Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "usercmd.h"
#include "entity_state.h"
#include "demo_api.h"
#include "pm_defs.h"
#include "event_api.h"
#include "r_efx.h"
#include "../hud_iface.h"
#include "../com_weapons.h"
#include "../demo.h"
extern globalvars_t *gpGlobals;
extern int g_iUser1;
// Pool of client side entities/entvars_t
static entvars_t ev[MAX_WEAPONS];
static int num_ents = 0;
// The entity we'll use to represent the local client
static CBasePlayer player;
// Local version of game .dll global variables ( time, etc. )
static globalvars_t Globals;
static CBasePlayerWeapon *g_pWpns[MAX_WEAPONS];
float g_flApplyVel = 0.0;
int g_irunninggausspred = 0;
vec3_t previousorigin;
// HLDM Weapon placeholder entities.
/*
======================
AlertMessage
Print debug messages to console
======================
*/
void AlertMessage( ALERT_TYPE atype, const char *szFmt, ... )
{
va_list argptr;
static char string[1024];
va_start( argptr, szFmt );
vsprintf( string, szFmt, argptr );
va_end( argptr );
gEngfuncs.Con_Printf( "cl: " );
gEngfuncs.Con_Printf( string );
}
//Returns if it's multiplayer.
//Mostly used by the client side weapons.
bool bIsMultiplayer( void )
{
return gEngfuncs.GetMaxClients() == 1 ? 0 : 1;
}
//Just loads a v_ model.
void LoadVModel( const char *szViewModel, CBasePlayer *m_pPlayer )
{
gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
}
/*
=====================
HUD_PrepEntity
Links the raw entity to an entvars_s holder. If a player is passed in as the owner, then
we set up the m_pPlayer field.
=====================
*/
void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner )
{
memset( &ev[num_ents], 0, sizeof(entvars_t) );
pEntity->pev = &ev[num_ents++];
pEntity->Precache();
pEntity->Spawn();
if( pWeaponOwner )
{
ItemInfo info;
( (CBasePlayerWeapon *)pEntity )->m_pPlayer = pWeaponOwner;
( (CBasePlayerWeapon *)pEntity )->GetItemInfo( &info );
g_pWpns[info.iId] = (CBasePlayerWeapon *)pEntity;
}
}
/*
=====================
CBaseEntity::Killed
If weapons code "kills" an entity, just set its effects to EF_NODRAW
=====================
*/
void CBaseEntity::Killed( entvars_t *pevAttacker, int iGib )
{
pev->effects |= EF_NODRAW;
}
/*
=====================
CBasePlayerWeapon::DefaultReload
=====================
*/
BOOL CBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay, int body )
{
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
return FALSE;
int j = Q_min( iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] );
if( j == 0 )
return FALSE;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
//!!UNDONE -- reload sound goes here !!!
SendWeaponAnim( iAnim, UseDecrement(), body );
m_fInReload = TRUE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
return TRUE;
}
/*
=====================
CBasePlayerWeapon::CanDeploy
=====================
*/
BOOL CBasePlayerWeapon::CanDeploy( void )
{
BOOL bHasAmmo = 0;
if( !pszAmmo1() )
{
// this weapon doesn't use ammo, can always deploy.
