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293 lines
6.9 KiB
293 lines
6.9 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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// Com_Weapons.cpp |
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// Shared weapons common/shared functions |
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#include <stdarg.h> |
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#include "hud.h" |
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#include "cl_util.h" |
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#include "com_weapons.h" |
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#include "const.h" |
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#include "entity_state.h" |
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#include "r_efx.h" |
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// g_runfuncs is true if this is the first time we've "predicated" a particular movement/firing |
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// command. If it is 1, then we should play events/sounds etc., otherwise, we just will be |
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// updating state info, but not firing events |
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int g_runfuncs = 0; |
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// During our weapon prediction processing, we'll need to reference some data that is part of |
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// the final state passed into the postthink functionality. We'll set this pointer and then |
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// reset it to NULL as appropriate |
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struct local_state_s *g_finalstate = NULL; |
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/* |
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==================== |
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COM_Log |
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Log debug messages to file ( appends ) |
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==================== |
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*/ |
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void COM_Log( const char *pszFile, const char *fmt, ... ) |
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{ |
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va_list argptr; |
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char string[1024]; |
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FILE *fp; |
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const char *pfilename; |
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if( !pszFile ) |
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{ |
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pfilename = "c:\\hllog.txt"; |
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} |
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else |
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{ |
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pfilename = pszFile; |
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} |
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va_start( argptr, fmt ); |
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vsprintf( string, fmt, argptr ); |
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va_end( argptr ); |
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fp = fopen( pfilename, "a+t"); |
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if( fp ) |
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{ |
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fprintf( fp, "%s", string ); |
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fclose( fp ); |
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} |
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} |
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// remember the current animation for the view model, in case we get out of sync with |
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// server. |
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static int g_currentanim; |
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/* |
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===================== |
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HUD_SendWeaponAnim |
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Change weapon model animation |
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===================== |
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*/ |
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void HUD_SendWeaponAnim( int iAnim, int body, int force ) |
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{ |
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// Don't actually change it. |
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if( !g_runfuncs && !force ) |
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return; |
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g_currentanim = iAnim; |
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// Tell animation system new info |
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gEngfuncs.pfnWeaponAnim( iAnim, body ); |
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} |
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/* |
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===================== |
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HUD_GetWeaponAnim |
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Retrieve current predicted weapon animation |
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===================== |
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*/ |
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int HUD_GetWeaponAnim( void ) |
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{ |
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return g_currentanim; |
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} |
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/* |
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===================== |
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HUD_PlaySound |
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Play a sound, if we are seeing this command for the first time |
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===================== |
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*/ |
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void HUD_PlaySound( const char *sound, float volume ) |
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{ |
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if( !g_runfuncs || !g_finalstate ) |
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return; |
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gEngfuncs.pfnPlaySoundByNameAtLocation( sound, volume, g_finalstate->playerstate.origin ); |
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} |
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/* |
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===================== |
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HUD_PlaybackEvent |
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Directly queue up an event on the client |
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===================== |
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*/ |
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void HUD_PlaybackEvent( int flags, const edict_t *pInvoker, unsigned short eventindex, float delay, |
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const float *origin, const float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 ) |
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{ |
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vec3_t org; |
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vec3_t ang; |
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if( !g_runfuncs || !g_finalstate ) |
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return; |
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// Weapon prediction events are assumed to occur at the player's origin |
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org = g_finalstate->playerstate.origin; |
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ang = v_client_aimangles; |
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gEngfuncs.pfnPlaybackEvent( flags, pInvoker, eventindex, delay, org, ang, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2 ); |
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} |
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/* |
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===================== |
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HUD_SetMaxSpeed |
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===================== |
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*/ |
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void HUD_SetMaxSpeed( const edict_t *ed, float speed ) |
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{ |
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} |
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/* |
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===================== |
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UTIL_WeaponTimeBase |
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Always 0.0 on client, even if not predicting weapons ( won't get called |
