NS/main/source/cl_dll/hl/hl_weapons.cpp
Ari Timonen 4f13237895 Update line endings
Change CRLF to LF in repo.
2018-04-22 18:55:55 +03:00

1537 lines
39 KiB
C++

/***
*
* 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.
*
* Modified by Charlie Cleveland:
*
* $Workfile: hl_weapons.cpp $
* $Date: 2002/10/24 21:11:52 $
*
* -------------------------------------------------------------------------------
* $Log: hl_weapons.cpp,v $
* Revision 1.31 2002/10/24 21:11:52 Flayra
* - Updated jetpack effect because it was really buggy this old way
*
* Revision 1.30 2002/10/16 02:12:10 Flayra
* - Valve anti-cheat integrated!
*
* Revision 1.29 2002/10/16 00:36:40 Flayra
* - Removed blink fail
*
* Revision 1.28 2002/08/31 18:01:59 Flayra
* - Work at VALVe
*
* Revision 1.27 2002/07/08 16:09:03 Flayra
* - Removed unneeded code here, so random numbers were generated properly on both client and server
*
* Revision 1.26 2002/07/01 20:56:31 Flayra
* - Added babbler gun
*
* Revision 1.25 2002/06/25 17:03:01 Flayra
* - Removed old weapons, added new weapons, fixed mines, iuser3 enables and disables weapons
*
* ===============================================================================
****/
#include "../hud.h"
#include "../cl_util.h"
#include "common/const.h"
#include "common/entity_state.h"
#include "common/cl_entity.h"
#include "../demo.h"
#include "common/usercmd.h"
#include "common/event_flags.h"
#include "common/event_api.h"
#include "cl_dll/com_weapons.h"
#include "cl_dll/ammo.h"
#include "cl_dll/ammohistory.h"
#include "dlls/extdll.h"
#include "dlls/util.h"
#include "dlls/cbase.h"
#include "dlls/monsters.h"
#include "dlls/weapons.h"
#include "dlls/nodes.h"
#include "dlls/player.h"
#include "mod/AvHEvents.h"
#include "common/usercmd.h"
#include "common/entity_state.h"
#include "common/demo_api.h"
#include "pm_shared/pm_defs.h"
#include "common/event_api.h"
#include "common/r_efx.h"
#include "../hud_iface.h"
#include "../com_weapons.h"
#include "mod/AvHMarineWeapons.h"
#include "mod/AvHSpecials.h"
#include "mod/AvHAlienWeapons.h"
#include "mod/AvHAlienAbilities.h"
#include "mod/AvHAlienWeaponConstants.h"
#include "mod/AvHAlienAbilityConstants.h"
#include "mod/AvHMovementUtil.h"
#include "engine/APIProxy.h"
#include "../Exports.h"
extern globalvars_t *gpGlobals;
extern bool gIsJetpacking;
// Pool of client side entities/entvars_t
static entvars_t ev[ 32 ];
static int num_ents = 0;
// The entity we'll use to represent the local client
static CBasePlayer player;
// Local version of game .dll global variables ( time, etc. )
static globalvars_t Globals;
static CBasePlayerWeapon *g_pWpns[ 32 ];
bool CheckInAttack2(void);
vec3_t previousorigin;
// HLDM Weapon placeholder entities.
//CGlock g_Glock;
// NS weapons
AvHKnife gKnife;
AvHMachineGun gMachineGun;
AvHPistol gPistol;
AvHSonicGun gSonicGun;
AvHHeavyMachineGun gHeavyMachineGun;
AvHGrenadeGun gGrenadeGun;
AvHGrenade gGrenade;
AvHWelder gWelder;
AvHMine gMine;
AvHSpitGun gSpitGun;
AvHClaws gClaws;
AvHSpore gSpores;
AvHBite gBite;
AvHBite2 gBite2;
AvHSpikeGun gSpikeGun;
AvHSwipe gSwipe;
AvHWebSpinner gWebSpinner;
AvHPrimalScream gPrimalScream;
AvHParasiteGun gParasite;
AvHUmbraGun gUmbra;
AvHBlinkGun gBlink;
AvHDivineWind gDivineWind;
//AvHParalysisGun gParalysisGun;
AvHBileBombGun gBileBomb;
AvHAcidRocketGun gAcidRocket;
AvHHealingSpray gHealingSpray;
AvHMetabolize gMetabolize;
AvHDevour gDevour;
AvHStomp gStomp;
// Alien abilities
AvHLeap gLeap;
AvHCharge gCharge;
// Jetpack events
int gJetpackEventID;
//int gWallJumpEventID;
//int gFlightEventID;
int gTeleportEventID;
int gPhaseInEventID;
int gSiegeHitEventID;
int gSiegeViewHitEventID;
int gCommanderPointsAwardedEventID;
int gBlinkEffectSuccessEventID;
//bool gPlayingJetpack = false;
//CGlock g_Glock;
//CCrowbar g_Crowbar;
//CPython g_Python;
//CMP5 g_Mp5;
//CCrossbow g_Crossbow;
//CShotgun g_Shotgun;
//CRpg g_Rpg;
//CGauss g_Gauss;
//CEgon g_Egon;
//CHgun g_HGun;
//CHandGrenade g_HandGren;
//CSatchel g_Satchel;
//CTripmine g_Tripmine;
//CSqueak g_Snark;
/*
======================
AlertMessage
Print debug messages to console
======================
*/
void AlertMessage( ALERT_TYPE atype, char *szFmt, ... )
{
va_list argptr;
static char string[1024];
va_start (argptr, szFmt);
#ifdef WIN32
//overflow protection in MS version of function...