return TRUE;
}
if( pszAmmo1() )
{
bHasAmmo |= ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0 );
}
if( pszAmmo2() )
{
bHasAmmo |= ( m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0 );
}
if( m_iClip > 0 )
{
bHasAmmo |= 1;
}
if( !bHasAmmo )
{
return FALSE;
}
return TRUE;
}
/*
=====================
CBasePlayerWeapon::DefaultDeploy
=====================
*/
BOOL CBasePlayerWeapon::DefaultDeploy( const char *szViewModel, const char *szWeaponModel, int iAnim, const char *szAnimExt, int skiplocal, int body )
{
if( !CanDeploy() )
return FALSE;
gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
SendWeaponAnim( iAnim, skiplocal, body );
g_irunninggausspred = false;
m_pPlayer->m_flNextAttack = 0.5f;
m_flTimeWeaponIdle = 1.0f;
return TRUE;
}
/*
=====================
CBasePlayerWeapon::PlayEmptySound
=====================
*/
BOOL CBasePlayerWeapon::PlayEmptySound( void )
{
if( m_iPlayEmptySound )
{
HUD_PlaySound( "weapons/357_cock1.wav", 0.8f );
m_iPlayEmptySound = 0;
return 0;
}
return 0;
}
/*
=====================
CBasePlayerWeapon::ResetEmptySound
=====================
*/
void CBasePlayerWeapon::ResetEmptySound( void )
{
m_iPlayEmptySound = 1;
}
/*
=====================
CBasePlayerWeapon::Holster
Put away weapon
=====================
*/
void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE; // cancel any reload in progress.
g_irunninggausspred = false;
m_pPlayer->pev->viewmodel = 0;
}
/*
=====================
CBasePlayerWeapon::SendWeaponAnim
Animate weapon model
=====================
*/
void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body )
{
m_pPlayer->pev->weaponanim = iAnim;
HUD_SendWeaponAnim( iAnim, body, 0 );
}
/*
=====================
CBaseEntity::FireBulletsPlayer
Only produces random numbers to match the server ones.
=====================
*/
Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker, int shared_rand )
{
float x = 0.0f, y = 0.0f, z;
for( ULONG iShot = 1; iShot <= cShots; iShot++ )
{
if( pevAttacker == NULL )
{
// get circular gaussian spread
do {
x = RANDOM_FLOAT( -0.5f, 0.5f ) + RANDOM_FLOAT( -0.5f, 0.5f );
y = RANDOM_FLOAT( -0.5f, 0.5f ) + RANDOM_FLOAT( -0.5f, 0.5f );
z = x * x + y * y;
} while( z > 1 );
}
else
{
//Use player's random seed.
// get circular gaussian spread
x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5f, 0.5f ) + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5f, 0.5f );
y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5f, 0.5f ) + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5f, 0.5f );
// z = x * x + y * y;
}
}
return Vector( x * vecSpread.x, y * vecSpread.y, 0.0f );
}
/*
=====================
CBasePlayerWeapon::ItemPostFrame
Handles weapon firing, reloading, etc.
=====================
*/
void CBasePlayerWeapon::ItemPostFrame( void )
{
if( ( m_fInReload ) && ( m_pPlayer->m_flNextAttack <= 0.0f ) )
{
#if 1
// complete the reload.
ItemInfo itemInfo;
memset( &itemInfo, 0, sizeof( itemInfo ) );
GetItemInfo( &itemInfo );
int j = Q_min( itemInfo.iMaxClip - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] );
// Add them to the clip
m_iClip += j;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
#else
m_iClip += 10;
#endif
m_fInReload = FALSE;
}
if( ( m_pPlayer->pev->button & IN_ATTACK2 ) && ( m_flNextSecondaryAttack <= 0.0f ) )
{
if( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
{
m_fFireOnEmpty = TRUE;
}
SecondaryAttack();
m_pPlayer->pev->button &= ~IN_ATTACK2;
}
else if( ( m_pPlayer->pev->button & IN_ATTACK ) && ( m_flNextPrimaryAttack <= 0.0f ) )
{
if( ( m_iClip == 0 && pszAmmo1() ) || ( iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
{
m_fFireOnEmpty = TRUE;
}
PrimaryAttack();
}
else if( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload )
{
// reload when reload is pressed, or if no buttons are down and weapon is empty.
