/*** * * Copyright (c) 1999, 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 "mod/AvHHud.h" #include "cl_util.h" #include "common/const.h" #include "common/entity_state.h" #include "common/cl_entity.h" #include "common/entity_types.h" #include "common/usercmd.h" #include "pm_shared/pm_defs.h" #include "pm_shared/pm_materials.h" #include "eventscripts.h" #include "ev_hldm.h" #include "common/r_efx.h" #include "common/event_api.h" #include "common/event_args.h" #include "in_defs.h" #include "mod/AvHBasePlayerWeaponConstants.h" #include "mod/AvHMarineWeaponConstants.h" #include "mod/AvHAlienWeaponConstants.h" #include static int tracerCount[ 32 ]; extern AvHHud gHUD; #include "r_studioint.h" #include "common/com_model.h" extern engine_studio_api_t IEngineStudio; //extern "C" char PM_FindTextureType( char *name ); char PM_FindTextureType( char *name ); void V_PunchAxis( int axis, float punch ); void VectorAngles( const float *forward, float *angles ); Vector UTIL_GetRandomSpreadDir(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread); 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_FireShotGunDouble( struct event_args_s *args ); void EV_FireMP5( struct event_args_s *args ); void EV_FireMP52( 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_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_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, int inSoundProbability) { // hit the world, try to play sound based on texture material type char chTextureType = CHAR_TEX_CONCRETE; float fvol; float fvolbar = 0.0f; char *rgsz[4]; int cnt; float fattn = ATTN_NORM; int entity; char *pTextureName; char texname[ 64 ]; char szbuffer[ 64 ]; if(gEngfuncs.pfnRandomLong(1, inSoundProbability) == 1) { 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 = 0.3; fvolbar = 0.6; rgsz[0] = "weapons/ric_conc-1.wav"; rgsz[1] = "weapons/ric_conc-2.wav"; cnt = 2; break; case CHAR_TEX_METAL: fvol = 0.3; fvolbar = 0.3; rgsz[0] = "weapons/ric_metal-1.wav"; rgsz[1] = "weapons/ric_metal-2.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; } if(iBulletType == BULLET_MONSTER_9MM) { fvol = 0.3; fvolbar = 0.6; rgsz[0] = "weapons/a_ric1.wav"; rgsz[1] = "weapons/a_ric2.wav"; rgsz[2] = "weapons/a_ric3.wav"; cnt = 3; } // 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 inChanceOfSound) { int iRand; physent_t *pe; gEngfuncs.pEfxAPI->R_BulletImpactParticles( pTrace->endpos ); iRand = gEngfuncs.pfnRandomLong(1, inChanceOfSound); if ( iRand == 1)// not every bullet makes a sound. { const float kRicochetVolume = .2f; int theRandomSound = gEngfuncs.pfnRandomLong(0, 4); switch(theRandomSound) { case 0: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric1.wav", kRicochetVolume, ATTN_NORM, 0, PITCH_NORM ); break; case 1: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric2.wav", kRicochetVolume, ATTN_NORM, 0, PITCH_NORM ); break; case 2: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric3.wav", kRicochetVolume, ATTN_NORM, 0, PITCH_NORM ); break; case 3: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric4.wav", kRicochetVolume, ATTN_NORM, 0, PITCH_NORM ); break; case 4: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric5.wav", kRicochetVolume, 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, int inSoundProbability) { physent_t *pe; pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent ); if ( pe && pe->solid == SOLID_BSP ) { EV_HLDM_GunshotDecalTrace( pTrace, EV_HLDM_DamageDecal( pe ), inSoundProbability); } } 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; } /* ================ 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; // int iShot; // int tracer; // // // Store off the old count // gEngfuncs.pEventAPI->EV_PushPMStates(); // // gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction(false, true); // // // Now add in all of the players. // gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); // // gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); // // 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 ]; // } // } // // // For debugging // //gEngfuncs.pEfxAPI->R_TracerEffect(vecSrc, vecEnd); // // pmtrace_t tr; // gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); // // //gEngfuncs.pEfxAPI->R_BulletImpactParticles(tr.endpos); // // tracer = EV_HLDM_CheckTracer( idx, vecSrc, tr.endpos, forward, right, iBulletType, iTracerFreq, tracerCount ); // // physent_t *pe = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent ); // bool thePlayBulletHitEffect = /*true;//*/!tr.inwater && pe && !pe->player; // // // do damage, paint decals // if ( tr.fraction != 1.0 ) // { // 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 ); // // // Only play weapon effects if we hit the // if(thePlayBulletHitEffect) // { // //int theSprite = gEngfuncs.pEventAPI->EV_FindModelIndex(kGenericWallpuff); // //TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(tr.endpos, vec3_origin, .6f, theSprite, kRenderGlow, kRenderFxNoDissipation, .5, 1.0, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST); // //theTempEntity->entity.curstate.framerate = 30; // // gEngfuncs.pEfxAPI->R_SparkEffect(tr.endpos, 6, 10, 100); // } // } // break; // case BULLET_PLAYER_BUCKSHOT: // if ( !tracer ) // { // EV_HLDM_DecalGunshot( &tr, iBulletType ); // // // Add cool shotgun effect here // //gEngfuncs.pEfxAPI->R_RocketTrail(vecSrc, tr.endpos, 1); // gEngfuncs.pEfxAPI->R_BulletImpactParticles(tr.endpos); // // //if(thePlayBulletHitEffect) // //{ // // int theSprite = gEngfuncs.pEventAPI->EV_FindModelIndex(kGenericWallpuff); // // TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(tr.endpos, vec3_origin, 1.0f, theSprite, kRenderGlow, kRenderFxNoDissipation, .5, 1.0, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST); // // theTempEntity->entity.curstate.framerate = 30; // //} // // gEngfuncs.pEfxAPI->R_SparkEffect(tr.endpos, 5, 100, 200); // } // break; // case BULLET_PLAYER_357: // if ( !tracer ) // { // //EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); // EV_HLDM_DecalGunshot( &tr, iBulletType ); // // if(thePlayBulletHitEffect) // { // // Make the smoke stick out of the target or wall just a little bit to avoid crappy sprite-in-wall effect // Vector theEndPos = tr.endpos - 20*vecDir; // int theSprite = gEngfuncs.pEventAPI->EV_FindModelIndex(kGenericWallpuff); // Vector theUp(0, 0, 30); // TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(theEndPos, theUp, .3f, theSprite, kRenderTransAdd, kRenderFxFadeSlow, .3, 0.6, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST); // if(theTempEntity) // { // theTempEntity->entity.curstate.framerate = 50; // } // // //// Create rising area of smoke above gun wielder // //if(gEngfuncs.pfnRandomLong(0, 3) == 0) // //{ // // vec3_t theSource; // // VectorCopy(vecSrc, theSource); // // theSource.z += 60; // // theSource.z += 60; // // // // theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(vecSrc, vec3_origin, 1.0f, theSprite, kRenderGlow, kRenderFxNoDissipation, .3, 3.0, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST); // // theTempEntity->entity.curstate.framerate = 30; // //} // // // TODO: Add more here like splinters of wall and plaster // gEngfuncs.pEfxAPI->R_SparkEffect(tr.endpos, 12, 100, 200); // } // } // break; // case BULLET_MONSTER_9MM: // break; // } // } // } // // gEngfuncs.pEventAPI->EV_PopPMStates(); //} /* ================ EV_HLDM_FireBulletsPlayer Client-side prediction friendly version of EV_HLDM_FireBullets ================ */ void EV_HLDM_FireBulletsPlayer( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float flDistance, int iBulletType, int iTracerFreq, int *tracerCount, Vector inSpread, int inRandomSeed) { // int i; int iShot; int tracer; // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction(false, true); // Now add in all of the players. gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); 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 ]; //} vecDir = UTIL_GetRandomSpreadDir(inRandomSeed, iShot, vecDirShooting, right, up, inSpread); VectorMA(vecSrc, flDistance, vecDir, vecEnd); //vecEnd = vecSrc + flDistance*vecDir; // } // For debugging //gEngfuncs.pEfxAPI->R_TracerEffect(vecSrc, vecEnd); pmtrace_t tr; gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); //gEngfuncs.pEfxAPI->R_BulletImpactParticles(tr.endpos); tracer = EV_HLDM_CheckTracer( idx, vecSrc, tr.endpos, forward, right, iBulletType, iTracerFreq, tracerCount ); physent_t *pe = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent ); bool thePlayBulletHitEffect = /*true;//*/!tr.inwater && pe && !pe->player; int theSoundProbability = 2; // do damage, paint decals if ( tr.fraction != 1.0 ) { switch(iBulletType) { default: case BULLET_PLAYER_9MM: EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType, theSoundProbability); EV_HLDM_DecalGunshot( &tr, iBulletType, theSoundProbability); break; case BULLET_PLAYER_MP5: if ( !tracer ) { EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType, theSoundProbability); theSoundProbability = 8; EV_HLDM_DecalGunshot( &tr, iBulletType, theSoundProbability); // Only play weapon effects if we hit the if(thePlayBulletHitEffect) { // Make the smoke stick out of the target or wall just a little bit to avoid crappy sprite-in-wall effect Vector theEndPos = tr.endpos - 20*vecDir; int theSprite = gEngfuncs.pEventAPI->EV_FindModelIndex(kGenericWallpuff); Vector theUp(0, 0, 30); TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(theEndPos, theUp, .3f, theSprite, kRenderTransAdd, kRenderFxFadeSlow, .1, 0.6, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST); if(theTempEntity) { theTempEntity->entity.curstate.framerate = 50; } gEngfuncs.pEfxAPI->R_SparkEffect(tr.endpos, 6, 10, 100); } } break; case BULLET_PLAYER_BUCKSHOT: if ( !tracer ) { theSoundProbability = BALANCE_VAR(kSGBulletsPerShot)/2; EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType, theSoundProbability); theSoundProbability = BALANCE_VAR(kSGBulletsPerShot)/2; EV_HLDM_DecalGunshot( &tr, iBulletType, theSoundProbability); if(thePlayBulletHitEffect) { // Add cool shotgun effect here //gEngfuncs.pEfxAPI->R_RocketTrail(vecSrc, tr.endpos, 1); gEngfuncs.pEfxAPI->R_BulletImpactParticles(tr.endpos); //if(thePlayBulletHitEffect) //{ // int theSprite = gEngfuncs.pEventAPI->EV_FindModelIndex(kGenericWallpuff); // TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(tr.endpos, vec3_origin, 1.0f, theSprite, kRenderGlow, kRenderFxNoDissipation, .5, 1.0, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST); // theTempEntity->entity.curstate.framerate = 30; //} gEngfuncs.pEfxAPI->R_SparkEffect(tr.endpos, 5, 100, 200); } } break; case BULLET_PLAYER_357: if ( !tracer ) { theSoundProbability = 1; EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType, theSoundProbability); EV_HLDM_DecalGunshot( &tr, iBulletType, theSoundProbability); if(thePlayBulletHitEffect) { // Make the smoke stick out of the target or wall just a little bit to avoid crappy sprite-in-wall effect Vector theEndPos = tr.endpos - 20*vecDir; int theSprite = gEngfuncs.pEventAPI->EV_FindModelIndex(kGenericWallpuff); Vector theUp(0, 0, 30); TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(theEndPos, theUp, .3f, theSprite, kRenderTransAdd, kRenderFxFadeSlow, .15, 0.6, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST); if(theTempEntity) { theTempEntity->entity.curstate.framerate = 50; } //// Create rising area of smoke above gun wielder //if(gEngfuncs.pfnRandomLong(0, 3) == 0) //{ // vec3_t theSource; // VectorCopy(vecSrc, theSource); // theSource.z += 60; // theSource.z += 60; // // theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(vecSrc, vec3_origin, 1.0f, theSprite, kRenderGlow, kRenderFxNoDissipation, .3, 3.0, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST); // theTempEntity->entity.curstate.framerate = 30; //} // TODO: Add more here like splinters of wall and plaster gEngfuncs.pEfxAPI->R_SparkEffect(tr.endpos, 12, 100, 200); } } break; case BULLET_MONSTER_9MM: if(!tracer) { EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType, theSoundProbability); //EV_HLDM_DecalGunshot( &tr, iBulletType, theSoundProbability); // Only play weapon effects if we hit the if(thePlayBulletHitEffect) { int theSprite = gEngfuncs.pEventAPI->EV_FindModelIndex(kSpikeGunHitSprite); TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(tr.endpos, vec3_origin, .6f, theSprite, kRenderTransAdd, kRenderFxNoDissipation, .5f, .4f, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST); if(theTempEntity) { theTempEntity->entity.curstate.framerate = 30; } } } 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 ); // // 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( 