ns/dev/hitboxtest/source/cl_dll/ev_hldm.cpp

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/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//#include "hud.h"
#include "mod/AvHHud.h"
#include "cl_util.h"
#include "const.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "entity_types.h"
#include "usercmd.h"
#include "pm_defs.h"
#include "pm_materials.h"
#include "eventscripts.h"
#include "ev_hldm.h"
#include "r_efx.h"
#include "event_api.h"
#include "event_args.h"
#include "in_defs.h"
#include "mod/AvHBasePlayerWeaponConstants.h"
#include "mod/AvHMarineWeaponConstants.h"
#include "mod/AvHAlienWeaponConstants.h"
#include <string.h>
static int tracerCount[ 32 ];
extern AvHHud gHUD;
#include "r_studioint.h"
#include "com_model.h"
extern engine_studio_api_t IEngineStudio;
//extern "C" char PM_FindTextureType( char *name );
char PM_FindTextureType( char *name );
void V_PunchAxis( int axis, float punch );
void VectorAngles( const float *forward, float *angles );
Vector UTIL_GetRandomSpreadDir(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread);
extern "C"
{
// HLDM
void EV_FireGlock1( struct event_args_s *args );
void EV_FireGlock2( struct event_args_s *args );
void EV_FireShotGunSingle( struct event_args_s *args );
void EV_FireShotGunDouble( struct event_args_s *args );
void EV_FireMP5( struct event_args_s *args );
void EV_FireMP52( struct event_args_s *args );
void EV_FirePython( struct event_args_s *args );
void EV_FireGauss( struct event_args_s *args );
void EV_SpinGauss( struct event_args_s *args );
void EV_Crowbar( struct event_args_s *args );
void EV_FireCrossbow( struct event_args_s *args );
void EV_FireCrossbow2( struct event_args_s *args );
void EV_FireRpg( struct event_args_s *args );
void EV_EgonFire( struct event_args_s *args );
void EV_EgonStop( struct event_args_s *args );
void EV_HornetGunFire( struct event_args_s *args );
void EV_TripmineFire( struct event_args_s *args );
void EV_SnarkFire( struct event_args_s *args );
void EV_TrainPitchAdjust( struct event_args_s *args );
}
#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 )
#define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 )
#define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 )
#define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 )
#define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 )
#define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 )
#define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 )
#define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 )
#define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 )
#define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 )
#define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 )
#define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 )
// play a strike sound based on the texture that was hit by the attack traceline. VecSrc/VecEnd are the
// original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture.
// returns volume of strike instrument (crowbar) to play
float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, int iBulletType, int inSoundProbability)
{
// hit the world, try to play sound based on texture material type
char chTextureType = CHAR_TEX_CONCRETE;
float fvol;
float fvolbar = 0.0f;
char *rgsz[4];
int cnt;
float fattn = ATTN_NORM;
int entity;
char *pTextureName;
char texname[ 64 ];
char szbuffer[ 64 ];
if(gEngfuncs.pfnRandomLong(1, inSoundProbability) == 1)
{
entity = gEngfuncs.pEventAPI->EV_IndexFromTrace( ptr );
// FIXME check if playtexture sounds movevar is set
//
chTextureType = 0;
// Player
if ( entity >= 1 && entity <= gEngfuncs.GetMaxClients() )
{
// hit body
chTextureType = CHAR_TEX_FLESH;
}
else if ( entity == 0 )
{
// get texture from entity or world (world is ent(0))
pTextureName = (char *)gEngfuncs.pEventAPI->EV_TraceTexture( ptr->ent, vecSrc, vecEnd );
if ( pTextureName )
{
strcpy( texname, pTextureName );
pTextureName = texname;
// strip leading '-0' or '+0~' or '{' or '!'