Reload();
}
else if( !( m_pPlayer->pev->button & ( IN_ATTACK | IN_ATTACK2 ) ) )
{
// no fire buttons down
m_fFireOnEmpty = FALSE;
// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
if( m_iClip == 0 && !( iFlags() & ITEM_FLAG_NOAUTORELOAD ) && m_flNextPrimaryAttack <= 0.0f )
{
Reload();
return;
}
WeaponIdle( );
return;
}
// catch all
if( ShouldWeaponIdle() )
{
WeaponIdle();
}
}
/*
=====================
CBasePlayer::SelectItem
Switch weapons
=====================
*/
void CBasePlayer::SelectItem( const char *pstr )
{
if( !pstr )
return;
CBasePlayerItem *pItem = NULL;
if( !pItem )
return;
if( pItem == m_pActiveItem )
return;
if( m_pActiveItem )
m_pActiveItem->Holster();
m_pLastItem = m_pActiveItem;
m_pActiveItem = pItem;
if( m_pActiveItem )
{
m_pActiveItem->Deploy();
}
}
/*
=====================
CBasePlayer::SelectLastItem
=====================
*/
void CBasePlayer::SelectLastItem( void )
{
if( !m_pLastItem )
{
return;
}
if( m_pActiveItem && !m_pActiveItem->CanHolster() )
{
return;
}
if( m_pActiveItem )
m_pActiveItem->Holster();
CBasePlayerItem *pTemp = m_pActiveItem;
m_pActiveItem = m_pLastItem;
m_pLastItem = pTemp;
m_pActiveItem->Deploy( );
}
/*
=====================
CBasePlayer::Killed
=====================
*/
void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
{
// Holster weapon immediately, to allow it to cleanup
if( m_pActiveItem )
m_pActiveItem->Holster();
g_irunninggausspred = false;
}
/*
=====================
CBasePlayer::Spawn
=====================
*/
void CBasePlayer::Spawn( void )
{
if( m_pActiveItem )
m_pActiveItem->Deploy( );
g_irunninggausspred = false;
}
/*
=====================
UTIL_TraceLine
Don't actually trace, but act like the trace didn't hit anything.
=====================
*/
void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr )
{
memset( ptr, 0, sizeof(*ptr) );
ptr->flFraction = 1.0f;
}
/*
=====================
UTIL_ParticleBox
For debugging, draw a box around a player made out of particles
=====================
*/
void UTIL_ParticleBox( CBasePlayer *player, float *mins, float *maxs, float life, unsigned char r, unsigned char g, unsigned char b )
{
int i;
vec3_t mmin, mmax;
for( i = 0; i < 3; i++ )
{
mmin[i] = player->pev->origin[i] + mins[i];
mmax[i] = player->pev->origin[i] + maxs[i];
}
gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mmin, (float *)&mmax, 5.0, 0, 255, 0 );
}
/*
=====================
UTIL_ParticleBoxes
For debugging, draw boxes for other collidable players
=====================
*/
void UTIL_ParticleBoxes( void )
{
int idx;
physent_t *pe;
cl_entity_t *player;
vec3_t mins, maxs;
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
player = gEngfuncs.GetLocalPlayer();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 );
for( idx = 1; idx < 100; idx++ )
{
pe = gEngfuncs.pEventAPI->EV_GetPhysent( idx );
if( !pe )
break;
if( pe->info >= 1 && pe->info <= gEngfuncs.GetMaxClients() )
{
mins = pe->origin + pe->mins;
maxs = pe->origin + pe->maxs;
gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mins, (float *)&maxs, 0, 0, 255, 2.0 );
}
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
/*
=====================
UTIL_ParticleLine
For debugging, draw a line made out of particles
=====================
*/
void UTIL_ParticleLine( CBasePlayer *player, float *start, float *end, float life, unsigned char r, unsigned char g, unsigned char b )
{
gEngfuncs.pEfxAPI->R_ParticleLine( start, end, r, g, b, life );
}
/*
=====================
HUD_InitClientWeapons
Set up weapons, player and functions needed to run weapons code client-side.
