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206 lines
4.0 KiB
206 lines
4.0 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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// shared event functions |
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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 "r_efx.h" |
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#include "eventscripts.h" |
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#include "event_api.h" |
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#include "pm_shared.h" |
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#define IS_FIRSTPERSON_SPEC ( g_iUser1 == OBS_IN_EYE || ( g_iUser1 && ( gHUD.m_Spectator.m_pip->value == INSET_IN_EYE ) ) ) |
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/* |
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================= |
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GetEntity |
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Return's the requested cl_entity_t |
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================= |
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*/ |
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struct cl_entity_s *GetEntity( int idx ) |
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{ |
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return gEngfuncs.GetEntityByIndex( idx ); |
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} |
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/* |
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================= |
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GetViewEntity |
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Return's the current weapon/view model |
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================= |
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*/ |
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struct cl_entity_s *GetViewEntity( void ) |
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{ |
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return gEngfuncs.GetViewModel(); |
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} |
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/* |
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================= |
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EV_CreateTracer |
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Creates a tracer effect |
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================= |
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*/ |
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void EV_CreateTracer( float *start, float *end ) |
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{ |
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gEngfuncs.pEfxAPI->R_TracerEffect( start, end ); |
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} |
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/* |
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================= |
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EV_IsPlayer |
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Is the entity's index in the player range? |
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================= |
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*/ |
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qboolean EV_IsPlayer( int idx ) |
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{ |
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if( idx >= 1 && idx <= gEngfuncs.GetMaxClients() ) |
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return true; |
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return false; |
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} |
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/* |
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================= |
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EV_IsLocal |
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Is the entity == the local player |
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================= |
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*/ |
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qboolean EV_IsLocal( int idx ) |
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{ |
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// check if we are in some way in first person spec mode |
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if( IS_FIRSTPERSON_SPEC ) |
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return ( g_iUser2 == idx ); |
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else |
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return gEngfuncs.pEventAPI->EV_IsLocal( idx - 1 ) ? true : false; |
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} |
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/* |
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================= |
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EV_GetGunPosition |
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Figure out the height of the gun |
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================= |
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*/ |
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void EV_GetGunPosition( event_args_t *args, float *pos, float *origin ) |
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{ |
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int idx; |
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vec3_t view_ofs; |
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idx = args->entindex; |
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VectorClear( view_ofs ); |
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view_ofs[2] = DEFAULT_VIEWHEIGHT; |
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if( EV_IsPlayer( idx ) ) |
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{ |
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// in spec mode use entity viewheigh, not own |
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if( EV_IsLocal( idx ) && !IS_FIRSTPERSON_SPEC ) |
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{ |
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// Grab predicted result for local player |
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gEngfuncs.pEventAPI->EV_LocalPlayerViewheight( view_ofs ); |
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} |
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else if( args->ducking == 1 ) |
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{ |
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view_ofs[2] = VEC_DUCK_VIEW; |
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} |
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} |
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VectorAdd( origin, view_ofs, pos ); |
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} |
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/* |
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================= |
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EV_EjectBrass |
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Bullet shell casings |
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================= |
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*/ |
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void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, int soundtype ) |
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{ |
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vec3_t endpos; |
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VectorClear( endpos ); |
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endpos[1] = rotation; |
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gEngfuncs.pEfxAPI->R_TempModel( origin, velocity, endpos, 2.5, model, soundtype ); |
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} |
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/* |
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================= |
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EV_GetDefaultShellInfo |
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Determine where to eject shells from |
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================= |
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*/ |
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void EV_GetDefaultShellInfo( event_args_t *args, float *origin, float *velocity, float *ShellVelocity, float *ShellOrigin, float *forward, float *right, float *up, float forwardScale, float upScale, float rightScale ) |
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{ |
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int i; |
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vec3_t view_ofs; |
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float fR, fU; |
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int idx; |
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idx = args->entindex; |
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VectorClear( view_ofs ); |
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view_ofs[2] = DEFAULT_VIEWHEIGHT; |
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if( EV_IsPlayer( idx ) ) |
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{ |
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if( EV_IsLocal( idx ) ) |
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{ |
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gEngfuncs.pEventAPI->EV_LocalPlayerViewheight( view_ofs ); |
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} |
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else if( args->ducking == 1 ) |
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{ |
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view_ofs[2] = VEC_DUCK_VIEW; |
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} |
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} |
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fR = 60; |
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fU = 200; |
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for( i = 0; i < 3; i++ ) |
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{ |
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ShellVelocity[i] = velocity[i] + right[i] * fR + up[i] * fU + forward[i] * 40; |
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ShellOrigin[i] = origin[i] + view_ofs[i] + up[i] * upScale + forward[i] * forwardScale + right[i] * rightScale; |
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} |
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} |
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/* |
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================= |
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EV_MuzzleFlash |
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Flag weapon/view model for muzzle flash |
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================= |
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*/ |
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void EV_MuzzleFlash( void ) |
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{ |
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// Add muzzle flash to current weapon model |
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cl_entity_t *ent = GetViewEntity(); |
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if( !ent ) |
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{ |
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return; |
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} |
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// Or in the muzzle flash |
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ent->curstate.effects |= EF_MUZZLEFLASH; |
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}
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