
|
case 3: |
|
gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); |
|
break; |
|
case 4: |
|
gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); |
|
break; |
|
} |
|
} |
|
|
|
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent ); |
|
|
|
// Only decal brush models such as the world etc. |
|
if( decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) ) |
|
{ |
|
if( CVAR_GET_FLOAT( "r_decals" ) ) |
|
{ |
|
gEngfuncs.pEfxAPI->R_DecalShoot( |
|
gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ), |
|
gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 ); |
|
|
|
// |
|
// Spawn small smoke puffs at the trace end location. |
|
// |
|
int modelindex = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/wallsmoke.spr" ); |
|
Vector position = pTrace->endpos + pTrace->plane.normal * 2; |
|
Vector velocity = pTrace->plane.normal * gEngfuncs.pfnRandomFloat( 8, 10 ); |
|
|
|
TEMPENTITY* pSmoke = gEngfuncs.pEfxAPI->R_TempSprite( |
|
position, // position |
|
velocity, // velocity |
|
gEngfuncs.pfnRandomFloat( 0.3f, 0.5f ), // scale |
|
modelindex, // model index |
|
kRenderNormal, // rendermode |
|
kRenderFxNoDissipation, // renderfx |
|
0.5, // alpha |
|
0.3, // life |
|
FTENT_SPRCYCLE | FTENT_FADEOUT ); // flags |
|
|
|
if( pSmoke ) |
|
{ |
|
Vector angles; |
|
VectorAngles( velocity, angles ); |
|
|
|
pSmoke->flags |= FTENT_CLIENTCUSTOM; |
|
pSmoke->entity.curstate.framerate = 30; |
|
pSmoke->entity.baseline.vuser1 = angles; |
|
pSmoke->callback = EV_WallPuffCallback; |
|
} |
|
} |
|
} |
|
} |
|
|
|
void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType ) |
|
{ |
|
physent_t *pe; |
|
|
|
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent ); |
|
|
|
if( pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) ) |
|
{ |
|
switch( iBulletType ) |
|
{ |
|
case BULLET_PLAYER_9MM: |
|
case BULLET_MONSTER_9MM: |
|
case BULLET_PLAYER_MP5: |
|
case BULLET_MONSTER_MP5: |
|
case BULLET_PLAYER_BUCKSHOT: |
|
case BULLET_PLAYER_357: |
|
default: |
|
// smoke and decal |
|
EV_HLDM_GunshotDecalTrace( pTrace, EV_HLDM_DamageDecal( pe ) ); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, float *right, int iBulletType, int iTracerFreq, int *tracerCount ) |
|
{ |
|
int tracer = 0; |
|
int i; |
|
qboolean player = idx >= 1 && idx <= gEngfuncs.GetMaxClients() ? true : false; |
|
|
|
if( iTracerFreq != 0 && ( (*tracerCount)++ % iTracerFreq ) == 0 ) |
|
{ |
|
vec3_t vecTracerSrc; |
|
|
|
if( player ) |
|
{ |
|
vec3_t offset( 0, 0, -4 ); |
|
|
|
// adjust tracer position for player |
|
for( i = 0; i < 3; i++ ) |
|
{ |
|
vecTracerSrc[i] = vecSrc[i] + offset[i] + right[i] * 2 + forward[i] * 16; |
|
} |
|
} |
|
else |
|
{ |
|
VectorCopy( vecSrc, vecTracerSrc ); |
|
} |
|
|
|
if( iTracerFreq != 1 ) // guns that always trace also always decal |
|
tracer = 1; |
|
|
|
switch( iBulletType ) |
|
{ |
|
case BULLET_PLAYER_MP5: |
|
case BULLET_MONSTER_MP5: |
|
case BULLET_MONSTER_9MM: |
|
case BULLET_MONSTER_12MM: |
|
default: |
|
EV_CreateTracer( vecTracerSrc, end ); |
|
break; |
|
} |
|
} |
|
|
|
return tracer; |
|
} |
|
|
|
/* |
|
================ |
|
FireBullets |
|
|
|
Go to the trouble of combining multiple pellets into a single damage call. |
|
================ |
|
*/ |
|
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 ) |
|
{ |
|
int i; |
|
pmtrace_t tr; |
|
int iShot; |
|
int tracer; |
|
|
|
for( iShot = 1; iShot <= cShots; iShot++ ) |
|
{ |
|
vec3_t vecDir, vecEnd; |
|
float x, y, z; |
|
|
|
do{ |
|
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]; |
|
} |
|
|
|
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 != 1.0 ) |
|
{ |
|
switch( iBulletType ) |
|
{ |
|
default: |
|
case BULLET_PLAYER_9MM: |
|
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); |
|
EV_HLDM_DecalGunshot( &tr, iBulletType ); |
|
break; |
|
