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 "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_FireEagel1( struct event_args_s *args );
void EV_FireEagel2( struct event_args_s *args );
void EV_FireShotGunSingle( struct event_args_s *args );
void EV_FireShotGunDouble( struct event_args_s *args );
void EV_FireShotGunASingle( struct event_args_s *args );
void EV_FireShotGunADouble( struct event_args_s *args );
void EV_FireMP5( struct event_args_s *args );
void EV_FireAK47( struct event_args_s *args );
void EV_FireUZI( struct event_args_s *args );
void EV_FireMP52( struct event_args_s *args );
void EV_FireMinigun( struct event_args_s *args );
void EV_FireMP41a( struct event_args_s *args );
void EV_FireMP41a2( struct event_args_s *args );
void EV_FirePython( struct event_args_s *args );
void EV_FireGauss( struct event_args_s *args );
void EV_SpinGauss( struct event_args_s *args );
void EV_Crowbar( struct event_args_s *args );
void EV_Swort( struct event_args_s *args );
void EV_FireCrossbow( struct event_args_s *args );
void EV_FireCrossbow2( struct event_args_s *args );
void EV_FireRpg( struct event_args_s *args );
void EV_EgonFire( struct event_args_s *args );
void EV_EgonStop( struct event_args_s *args );
void EV_HornetGunFire( struct event_args_s *args );
void EV_TripmineFire( struct event_args_s *args );
void EV_SnarkFire( struct event_args_s *args );
void EV_ShockFire( struct event_args_s *args );
void EV_TrainPitchAdjust( 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;
}
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 );
}
}
}
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_PLAYER_50CAL:
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;
}
/*
TTT: Event which spawns a smokepuff and/or sparks at a given origin
Note that you have to precache the sprites in the game dll
*/
void EV_HLDM_SmokePuff( pmtrace_t *pTrace, float *vecSrc, float *vecEnd )
{
physent_t *pe;
// get entity at endpoint
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
if( pe && pe->solid == SOLID_BSP )
{
// if it's a solid wall / entity
char chTextureType = CHAR_TEX_CONCRETE;
const char *pTextureName;
char texname[64];
char szbuffer[64];
// get texture name
pTextureName = gEngfuncs.pEventAPI->EV_TraceTexture( pTrace->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 );
}
bool fDoPuffs = false;
bool fDoSparks = false;
int a, r, g, b;
switch( chTextureType )
{
// do smoke puff and eventually add sparks
case CHAR_TEX_TILE:
case CHAR_TEX_CONCRETE:
fDoSparks = ( gEngfuncs.pfnRandomLong( 1, 4 ) == 1 );
fDoPuffs = true;
a = 128;
r = 200;
g = 200;
b = 200;
break;
// don't draw puff, but add sparks often
case CHAR_TEX_VENT:
case CHAR_TEX_GRATE:
case CHAR_TEX_METAL:
fDoSparks = ( gEngfuncs.pfnRandomLong( 1, 2 ) == 1 );
break;
// draw brown puff, but don't do sparks
case CHAR_TEX_DIRT:
case CHAR_TEX_WOOD:
fDoPuffs = true;
a = 250;
r = 97;
g = 86;
b = 53;
break;
// don't do anything if those textures (perhaps add something later...)
default:
case CHAR_TEX_GLASS:
case CHAR_TEX_COMPUTER:
case CHAR_TEX_SLOSH:
break;
}
if( fDoPuffs )
{
vec3_t angles, forward, right, up;
VectorAngles( pTrace->plane.normal, angles );
AngleVectors( angles, forward, up, right );
forward.z = -forward.z;
// get sprite index
int iWallsmoke = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/wallsmoke.spr" );
// create sprite
TEMPENTITY *pTemp = gEngfuncs.pEfxAPI->R_TempSprite(
pTrace->endpos,
forward * gEngfuncs.pfnRandomFloat( 10, 30 ) + right * gEngfuncs.pfnRandomFloat( -6, 6 ) + up * gEngfuncs.pfnRandomFloat( 0, 6 ),
0.4,
iWallsmoke,
kRenderTransAlpha,
kRenderFxNone,
1.0,
0.3,
FTENT_SPRANIMATE | FTENT_FADEOUT
);
if( pTemp )
{
// sprite created successfully, adjust some things
pTemp->fadeSpeed = 2.0;
pTemp->entity.curstate.framerate = 20.0;
pTemp->entity.curstate.renderamt = a;
pTemp->entity.curstate.rendercolor.r = r;
pTemp->entity.curstate.rendercolor.g = g;
pTemp->entity.curstate.rendercolor.b = b;
}
}
if( fDoSparks )
{
// spawn some sparks
gEngfuncs.pEfxAPI->R_SparkShower( pTrace->endpos );
}
}
}
// <paul>
//
// Plays bullet flyby sounds
//
void EV_HLDM_BulletFlyBySound( int idx, vec3_t start, vec3_t end )
{
// make the incidental sounds - all of these should already be precached on the server
vec3_t soundPoint;
const char *zngs[17];
int cnt;
int iRand; // sound randomizer
// so where are we standing now?