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in that case ) |
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===================== |
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*/ |
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float UTIL_WeaponTimeBase( void ) |
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{ |
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return 0.0f; |
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} |
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static unsigned int glSeed = 0; |
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unsigned int seed_table[256] = |
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{ |
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28985, 27138, 26457, 9451, 17764, 10909, 28790, 8716, 6361, 4853, 17798, 21977, 19643, 20662, 10834, 20103, |
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27067, 28634, 18623, 25849, 8576, 26234, 23887, 18228, 32587, 4836, 3306, 1811, 3035, 24559, 18399, 315, |
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26766, 907, 24102, 12370, 9674, 2972, 10472, 16492, 22683, 11529, 27968, 30406, 13213, 2319, 23620, 16823, |
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10013, 23772, 21567, 1251, 19579, 20313, 18241, 30130, 8402, 20807, 27354, 7169, 21211, 17293, 5410, 19223, |
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10255, 22480, 27388, 9946, 15628, 24389, 17308, 2370, 9530, 31683, 25927, 23567, 11694, 26397, 32602, 15031, |
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18255, 17582, 1422, 28835, 23607, 12597, 20602, 10138, 5212, 1252, 10074, 23166, 19823, 31667, 5902, 24630, |
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18948, 14330, 14950, 8939, 23540, 21311, 22428, 22391, 3583, 29004, 30498, 18714, 4278, 2437, 22430, 3439, |
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28313, 23161, 25396, 13471, 19324, 15287, 2563, 18901, 13103, 16867, 9714, 14322, 15197, 26889, 19372, 26241, |
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31925, 14640, 11497, 8941, 10056, 6451, 28656, 10737, 13874, 17356, 8281, 25937, 1661, 4850, 7448, 12744, |
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21826, 5477, 10167, 16705, 26897, 8839, 30947, 27978, 27283, 24685, 32298, 3525, 12398, 28726, 9475, 10208, |
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617, 13467, 22287, 2376, 6097, 26312, 2974, 9114, 21787, 28010, 4725, 15387, 3274, 10762, 31695, 17320, |
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18324, 12441, 16801, 27376, 22464, 7500, 5666, 18144, 15314, 31914, 31627, 6495, 5226, 31203, 2331, 4668, |
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12650, 18275, 351, 7268, 31319, 30119, 7600, 2905, 13826, 11343, 13053, 15583, 30055, 31093, 5067, 761, |
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9685, 11070, 21369, 27155, 3663, 26542, 20169, 12161, 15411, 30401, 7580, 31784, 8985, 29367, 20989, 14203, |
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29694, 21167, 10337, 1706, 28578, 887, 3373, 19477, 14382, 675, 7033, 15111, 26138, 12252, 30996, 21409, |
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25678, 18555, 13256, 23316, 22407, 16727, 991, 9236, 5373, 29402, 6117, 15241, 27715, 19291, 19888, 19847 |
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}; |
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unsigned int U_Random( void ) |
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{ |
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glSeed *= 69069; |
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glSeed += seed_table[glSeed & 0xff]; |
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return ( ++glSeed & 0x0fffffff ); |
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} |
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void U_Srand( unsigned int seed ) |
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{ |
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glSeed = seed_table[seed & 0xff]; |
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} |
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/* |
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===================== |
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UTIL_SharedRandomLong |
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===================== |
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*/ |
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int UTIL_SharedRandomLong( unsigned int seed, int low, int high ) |
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{ |
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unsigned int range; |
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U_Srand( (int)seed + low + high ); |
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range = high - low + 1; |
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if( !( range - 1 ) ) |
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{ |
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return low; |
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} |
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else |
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{ |
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int offset; |
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int rnum; |
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rnum = U_Random(); |
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offset = rnum % range; |
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return ( low + offset ); |
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} |
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} |
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/* |
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===================== |
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UTIL_SharedRandomFloat |
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===================== |
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*/ |
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float UTIL_SharedRandomFloat( unsigned int seed, float low, float high ) |
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{ |
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unsigned int range; |
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U_Srand( (int)seed + *(int *)&low + *(int *)&high ); |
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U_Random(); |
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U_Random(); |
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range = high - low; |
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if( !range ) |
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{ |
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return low; |
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} |
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else |
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{ |
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int tensixrand; |
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float offset; |
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tensixrand = U_Random() & 65535; |
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offset = (float)tensixrand / 65536.0f; |
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return ( low + offset * range ); |
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} |
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} |
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/* |
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====================== |
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stub_* |
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stub functions for such things as precaching. So we don't have to modify weapons code that |
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is compiled into both game and client .dlls. |
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====================== |
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*/ |
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int stub_PrecacheModel( const char* s ) |
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{ |
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return 0; |
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} |
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int stub_PrecacheSound( const char* s ) |
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{ |
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return 0; |
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} |
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unsigned short stub_PrecacheEvent( int type, const char *s ) |
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{ |
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return 0; |
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} |
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const char *stub_NameForFunction( void *function ) |
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{ |
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return "func"; |
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} |
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void stub_SetModel( edict_t *e, const char *m ) |
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{ |
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}
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