_vsnprintf( string, 1023, szFmt, argptr );
#else
vsprintf (string, szFmt,argptr);
#endif
va_end (argptr);
gEngfuncs.Con_Printf( "cl: " );
gEngfuncs.Con_Printf( string );
}
// Client-side effects for jetpack
void CheckJetpack()
{
// if local player is jetpacking, play effects immediately
// if(gIsJetpacking && !gPlayingJetpack)
// {
// cl_entity_t* thePlayer;
// thePlayer = gEngfuncs.GetLocalPlayer();
// ASSERT(thePlayer);
//
// // Play event locally, server will tell everyone else to play event
// gEngfuncs.pEventAPI->EV_PlaybackEvent(0, NULL, gJetpackEventID, 0, thePlayer->origin, (float *)&g_vecZero, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );
//
// //gPlayingJetpack = true;
// }
// Check to turn it off too (in case there's a network anomaly or the game resets or something, just trying to be safe)
//else if(!gIsJetpacking && (gPlayingJetpack))
//{
// gEngfuncs.pEventAPI->EV_PlaybackEvent(0, NULL, gEndJetpackEventID, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );
//
// gPlayingJetpack = false;
//}
}
//Returns if it's multiplayer.
//Mostly used by the client side weapons.
bool bIsMultiplayer ( void )
{
return gEngfuncs.GetMaxClients() == 1 ? 0 : 1;
}
//Just loads a v_ model.
void LoadVModel ( char *szViewModel, CBasePlayer *m_pPlayer )
{
gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
}
/*
=====================
HUD_PrepEntity
Links the raw entity to an entvars_s holder. If a player is passed in as the owner, then
we set up the m_pPlayer field.
=====================
*/
void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner )
{
typedef vector<int> IDListType;
static IDListType sIDList;
memset( &ev[ num_ents ], 0, sizeof( entvars_t ) );
pEntity->pev = &ev[ num_ents++ ];
pEntity->Precache();
pEntity->Spawn();
if ( pWeaponOwner )
{
ItemInfo info;
((CBasePlayerWeapon *)pEntity)->m_pPlayer = pWeaponOwner;
((CBasePlayerWeapon *)pEntity)->GetItemInfo( &info );
// ASSERT that a weapon with this id isn't in the list
int theNewID = info.iId;
IDListType::iterator theIter = std::find(sIDList.begin(), sIDList.end(), theNewID);
ASSERT(theIter == sIDList.end());
// Insert id into our list
sIDList.push_back(theNewID);
g_pWpns[ theNewID ] = (CBasePlayerWeapon *)pEntity;
}
}
/*
=====================
CBaseEntity :: Killed
If weapons code "kills" an entity, just set its effects to EF_NODRAW
=====================
*/
void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib )
{
pev->effects |= EF_NODRAW;
}
/*
=====================
CBasePlayerWeapon :: DefaultReload
=====================
*/
BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay, int body )
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
return FALSE;
int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
if (j == 0)
return FALSE;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
//!!UNDONE -- reload sound goes here !!!
//SendWeaponAnim( iAnim, UseDecrement(), body );
m_fInReload = TRUE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + kDeployIdleInterval;
return TRUE;
}
/*
=====================
CBasePlayerWeapon :: CanDeploy
=====================
*/
BOOL CBasePlayerWeapon :: CanDeploy( void )
{
BOOL bHasAmmo = 0;
if ( !pszAmmo1() )
{
// this weapon doesn't use ammo, can always deploy.
return TRUE;
}
if ( pszAmmo1() )
{
bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0);
}
if ( pszAmmo2() )
{
bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0);
}
if (m_iClip > 0)
{
bHasAmmo |= 1;
}
if (!bHasAmmo)
{
return FALSE;
}
return TRUE;
}
/*
=====================
CBasePlayerWeapon :: DefaultDeploy
=====================
*/
BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal, int body )
{
if ( !CanDeploy() )
return FALSE;
gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
SendWeaponAnim( iAnim, skiplocal, body );
m_pPlayer->m_flNextAttack = this->GetDeployTime();
m_flTimeWeaponIdle = this->GetDeployTime() + kDeployIdleInterval;
return TRUE;
}
/*
=====================
CBasePlayerWeapon :: PlayEmptySound
=====================
*/
BOOL CBasePlayerWeapon :: PlayEmptySound( void )
{
if (m_iPlayEmptySound)
{
HUD_PlaySound( "weapons/357_cock1.wav", 0.8 );
m_iPlayEmptySound = 0;
return 0;
}
return 0;
}
/*
=====================
CBasePlayerWeapon :: ResetEmptySound
=====================
*/
void CBasePlayerWeapon :: ResetEmptySound( void )
{
m_iPlayEmptySound = 1;
}
/*
=====================
CBasePlayerWeapon::Holster
Put away weapon
=====================
*/
void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE; // cancel any reload in progress.
m_pPlayer->pev->viewmodel = 0;
}
/*
=====================
CBasePlayerWeapon::SendWeaponAnim
Animate weapon model
=====================
*/
void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body )
{
m_pPlayer->pev->weaponanim = iAnim;
HUD_SendWeaponAnim( iAnim, body, 0 );
}
/*
=====================
CBaseEntity::FireBulletsPlayer
Only produces random numbers to match the server ones.
=====================
*/
Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker, int shared_rand )
{
//float x, y, z;
Vector theShotDirection;
theShotDirection.x = theShotDirection.y = theShotDirection.z = 0;
// for ( ULONG iShot = 1; iShot <= cShots; iShot++ )
// {
// if ( pevAttacker == NULL )
// {
// // get circular gaussian spread
// do {
// x = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);
// y = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);
// z = x*x+y*y;
// } while (z > 1);
// }
// else
// {
// //Use player's random seed.
