mirror of
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1d385ec5bf
- added +attack2 - fade blink reworked - onos charge reworked git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@348 67975925-1194-0748-b3d5-c16f83f1a3a1
1404 lines
37 KiB
C++
1404 lines
37 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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* Modified by Charlie Cleveland:
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*
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* $Workfile: hl_weapons.cpp $
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* $Date: 2002/10/24 21:11:52 $
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*
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* -------------------------------------------------------------------------------
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* $Log: hl_weapons.cpp,v $
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* Revision 1.31 2002/10/24 21:11:52 Flayra
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* - Updated jetpack effect because it was really buggy this old way
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*
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* Revision 1.30 2002/10/16 02:12:10 Flayra
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* - Valve anti-cheat integrated!
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*
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* Revision 1.29 2002/10/16 00:36:40 Flayra
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* - Removed blink fail
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*
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* Revision 1.28 2002/08/31 18:01:59 Flayra
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* - Work at VALVe
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*
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* Revision 1.27 2002/07/08 16:09:03 Flayra
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* - Removed unneeded code here, so random numbers were generated properly on both client and server
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*
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* Revision 1.26 2002/07/01 20:56:31 Flayra
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* - Added babbler gun
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*
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* Revision 1.25 2002/06/25 17:03:01 Flayra
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* - Removed old weapons, added new weapons, fixed mines, iuser3 enables and disables weapons
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*
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* ===============================================================================
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****/
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#include "../hud.h"
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#include "../cl_util.h"
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#include "common/const.h"
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#include "common/entity_state.h"
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#include "common/cl_entity.h"
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#include "../demo.h"
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#include "common/usercmd.h"
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#include "common/event_flags.h"
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#include "common/event_api.h"
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#include "cl_dll/com_weapons.h"
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#include "cl_dll/ammo.h"
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#include "cl_dll/ammohistory.h"
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#include "dlls/extdll.h"
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#include "dlls/util.h"
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#include "dlls/cbase.h"
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#include "dlls/monsters.h"
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#include "dlls/weapons.h"
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#include "dlls/nodes.h"
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#include "dlls/player.h"
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#include "mod/AvHEvents.h"
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#include "common/usercmd.h"
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#include "common/entity_state.h"
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#include "common/demo_api.h"
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#include "pm_shared/pm_defs.h"
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#include "common/event_api.h"
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#include "common/r_efx.h"
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#include "../hud_iface.h"
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#include "../com_weapons.h"
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#include "mod/AvHMarineWeapons.h"
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#include "mod/AvHSpecials.h"
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#include "mod/AvHAlienWeapons.h"
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#include "mod/AvHAlienAbilities.h"
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#include "mod/AvHAlienWeaponConstants.h"
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#include "mod/AvHMovementUtil.h"
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#include "engine/APIProxy.h"
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#include "cl_dll/Exports.h"
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extern globalvars_t *gpGlobals;
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extern bool gIsJetpacking;
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// Pool of client side entities/entvars_t
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static entvars_t ev[ 32 ];
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static int num_ents = 0;
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// The entity we'll use to represent the local client
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static CBasePlayer player;
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// Local version of game .dll global variables ( time, etc. )
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static globalvars_t Globals;
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static CBasePlayerWeapon *g_pWpns[ 32 ];
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vec3_t previousorigin;
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// HLDM Weapon placeholder entities.
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//CGlock g_Glock;
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// NS weapons
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AvHKnife gKnife;
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AvHMachineGun gMachineGun;
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AvHPistol gPistol;
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AvHSonicGun gSonicGun;
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AvHHeavyMachineGun gHeavyMachineGun;
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AvHGrenadeGun gGrenadeGun;
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AvHGrenade gGrenade;
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AvHWelder gWelder;
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AvHMine gMine;
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AvHSpitGun gSpitGun;
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AvHClaws gClaws;
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AvHSpore gSpores;
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AvHBite gBite;
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AvHBite2 gBite2;
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AvHSpikeGun gSpikeGun;
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AvHSwipe gSwipe;
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AvHWebSpinner gWebSpinner;
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AvHPrimalScream gPrimalScream;
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AvHParasiteGun gParasite;
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AvHUmbraGun gUmbra;
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AvHBlinkGun gBlink;
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AvHDivineWind gDivineWind;
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//AvHParalysisGun gParalysisGun;
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AvHBileBombGun gBileBomb;
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AvHAcidRocketGun gAcidRocket;
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AvHHealingSpray gHealingSpray;
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AvHMetabolize gMetabolize;
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AvHDevour gDevour;
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AvHStomp gStomp;
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// Alien abilities
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AvHLeap gLeap;
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AvHCharge gCharge;
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// Jetpack events
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int gJetpackEventID;
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//int gWallJumpEventID;
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//int gFlightEventID;
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int gTeleportEventID;
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int gPhaseInEventID;
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int gSiegeHitEventID;
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int gSiegeViewHitEventID;
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int gCommanderPointsAwardedEventID;
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int gBlinkEffectSuccessEventID;
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//bool gPlayingJetpack = false;
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//CGlock g_Glock;
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//CCrowbar g_Crowbar;
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//CPython g_Python;
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//CMP5 g_Mp5;
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//CCrossbow g_Crossbow;
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//CShotgun g_Shotgun;
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//CRpg g_Rpg;
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//CGauss g_Gauss;
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//CEgon g_Egon;
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//CHgun g_HGun;
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//CHandGrenade g_HandGren;
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//CSatchel g_Satchel;
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//CTripmine g_Tripmine;
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//CSqueak g_Snark;
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/*
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======================
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AlertMessage
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Print debug messages to console
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======================
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*/
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void AlertMessage( ALERT_TYPE atype, char *szFmt, ... )
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{
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va_list argptr;
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static char string[1024];
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va_start (argptr, szFmt);
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#ifdef WIN32
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//overflow protection in MS version of function...