case BULLET_PLAYER_MP5: |
|
if( !tracer ) |
|
{ |
|
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); |
|
EV_HLDM_DecalGunshot( &tr, iBulletType ); |
|
} |
|
break; |
|
case BULLET_PLAYER_BUCKSHOT: |
|
EV_HLDM_DecalGunshot( &tr, iBulletType ); |
|
break; |
|
case BULLET_PLAYER_357: |
|
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); |
|
EV_HLDM_DecalGunshot( &tr, iBulletType ); |
|
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, -2.0 ); |
|
} |
|
|
|
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 ); |
|
|
|
EV_EjectBrass( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL ); |
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat( 0.92, 1.0 ), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) ); |
|
|
|
EV_GetGunPosition( args, vecSrc, origin ); |
|
|
|
VectorCopy( forward, vecAiming ); |
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, 0, args->fparam1, args->fparam2 ); |
|
} |
|
|
|
void EV_FireGlock2( 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; |
|
|
|
idx = args->entindex; |
|
VectorCopy( args->origin, origin ); |
|
VectorCopy( args->angles, angles ); |
|
VectorCopy( args->velocity, velocity ); |
|
int empty = args->bparam1; |
|
|
|
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( empty ? GLOCK_SHOOT_EMPTY : GLOCK_SHOOT, 2 ); |
|
|
|
V_PunchAxis( 0, -2.0 ); |
|
} |
|
|
|
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 ); |
|
|
|
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL ); |
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat( 0.92, 1.0 ), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) ); |
|
|
|
EV_GetGunPosition( args, vecSrc, origin ); |
|
|
|
VectorCopy( forward, vecAiming ); |
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, &g_tracerCount[idx - 1], 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, -15.0 ); |
|
} |
|
|
|
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 32, -12, 6 ); |
|
|
|
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHOTSHELL ); |
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/dbarrel1.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0x1f ) ); |
|
|
|
EV_GetGunPosition( args, vecSrc, origin ); |
|
VectorCopy( forward, vecAiming ); |
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 ); |
|
} |
|
//====================== |
|
// SHOTGUN 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 ) / 40.0; |
|
noise = (int)( ( ( us_params ) >> 12 ) & 0x0007 ); |
|
pitch = (int)( 10.0 * (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; |
|
} |
|
|
|
//====================== |
|
// XENSQUASHER START |
|
//====================== |
|
enum xensquasher_e |
|
{ |
|
XS_IDLE = 0, |
|
XS_IDLE2, |
|
XS_FIDGET, |
|
XS_SPINUP, |
|
XS_SPIN, |
|
XS_FIRE, |
|
XS_FIRE2, |
|
XS_HOLSTER, |
|
XS_DRAW, |
|
XS_RELOAD, |
|
}; |
|
|
|
void EV_StopPreviousXS( int idx ) |
|
{ |
|
// Make sure we don't have a gauss spin event in the queue for this guy |
|
gEngfuncs.pEventAPI->EV_KillEvents( idx, "events/xsspin.sc" ); |
|
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_WEAPON, "weapons/xs_windup.wav" ); |
|
if( EV_IsLocal( idx ) ) |
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( XS_FIRE2, 2 ); |
|
} |
|
|
|
void EV_SpinXS( event_args_t *args ) |
|
{ |
|
int idx; |
|
vec3_t origin; |
|
vec3_t angles; |
|
vec3_t velocity; |
|
int iSoundState = 0; |
|
|
|
int pitch; |
|
|
|
idx = args->entindex; |
|
|
|
if( args->bparam2 ) |
|
{ |
|
EV_StopPreviousXS( idx ); |
|
return; |
|
} |
|
|
|
VectorCopy( args->origin, origin ); |
|
// VectorCopy( args->angles, angles ); |
|
// VectorCopy( args->velocity, velocity ); |
|
|
|
pitch = args->iparam1; |
|
|
|
iSoundState = args->bparam1 ? SND_CHANGE_PITCH : 0; |
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/xs_windup.wav", 1.0, ATTN_NORM, iSoundState, pitch ); |
|
}
|
|
|