cl_entity_t *pthisplayer = gEngfuncs.GetLocalPlayer();
iRand = gEngfuncs.pfnRandomLong( 1, 10 );
// Dunno should we use viewangles or not?
if( !EV_IsLocal( idx ) )
{
#ifdef CORE_DEBUG
gEngfuncs.Con_Printf( "EV_HLDM->EV_HLDM_BulletFlyBySound, we arent the one firing,
lets check if the bullet passed us?\n" );
#endif
// did the bullet just pass our radius based on our origin?
if( EV_PointLineIntersect( start, end, pthisplayer->origin, 150, soundPoint ) )
{
#ifdef CORE_DEBUG
gEngfuncs.Con_Printf( "EV_HLDM->EV_HLDM_BulletFlyBySound, the bullet actually
did (PLI=true)...randomize sound?\n" );
#endif
// if so play flyby sound
if( iRand < 5 )
{
zngs[0] = "fx/whizz_bullet1.wav";
zngs[1] = "fx/whizz_bullet2.wav";
zngs[2] = "fx/whizz_bullet3.wav";
zngs[3] = "fx/whizz_bullet4.wav";
zngs[4] = "fx/whizz_bullet6.wav";
zngs[5] = "fx/whizz_bullet7.wav";
zngs[6] = "fx/whizz_bullet8.wav";
zngs[7] = "fx/whizz_bullet9.wav";
zngs[8] = "fx/whizz_bullet10.wav";
zngs[9] = "fx/whizz_bullet11.wav";
zngs[10] = "fx/whizz_bullet12.wav";
zngs[11] = "fx/whizz_bullet13.wav";
zngs[12] = "fx/whizz_bullet14.wav";
zngs[13] = "fx/whizz_bullet15.wav";
zngs[14] = "fx/whizz_bullet16.wav";
zngs[15] = "fx/whizz_bullet17.wav";
zngs[16] = "fx/whizz_bullet18.wav";
cnt = 17;
// PAUL:TODO, figure out whats the best way to use the sound point because
// we are actually moving!
gEngfuncs.pEventAPI->EV_PlaySound( pthisplayer->index, soundPoint,
CHAN_STATIC, zngs[gEngfuncs.pfnRandomLong( 0, cnt - 1 )],
gEngfuncs.pfnRandomFloat( 0.92, 1.0 ),
ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) );
#ifdef CORE_DEBUG
gEngfuncs.Con_Printf( "EV_HLDM->EV_HLDM_BulletFlyBySound, we just played sounds\n" );
#endif
}
}
}
}
// </paul>
/*
================
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;
if( EV_IsLocal( idx ) )
{
for( iShot = 1; iShot <= cShots; iShot++ )
{
vec3_t vecDir, vecEnd;
float x, y, z;
// We randomize for the Shotgun.