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_vsnprintf( string, 1023, szFmt, argptr );
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#else
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vsprintf (string, szFmt,argptr);
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#endif
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va_end (argptr);
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gEngfuncs.Con_Printf( "cl: " );
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gEngfuncs.Con_Printf( string );
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}
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// Client-side effects for jetpack
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void CheckJetpack()
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{
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// if local player is jetpacking, play effects immediately
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// if(gIsJetpacking && !gPlayingJetpack)
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// {
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// cl_entity_t* thePlayer;
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// thePlayer = gEngfuncs.GetLocalPlayer();
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// ASSERT(thePlayer);
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//
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// // Play event locally, server will tell everyone else to play event
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// gEngfuncs.pEventAPI->EV_PlaybackEvent(0, NULL, gJetpackEventID, 0, thePlayer->origin, (float *)&g_vecZero, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );
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//
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// //gPlayingJetpack = true;
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// }
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// Check to turn it off too (in case there's a network anomaly or the game resets or something, just trying to be safe)
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//else if(!gIsJetpacking && (gPlayingJetpack))
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//{
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// gEngfuncs.pEventAPI->EV_PlaybackEvent(0, NULL, gEndJetpackEventID, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 );
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//
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// gPlayingJetpack = false;
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//}
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}
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//Returns if it's multiplayer.
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//Mostly used by the client side weapons.
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bool bIsMultiplayer ( void )
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{
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return gEngfuncs.GetMaxClients() == 1 ? 0 : 1;
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}
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//Just loads a v_ model.
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void LoadVModel ( char *szViewModel, CBasePlayer *m_pPlayer )
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{
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gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
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}
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/*
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=====================
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HUD_PrepEntity
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Links the raw entity to an entvars_s holder. If a player is passed in as the owner, then
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we set up the m_pPlayer field.
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=====================
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*/
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void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner )
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{
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typedef vector<int> IDListType;
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static IDListType sIDList;
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memset( &ev[ num_ents ], 0, sizeof( entvars_t ) );
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pEntity->pev = &ev[ num_ents++ ];
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pEntity->Precache();
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pEntity->Spawn();
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if ( pWeaponOwner )
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{
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ItemInfo info;
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((CBasePlayerWeapon *)pEntity)->m_pPlayer = pWeaponOwner;
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((CBasePlayerWeapon *)pEntity)->GetItemInfo( &info );
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// ASSERT that a weapon with this id isn't in the list
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int theNewID = info.iId;
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IDListType::iterator theIter = std::find(sIDList.begin(), sIDList.end(), theNewID);
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ASSERT(theIter == sIDList.end());
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// Insert id into our list
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sIDList.push_back(theNewID);
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g_pWpns[ theNewID ] = (CBasePlayerWeapon *)pEntity;
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}
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}
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/*
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=====================
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CBaseEntity :: Killed
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If weapons code "kills" an entity, just set its effects to EF_NODRAW
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=====================
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*/
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void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib )
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{
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pev->effects |= EF_NODRAW;
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}
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/*
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=====================
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CBasePlayerWeapon :: DefaultReload
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=====================
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*/
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BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay, int body )
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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return FALSE;
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int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
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if (j == 0)
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return FALSE;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
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//!!UNDONE -- reload sound goes here !!!
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//SendWeaponAnim( iAnim, UseDecrement(), body );
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m_fInReload = TRUE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + kDeployIdleInterval;
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return TRUE;
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}
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/*
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=====================
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CBasePlayerWeapon :: CanDeploy
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=====================
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*/
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BOOL CBasePlayerWeapon :: CanDeploy( void )
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{
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BOOL bHasAmmo = 0;
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if ( !pszAmmo1() )
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{
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// this weapon doesn't use ammo, can always deploy.