=====================
*/
void HUD_InitClientWeapons( void )
{
static int initialized = 0;
if( initialized )
return;
initialized = 1;
// Set up pointer ( dummy object )
gpGlobals = &Globals;
// Fill in current time ( probably not needed )
gpGlobals->time = gEngfuncs.GetClientTime();
// Fake functions
g_engfuncs.pfnPrecacheModel = stub_PrecacheModel;
g_engfuncs.pfnPrecacheSound = stub_PrecacheSound;
g_engfuncs.pfnPrecacheEvent = stub_PrecacheEvent;
g_engfuncs.pfnNameForFunction = stub_NameForFunction;
g_engfuncs.pfnSetModel = stub_SetModel;
g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed;
// Handled locally
g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent;
g_engfuncs.pfnAlertMessage = AlertMessage;
// Pass through to engine
g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent;
g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat;
g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong;
// Allocate a slot for the local player
HUD_PrepEntity( &player, NULL );
// Allocate slot(s) for each weapon that we are going to be predicting
}
/*
=====================
HUD_GetLastOrg
Retruns the last position that we stored for egon beam endpoint.
=====================
*/
void HUD_GetLastOrg( float *org )
{
int i;
// Return last origin
for( i = 0; i < 3; i++ )
{
org[i] = previousorigin[i];
}
}
/*
=====================
HUD_SetLastOrg
Remember our exact predicted origin so we can draw the egon to the right position.
=====================
*/
void HUD_SetLastOrg( void )
{
int i;
// Offset final origin by view_offset
for( i = 0; i < 3; i++ )
{
previousorigin[i] = g_finalstate->playerstate.origin[i] + g_finalstate->client.view_ofs[i];
}
}
/*
=====================
HUD_WeaponsPostThink
Run Weapon firing code on client
=====================
*/
void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cmd, double time, unsigned int random_seed )
{
int i;
int buttonsChanged;
CBasePlayerWeapon *pWeapon = NULL;
CBasePlayerWeapon *pCurrent;
weapon_data_t nulldata = {0}, *pfrom, *pto;
static int lasthealth;
HUD_InitClientWeapons();
// Get current clock
gpGlobals->time = time;
// Fill in data based on selected weapon
// FIXME, make this a method in each weapon? where you pass in an entity_state_t *?
/* switch( from->client.m_iId )
{
case WEAPON_GLOCK:
pWeapon = &g_Glock;
break;
case WEAPON_AP9:
pWeapon = &g_AP9;
break;
case WEAPON_TAURUS:
pWeapon = &g_Taurus;
break;
case WEAPON_SNIPER:
pWeapon = &g_Sniper;
break;
case WEAPON_TFCSNIPER:
pWeapon = &g_TFCSniper;
break;
case WEAPON_CHAINGUN:
pWeapon = &g_Chaingun;
break;
}*/
// Store pointer to our destination entity_state_t so we can get our origin, etc. from it
// for setting up events on the client
g_finalstate = to;
// If we are running events/etc. go ahead and see if we
// managed to die between last frame and this one
// If so, run the appropriate player killed or spawn function
if( g_runfuncs )
{
if( to->client.health <= 0 && lasthealth > 0 )
{
player.Killed( NULL, 0 );
}
else if( to->client.health > 0 && lasthealth <= 0 )
{
player.Spawn();
}
lasthealth = to->client.health;
}
// We are not predicting the current weapon, just bow out here.
if( !pWeapon )
return;
for( i = 0; i < MAX_WEAPONS; i++ )
{
pCurrent = g_pWpns[i];
if( !pCurrent )
{
continue;
}
pfrom = &from->weapondata[i];
pCurrent->m_fInReload = pfrom->m_fInReload;
pCurrent->m_fInSpecialReload = pfrom->m_fInSpecialReload;
//pCurrent->m_flPumpTime = pfrom->m_flPumpTime;
pCurrent->m_iClip = pfrom->m_iClip;
pCurrent->m_flNextPrimaryAttack = pfrom->m_flNextPrimaryAttack;
pCurrent->m_flNextSecondaryAttack = pfrom->m_flNextSecondaryAttack;
pCurrent->m_flTimeWeaponIdle = pfrom->m_flTimeWeaponIdle;
pCurrent->pev->fuser1 = pfrom->fuser1;
pCurrent->m_iSecondaryAmmoType = (int)from->client.vuser3[2];
pCurrent->m_iPrimaryAmmoType = (int)from->client.vuser4[0];
player.m_rgAmmo[pCurrent->m_iPrimaryAmmoType] = (int)from->client.vuser4[1];
player.m_rgAmmo[pCurrent->m_iSecondaryAmmoType] = (int)from->client.vuser4[2];
}
// For random weapon events, use this seed to seed random # generator
player.random_seed = random_seed;
// Get old buttons from previous state.
