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04c334c94b
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@15 67975925-1194-0748-b3d5-c16f83f1a3a1
1966 lines
58 KiB
C++
1966 lines
58 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//#include "hud.h"
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#include "mod/AvHHud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "entity_types.h"
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#include "usercmd.h"
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#include "pm_defs.h"
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#include "pm_materials.h"
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#include "eventscripts.h"
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#include "ev_hldm.h"
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#include "r_efx.h"
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#include "event_api.h"
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#include "event_args.h"
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#include "in_defs.h"
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#include "mod/AvHBasePlayerWeaponConstants.h"
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#include "mod/AvHMarineWeaponConstants.h"
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#include "mod/AvHAlienWeaponConstants.h"
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#include <string.h>
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static int tracerCount[ 32 ];
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extern AvHHud gHUD;
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#include "r_studioint.h"
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#include "com_model.h"
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extern engine_studio_api_t IEngineStudio;
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//extern "C" char PM_FindTextureType( char *name );
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char PM_FindTextureType( char *name );
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void V_PunchAxis( int axis, float punch );
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void VectorAngles( const float *forward, float *angles );
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Vector UTIL_GetRandomSpreadDir(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread);
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extern "C"
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{
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// HLDM
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void EV_FireGlock1( struct event_args_s *args );
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void EV_FireGlock2( struct event_args_s *args );
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void EV_FireShotGunSingle( struct event_args_s *args );
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void EV_FireShotGunDouble( struct event_args_s *args );
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void EV_FireMP5( struct event_args_s *args );
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void EV_FireMP52( struct event_args_s *args );
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void EV_FirePython( struct event_args_s *args );
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void EV_FireGauss( struct event_args_s *args );
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void EV_SpinGauss( struct event_args_s *args );
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void EV_Crowbar( struct event_args_s *args );
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void EV_FireCrossbow( struct event_args_s *args );
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void EV_FireCrossbow2( struct event_args_s *args );
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void EV_FireRpg( struct event_args_s *args );
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void EV_EgonFire( struct event_args_s *args );
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void EV_EgonStop( struct event_args_s *args );
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void EV_HornetGunFire( struct event_args_s *args );
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void EV_TripmineFire( struct event_args_s *args );
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void EV_SnarkFire( struct event_args_s *args );
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void EV_TrainPitchAdjust( struct event_args_s *args );
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}
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#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 )
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#define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 )
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#define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 )
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#define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 )
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#define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 )
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#define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 )
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#define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 )
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#define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 )
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#define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 )
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#define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 )
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#define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 )
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#define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 )
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// play a strike sound based on the texture that was hit by the attack traceline. VecSrc/VecEnd are the
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// original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture.
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// returns volume of strike instrument (crowbar) to play
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float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, int iBulletType, int inSoundProbability)
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{
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// hit the world, try to play sound based on texture material type
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char chTextureType = CHAR_TEX_CONCRETE;
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float fvol;
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float fvolbar = 0.0f;
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char *rgsz[4];
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int cnt;
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float fattn = ATTN_NORM;
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int entity;
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char *pTextureName;
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char texname[ 64 ];
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char szbuffer[ 64 ];
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if(gEngfuncs.pfnRandomLong(1, inSoundProbability) == 1)
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{
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entity = gEngfuncs.pEventAPI->EV_IndexFromTrace( ptr );
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// FIXME check if playtexture sounds movevar is set
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//
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chTextureType = 0;
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// Player
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if ( entity >= 1 && entity <= gEngfuncs.GetMaxClients() )
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{
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// hit body
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chTextureType = CHAR_TEX_FLESH;
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}
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else if ( entity == 0 )
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{
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// get texture from entity or world (world is ent(0))
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pTextureName = (char *)gEngfuncs.pEventAPI->EV_TraceTexture( ptr->ent, vecSrc, vecEnd );
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if ( pTextureName )
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{
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strcpy( texname, pTextureName );
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pTextureName = texname;
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// strip leading '-0' or '+0~' or '{' or '!'
