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_FireShotGunSingle( struct event_args_s *args );
void EV_TrainPitchAdjust( struct event_args_s *args );
void EV_FirePar21(struct event_args_s *args);
void EV_M203(struct event_args_s *args);
}
#define VECTOR_CONE_1DEGREES Vector( 0.00873f, 0.00873f, 0.00873f )
#define VECTOR_CONE_2DEGREES Vector( 0.01745f, 0.01745f, 0.01745f )
#define VECTOR_CONE_3DEGREES Vector( 0.02618f, 0.02618f, 0.02618f )
#define VECTOR_CONE_4DEGREES Vector( 0.03490f, 0.03490f, 0.03490f )
#define VECTOR_CONE_5DEGREES Vector( 0.04362f, 0.04362f, 0.04362f )
#define VECTOR_CONE_6DEGREES Vector( 0.05234f, 0.05234f, 0.05234f )
#define VECTOR_CONE_7DEGREES Vector( 0.06105f, 0.06105f, 0.06105f )
#define VECTOR_CONE_8DEGREES Vector( 0.06976f, 0.06976f, 0.06976f )
#define VECTOR_CONE_9DEGREES Vector( 0.07846f, 0.07846f, 0.07846f )
#define VECTOR_CONE_10DEGREES Vector( 0.08716f, 0.08716f, 0.08716f )
#define VECTOR_CONE_15DEGREES Vector( 0.13053f, 0.13053f, 0.13053f )
#define VECTOR_CONE_20DEGREES Vector( 0.17365f, 0.17365f, 0.17365f )
// 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_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 );
}
}
}
/*
================
FireBullets
Go to the trouble of combining multiple pellets into a single damage call.
================
*/
void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float flDistance, int iBulletType, int iTracerFreq, int *tracerCount, float flSpreadX, float flSpreadY )
{
int i;
pmtrace_t tr;
int iShot;
int tracer;
for( iShot = 1; iShot <= cShots; iShot++ )
{
vec3_t vecDir, vecEnd;
float x, y, z;
do{
x = gEngfuncs.pfnRandomFloat( -0.5, 0.5 ) + gEngfuncs.pfnRandomFloat( -0.5, 0.5 );
y = gEngfuncs.pfnRandomFloat( -0.5, 0.5 ) + gEngfuncs.pfnRandomFloat( -0.5, 0.5 );
z = x * x + y * y;
}while( z > 1 );
for( i = 0 ; i < 3; i++ )
{
vecDir[i] = vecDirShooting[i] + x * flSpreadX * right[i] + y * flSpreadY * up [i];
vecEnd[i] = vecSrc[i] + flDistance * vecDir[i];
}
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers( idx - 1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
tracer = EV_HLDM_CheckTracer( idx, vecSrc, tr.endpos, forward, right, iBulletType, iTracerFreq, tracerCount );
// do damage, paint decals
if( tr.fraction != 1.0f )
{
switch( iBulletType )
{
default:
case BULLET_PLAYER_9MM:
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
EV_HLDM_DecalGunshot( &tr, iBulletType );
break;
case BULLET_PLAYER_MP5:
if( !tracer )
{
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
EV_HLDM_DecalGunshot( &tr, iBulletType );
}
break;
case BULLET_PLAYER_BUCKSHOT:
EV_HLDM_DecalGunshot( &tr, iBulletType );
EV_HLDM_SmokePuff( &tr, vecSrc, vecEnd );
break;
case BULLET_PLAYER_357:
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
EV_HLDM_DecalGunshot( &tr, iBulletType );
break;
}
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
}
//======================
// GLOCK START
//======================
/*void EV_FireGlock1( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
int empty;
vec3_t ShellVelocity;
vec3_t ShellOrigin;
int shell;
vec3_t vecSrc, vecAiming;
vec3_t up, right, forward;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
empty = args->bparam1;
AngleVectors( angles, forward, right, up );
shell = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/shell.mdl" );// brass shell
if( EV_IsLocal( idx ) )
{
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? GLOCK_SHOOT_EMPTY : GLOCK_SHOOT, 2 );
V_PunchAxis( 0, -2.0 );
}
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
EV_EjectBrass( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat( 0.92, 1.0 ), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) );
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, 0, args->fparam1, args->fparam2 );
}
void EV_FireGlock2( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t ShellVelocity;
vec3_t ShellOrigin;
int shell;
vec3_t vecSrc, vecAiming;
vec3_t vecSpread;
vec3_t up, right, forward;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
int empty = args->bparam1;
AngleVectors( angles, forward, right, up );
shell = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/shell.mdl" );// brass shell
if( EV_IsLocal( idx ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? GLOCK_SHOOT_EMPTY : GLOCK_SHOOT, 2 );
V_PunchAxis( 0, -2.0 );
}
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat( 0.92, 1.0 ), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) );
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
}*/
//======================
// GLOCK END
//======================
//======================
// SHOTGUN START
//======================
void EV_FireShotGunSingle( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t ShellVelocity;
vec3_t ShellOrigin;
int shell;
vec3_t vecSrc, vecAiming;
vec3_t vecSpread;
vec3_t up, right, forward;
//float flSpread = 0.01;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
AngleVectors( angles, forward, right, up );
shell = gEngfuncs.pEventAPI->EV_FindModelIndex("models/shotgunshell.mdl");// brass shell
if( EV_IsLocal( idx ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE, 2 );
V_PunchAxis( 0, -15.0 );
}
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 32, -12, 6 );
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHOTSHELL );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/dbarrel1.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 );
}
//======================
// SHOTGUN END
//======================
#define SND_CHANGE_PITCH (1 << 7) // duplicated in protocol.h change sound pitch
void EV_TrainPitchAdjust( event_args_t *args )
{
int idx;
vec3_t origin;
unsigned short us_params;
int noise;
float m_flVolume;
int pitch;
int stop;
const char *pszSound;
idx = args->entindex;
VectorCopy( args->origin, origin );
us_params = (unsigned short)args->iparam1;
stop = args->bparam1;
m_flVolume = (float)( us_params & 0x003f ) / 40.0f;
noise = (int)( ( ( us_params ) >> 12 ) & 0x0007 );
pitch = (int)( 10.0f * (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;
}
//======================
// PAR21 START
//======================
enum par21_e
{
PAR21_LONGIDLE = 0,
PAR21_IDLE1,
PAR21_LAUNCH,
PAR21_RELOAD,
PAR21_DEPLOY,
PAR21_FIRE1,
PAR21_FIRE2,
PAR21_FIRE3
};
void EV_FirePar21( struct event_args_s *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 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 ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation( PAR21_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, 2 ) )
{
case 0:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/par21_1.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
break;
case 1:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/par21_2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
break;
case 2:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/par21_3.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
break;
}
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
}
void EV_M203( struct event_args_s *args )
{
int idx;
vec3_t origin;
idx = args->entindex;
VectorCopy( args->origin, origin );
if( EV_IsLocal( idx ) )
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( PAR21_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;
}
}
//======================
// PAR21 END
//======================