if( iBulletType == BULLET_PLAYER_BUCKSHOT )
{
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];
}
}//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 != 1.0 )
{
switch( iBulletType )
{
default:
case BULLET_PLAYER_9MM:
case BULLET_PLAYER_50CAL:
case BULLET_PLAYER_357:
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
EV_HLDM_DecalGunshot( &tr, iBulletType );
EV_HLDM_SmokePuff( &tr, vecSrc, vecEnd );
break;
case BULLET_PLAYER_MP5:
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;
}
}
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/9mm_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/9mm_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
//======================
//======================
// EAGEL START
//======================
void EV_FireEagel1( 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 ) )
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? EAGEL_FIRE1 : EAGEL_FIRE1, 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/eagel_fire2.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_FireEagel2( 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 );
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
gEngfuncs.pEventAPI->EV_WeaponAnimation( EAGEL_FIRE1, 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/eagel_fire1.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 );
}
//======================
// EAGEL END
//======================
//======================
// SHOTGUN START
//======================
void EV_FireShotGunDouble( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
int j;
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_FIRE2, 2 );
V_PunchAxis( 0, -10.0 );
}
for( j = 0; j < 2; j++ )
{
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( 0.98, 1.0 ), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
if( gEngfuncs.GetMaxClients() > 1 )
{
EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.17365, 0.04362 );
}
else
{
EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 );
}
}
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, -5.0 );
}
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/sbarrel1.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
if( gEngfuncs.GetMaxClients() > 1 )
{
EV_HLDM_FireBullets( idx, forward, right, up, 4, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.04362 );
}
else
{
EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 );
}
}
//======================
// SHOTGUN END
//======================
//======================
// AUTO SHOTGUN START
//======================
void EV_FireShotGunADouble( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
int j;
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/auto_shotgunshell.mdl" );// brass shell
if( EV_IsLocal( idx ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUNA_SHOOT, 2 );
V_PunchAxis( 0, -10.0 );
}
for( j = 0; j < 2; j++ )
{
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( 0.98, 1.0 ), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
if( gEngfuncs.GetMaxClients() > 1 )
{
EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx-1], 0.17365, 0.04362 );
}
else
{
EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx-1], 0.08716, 0.08716 );
}
}
void EV_FireShotGunASingle( 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/auto_shotgunshell.mdl" );// brass shell
if( EV_IsLocal( idx ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUNA_SHOOT, 2 );
V_PunchAxis( 0, -5.0 );
}
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/sbarrel1.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
if( gEngfuncs.GetMaxClients() > 1 )
{
EV_HLDM_FireBullets( idx, forward, right, up, 4, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.04362 );
}
else
{
EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 );
}
}
//======================
// AUTO SHOTGUN END
//======================
//======================
// SHOCK START
//======================
enum shockrifle_e
{
SHOCK_IDLE1 = 0,
SHOCK_FIRE,
SHOCK_DRAW,
SHOCK_HOLSTER,
SHOCK_IDLE3
};
void EV_ShockFire( event_args_t *args )
{
int idx;
vec3_t origin;
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 2 );
cl_entity_t *view = gEngfuncs.GetViewModel();
if( view != NULL )
{
float life = 0.1;
gEngfuncs.pEfxAPI->R_BeamEnts( view->index | 0x2000, view->index | 0x1000, args->iparam2, life, 0.8, 0.5, 0.5, 0.6, 0, 10, 0, 4, 10 );
gEngfuncs.pEfxAPI->R_BeamEnts( view->index | 0x3000, view->index | 0x1000, args->iparam2, life, 0.8, 0.5, 0.5, 0.6, 0, 10, 0, 4, 10 );
gEngfuncs.pEfxAPI->R_BeamEnts( view->index | 0x4000, view->index | 0x1000, args->iparam2, life, 0.8, 0.5, 0.5, 0.6, 0, 10, 0, 4, 10 );
}
idx = args->entindex;
VectorCopy( args->origin, origin );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/shock_fire.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/shock_reload.wav", gEngfuncs.pfnRandomFloat(0.95, 1.0), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) );
//Only play the weapon anims if I shot it.