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if (*pTextureName == '-' || *pTextureName == '+')
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{
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pTextureName += 2;
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}
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if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ')
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{
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pTextureName++;
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}
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// '}}'
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strcpy( szbuffer, pTextureName );
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szbuffer[ CBTEXTURENAMEMAX - 1 ] = 0;
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// get texture type
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chTextureType = PM_FindTextureType( szbuffer );
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}
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}
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switch (chTextureType)
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{
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default:
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case CHAR_TEX_CONCRETE: fvol = 0.3; fvolbar = 0.6;
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rgsz[0] = "weapons/ric_conc-1.wav";
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rgsz[1] = "weapons/ric_conc-2.wav";
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cnt = 2;
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break;
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case CHAR_TEX_METAL: fvol = 0.3; fvolbar = 0.3;
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rgsz[0] = "weapons/ric_metal-1.wav";
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rgsz[1] = "weapons/ric_metal-2.wav";
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cnt = 2;
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break;
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case CHAR_TEX_DIRT: fvol = 0.9; fvolbar = 0.1;
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rgsz[0] = "player/pl_dirt1.wav";
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rgsz[1] = "player/pl_dirt2.wav";
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rgsz[2] = "player/pl_dirt3.wav";
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cnt = 3;
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break;
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case CHAR_TEX_VENT: fvol = 0.5; fvolbar = 0.3;
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rgsz[0] = "player/pl_duct1.wav";
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rgsz[1] = "player/pl_duct1.wav";
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cnt = 2;
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break;
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case CHAR_TEX_GRATE: fvol = 0.9; fvolbar = 0.5;
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rgsz[0] = "player/pl_grate1.wav";
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rgsz[1] = "player/pl_grate4.wav";
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cnt = 2;
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break;
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case CHAR_TEX_TILE: fvol = 0.8; fvolbar = 0.2;
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rgsz[0] = "player/pl_tile1.wav";
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rgsz[1] = "player/pl_tile3.wav";
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rgsz[2] = "player/pl_tile2.wav";
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rgsz[3] = "player/pl_tile4.wav";
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cnt = 4;
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break;
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case CHAR_TEX_SLOSH: fvol = 0.9; fvolbar = 0.0;
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rgsz[0] = "player/pl_slosh1.wav";
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rgsz[1] = "player/pl_slosh3.wav";
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rgsz[2] = "player/pl_slosh2.wav";
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rgsz[3] = "player/pl_slosh4.wav";
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cnt = 4;
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break;
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case CHAR_TEX_WOOD: fvol = 0.9; fvolbar = 0.2;
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rgsz[0] = "debris/wood1.wav";
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rgsz[1] = "debris/wood2.wav";
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rgsz[2] = "debris/wood3.wav";
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cnt = 3;
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break;
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case CHAR_TEX_GLASS:
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case CHAR_TEX_COMPUTER:
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fvol = 0.8; fvolbar = 0.2;
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rgsz[0] = "debris/glass1.wav";
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rgsz[1] = "debris/glass2.wav";
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rgsz[2] = "debris/glass3.wav";
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cnt = 3;
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break;
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case CHAR_TEX_FLESH:
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if (iBulletType == BULLET_PLAYER_CROWBAR)
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return 0.0; // crowbar already makes this sound
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fvol = 1.0; fvolbar = 0.2;
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rgsz[0] = "weapons/bullet_hit1.wav";
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rgsz[1] = "weapons/bullet_hit2.wav";
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fattn = 1.0;
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cnt = 2;
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break;
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}
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if(iBulletType == BULLET_MONSTER_9MM)
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{
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fvol = 0.3;
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fvolbar = 0.6;
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rgsz[0] = "weapons/a_ric1.wav";
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rgsz[1] = "weapons/a_ric2.wav";
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rgsz[2] = "weapons/a_ric3.wav";
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cnt = 3;
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}
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// play material hit sound
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gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, rgsz[gEngfuncs.pfnRandomLong(0,cnt-1)], fvol, fattn, 0, 96 + gEngfuncs.pfnRandomLong(0,0xf) );
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}
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return fvolbar;
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}
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char *EV_HLDM_DamageDecal( physent_t *pe )
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{
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static char decalname[ 32 ];
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int idx;
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if ( pe->classnumber == 1 )
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{
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idx = gEngfuncs.pfnRandomLong( 0, 2 );
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sprintf( decalname, "{break%i", idx + 1 );
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}
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else if ( pe->rendermode != kRenderNormal )
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{
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sprintf( decalname, "{bproof1" );
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}
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else
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{
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idx = gEngfuncs.pfnRandomLong( 0, 4 );
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sprintf( decalname, "{shot%i", idx + 1 );
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}
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return decalname;
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}
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void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName, int inChanceOfSound)
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{
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int iRand;
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physent_t *pe;
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gEngfuncs.pEfxAPI->R_BulletImpactParticles( pTrace->endpos );
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iRand = gEngfuncs.pfnRandomLong(1, inChanceOfSound);
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if ( iRand == 1)// not every bullet makes a sound.
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{
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const float kRicochetVolume = .2f;
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int theRandomSound = gEngfuncs.pfnRandomLong(0, 4);
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switch(theRandomSound)
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{
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case 0: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric1.wav", kRicochetVolume, ATTN_NORM, 0, PITCH_NORM ); break;
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case 1: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric2.wav", kRicochetVolume, ATTN_NORM, 0, PITCH_NORM ); break;
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case 2: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric3.wav", kRicochetVolume, ATTN_NORM, 0, PITCH_NORM ); break;
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case 3: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric4.wav", kRicochetVolume, ATTN_NORM, 0, PITCH_NORM ); break;
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case 4: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric5.wav", kRicochetVolume, ATTN_NORM, 0, PITCH_NORM ); break;
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}
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}
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
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// Only decal brush models such as the world etc.