// // get circular gaussian spread
// x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 );
// y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 );
// z = x * x + y * y;
// }
//
// UTIL_GetRandomSpreadDir(shared_rand, iShot, vecDirShooting)
// }
// return Vector ( (float)(x * vecSpread.x), (float)(y * vecSpread.y), 0.0f );
return theShotDirection;
}
bool GetCanUseWeapon()
{
// This mirrors the functionality of AvHPlayer::GetCanUseWeapon.
return !gHUD.GetIsInTopDownMode() && !gHUD.GetIsBeingDigested() && !gHUD.GetIsEnsnared() && !gHUD.GetIsStunned() && gEngfuncs.GetViewModel() != NULL;
}
/*
=====================
CBasePlayerWeapon::ItemPostFrame
Handles weapon firing, reloading, etc.
=====================
*/
void CBasePlayerWeapon::ItemPostFrame( void )
{
// Hack initialization
if (this->m_flLastAnimationPlayed >= 3.0f * BALANCE_VAR(kLeapROF) + gpGlobals->time)
this->m_flLastAnimationPlayed = 0.0f;
if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0))
{
///////////////////////////////////////////////////////////////////////////////////////////////////////
// Put code in here to predict reloads (ie, have the ammo on screen update before we get a response) //
///////////////////////////////////////////////////////////////////////////////////////////////////////
//#if 0 // FIXME, need ammo on client to make this work right
// // complete the reload.
// int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
//
// // Add them to the clip
// m_iClip += j;
// m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
//#else
// m_iClip += 10;
//#endif
m_fInReload = FALSE;
}
// Properly propagate the end animation
if (this->PrevAttack2Status == true && !(m_pPlayer->pev->button & IN_ATTACK2))
{
switch (gHUD.GetCurrentWeaponID())
{
case AVH_WEAPON_SWIPE:
this->SendWeaponAnim(12);
break;
case AVH_WEAPON_ACIDROCKET:
this->SendWeaponAnim(8);
break;
case AVH_WEAPON_CLAWS:
this->SendWeaponAnim(9);
break;
case AVH_WEAPON_STOMP:
this->SendWeaponAnim(8);
break;
case AVH_WEAPON_DEVOUR:
this->SendWeaponAnim(11);
break;
}
}
if ( (m_pPlayer->pev->button & IN_ATTACK) && !(m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextPrimaryAttack <= 0.0) )
{
if (GetCanUseWeapon())
{
if ( (m_iClip == 0 && pszAmmo1()) ||
(iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
{
m_fFireOnEmpty = TRUE;
}
if ((gHUD.GetHUDUser3() == AVH_USER3_ALIEN_PLAYER1)
&& (gHUD.GetCurrentWeaponID() == AVH_ABILITY_LEAP)
&& (this->m_flLastAnimationPlayed + (float)BALANCE_VAR(kLeapROF) <= gpGlobals->time))
{
// : 0001151 predict energy too
AvHAlienWeapon* theWeapon = dynamic_cast<AvHAlienWeapon *>(g_pWpns[AVH_ABILITY_LEAP]);
if ( theWeapon && theWeapon->IsUseable() ) {
float theVolumeScalar = 1.0f;
cl_entity_t *player = gEngfuncs.GetLocalPlayer();
int theSilenceLevel = AvHGetAlienUpgradeLevel(player->curstate.iuser4, MASK_UPGRADE_6);
switch(theSilenceLevel)
{
case 1:
theVolumeScalar = (float)BALANCE_VAR(kSilenceLevel1Volume);
break;
case 2:
theVolumeScalar = (float)BALANCE_VAR(kSilenceLevel2Volume);
break;
case 3:
theVolumeScalar = (float)BALANCE_VAR(kSilenceLevel3Volume);
break;
}
HUD_PlaySound( kLeapSound, theVolumeScalar);
AvHMUDeductAlienEnergy(m_pPlayer->pev->fuser3, theWeapon->GetEnergyForAttack() );
gEngfuncs.pEventAPI->EV_WeaponAnimation(3, 2);
this->m_flLastAnimationPlayed = gpGlobals->time;
}
}
//#ifdef AVH_CLIENT
//if((m_iClip == 0) && ?
//#endif
PrimaryAttack();
//return;
}
}
// +movement: Rewritten to allow us to use +attack2 for movement abilities
else if ((m_pPlayer->pev->button & IN_ATTACK2) && (gHUD.GetIsAlien()))
{
//m_flNextSecondaryAttack
// Find out what kind of special movement we are using, and execute the animation for it
if (this->PrevAttack2Status == false)
{
bool enabled=false;
// : 0001151 predict energy too
AvHAlienWeapon *theWeapon = dynamic_cast<AvHAlienWeapon *>(g_pWpns[AVH_ABILITY_LEAP]);
if ( theWeapon )
enabled=theWeapon->IsUseable();
switch (gHUD.GetHUDUser3())
{
case AVH_USER3_ALIEN_PLAYER1:
if (enabled && (this->m_flLastAnimationPlayed + (float)BALANCE_VAR(kLeapROF) <= gpGlobals->time))
{
float theVolumeScalar = 1.0f;
cl_entity_t *player = gEngfuncs.GetLocalPlayer();
int theSilenceLevel = AvHGetAlienUpgradeLevel(player->curstate.iuser4, MASK_UPGRADE_6);
switch(theSilenceLevel)
{
case 1:
theVolumeScalar = (float)BALANCE_VAR(kSilenceLevel1Volume);
break;
case 2:
theVolumeScalar = (float)BALANCE_VAR(kSilenceLevel2Volume);
break;
case 3:
theVolumeScalar = (float)BALANCE_VAR(kSilenceLevel3Volume);
break;
}
HUD_PlaySound( kLeapSound, theVolumeScalar);
AvHMUDeductAlienEnergy(m_pPlayer->pev->fuser3, theWeapon->GetEnergyForAttack() );
this->SendWeaponAnim(3);
this->m_flLastAnimationPlayed = gpGlobals->time;
}
break;
case AVH_USER3_ALIEN_PLAYER4:
switch (gHUD.GetCurrentWeaponID())
{
case AVH_WEAPON_SWIPE:
this->SendWeaponAnim(9);
break;
case AVH_WEAPON_ACIDROCKET:
this->SendWeaponAnim(11);
break;
}
break;
case AVH_USER3_ALIEN_PLAYER5:
switch (gHUD.GetCurrentWeaponID())
{
case AVH_WEAPON_CLAWS:
this->SendWeaponAnim(5);
break;
case AVH_WEAPON_DEVOUR:
this->SendWeaponAnim(18);
break;
case AVH_WEAPON_STOMP:
this->SendWeaponAnim(15);
break;
}
break;
}
}
if ((gHUD.GetHUDUser3() == AVH_USER3_ALIEN_PLAYER1)
&& (this->m_flLastAnimationPlayed + BALANCE_VAR(kLeapROF) < gpGlobals->time))
this->PrevAttack2Status = false;
else
this->PrevAttack2Status = true;
return;
// if (GetCanUseWeapon())
// {
// PrimaryAttack();
// }
}
else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload )
{
if (GetCanUseWeapon())
{
// reload when reload is pressed, or if no buttons are down and weapon is empty.