if( EV_IsLocal( idx ) )
{
if( args->iparam1 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOCK_FIRE, 1 );
V_PunchAxis( 0, -2.0 );
}
}
//======================
// SHOCK END
//======================
//======================
// UZI START
//======================
void EV_FireUZI( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t viewangles;
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/9mm_shell.mdl" );// brass shell
if( EV_IsLocal( idx ) )
{
gEngfuncs.GetViewAngles( viewangles );
gEngfuncs.SetViewAngles( viewangles );
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( UZI_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) );
}
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/uzi1.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
break;
case 1:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/uzi2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
break;
}
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
if( gEngfuncs.GetMaxClients() > 1 )
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &g_tracerCount[idx-1], args->fparam1, args->fparam2 );
}
else
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &g_tracerCount[idx-1], args->fparam1, args->fparam2 );
}
}
//======================
// UZI END
//======================
//======================
// MP5 START
//======================
void EV_FireMP5( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t viewangles;
int staerkedesrecoils = 1;
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 ) )
{
gEngfuncs.GetViewAngles( viewangles );
viewangles[PITCH] -= staerkedesrecoils;
gEngfuncs.SetViewAngles( viewangles );
// 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( -2, 2 ) );
}
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 );
if( gEngfuncs.GetMaxClients() > 1 )
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
}
else
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &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, -10 );
}
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
//======================
//======================
// AK47 START
//======================
void EV_FireAK47( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t viewangles;
int staerkedesrecoils = 1.00;
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 ) )
{
gEngfuncs.GetViewAngles( viewangles );
viewangles[PITCH] -= staerkedesrecoils;
gEngfuncs.SetViewAngles( viewangles );
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( AK47_SHOOT_1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) );
}
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/ak471.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
break;
case 1:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/ak472.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
break;
}
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
if( gEngfuncs.GetMaxClients() > 1 )
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
}
else
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
}
}
//======================
// AK47 END
//======================
//======================
// MINIGUN START
//======================
void EV_FireMinigun( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t viewangles;
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/12mm_shell.mdl" );// brass shell
if( EV_IsLocal( idx ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( MINIGUN_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 2 );
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) );
}
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/minigun1.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
break;
case 1:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/minigun2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
break;
}
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
if( gEngfuncs.GetMaxClients() > 1 )
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_50CAL, 2, &g_tracerCount[idx-1], args->fparam1, args->fparam2 );
}
else
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_50CAL, 2, &g_tracerCount[idx-1], args->fparam1, args->fparam2 );
}
}
//======================
// MINIGUN END
//======================
//======================
// MP41A START
//======================
void EV_FireMP41a( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t viewangles;
int staerkedesrecoils = 1.00;
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 ) )
{
gEngfuncs.GetViewAngles( (float *)viewangles );
viewangles[PITCH] -= staerkedesrecoils;
gEngfuncs.SetViewAngles( (float *)viewangles );
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( MP41a_FIRE1 + gEngfuncs.pfnRandomLong(0,2), 2 );
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) );
}
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/m41ahks1.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
break;
case 1:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/m41ahks2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
break;
}
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
if( gEngfuncs.GetMaxClients() > 1 )