if (*pTextureName == '-' || *pTextureName == '+')
{
pTextureName += 2;
}
if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ')
{
pTextureName++;
}
// '}}'
strcpy( szbuffer, pTextureName );
szbuffer[ CBTEXTURENAMEMAX - 1 ] = 0;
// get texture type
chTextureType = PM_FindTextureType( szbuffer );
}
}
switch (chTextureType)
{
default:
case CHAR_TEX_CONCRETE: fvol = 0.3; fvolbar = 0.6;
rgsz[0] = "weapons/ric_conc-1.wav";
rgsz[1] = "weapons/ric_conc-2.wav";
cnt = 2;
break;
case CHAR_TEX_METAL: fvol = 0.3; fvolbar = 0.3;
rgsz[0] = "weapons/ric_metal-1.wav";
rgsz[1] = "weapons/ric_metal-2.wav";
cnt = 2;
break;
case CHAR_TEX_DIRT: fvol = 0.9; fvolbar = 0.1;
rgsz[0] = "player/pl_dirt1.wav";
rgsz[1] = "player/pl_dirt2.wav";
rgsz[2] = "player/pl_dirt3.wav";
cnt = 3;
break;
case CHAR_TEX_VENT: fvol = 0.5; fvolbar = 0.3;
rgsz[0] = "player/pl_duct1.wav";
rgsz[1] = "player/pl_duct1.wav";
cnt = 2;
break;
case CHAR_TEX_GRATE: fvol = 0.9; fvolbar = 0.5;
rgsz[0] = "player/pl_grate1.wav";
rgsz[1] = "player/pl_grate4.wav";
cnt = 2;
break;
case CHAR_TEX_TILE: fvol = 0.8; fvolbar = 0.2;
rgsz[0] = "player/pl_tile1.wav";
rgsz[1] = "player/pl_tile3.wav";
rgsz[2] = "player/pl_tile2.wav";
rgsz[3] = "player/pl_tile4.wav";
cnt = 4;
break;
case CHAR_TEX_SLOSH: fvol = 0.9; fvolbar = 0.0;
rgsz[0] = "player/pl_slosh1.wav";
rgsz[1] = "player/pl_slosh3.wav";
rgsz[2] = "player/pl_slosh2.wav";
rgsz[3] = "player/pl_slosh4.wav";
cnt = 4;
break;
case CHAR_TEX_WOOD: fvol = 0.9; fvolbar = 0.2;
rgsz[0] = "debris/wood1.wav";
rgsz[1] = "debris/wood2.wav";
rgsz[2] = "debris/wood3.wav";
cnt = 3;
break;
case CHAR_TEX_GLASS:
case CHAR_TEX_COMPUTER:
fvol = 0.8; fvolbar = 0.2;
rgsz[0] = "debris/glass1.wav";
rgsz[1] = "debris/glass2.wav";
rgsz[2] = "debris/glass3.wav";
cnt = 3;
break;
case CHAR_TEX_FLESH:
if (iBulletType == BULLET_PLAYER_CROWBAR)
return 0.0; // crowbar already makes this sound
fvol = 1.0; fvolbar = 0.2;
rgsz[0] = "weapons/bullet_hit1.wav";
rgsz[1] = "weapons/bullet_hit2.wav";
fattn = 1.0;
cnt = 2;
break;
}
if(iBulletType == BULLET_MONSTER_9MM)
{
fvol = 0.3;
fvolbar = 0.6;
rgsz[0] = "weapons/a_ric1.wav";
rgsz[1] = "weapons/a_ric2.wav";
rgsz[2] = "weapons/a_ric3.wav";
cnt = 3;
}
// play material hit sound
gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, rgsz[gEngfuncs.pfnRandomLong(0,cnt-1)], fvol, fattn, 0, 96 + gEngfuncs.pfnRandomLong(0,0xf) );
}
return fvolbar;
}
char *EV_HLDM_DamageDecal( physent_t *pe )
{
static char decalname[ 32 ];
int idx;
if ( pe->classnumber == 1 )
{
idx = gEngfuncs.pfnRandomLong( 0, 2 );
sprintf( decalname, "{break%i", idx + 1 );
}
else if ( pe->rendermode != kRenderNormal )
{
sprintf( decalname, "{bproof1" );
}
else
{
idx = gEngfuncs.pfnRandomLong( 0, 4 );
sprintf( decalname, "{shot%i", idx + 1 );
}
return decalname;
}
void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName, int inChanceOfSound)
{
int iRand;
physent_t *pe;
gEngfuncs.pEfxAPI->R_BulletImpactParticles( pTrace->endpos );
iRand = gEngfuncs.pfnRandomLong(1, inChanceOfSound);
if ( iRand == 1)// not every bullet makes a sound.