Reload();
}
}
// +movement: Removed case for +attack2
else if ( !(m_pPlayer->pev->button & (IN_ATTACK /*|IN_ATTACK2 */) ) )
{
if (GetCanUseWeapon())
{
// no fire buttons down
m_fFireOnEmpty = FALSE;
// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < 0.0 )
{
// << CGC >> Only reload if we have more ammo to reload with
if(m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0)
{
Reload();
return;
}
}
WeaponIdle( );
}
this->PrevAttack2Status = false;
return;
}
this->PrevAttack2Status = false;
// catch all
if ( ShouldWeaponIdle() )
{
WeaponIdle();
}
}
/*
=====================
CBasePlayer::SelectItem
Switch weapons
=====================
*/
void CBasePlayer::SelectItem(const char *pstr)
{
if (!pstr)
return;
CBasePlayerItem *pItem = NULL;
if (!pItem)
return;
if (pItem == m_pActiveItem)
return;
if (m_pActiveItem)
m_pActiveItem->Holster( );
m_pLastItem = m_pActiveItem;
m_pActiveItem = pItem;
if (m_pActiveItem)
{
m_pActiveItem->Deploy( );
}
}
/*
=====================
CBasePlayer::SelectLastItem
=====================
*/
void CBasePlayer::SelectLastItem(void)
{
if (!m_pLastItem)
{
return;
}
if ( m_pActiveItem && !m_pActiveItem->CanHolster() )
{
return;
}
if (m_pActiveItem)
m_pActiveItem->Holster( );
CBasePlayerItem *pTemp = m_pActiveItem;
m_pActiveItem = m_pLastItem;
m_pLastItem = pTemp;
m_pActiveItem->Deploy( );
}
/*
=====================
CBasePlayer::Killed
=====================
*/
void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
{
// Holster weapon immediately, to allow it to cleanup
if ( m_pActiveItem )
m_pActiveItem->Holster( );
}
/*
=====================
CBasePlayer::Spawn
=====================
*/
void CBasePlayer::Spawn( void )
{
if (m_pActiveItem)
m_pActiveItem->Deploy( );
// this->m_flLastAnimationPlayed = gpGlobals->time;
}
/*
=====================
UTIL_TraceLine
Don't actually trace, but act like the trace didn't hit anything.
=====================
*/
void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr )
{
memset( ptr, 0, sizeof( *ptr ) );
ptr->flFraction = 1.0;
}
/*
=====================
UTIL_ParticleBox
For debugging, draw a box around a player made out of particles
=====================
*/
void UTIL_ParticleBox( CBasePlayer *player, float *mins, float *maxs, float life, unsigned char r, unsigned char g, unsigned char b )
{
int i;
vec3_t mmin, mmax;
for ( i = 0; i < 3; i++ )
{
mmin[ i ] = player->pev->origin[ i ] + mins[ i ];
mmax[ i ] = player->pev->origin[ i ] + maxs[ i ];
}
gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mmin, (float *)&mmax, 5.0, 0, 255, 0 );
}
/*
=====================
UTIL_ParticleBoxes
For debugging, draw boxes for other collidable players
=====================
*/
void UTIL_ParticleBoxes( void )
{
int idx;
physent_t *pe;
cl_entity_t *player;
vec3_t mins, maxs;
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
player = gEngfuncs.GetLocalPlayer();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 );
for ( idx = 1; idx < 100; idx++ )
{
pe = gEngfuncs.pEventAPI->EV_GetPhysent( idx );
if ( !pe )
break;
if ( pe->info >= 1 && pe->info <= gEngfuncs.GetMaxClients() )
{
mins = pe->origin + pe->mins;
maxs = pe->origin + pe->maxs;
gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mins, (float *)&maxs, 0, 0, 255, 2.0 );
}
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
/*
=====================
UTIL_ParticleLine
For debugging, draw a line made out of particles
=====================
*/
void UTIL_ParticleLine( CBasePlayer *player, float *start, float *end, float life, unsigned char r, unsigned char g, unsigned char b )
{
gEngfuncs.pEfxAPI->R_ParticleLine( start, end, r, g, b, life );
}
/*
=====================
CBasePlayerWeapon::PrintState
For debugging, print out state variables to log file
=====================
*/
void CBasePlayerWeapon::PrintState( void )
{
COM_Log( "c:\\hl.log", "%.4f ", gpGlobals->time );
COM_Log( "c:\\hl.log", "%.4f ", m_pPlayer->m_flNextAttack );
COM_Log( "c:\\hl.log", "%.4f ", m_flNextPrimaryAttack );
COM_Log( "c:\\hl.log", "%.4f ", m_flTimeWeaponIdle - gpGlobals->time);
COM_Log( "c:\\hl.log", "%i ", m_iClip );
COM_Log( "c:\\hl.log", "\r\n");
}
/*
=====================
HUD_InitClientWeapons
Set up weapons, player and functions needed to run weapons code client-side.