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return TRUE;
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}
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if ( pszAmmo1() )
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{
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bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0);
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}
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if ( pszAmmo2() )
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{
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bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0);
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}
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if (m_iClip > 0)
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{
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bHasAmmo |= 1;
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}
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if (!bHasAmmo)
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{
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return FALSE;
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}
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return TRUE;
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}
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/*
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=====================
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CBasePlayerWeapon :: DefaultDeploy
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=====================
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*/
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BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal, int body )
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{
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if ( !CanDeploy() )
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return FALSE;
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gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
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SendWeaponAnim( iAnim, skiplocal, body );
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m_pPlayer->m_flNextAttack = this->GetDeployTime();
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m_flTimeWeaponIdle = this->GetDeployTime() + kDeployIdleInterval;
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return TRUE;
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}
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/*
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=====================
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CBasePlayerWeapon :: PlayEmptySound
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=====================
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*/
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BOOL CBasePlayerWeapon :: PlayEmptySound( void )
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{
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if (m_iPlayEmptySound)
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{
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HUD_PlaySound( "weapons/357_cock1.wav", 0.8 );
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m_iPlayEmptySound = 0;
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return 0;
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}
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return 0;
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}
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/*
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=====================
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CBasePlayerWeapon :: ResetEmptySound
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=====================
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*/
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void CBasePlayerWeapon :: ResetEmptySound( void )
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{
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m_iPlayEmptySound = 1;
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}
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/*
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=====================
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CBasePlayerWeapon::Holster
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Put away weapon
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=====================
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*/
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void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ )
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{
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m_fInReload = FALSE; // cancel any reload in progress.
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m_pPlayer->pev->viewmodel = 0;
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}
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/*
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=====================
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CBasePlayerWeapon::SendWeaponAnim
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Animate weapon model
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=====================
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*/
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void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body )
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{
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m_pPlayer->pev->weaponanim = iAnim;
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HUD_SendWeaponAnim( iAnim, body, 0 );
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}
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/*
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=====================
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CBaseEntity::FireBulletsPlayer
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Only produces random numbers to match the server ones.
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=====================
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*/
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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 )
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{
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//float x, y, z;
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Vector theShotDirection;
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theShotDirection.x = theShotDirection.y = theShotDirection.z = 0;
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// for ( ULONG iShot = 1; iShot <= cShots; iShot++ )
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// {
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// if ( pevAttacker == NULL )
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// {
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// // get circular gaussian spread
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// do {
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// x = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);
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// y = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-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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// else
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// {
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// //Use player's random seed.
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// // get circular gaussian spread
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// x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 );
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// y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 );
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// z = x * x + y * y;
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// }
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//
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// UTIL_GetRandomSpreadDir(shared_rand, iShot, vecDirShooting)
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// }
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// return Vector ( (float)(x * vecSpread.x), (float)(y * vecSpread.y), 0.0f );
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return theShotDirection;
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}
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bool GetCanUseWeapon()
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{
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// This mirrors the functionality of AvHPlayer::GetCanUseWeapon.
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return !gHUD.GetIsInTopDownMode() && !gHUD.GetIsBeingDigested() && !gHUD.GetIsEnsnared() && !gHUD.GetIsStunned() && gEngfuncs.GetViewModel() != NULL;
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}
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/*
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=====================
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CBasePlayerWeapon::ItemPostFrame
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Handles weapon firing, reloading, etc.
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=====================
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*/
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void CBasePlayerWeapon::ItemPostFrame( void )
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{
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if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0))
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{
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///////////////////////////////////////////////////////////////////////////////////////////////////////
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// Put code in here to predict reloads (ie, have the ammo on screen update before we get a response) //
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///////////////////////////////////////////////////////////////////////////////////////////////////////
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//#if 0 // FIXME, need ammo on client to make this work right
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// // complete the reload.
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// int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
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//
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// // Add them to the clip
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// m_iClip += j;
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// m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
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//#else
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// m_iClip += 10;
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//#endif
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m_fInReload = FALSE;
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}
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if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0))
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{
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if (GetCanUseWeapon())
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{
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if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
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{
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m_fFireOnEmpty = TRUE;
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}
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SecondaryAttack();
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m_pPlayer->pev->button &= ~IN_ATTACK2;
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}
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}
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else if ( (m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0) )
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{
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if (GetCanUseWeapon())
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{
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if ( (m_iClip == 0 && pszAmmo1()) ||
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(iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
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{
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m_fFireOnEmpty = TRUE;
|
|
}
|
|
|
|
//#ifdef AVH_CLIENT
|
|
//if((m_iClip == 0) && ?
|
|
//#endif
|
|
|
|
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();
|
|
}
|
|
}
|
|
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( );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// 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( );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
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);
|
|
|
|
// puzl: 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 )
|
|
if ( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) )
|
|
{
|
|
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 sLastTime = 0;
|
|
float theTimePassed = time - sLastTime;
|
|
|
|
//CheckJetpack();
|
|
|
|
//UpdateJetpackLights();
|
|
|
|
sLastTime = time;
|
|
}
|
|
|
|
// All games can use FOV state
|
|
g_lastFOV = to->client.fov;
|
|
}
|
|
|
|
|
|
|