player.m_afButtonLast = from->playerstate.oldbuttons;
// Which buttsons chave changed
buttonsChanged = ( player.m_afButtonLast ^ cmd->buttons ); // These buttons have changed this frame
// Debounced button codes for pressed/released
// The changed ones still down are "pressed"
player.m_afButtonPressed = buttonsChanged & cmd->buttons;
// The ones not down are "released"
player.m_afButtonReleased = buttonsChanged & ( ~cmd->buttons );
// Set player variables that weapons code might check/alter
player.pev->button = cmd->buttons;
player.pev->velocity = from->client.velocity;
player.pev->flags = from->client.flags;
player.pev->deadflag = from->client.deadflag;
player.pev->waterlevel = from->client.waterlevel;
player.pev->maxspeed = from->client.maxspeed;
player.pev->fov = from->client.fov;
player.pev->weaponanim = from->client.weaponanim;
player.pev->viewmodel = from->client.viewmodel;
player.m_flNextAttack = from->client.m_flNextAttack;
player.m_flNextAmmoBurn = from->client.fuser2;
player.m_flAmmoStartCharge = from->client.fuser3;
// Point to current weapon object
if( from->client.m_iId )
{
player.m_pActiveItem = g_pWpns[from->client.m_iId];
}
// Don't go firing anything if we have died.
// Or if we don't have a weapon model deployed
if( ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) &&
!CL_IsDead() && player.pev->viewmodel && !g_iUser1 )
{
if( player.m_flNextAttack <= 0 )
{
pWeapon->ItemPostFrame();
}
}
// Assume that we are not going to switch weapons
to->client.m_iId = from->client.m_iId;
// Now see if we issued a changeweapon command ( and we're not dead )
if( cmd->weaponselect && ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) )
{
// Switched to a different weapon?
if( from->weapondata[cmd->weaponselect].m_iId == cmd->weaponselect )
{
CBasePlayerWeapon *pNew = g_pWpns[cmd->weaponselect];
if( pNew && ( pNew != pWeapon ) )
{
// Put away old weapon
if( player.m_pActiveItem )
player.m_pActiveItem->Holster();
player.m_pLastItem = player.m_pActiveItem;
player.m_pActiveItem = pNew;
// Deploy new weapon
if( player.m_pActiveItem )
{
player.m_pActiveItem->Deploy();
}
// Update weapon id so we can predict things correctly.