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &g_tracerCount[idx-1], args->fparam1, args->fparam2 );
}
else
{
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &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_FireMP41a2( event_args_t *args )
{
int idx;
vec3_t origin;
idx = args->entindex;
VectorCopy( args->origin, origin );
if( EV_IsLocal( idx ) )
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( MP41a_LAUNCH, 2 );
V_PunchAxis( 0, -10 );
}
switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
{
case 0:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/m41aglauncher.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
break;
case 1:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/m41aglauncher2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
break;
}
}
//======================
// MP41A END
//======================
//======================
// PHYTON START
// ( .357 )
//======================
void EV_FirePython( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
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 );
if( EV_IsLocal( idx ) )
{
// Python uses different body in multiplayer versus single player
int multiplayer = gEngfuncs.GetMaxClients() == 1 ? 0 : 1;
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( PYTHON_FIRE1, multiplayer ? 1 : 0 );
V_PunchAxis( 0, -10.0 );
}
switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
{
case 0:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot1.wav", gEngfuncs.pfnRandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM );
break;
case 1:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot2.wav", gEngfuncs.pfnRandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM );
break;
}
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_357, 0, 0, args->fparam1, args->fparam2 );
}
//======================
// PHYTON END
// ( .357 )
//======================
//======================
// GAUSS START
//======================
#define SND_CHANGE_PITCH (1 << 7) // duplicated in protocol.h change sound pitch
void EV_SpinGauss( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
int iSoundState = 0;
int pitch;
idx = args->entindex;
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, "ambience/pulsemachine.wav", 1.0, ATTN_NORM, iSoundState, pitch );
}
/*
==============================
EV_StopPreviousGauss
==============================
*/
void EV_StopPreviousGauss( int idx )
{
// Make sure we don't have a gauss spin event in the queue for this guy
gEngfuncs.pEventAPI->EV_KillEvents( idx, "events/gaussspin.sc" );
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_WEAPON, "ambience/pulsemachine.wav" );
}
extern float g_flApplyVel;
void EV_FireGauss( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t viewangles;
int staerkedesrecoils = 3;
float flDamage = args->fparam1;
//int primaryfire = args->bparam1;
int m_fPrimaryFire = args->bparam1;
//int m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
vec3_t vecSrc;
vec3_t vecDest;
//edict_t *pentIgnore;
pmtrace_t tr, beam_tr;
float flMaxFrac = 1.0;
//int nTotal = 0;
int fHasPunched = 0;
int fFirstBeam = 1;
int nMaxHits = 10;
physent_t *pEntity;
int m_iBeam, m_iGlow, m_iBalls;
vec3_t up, right, forward;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
if( args->bparam2 )
{
EV_StopPreviousGauss( idx );
return;
}
//Con_Printf( "Firing gauss with %f\n", flDamage );
EV_GetGunPosition( args, vecSrc, origin );
m_iBeam = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/smoke.spr" );
m_iBalls = m_iGlow = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/hotglow.spr" );
AngleVectors( angles, forward, right, up );
VectorMA( vecSrc, 8192, forward, vecDest );
if( EV_IsLocal( idx ) )
{
gEngfuncs.GetViewAngles( viewangles );
viewangles[PITCH] -= staerkedesrecoils;
gEngfuncs.SetViewAngles( viewangles );
V_PunchAxis( 0, -2.0 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( GAUSS_FIRE2, 2 );
if( m_fPrimaryFire == false )
g_flApplyVel = flDamage;
}
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/gauss2.wav", 0.5 + flDamage * ( 1.0 / 400.0 ), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
while( flDamage > 10 && nMaxHits > 0 )
{
nMaxHits--;
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, vecDest, PM_STUDIO_BOX, -1, &tr );
gEngfuncs.pEventAPI->EV_PopPMStates();
if( tr.allsolid )
break;
if( fFirstBeam )
{
if( EV_IsLocal( idx ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
}
fFirstBeam = 0;
gEngfuncs.pEfxAPI->R_BeamEntPoint(
idx | 0x1000,
tr.endpos,
m_iBeam,
0.1,
m_fPrimaryFire ? 1.0 : 2.5,
0.0,
m_fPrimaryFire ? 128.0 : flDamage,
0,
0,
0,
m_fPrimaryFire ? 255 : 255,
m_fPrimaryFire ? 128 : 255,
m_fPrimaryFire ? 0 : 255
);
}
else
{
gEngfuncs.pEfxAPI->R_BeamPoints( vecSrc,
tr.endpos,
m_iBeam,
0.1,
m_fPrimaryFire ? 1.0 : 2.5,
0.0,
m_fPrimaryFire ? 128.0 : flDamage,
0,
0,
0,
m_fPrimaryFire ? 255 : 255,
m_fPrimaryFire ? 128 : 255,
m_fPrimaryFire ? 0 : 255
);
}
pEntity = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent );
if( pEntity == NULL )
break;
if( pEntity->solid == SOLID_BSP )
{
float n;
//pentIgnore = NULL;