=====================
*/
void HUD_InitClientWeapons( void )
{
static int initialized = 0;
if ( initialized )
return;
initialized = 1;
// Set up pointer ( dummy object )
gpGlobals = &Globals;
// Fill in current time ( probably not needed )
gpGlobals->time = gEngfuncs.GetClientTime();
// Fake functions
g_engfuncs.pfnPrecacheModel = stub_PrecacheModel;
g_engfuncs.pfnPrecacheSound = stub_PrecacheSound;
g_engfuncs.pfnPrecacheEvent = stub_PrecacheEvent;
g_engfuncs.pfnNameForFunction = stub_NameForFunction;
g_engfuncs.pfnSetModel = stub_SetModel;
g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed;
// Handled locally
g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent;
g_engfuncs.pfnAlertMessage = AlertMessage;
// Pass through to engine
g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent;
g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat;
g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong;
// Allocate a slot for the local player
HUD_PrepEntity( &player , NULL );
// Allocate slot(s) for each weapon that we are going to be predicting
//HUD_PrepEntity( &g_Glock, &player );
HUD_PrepEntity( &gKnife, &player);
HUD_PrepEntity( &gMachineGun, &player);
HUD_PrepEntity( &gPistol, &player);
HUD_PrepEntity( &gSonicGun, &player);
HUD_PrepEntity( &gHeavyMachineGun, &player);
HUD_PrepEntity( &gGrenadeGun, &player);
HUD_PrepEntity( &gGrenade, &player);
HUD_PrepEntity( &gWelder, &player);
HUD_PrepEntity( &gMine, &player);
HUD_PrepEntity( &gSpitGun, &player);
HUD_PrepEntity( &gClaws, &player);
HUD_PrepEntity( &gSpores, &player);
HUD_PrepEntity( &gSpikeGun, &player);
HUD_PrepEntity( &gBite, &player);
HUD_PrepEntity( &gBite2, &player);
HUD_PrepEntity( &gSwipe, &player);
HUD_PrepEntity( &gWebSpinner, &player);
HUD_PrepEntity( &gPrimalScream, &player);
//HUD_PrepEntity( &gParalysisGun, &player);
HUD_PrepEntity( &gBlink, &player);
HUD_PrepEntity( &gParasite, &player);
HUD_PrepEntity( &gUmbra, &player);
HUD_PrepEntity( &gDivineWind, &player);
HUD_PrepEntity( &gBileBomb, &player);
HUD_PrepEntity( &gAcidRocket, &player);
HUD_PrepEntity( &gHealingSpray, &player);
HUD_PrepEntity( &gMetabolize, &player);
HUD_PrepEntity( &gStomp, &player);
HUD_PrepEntity( &gDevour, &player);
HUD_PrepEntity( &gLeap, &player);
HUD_PrepEntity( &gCharge, &player);
gJetpackEventID = PRECACHE_EVENT(1, kJetpackEvent);
//gWallJumpEventID = PRECACHE_EVENT(1, kWallJumpEvent);
//gFlightEventID = PRECACHE_EVENT(1, kFlightEvent);
gTeleportEventID = PRECACHE_EVENT(1, kTeleportEvent);
gPhaseInEventID = PRECACHE_EVENT(1, kPhaseInEvent);
gSiegeHitEventID = PRECACHE_EVENT(1, kSiegeHitEvent);
gSiegeViewHitEventID = PRECACHE_EVENT(1, kSiegeViewHitEvent);
gCommanderPointsAwardedEventID = PRECACHE_EVENT(1, kCommanderPointsAwardedEvent);
gBlinkEffectSuccessEventID = PRECACHE_EVENT(1, kBlinkEffectSuccessEventName);
}
/*
=====================
HUD_GetLastOrg
Retruns the last position that we stored for egon beam endpoint.
=====================
*/
void HUD_GetLastOrg( float *org )
{
int i;
// Return last origin
for ( i = 0; i < 3; i++ )
{
org[i] = previousorigin[i];
}
}
/*
=====================
HUD_SetLastOrg
Remember our exact predicted origin so we can draw the egon to the right position.