{
const float kRicochetVolume = .2f;
int theRandomSound = gEngfuncs.pfnRandomLong(0, 4);
switch(theRandomSound)
{
case 0: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric1.wav", kRicochetVolume, ATTN_NORM, 0, PITCH_NORM ); break;
case 1: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric2.wav", kRicochetVolume, ATTN_NORM, 0, PITCH_NORM ); break;
case 2: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric3.wav", kRicochetVolume, ATTN_NORM, 0, PITCH_NORM ); break;
case 3: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric4.wav", kRicochetVolume, ATTN_NORM, 0, PITCH_NORM ); break;
case 4: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric5.wav", kRicochetVolume, ATTN_NORM, 0, PITCH_NORM ); break;
}
}
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
// Only decal brush models such as the world etc.
if ( decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) )
{
if ( CVAR_GET_FLOAT( "r_decals" ) )
{
gEngfuncs.pEfxAPI->R_DecalShoot(
gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ),
gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 );
}
}
}
void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType, int inSoundProbability)
{
physent_t *pe;
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
if ( pe && pe->solid == SOLID_BSP )
{
EV_HLDM_GunshotDecalTrace( pTrace, EV_HLDM_DamageDecal( pe ), inSoundProbability);
}
}
int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, float *right, int iBulletType, int iTracerFreq, int *tracerCount )
{
int tracer = 0;
int i;
qboolean player = idx >= 1 && idx <= gEngfuncs.GetMaxClients() ? true : false;
if ( iTracerFreq != 0 && ( (*tracerCount)++ % iTracerFreq) == 0 )
{
vec3_t vecTracerSrc;
if ( player )
{
vec3_t offset( 0, 0, -4 );
// adjust tracer position for player
for ( i = 0; i < 3; i++ )
{
vecTracerSrc[ i ] = vecSrc[ i ] + offset[ i ] + right[ i ] * 2 + forward[ i ] * 16;
}
}
else
{
VectorCopy( vecSrc, vecTracerSrc );
}
if ( iTracerFreq != 1 ) // guns that always trace also always decal
tracer = 1;
switch( iBulletType )
{
case BULLET_PLAYER_MP5:
case BULLET_MONSTER_MP5:
case BULLET_MONSTER_9MM:
case BULLET_MONSTER_12MM:
default:
EV_CreateTracer( vecTracerSrc, end );
break;
}
}
return tracer;
}
/*
================
FireBullets
Go to the trouble of combining multiple pellets into a single damage call.
================
*/
//void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float flDistance, int iBulletType, int iTracerFreq, int *tracerCount, float flSpreadX, float flSpreadY )
//{
// int i;
// int iShot;
// int tracer;
//
// // Store off the old count
// gEngfuncs.pEventAPI->EV_PushPMStates();
//
// gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction(false, true);
//
// // Now add in all of the players.
// gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
//
// gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
//
// for ( iShot = 1; iShot <= cShots; iShot++ )
// {
// vec3_t vecDir, vecEnd;
//
// float x, y, z;
// //We randomize for the Shotgun.
// if ( iBulletType == BULLET_PLAYER_BUCKSHOT )
// {
// do {
// x = gEngfuncs.pfnRandomFloat(-0.5,0.5) + gEngfuncs.pfnRandomFloat(-0.5,0.5);
// y = gEngfuncs.pfnRandomFloat(-0.5,0.5) + gEngfuncs.pfnRandomFloat(-0.5,0.5);
// z = x*x+y*y;
// } while (z > 1);
//
// for ( i = 0 ; i < 3; i++ )
// {
// vecDir[i] = vecDirShooting[i] + x * flSpreadX * right[ i ] + y * flSpreadY * up [ i ];
// vecEnd[i] = vecSrc[ i ] + flDistance * vecDir[ i ];
// }
// }//But other guns already have their spread randomized in the synched spread.