n = -DotProduct( tr.plane.normal, forward );
if( n < 0.5 ) // 60 degrees
{
// ALERT( at_console, "reflect %f\n", n );
// reflect
vec3_t r;
VectorMA( forward, 2.0 * n, tr.plane.normal, r );
flMaxFrac = flMaxFrac - tr.fraction;
VectorCopy( r, forward );
VectorMA( tr.endpos, 8.0, forward, vecSrc );
VectorMA( vecSrc, 8192.0, forward, vecDest );
gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 0.2, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage * n / 255.0, flDamage * n * 0.5 * 0.1, FTENT_FADEOUT );
vec3_t fwd;
VectorAdd( tr.endpos, tr.plane.normal, fwd );
gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 3, 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 100,
255, 100 );
// lose energy
if( n == 0 )
{
n = 0.1;
}
flDamage = flDamage * ( 1 - n );
}
else
{
// tunnel
EV_HLDM_DecalGunshot( &tr, BULLET_MONSTER_12MM );
gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 1.0, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage / 255.0, 6.0, FTENT_FADEOUT );
// limit it to one hole punch
if( fHasPunched )
{
break;
}
fHasPunched = 1;
// try punching through wall if secondary attack (primary is incapable of breaking through)
if( !m_fPrimaryFire )
{
vec3_t start;
VectorMA( tr.endpos, 8.0, forward, start );
// 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( start, vecDest, PM_STUDIO_BOX, -1, &beam_tr );
if( !beam_tr.allsolid )
{
vec3_t delta;
// trace backwards to find exit point
gEngfuncs.pEventAPI->EV_PlayerTrace( beam_tr.endpos, tr.endpos, PM_STUDIO_BOX, -1, &beam_tr );
VectorSubtract( beam_tr.endpos, tr.endpos, delta );
n = Length( delta );
if( n < flDamage )
{
if( n == 0 )
n = 1;
flDamage -= n;
// absorption balls
{
vec3_t fwd;
VectorSubtract( tr.endpos, forward, fwd );
gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 3, 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 100,
255, 100 );
}
//////////////////////////////////// WHAT TO DO HERE
// CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
EV_HLDM_DecalGunshot( &beam_tr, BULLET_MONSTER_12MM );
gEngfuncs.pEfxAPI->R_TempSprite( beam_tr.endpos, vec3_origin, 0.1, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage / 255.0, 6.0, FTENT_FADEOUT );
// balls
{
vec3_t fwd;
VectorSubtract( beam_tr.endpos, forward, fwd );
gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, beam_tr.endpos, fwd, m_iBalls, (int)( flDamage * 0.3 ), 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 200,
255, 40 );
}
VectorAdd( beam_tr.endpos, forward, vecSrc );
}
}
else
{
flDamage = 0;
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
else
{
if( m_fPrimaryFire )
{
// slug doesn't punch through ever with primary
// fire, so leave a little glowy bit and make some balls
gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 0.2, m_iGlow, kRenderGlow, kRenderFxNoDissipation, 200.0 / 255.0, 0.3, FTENT_FADEOUT );
{
vec3_t fwd;
VectorAdd( tr.endpos, tr.plane.normal, fwd );
gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 8, 0.6, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 100,
255, 200 );
}
}
flDamage = 0;
}
}
}
else
{
VectorAdd( tr.endpos, forward, vecSrc );
}
}
}
//======================
// GAUSS 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
//======================
//======================
// SWORT START
//======================
enum swort_e
{
SWORT_IDLE = 0,
SWORT_DRAW,
SWORT_HOLSTER,
SWORT_ATTACK1HIT,
SWORT_ATTACK1MISS,
SWORT_ATTACK2MISS,
SWORT_ATTACK2HIT,
SWORT_ATTACK3MISS,
SWORT_ATTACK3HIT
};
int g_iSwort;
//Only predict the miss sounds, hit sounds are still played
//server side, so players don't get the wrong idea.
void EV_Swort( 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/swort_miss1.wav", 1, ATTN_NORM, 0, PITCH_NORM );
if( EV_IsLocal( idx ) )
{
switch( (g_iSwort++) % 3 )
{
case 0:
gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK1MISS, 1 );
break;
case 1:
gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK2MISS, 1 );
break;
case 2:
gEngfuncs.pEventAPI->EV_WeaponAnimation( SWORT_ATTACK3MISS, 1 );
break;
}
}
}
//======================
// SWORT END
//======================
//======================
// CROSSBOW START
//======================
enum crossbow_e
{
CROSSBOW_IDLE,
CROSSBOW_FIDGET,
CROSSBOW_FIRE,
CROSSBOW_FIRE2,
CROSSBOW_FIRE3,
CROSSBOW_RELOAD,
CROSSBOW_DRAW,
CROSSBOW_HOLSTER
};
//=====================
// 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/arrow6_fire.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/arrow6_reload.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) );
if( EV_IsLocal( idx ) )
{
if( args->iparam1 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE, 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 < 1.0 )
{
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( 0.95, 1.0 ), 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;
idx = args->entindex;
VectorCopy( args->origin, origin );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/arrow6_fire.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/arrow6_reload.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) );
//Only play the weapon anims if I shot it.