=====================
*/
void HUD_SetLastOrg( void )
{
int i;
// Offset final origin by view_offset
for ( i = 0; i < 3; i++ )
{
previousorigin[i] = g_finalstate->playerstate.origin[i] + g_finalstate->client.view_ofs[ i ];
}
}
CBasePlayerWeapon* HUD_GetWeaponForID(int inID)
{
CBasePlayerWeapon* pWeapon = NULL;
switch(inID)
{
// case WEAPON_GLOCK:
// pWeapon = &g_Glock;
// break;
case AVH_WEAPON_KNIFE:
pWeapon = &gKnife;
break;
case AVH_WEAPON_MG:
pWeapon = &gMachineGun;
break;
case AVH_WEAPON_PISTOL:
pWeapon = &gPistol;
break;
case AVH_WEAPON_SONIC:
pWeapon = &gSonicGun;
break;
case AVH_WEAPON_HMG:
pWeapon = &gHeavyMachineGun;
break;
case AVH_WEAPON_GRENADE_GUN:
pWeapon = &gGrenadeGun;
break;
case AVH_WEAPON_GRENADE:
pWeapon = &gGrenade;
break;
case AVH_WEAPON_WELDER:
pWeapon = &gWelder;
break;
case AVH_WEAPON_MINE:
pWeapon = &gMine;
break;
case AVH_WEAPON_SPIT:
pWeapon = &gSpitGun;
break;
case AVH_WEAPON_CLAWS:
pWeapon = &gClaws;
break;
case AVH_WEAPON_SPORES:
pWeapon = &gSpores;
break;
case AVH_WEAPON_SPIKE:
pWeapon = &gSpikeGun;
break;
case AVH_WEAPON_BITE:
pWeapon = &gBite;
break;
case AVH_WEAPON_BITE2:
pWeapon = &gBite2;
break;
case AVH_WEAPON_SWIPE:
pWeapon = &gSwipe;
break;
case AVH_WEAPON_WEBSPINNER:
pWeapon = &gWebSpinner;
break;
case AVH_WEAPON_PRIMALSCREAM:
pWeapon = &gPrimalScream;
break;
case AVH_WEAPON_PARASITE:
pWeapon = &gParasite;
break;
case AVH_WEAPON_UMBRA:
pWeapon = &gUmbra;
break;
case AVH_WEAPON_BLINK:
pWeapon = &gBlink;
break;
case AVH_WEAPON_DIVINEWIND:
pWeapon = &gDivineWind;
break;
// case AVH_WEAPON_PARALYSIS:
// pWeapon = &gParalysisGun;
// break;
case AVH_WEAPON_BILEBOMB:
pWeapon = &gBileBomb;
break;
case AVH_WEAPON_ACIDROCKET:
pWeapon = &gAcidRocket;
break;
case AVH_WEAPON_HEALINGSPRAY:
pWeapon = &gHealingSpray;
break;
case AVH_WEAPON_METABOLIZE:
pWeapon = &gMetabolize;
break;
case AVH_WEAPON_STOMP:
pWeapon = &gStomp;
break;
case AVH_WEAPON_DEVOUR:
pWeapon = &gDevour;
break;
// Abilities
case AVH_ABILITY_LEAP:
pWeapon = &gLeap;
break;
case AVH_ABILITY_CHARGE:
pWeapon = &gCharge;
break;
}
return pWeapon;
}
bool HUD_GetWeaponEnabled(int inID)
{
ASSERT(inID >= 0);
ASSERT(inID < 32);
// : 497 - use the enabled state in the associated WEAPON instead of the CBasePlayerWeapon's iuser3
bool theWeaponEnabled = false;
CBasePlayerWeapon* theWeapon = g_pWpns[inID];
if(theWeapon)
{
ItemInfo theItemInfo;
theWeapon->GetItemInfo(&theItemInfo);
WEAPON *pWeapon = gWR.GetWeapon( theItemInfo.iId );
if ( pWeapon != 0 ) {
theWeaponEnabled = (pWeapon->iEnabled == 1);
}
}
return theWeaponEnabled;
}
/*
=====================
HUD_WeaponsPostThink
Run Weapon firing code on client
=====================
*/
void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cmd, double time, unsigned int random_seed )
{
int i;
int buttonsChanged;
CBasePlayerWeapon* pCurrent = NULL;
weapon_data_t nulldata, *pfrom, *pto;
static int lasthealth;
memset( &nulldata, 0, sizeof( nulldata ) );
HUD_InitClientWeapons();
// Get current clock
gpGlobals->time = time;
// Fill in data based on selected weapon
// FIXME, make this a method in each weapon? where you pass in an entity_state_t *?
// Store pointer to our destination entity_state_t so we can get our origin, etc. from it
CBasePlayerWeapon* pWeapon = HUD_GetWeaponForID(from->client.m_iId);
// for setting up events on the client
g_finalstate = to;
// If we are running events/etc. go ahead and see if we
// managed to die between last frame and this one
// If so, run the appropriate player killed or spawn function
if ( g_runfuncs )
{
if ( to->client.health <= 0 && lasthealth > 0 )
{
player.Killed( NULL, 0 );
}
else if ( to->client.health > 0 && lasthealth <= 0 )
{
player.Spawn();
}
lasthealth = to->client.health;
}
// We are not predicting the current weapon, just bow out here.
if ( !pWeapon )
return;
for ( i = 0; i < 32; i++ )
{
pCurrent = g_pWpns[ i ];
if ( !pCurrent )
{
continue;
}
pfrom = &from->weapondata[ i ];
pCurrent->m_fInReload = pfrom->m_fInReload;
pCurrent->m_fInSpecialReload = pfrom->m_fInSpecialReload;
// pCurrent->m_flPumpTime = pfrom->m_flPumpTime;
pCurrent->m_iClip = pfrom->m_iClip;
pCurrent->m_flNextPrimaryAttack = pfrom->m_flNextPrimaryAttack;
pCurrent->m_flNextSecondaryAttack = pfrom->m_flNextSecondaryAttack;
pCurrent->m_flTimeWeaponIdle = pfrom->m_flTimeWeaponIdle;
if(pWeapon && (pWeapon->m_iId == pfrom->m_iId))
{
// Predict clip
gHUD.m_Ammo.SetCurrentClip(pfrom->m_iClip);
AvHBasePlayerWeapon* theWeapon = dynamic_cast<AvHBasePlayerWeapon*>(pWeapon);
if(theWeapon)
{
gHUD.SetCurrentWeaponData(pWeapon->m_iId, theWeapon->GetEnabledState());
}
//gHUD.SetClientDebugCSP(pfrom, from->client.m_flNextAttack);
}
// Tell HUD what energy level is needed to use weapon, so alien HUD can indicate this
float theEnergyLevel = 0.0f;
AvHMUGetEnergyCost((AvHWeaponID)(pWeapon->m_iId), theEnergyLevel);
gHUD.SetCurrentUseableEnergyLevel(theEnergyLevel);
// New SDK stuff...needed?