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if ( decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) )
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{
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if ( CVAR_GET_FLOAT( "r_decals" ) )
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{
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gEngfuncs.pEfxAPI->R_DecalShoot(
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gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ),
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gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 );
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}
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}
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}
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void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType, int inSoundProbability)
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{
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physent_t *pe;
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
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if ( pe && pe->solid == SOLID_BSP )
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{
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EV_HLDM_GunshotDecalTrace( pTrace, EV_HLDM_DamageDecal( pe ), inSoundProbability);
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}
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}
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int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, float *right, int iBulletType, int iTracerFreq, int *tracerCount )
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{
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int tracer = 0;
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int i;
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qboolean player = idx >= 1 && idx <= gEngfuncs.GetMaxClients() ? true : false;
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if ( iTracerFreq != 0 && ( (*tracerCount)++ % iTracerFreq) == 0 )
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{
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vec3_t vecTracerSrc;
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if ( player )
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{
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vec3_t offset( 0, 0, -4 );
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// adjust tracer position for player
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for ( i = 0; i < 3; i++ )
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{
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vecTracerSrc[ i ] = vecSrc[ i ] + offset[ i ] + right[ i ] * 2 + forward[ i ] * 16;
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}
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}
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else
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{
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VectorCopy( vecSrc, vecTracerSrc );
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}
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if ( iTracerFreq != 1 ) // guns that always trace also always decal
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tracer = 1;
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switch( iBulletType )
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{
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case BULLET_PLAYER_MP5:
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case BULLET_MONSTER_MP5:
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case BULLET_MONSTER_9MM:
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case BULLET_MONSTER_12MM:
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default:
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EV_CreateTracer( vecTracerSrc, end );
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break;
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}
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}
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return tracer;
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}
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/*
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================
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FireBullets
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Go to the trouble of combining multiple pellets into a single damage call.
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================
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*/
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//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 )
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//{
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// int i;
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// int iShot;
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// int tracer;
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//
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// // Store off the old count
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// gEngfuncs.pEventAPI->EV_PushPMStates();
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//
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// gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction(false, true);
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//
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// // Now add in all of the players.
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// gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
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//
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// gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
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//
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// for ( iShot = 1; iShot <= cShots; iShot++ )
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// {
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// vec3_t vecDir, vecEnd;
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//
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// float x, y, z;
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// //We randomize for the Shotgun.
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// if ( iBulletType == BULLET_PLAYER_BUCKSHOT )
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// {
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// do {
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// x = gEngfuncs.pfnRandomFloat(-0.5,0.5) + gEngfuncs.pfnRandomFloat(-0.5,0.5);
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// y = gEngfuncs.pfnRandomFloat(-0.5,0.5) + gEngfuncs.pfnRandomFloat(-0.5,0.5);
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// z = x*x+y*y;
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// } while (z > 1);
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//
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// for ( i = 0 ; i < 3; i++ )
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// {
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// vecDir[i] = vecDirShooting[i] + x * flSpreadX * right[ i ] + y * flSpreadY * up [ i ];
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// vecEnd[i] = vecSrc[ i ] + flDistance * vecDir[ i ];
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// }
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// }//But other guns already have their spread randomized in the synched spread.
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// else
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// {
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//
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// for ( i = 0 ; i < 3; i++ )
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// {
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// vecDir[i] = vecDirShooting[i] + flSpreadX * right[ i ] + flSpreadY * up [ i ];
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// vecEnd[i] = vecSrc[ i ] + flDistance * vecDir[ i ];
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// }
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// }
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//
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// // For debugging
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// //gEngfuncs.pEfxAPI->R_TracerEffect(vecSrc, vecEnd);
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//
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// pmtrace_t tr;
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// gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
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//
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// //gEngfuncs.pEfxAPI->R_BulletImpactParticles(tr.endpos);
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//
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// tracer = EV_HLDM_CheckTracer( idx, vecSrc, tr.endpos, forward, right, iBulletType, iTracerFreq, tracerCount );
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//
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// physent_t *pe = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent );
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// bool thePlayBulletHitEffect = /*true;//*/!tr.inwater && pe && !pe->player;
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//
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// // do damage, paint decals
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// if ( tr.fraction != 1.0 )
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// {
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// switch(iBulletType)
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// {
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// default:
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// case BULLET_PLAYER_9MM:
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//
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// //EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
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// EV_HLDM_DecalGunshot( &tr, iBulletType );
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//
|
|
// 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_IVAR(kSGBulletsPerShot)/2;
|
|
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType, theSoundProbability);
|
|
|
|
theSoundProbability = BALANCE_IVAR(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"
|
|
|
|
#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;
|
|
}
|