if( EV_IsLocal( idx ) )
{
if( args->iparam1 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE, 1 );
else if ( args->iparam2 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 );
V_PunchAxis( 0, -2.0 );
}
}
//======================
// 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
//======================
//======================
// EGON END
//======================
enum egon_e
{
EGON_IDLE1 = 0,
EGON_FIDGET1,
EGON_ALTFIREON,
EGON_ALTFIRECYCLE,
EGON_ALTFIREOFF,
EGON_FIRE1,
EGON_FIRE2,
EGON_FIRE3,
EGON_FIRE4,
EGON_DRAW,
EGON_HOLSTER
};
int g_fireAnims1[] = { EGON_FIRE1, EGON_FIRE2, EGON_FIRE3, EGON_FIRE4 };
int g_fireAnims2[] = { EGON_ALTFIRECYCLE };
enum EGON_FIRESTATE
{
FIRE_OFF,
FIRE_CHARGE
};
enum EGON_FIREMODE
{
FIRE_NARROW,
FIRE_WIDE
};
#define EGON_PRIMARY_VOLUME 450
#define EGON_BEAM_SPRITE "sprites/xbeam1.spr"
#define EGON_FLARE_SPRITE "sprites/XSpark1.spr"
#define EGON_SOUND_OFF "weapons/egon_off1.wav"
#define EGON_SOUND_RUN "weapons/egon_run3.wav"
#define EGON_SOUND_STARTUP "weapons/egon_windup2.wav"
#if !defined(ARRAYSIZE)
#define ARRAYSIZE(p) ( sizeof(p) /sizeof(p[0]) )
#endif
BEAM *pBeam;
BEAM *pBeam2;
TEMPENTITY *pFlare; // Vit_amiN: egon's beam flare
void EV_EgonFlareCallback( struct tempent_s *ent, float frametime, float currenttime )
{
float delta = currenttime - ent->tentOffset.z; // time past since the last scale
if( delta >= ent->tentOffset.y )
{
ent->entity.curstate.scale += ent->tentOffset.x * delta;
ent->tentOffset.z = currenttime;
}
}
void EV_EgonFire( event_args_t *args )
{
int idx, /*iFireState,*/ iFireMode;
vec3_t origin;
idx = args->entindex;
VectorCopy( args->origin, origin );
//iFireState = args->iparam1;
iFireMode = args->iparam2;
int iStartup = args->bparam1;
if( iStartup )
{
if( iFireMode == FIRE_WIDE )
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_STARTUP, 0.98, ATTN_NORM, 0, 125 );
else
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_STARTUP, 0.9, ATTN_NORM, 0, 100 );
}
else
{
// If there is any sound playing already, kill it. - Solokiller
// This is necessary because multiple sounds can play on the same channel at the same time.
// In some cases, more than 1 run sound plays when the egon stops firing, in which case only the earliest entry in the list is stopped.
// This ensures no more than 1 of those is ever active at the same time.
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EGON_SOUND_RUN );
if( iFireMode == FIRE_WIDE )
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, EGON_SOUND_RUN, 0.98, ATTN_NORM, 0, 125 );
else
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, EGON_SOUND_RUN, 0.9, ATTN_NORM, 0, 100 );
}
//Only play the weapon anims if I shot it.
if( EV_IsLocal( idx ) )
gEngfuncs.pEventAPI->EV_WeaponAnimation( g_fireAnims1[gEngfuncs.pfnRandomLong( 0, 3 )], 1 );
if( iStartup == 1 && EV_IsLocal( idx ) && !( pBeam || pBeam2 || pFlare ) && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction.