to->client.m_iId = cmd->weaponselect;
}
}
}
// Copy in results of prediction code
to->client.viewmodel = player.pev->viewmodel;
to->client.fov = player.pev->fov;
to->client.weaponanim = player.pev->weaponanim;
to->client.m_flNextAttack = player.m_flNextAttack;
to->client.fuser2 = player.m_flNextAmmoBurn;
to->client.fuser3 = player.m_flAmmoStartCharge;
to->client.maxspeed = player.pev->maxspeed;
// Make sure that weapon animation matches what the game .dll is telling us
// over the wire ( fixes some animation glitches )
if( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) )
{
int body = 0;
// Force a fixed anim down to viewmodel
HUD_SendWeaponAnim( to->client.weaponanim, body, 1 );
}
for( i = 0; i < MAX_WEAPONS; i++ )
{
pCurrent = g_pWpns[i];
pto = &to->weapondata[i];
if( !pCurrent )
{
memset( pto, 0, sizeof(weapon_data_t) );
continue;
}
pto->m_fInReload = pCurrent->m_fInReload;
pto->m_fInSpecialReload = pCurrent->m_fInSpecialReload;
//pto->m_flPumpTime = pCurrent->m_flPumpTime;
pto->m_iClip = pCurrent->m_iClip;
pto->m_flNextPrimaryAttack = pCurrent->m_flNextPrimaryAttack;
pto->m_flNextSecondaryAttack = pCurrent->m_flNextSecondaryAttack;
pto->m_flTimeWeaponIdle = pCurrent->m_flTimeWeaponIdle;
pto->fuser1 = pCurrent->pev->fuser1;
// Decrement weapon counters, server does this at same time ( during post think, after doing everything else )
pto->m_flNextReload -= cmd->msec / 1000.0f;
pto->m_fNextAimBonus -= cmd->msec / 1000.0f;
pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0f;
pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0f;
pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0f;
pto->fuser1 -= cmd->msec / 1000.0f;
to->client.vuser3[2] = pCurrent->m_iSecondaryAmmoType;
to->client.vuser4[0] = pCurrent->m_iPrimaryAmmoType;
to->client.vuser4[1] = player.m_rgAmmo[pCurrent->m_iPrimaryAmmoType];
to->client.vuser4[2] = player.m_rgAmmo[pCurrent->m_iSecondaryAmmoType];
/* if( pto->m_flPumpTime != -9999.0f )
{
pto->m_flPumpTime -= cmd->msec / 1000.0f;
if( pto->m_flPumpTime < -0.001f )
pto->m_flPumpTime = -0.001f;
}*/
if( pto->m_fNextAimBonus < -1.0f )
{
pto->m_fNextAimBonus = -1.0f;
}
if( pto->m_flNextPrimaryAttack < -1.0f )
{
pto->m_flNextPrimaryAttack = -1.0f;
}
if( pto->m_flNextSecondaryAttack < -0.001f )
{
pto->m_flNextSecondaryAttack = -0.001f;
}
if( pto->m_flTimeWeaponIdle < -0.001f )
{
pto->m_flTimeWeaponIdle = -0.001f;
}
if( pto->m_flNextReload < -0.001f )
{
pto->m_flNextReload = -0.001f;
}
if( pto->fuser1 < -0.001f )
{
pto->fuser1 = -0.001f;
}
}
// m_flNextAttack is now part of the weapons, but is part of the player instead
to->client.m_flNextAttack -= cmd->msec / 1000.0f;
if( to->client.m_flNextAttack < -0.001f )
{
to->client.m_flNextAttack = -0.001f;
}
to->client.fuser2 -= cmd->msec / 1000.0f;
if( to->client.fuser2 < -0.001f )
{
to->client.fuser2 = -0.001f;
}
to->client.fuser3 -= cmd->msec / 1000.0f;
if( to->client.fuser3 < -0.001f )
{
to->client.fuser3 = -0.001f;
}
// Store off the last position from the predicted state.
HUD_SetLastOrg();
// Wipe it so we can't use it after this frame
g_finalstate = NULL;
}
/*
=====================
HUD_PostRunCmd
Client calls this during prediction, after it has moved the player and updated any info changed into to->
time is the current client clock based on prediction
cmd is the command that caused the movement, etc
runfuncs is 1 if this is the first time we've predicted this command. If so, sounds and effects should play, otherwise, they should
be ignored
=====================
*/
void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed )
{
g_runfuncs = runfuncs;
#if CLIENT_WEAPONS
if( cl_lw && cl_lw->value )
{
HUD_WeaponsPostThink( from, to, cmd, time, random_seed );
}
else
#endif
{
to->client.fov = g_lastFOV;
}
if( g_irunninggausspred == 1 )
{
Vector forward;
gEngfuncs.pfnAngleVectors( v_angles, forward, NULL, NULL );
to->client.velocity = to->client.velocity - forward * g_flApplyVel * 5;
g_irunninggausspred = false;
}
// All games can use FOV state
g_lastFOV = to->client.fov;
}