// else
// {
//
// for ( i = 0 ; i < 3; i++ )
// {
// vecDir[i] = vecDirShooting[i] + flSpreadX * right[ i ] + flSpreadY * up [ i ];
// vecEnd[i] = vecSrc[ i ] + flDistance * vecDir[ i ];
// }
// }
//
// // For debugging
// //gEngfuncs.pEfxAPI->R_TracerEffect(vecSrc, vecEnd);
//
// pmtrace_t tr;
// gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
//
// //gEngfuncs.pEfxAPI->R_BulletImpactParticles(tr.endpos);
//
// tracer = EV_HLDM_CheckTracer( idx, vecSrc, tr.endpos, forward, right, iBulletType, iTracerFreq, tracerCount );
//
// physent_t *pe = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent );
// bool thePlayBulletHitEffect = /*true;//*/!tr.inwater && pe && !pe->player;
//
// // do damage, paint decals
// if ( tr.fraction != 1.0 )
// {
// switch(iBulletType)
// {
// default:
// case BULLET_PLAYER_9MM:
//
// //EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
// EV_HLDM_DecalGunshot( &tr, iBulletType );
//
// break;
// case BULLET_PLAYER_MP5:
//
// if ( !tracer )
// {
// //EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
// EV_HLDM_DecalGunshot( &tr, iBulletType );
//
// // Only play weapon effects if we hit the
// if(thePlayBulletHitEffect)
// {
// //int theSprite = gEngfuncs.pEventAPI->EV_FindModelIndex(kGenericWallpuff);
// //TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(tr.endpos, vec3_origin, .6f, theSprite, kRenderGlow, kRenderFxNoDissipation, .5, 1.0, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST);
// //theTempEntity->entity.curstate.framerate = 30;
//
// gEngfuncs.pEfxAPI->R_SparkEffect(tr.endpos, 6, 10, 100);
// }
// }
// break;
// case BULLET_PLAYER_BUCKSHOT:
// if ( !tracer )
// {
// EV_HLDM_DecalGunshot( &tr, iBulletType );
//
// // Add cool shotgun effect here
// //gEngfuncs.pEfxAPI->R_RocketTrail(vecSrc, tr.endpos, 1);
// gEngfuncs.pEfxAPI->R_BulletImpactParticles(tr.endpos);
//
// //if(thePlayBulletHitEffect)
// //{
// // int theSprite = gEngfuncs.pEventAPI->EV_FindModelIndex(kGenericWallpuff);
// // TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(tr.endpos, vec3_origin, 1.0f, theSprite, kRenderGlow, kRenderFxNoDissipation, .5, 1.0, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST);
// // theTempEntity->entity.curstate.framerate = 30;
// //}
//
// gEngfuncs.pEfxAPI->R_SparkEffect(tr.endpos, 5, 100, 200);
// }
// break;
// case BULLET_PLAYER_357:
// if ( !tracer )
// {
// //EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
// EV_HLDM_DecalGunshot( &tr, iBulletType );
//
// if(thePlayBulletHitEffect)
// {
// // Make the smoke stick out of the target or wall just a little bit to avoid crappy sprite-in-wall effect
// Vector theEndPos = tr.endpos - 20*vecDir;
// int theSprite = gEngfuncs.pEventAPI->EV_FindModelIndex(kGenericWallpuff);
// Vector theUp(0, 0, 30);
// TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(theEndPos, theUp, .3f, theSprite, kRenderTransAdd, kRenderFxFadeSlow, .3, 0.6, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST);
// if(theTempEntity)
// {
// theTempEntity->entity.curstate.framerate = 50;
// }
//
// //// Create rising area of smoke above gun wielder
// //if(gEngfuncs.pfnRandomLong(0, 3) == 0)
// //{
// // vec3_t theSource;
// // VectorCopy(vecSrc, theSource);
// // theSource.z += 60;
// // theSource.z += 60;
// //
// // theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(vecSrc, vec3_origin, 1.0f, theSprite, kRenderGlow, kRenderFxNoDissipation, .3, 3.0, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST);
// // theTempEntity->entity.curstate.framerate = 30;
// //}
//
// // TODO: Add more here like splinters of wall and plaster
// gEngfuncs.pEfxAPI->R_SparkEffect(tr.endpos, 12, 100, 200);
// }
// }
// break;
// case BULLET_MONSTER_9MM:
// break;
// }
// }
// }
//
// gEngfuncs.pEventAPI->EV_PopPMStates();
//}
/*
================
EV_HLDM_FireBulletsPlayer
Client-side prediction friendly version of EV_HLDM_FireBullets
================
*/
void EV_HLDM_FireBulletsPlayer( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float flDistance, int iBulletType, int iTracerFreq, int *tracerCount, Vector& inSpread, int inRandomSeed)
{
// int i;
int iShot;
int tracer;
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction(false, true);
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
for ( iShot = 1; iShot <= cShots; iShot++ )
{
vec3_t vecDir, vecEnd;
// float x, y, z;
// //We randomize for the Shotgun.