// pCurrent->pev->fuser1 = pfrom->fuser1;
pCurrent->m_flStartThrow = pfrom->fuser2;
pCurrent->m_flReleaseThrow = pfrom->fuser3;
// pCurrent->m_chargeReady = pfrom->iuser1;
// pCurrent->m_fInAttack = pfrom->iuser2;
pCurrent->pev->iuser3 = pfrom->iuser3;
// pCurrent->m_iSecondaryAmmoType = (int)from->client.vuser3[2];
pCurrent->m_iPrimaryAmmoType = (int)from->client.vuser4[0];
// player.m_rgAmmo[ pCurrent->m_iPrimaryAmmoType ] = (int)from->client.vuser4[1];
// player.m_rgAmmo[ pCurrent->m_iSecondaryAmmoType ] = (int)from->client.vuser4[2];
}
// For random weapon events, use this seed to seed random # generator
player.random_seed = random_seed;
// Get old buttons from previous state.
player.m_afButtonLast = from->playerstate.oldbuttons;
// Which buttsons chave changed
buttonsChanged = (player.m_afButtonLast ^ cmd->buttons); // These buttons have changed this frame
// Debounced button codes for pressed/released
// The changed ones still down are "pressed"
player.m_afButtonPressed = buttonsChanged & cmd->buttons;
// The ones not down are "released"
player.m_afButtonReleased = buttonsChanged & (~cmd->buttons);
// Set player variables that weapons code might check/alter
player.pev->button = cmd->buttons;
player.pev->velocity = from->client.velocity;
player.pev->flags = from->client.flags;
player.pev->deadflag = from->client.deadflag;
player.pev->waterlevel = from->client.waterlevel;
player.pev->maxspeed = from->client.maxspeed;
player.pev->fov = from->client.fov;
player.pev->weaponanim = from->client.weaponanim;
player.pev->viewmodel = from->client.viewmodel;
player.m_flNextAttack = from->client.m_flNextAttack;
//player.m_flNextAmmoBurn = from->client.fuser2;
//player.m_flAmmoStartCharge = from->client.fuser3;
// Removed this because NS uses vuser1 and vuser2 (and the HL weapons aren't used)
////Stores all our ammo info, so the client side weapons can use them.
//player.ammo_9mm = (int)from->client.vuser1[0];
//player.ammo_357 = (int)from->client.vuser1[1];
//player.ammo_argrens = (int)from->client.vuser1[2];
//player.ammo_bolts = (int)from->client.ammo_nails; //is an int anyways...
//player.ammo_buckshot = (int)from->client.ammo_shells;
//player.ammo_uranium = (int)from->client.ammo_cells;
//player.ammo_hornets = (int)from->client.vuser2[0];
//player.ammo_rockets = (int)from->client.ammo_rockets;
// Point to current weapon object
if ( from->client.m_iId )
{
player.m_pActiveItem = g_pWpns[ from->client.m_iId ];
}
if ( player.m_pActiveItem->m_iId == WEAPON_RPG )
{
( ( CRpg * )player.m_pActiveItem)->m_fSpotActive = (int)from->client.vuser2[ 1 ];
( ( CRpg * )player.m_pActiveItem)->m_cActiveRockets = (int)from->client.vuser2[ 2 ];
}
// Don't go firing anything if we have died.
// Or if we don't have a weapon model deployed
if ( ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) && !CL_IsDead() && player.pev->viewmodel && !g_iUser1 )
{
if ( player.m_flNextAttack <= 0 )
{
pWeapon->ItemPostFrame();
}
// if ( g_runfuncs )
// {
// pWeapon->PrintState();
// }
}
// Assume that we are not going to switch weapons
to->client.m_iId = from->client.m_iId;
// Now see if we issued a changeweapon command ( and we're not dead )
if ( cmd->weaponselect && ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) )
{
// Switched to a different weapon?
if ( from->weapondata[ cmd->weaponselect ].m_iId == cmd->weaponselect )
{
ASSERT(cmd->weaponselect >= 0);
ASSERT(cmd->weaponselect < 32);
CBasePlayerWeapon *pNew = g_pWpns[ cmd->weaponselect ];
if ( pNew && ( pNew != pWeapon ) && player.m_pActiveItem && player.m_pActiveItem->CanHolster())
{
// Put away old weapon
if (player.m_pActiveItem)
player.m_pActiveItem->Holster( );
player.m_pLastItem = player.m_pActiveItem;
player.m_pActiveItem = pNew;
// Deploy new weapon
if (player.m_pActiveItem)
{
player.m_pActiveItem->Deploy( );
}
// Update weapon id so we can predict things correctly.
to->client.m_iId = cmd->weaponselect;
}
}
}
// Copy in results of prediction code
to->client.viewmodel = player.pev->viewmodel;
to->client.fov = player.pev->fov;
to->client.weaponanim = player.pev->weaponanim;
to->client.m_flNextAttack = player.m_flNextAttack;
//to->client.fuser2 = player.m_flNextAmmoBurn;
//to->client.fuser3 = player.m_flAmmoStartCharge;
to->client.maxspeed = player.pev->maxspeed;
// Removed this because NS uses vuser1 and vuser2 (and the HL weapons aren't used)
// //HL Weapons
// to->client.vuser1[0] = player.ammo_9mm;
// to->client.vuser1[1] = player.ammo_357;
// to->client.vuser1[2] = player.ammo_argrens;
//
// to->client.ammo_nails = player.ammo_bolts;
// to->client.ammo_shells = player.ammo_buckshot;
// to->client.ammo_cells = player.ammo_uranium;
// to->client.vuser2[0] = player.ammo_hornets;
// to->client.ammo_rockets = player.ammo_rockets;
if ( player.m_pActiveItem->m_iId == WEAPON_RPG )
{
from->client.vuser2[ 1 ] = ( ( CRpg * )player.m_pActiveItem)->m_fSpotActive;
from->client.vuser2[ 2 ] = ( ( CRpg * )player.m_pActiveItem)->m_cActiveRockets;
}
// Make sure that weapon animation matches what the game .dll is telling us
// over the wire ( fixes some animation glitches )
// Ensure that the fade and onos won't get these, to play the blink and charge animations correctly
bool noRun = (to->client.iuser3 == AVH_USER3_ALIEN_PLAYER4) || (to->client.iuser3 == AVH_USER3_ALIEN_PLAYER5);
if (g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) && !(CheckInAttack2()) && !noRun)
{
int body = 2;
//Pop the model to body 0.