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, &tracerCount[idx-1], args->fparam1, args->fparam2 ); // //} //====================== // GLOCK 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, &tracerCount[idx-1], 0.17365, 0.04362 ); // } // else // { // EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], 0.08716, 0.08716 ); // } // // if ( EV_IsLocal( idx ) ) // { // V_PunchAxis( 0, -10.0 ); // } //} //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, &tracerCount[idx-1], 0.08716, 0.04362 ); // } // else // { // EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], 0.08716, 0.08716 ); // } //} //====================== // SHOTGUN END //====================== //====================== // MP5 START //====================== //void EV_FireMP5( 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 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( MG_FIRE1 + gEngfuncs.pfnRandomLong(0,2), 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, &tracerCount[idx-1], args->fparam1, args->fparam2 ); // } // else // { // EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &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 ) ) // { // // NOTE: Put this back in if needed <<< cgc >>> // //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 //====================== //====================== // 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" ); } void EV_FireGauss( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t velocity; 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 ) ) { V_PunchAxis( 0, -2.0 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( GAUSS_FIRE2, 2 ); } 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; float n; // 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, CROWBAR_ATTACK3HIT }; 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 ) ) { gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK1MISS, 1 ); 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 //====================== //====================== // CROSSBOW END //====================== enum crossbow_e { CROSSBOW_IDLE1 = 0, // full CROSSBOW_IDLE2, // empty CROSSBOW_FIDGET1, // full CROSSBOW_FIDGET2, // empty CROSSBOW_FIRE1, // full CROSSBOW_FIRE2, // reload CROSSBOW_FIRE3, // empty CROSSBOW_RELOAD, // from empty CROSSBOW_DRAW1, // full CROSSBOW_DRAW2, // empty CROSSBOW_HOLSTER1, // full CROSSBOW_HOLSTER2, // empty }; //===================== // 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/xbow_fire1.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong(0,0xF) ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/xbow_reload1.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_FIRE1, 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/xbow_fire1.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong(0,0xF) ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/xbow_reload1.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_FIRE1, 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" //@2014 #ifdef ARRAYSIZE #undef ARRAYSIZE #endif #define ARRAYSIZE(p) (sizeof(p)/sizeof(p[0])) BEAM *pBeam; BEAM *pBeam2; 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 ( 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 ) { vec3_t vecSrc, vecEnd, origin, 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 ); } } } 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; } } } //====================== // 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_ARM2, 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; char sz[ 256 ]; 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: strcpy( sz, "plats/ttrain1.wav"); break; case 2: strcpy( sz, "plats/ttrain2.wav"); break; case 3: strcpy( sz, "plats/ttrain3.wav"); break; case 4: strcpy( sz, "plats/ttrain4.wav"); break; case 5: strcpy( sz, "plats/ttrain6.wav"); break; case 6: strcpy( sz, "plats/ttrain7.wav"); break; default: // no sound strcpy( sz, "" ); return; } if ( stop ) { gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, sz ); } else { gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, sz, m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, pitch ); } } int EV_TFC_IsAllyTeam( int iTeam1, int iTeam2 ) { return 0; }