{
vec3_t vecSrc, vecEnd, angles, forward, right, up;
pmtrace_t tr;
cl_entity_t *pl = gEngfuncs.GetEntityByIndex( idx );
if( pl )
{
VectorCopy( gHUD.m_vecAngles, angles );
AngleVectors( angles, forward, right, up );
EV_GetGunPosition( args, vecSrc, pl->origin );
VectorMA( vecSrc, 2048, forward, vecEnd );
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 );
gEngfuncs.pEventAPI->EV_PopPMStates();
int iBeamModelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( EGON_BEAM_SPRITE );
float r = 50.0f;
float g = 50.0f;
float b = 125.0f;
if( IEngineStudio.IsHardware() )
{
r /= 100.0f;
g /= 100.0f;
}
pBeam = gEngfuncs.pEfxAPI->R_BeamEntPoint( idx | 0x1000, tr.endpos, iBeamModelIndex, 99999, 3.5, 0.2, 0.7, 55, 0, 0, r, g, b );
if( pBeam )
pBeam->flags |= ( FBEAM_SINENOISE );
pBeam2 = gEngfuncs.pEfxAPI->R_BeamEntPoint( idx | 0x1000, tr.endpos, iBeamModelIndex, 99999, 5.0, 0.08, 0.7, 25, 0, 0, r, g, b );
// Vit_amiN: egon beam flare
pFlare = gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 1.0, gEngfuncs.pEventAPI->EV_FindModelIndex( EGON_FLARE_SPRITE ), kRenderGlow, kRenderFxNoDissipation, 1.0, 99999, FTENT_SPRCYCLE | FTENT_PERSIST );
}
}
if( pFlare ) // Vit_amiN: store the last mode for EV_EgonStop()
{
pFlare->tentOffset.x = ( iFireMode == FIRE_WIDE ) ? 1.0f : 0.0f;
}
}
void EV_EgonStop( event_args_t *args )
{
int idx;
vec3_t origin;
idx = args->entindex;
VectorCopy( args->origin, origin );
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EGON_SOUND_RUN );
if( args->iparam1 )
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_OFF, 0.98, ATTN_NORM, 0, 100 );
if( EV_IsLocal( idx ) )
{
if( pBeam )
{
pBeam->die = 0.0;
pBeam = NULL;
}
if( pBeam2 )
{
pBeam2->die = 0.0;
pBeam2 = NULL;
}
if( pFlare ) // Vit_amiN: egon beam flare
{
pFlare->die = gEngfuncs.GetClientTime();
if( gEngfuncs.GetMaxClients() == 1 || !(pFlare->flags & FTENT_NOMODEL) )
{
if( pFlare->tentOffset.x != 0.0f ) // true for iFireMode == FIRE_WIDE
{
pFlare->callback = &EV_EgonFlareCallback;
pFlare->fadeSpeed = 2.0; // fade out will take 0.5 sec
pFlare->tentOffset.x = 10.0; // scaling speed per second
pFlare->tentOffset.y = 0.1; // min time between two scales
pFlare->tentOffset.z = pFlare->die; // the last callback run time
pFlare->flags = FTENT_FADEOUT | FTENT_CLIENTCUSTOM;
}
}
pFlare = NULL;
}
}
}
//======================
// EGON END
//======================
//======================
// HORNET START
//======================
enum hgun_e
{
HGUN_IDLE1 = 0,
HGUN_FIDGETSWAY,
HGUN_FIDGETSHAKE,
HGUN_DOWN,
HGUN_UP,
HGUN_SHOOT
};
void EV_HornetGunFire( event_args_t *args )
{
int idx; //, iFireMode;
vec3_t origin, angles, vecSrc, forward, right, up;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
//iFireMode = args->iparam1;
//Only play the weapon anims if I shot it.
if( EV_IsLocal( idx ) )
{
V_PunchAxis( 0, gEngfuncs.pfnRandomLong( 0, 2 ) );
gEngfuncs.pEventAPI->EV_WeaponAnimation( HGUN_SHOOT, 1 );
}
switch( gEngfuncs.pfnRandomLong( 0, 2 ) )
{
case 0:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire1.wav", 1, ATTN_NORM, 0, 100 );
break;
case 1:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire2.wav", 1, ATTN_NORM, 0, 100 );
break;
case 2:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire3.wav", 1, ATTN_NORM, 0, 100 );
break;
}
}
//======================
// HORNET END
//======================
//======================
// TRIPMINE START
//======================
enum tripmine_e
{
TRIPMINE_IDLE1 = 0,
TRIPMINE_IDLE2,
TRIPMINE_ARM1,
TRIPMINE_PLACE,
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, PM_NORMAL, -1, &tr );
//Hit something solid
if( tr.fraction < 1.0 )
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 > 0.25 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( SQUEAK_THROW, 0 );
gEngfuncs.pEventAPI->EV_PopPMStates();
}
//======================
// SQUEAK END
//======================
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;
}