//if ( pWeapon == &g_Tripmine )
// body = 0;
// Force a fixed anim down to viewmodel
HUD_SendWeaponAnim( to->client.weaponanim, body, 1 );
}
for ( i = 0; i < 32; i++ )
{
pCurrent = g_pWpns[ i ];
pto = &to->weapondata[ i ];
if ( !pCurrent )
{
memset( pto, 0, sizeof( weapon_data_t ) );
continue;
}
pto->m_fInReload = pCurrent->m_fInReload;
pto->m_fInSpecialReload = pCurrent->m_fInSpecialReload;
// pto->m_flPumpTime = pCurrent->m_flPumpTime;
pto->m_iClip = pCurrent->m_iClip;
pto->m_flNextPrimaryAttack = pCurrent->m_flNextPrimaryAttack;
pto->m_flNextSecondaryAttack = pCurrent->m_flNextSecondaryAttack;
pto->m_flTimeWeaponIdle = pCurrent->m_flTimeWeaponIdle;
// pto->fuser1 = pCurrent->pev->fuser1;
// pto->fuser2 = pCurrent->m_flStartThrow;
// pto->fuser3 = pCurrent->m_flReleaseThrow;
// pto->iuser1 = pCurrent->m_chargeReady;
// pto->iuser2 = pCurrent->m_fInAttack;
pto->iuser3 = pCurrent->pev->iuser3;
// Decrement weapon counters, server does this at same time ( during post think, after doing everything else )
pto->m_flNextReload -= cmd->msec / 1000.0;
pto->m_fNextAimBonus -= cmd->msec / 1000.0;
pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0;
pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0;
pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0;
pto->fuser1 -= cmd->msec / 1000.0;
to->client.vuser3[2] = pCurrent->m_iSecondaryAmmoType;
to->client.vuser4 = pCurrent->pev->vuser4;
// to->client.vuser4[0] = pCurrent->m_iPrimaryAmmoType;
// to->client.vuser4[1] = player.m_rgAmmo[ pCurrent->m_iPrimaryAmmoType ];
// to->client.vuser4[2] = player.m_rgAmmo[ pCurrent->m_iSecondaryAmmoType ];
/* if ( pto->m_flPumpTime != -9999 )
{
pto->m_flPumpTime -= cmd->msec / 1000.0;
if ( pto->m_flPumpTime < -0.001 )
pto->m_flPumpTime = -0.001;
}*/
if ( pto->m_fNextAimBonus < -1.0 )
{
pto->m_fNextAimBonus = -1.0;
}
if ( pto->m_flNextPrimaryAttack < -1.0 )
{
pto->m_flNextPrimaryAttack = -1.0;
}
if ( pto->m_flNextSecondaryAttack < -0.001 )
{
pto->m_flNextSecondaryAttack = -0.001;
}
if ( pto->m_flTimeWeaponIdle < -0.001 )
{
pto->m_flTimeWeaponIdle = -0.001;
}
if ( pto->m_flNextReload < -0.001 )
{
pto->m_flNextReload = -0.001;
}
if ( pto->fuser1 < -0.001 )
{
pto->fuser1 = -0.001;
}
}
// m_flNextAttack is now part of the weapons, but is part of the player instead
to->client.m_flNextAttack -= cmd->msec / 1000.0;
if ( to->client.m_flNextAttack < -0.001 )
{
to->client.m_flNextAttack = -0.001;
}
to->client.fuser2 -= cmd->msec / 1000.0;
if ( to->client.fuser2 < -0.001 )
{
to->client.fuser2 = -0.001;
}
to->client.fuser3 -= cmd->msec / 1000.0;
if ( to->client.fuser3 < -0.001 )
{
to->client.fuser3 = -0.001;
}
// Store off the last position from the predicted state.
HUD_SetLastOrg();
// Wipe it so we can't use it after this frame
g_finalstate = NULL;
}
/*
=====================
HUD_PostRunCmd
Client calls this during prediction, after it has moved the player and updated any info changed into to->
time is the current client clock based on prediction
cmd is the command that caused the movement, etc
runfuncs is 1 if this is the first time we've predicted this command. If so, sounds and effects should play, otherwise, they should
be ignored
=====================
*/
void CL_DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed )
{
// RecClPostRunCmd(from, to, cmd, runfuncs, time, random_seed);
g_runfuncs = runfuncs;
if ( cl_lw && cl_lw->value )
{
HUD_WeaponsPostThink( from, to, cmd, time, random_seed );
}
else
{
to->client.fov = g_lastFOV;
}
// Check to see whether too play local jetpack effects
if(runfuncs)
{
static int sLastTime = 0;
float theTimePassed = time - sLastTime;
//CheckJetpack();
//UpdateJetpackLights();
sLastTime = time;
}
// All games can use FOV state
g_lastFOV = to->client.fov;
}