// if ( iBulletType == BULLET_PLAYER_BUCKSHOT )
// {
// do {
// x = gEngfuncs.pfnRandomFloat(-0.5,0.5) + gEngfuncs.pfnRandomFloat(-0.5,0.5);
// y = gEngfuncs.pfnRandomFloat(-0.5,0.5) + gEngfuncs.pfnRandomFloat(-0.5,0.5);
// z = x*x+y*y;
// } while (z > 1);
//
// for ( i = 0 ; i < 3; i++ )
// {
// vecDir[i] = vecDirShooting[i] + x * flSpreadX * right[ i ] + y * flSpreadY * up [ i ];
// vecEnd[i] = vecSrc[ i ] + flDistance * vecDir[ i ];
// }
// }//But other guns already have their spread randomized in the synched spread.
// else
// {
//for ( i = 0 ; i < 3; i++ )
//{
// vecDir[i] = vecDirShooting[i] + flSpreadX * right[ i ] + flSpreadY * up [ i ];
// vecEnd[i] = vecSrc[ i ] + flDistance * vecDir[ i ];
//}
vecDir = UTIL_GetRandomSpreadDir(inRandomSeed, iShot, vecDirShooting, right, up, inSpread);
VectorMA(vecSrc, flDistance, vecDir, vecEnd);
//vecEnd = vecSrc + flDistance*vecDir;
// }
// For debugging
//gEngfuncs.pEfxAPI->R_TracerEffect(vecSrc, vecEnd);
pmtrace_t tr;
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
//gEngfuncs.pEfxAPI->R_BulletImpactParticles(tr.endpos);
tracer = EV_HLDM_CheckTracer( idx, vecSrc, tr.endpos, forward, right, iBulletType, iTracerFreq, tracerCount );
physent_t *pe = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent );
bool thePlayBulletHitEffect = /*true;//*/!tr.inwater && pe && !pe->player;
int theSoundProbability = 2;
// do damage, paint decals
if ( tr.fraction != 1.0 )
{
switch(iBulletType)
{
default:
case BULLET_PLAYER_9MM:
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType, theSoundProbability);
EV_HLDM_DecalGunshot( &tr, iBulletType, theSoundProbability);
break;
case BULLET_PLAYER_MP5:
if ( !tracer )
{
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType, theSoundProbability);
theSoundProbability = 8;
EV_HLDM_DecalGunshot( &tr, iBulletType, theSoundProbability);
// Only play weapon effects if we hit the
if(thePlayBulletHitEffect)
{
// Make the smoke stick out of the target or wall just a little bit to avoid crappy sprite-in-wall effect
Vector theEndPos = tr.endpos - 20*vecDir;
int theSprite = gEngfuncs.pEventAPI->EV_FindModelIndex(kGenericWallpuff);
Vector theUp(0, 0, 30);
TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(theEndPos, theUp, .3f, theSprite, kRenderTransAdd, kRenderFxFadeSlow, .1, 0.6, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST);
if(theTempEntity)
{
theTempEntity->entity.curstate.framerate = 50;
}
gEngfuncs.pEfxAPI->R_SparkEffect(tr.endpos, 6, 10, 100);
}
}
break;
case BULLET_PLAYER_BUCKSHOT:
if ( !tracer )
{
theSoundProbability = BALANCE_IVAR(kSGBulletsPerShot)/2;
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType, theSoundProbability);
theSoundProbability = BALANCE_IVAR(kSGBulletsPerShot)/2;
EV_HLDM_DecalGunshot( &tr, iBulletType, theSoundProbability);
if(thePlayBulletHitEffect)
{
// Add cool shotgun effect here
//gEngfuncs.pEfxAPI->R_RocketTrail(vecSrc, tr.endpos, 1);
gEngfuncs.pEfxAPI->R_BulletImpactParticles(tr.endpos);
//if(thePlayBulletHitEffect)
//{
// int theSprite = gEngfuncs.pEventAPI->EV_FindModelIndex(kGenericWallpuff);
// TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(tr.endpos, vec3_origin, 1.0f, theSprite, kRenderGlow, kRenderFxNoDissipation, .5, 1.0, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST);
// theTempEntity->entity.curstate.framerate = 30;
//}
gEngfuncs.pEfxAPI->R_SparkEffect(tr.endpos, 5, 100, 200);
}
}
break;
case BULLET_PLAYER_357:
if ( !tracer )
{
theSoundProbability = 1;
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType, theSoundProbability);
EV_HLDM_DecalGunshot( &tr, iBulletType, theSoundProbability);
if(thePlayBulletHitEffect)
{
// Make the smoke stick out of the target or wall just a little bit to avoid crappy sprite-in-wall effect
Vector theEndPos = tr.endpos - 20*vecDir;
int theSprite = gEngfuncs.pEventAPI->EV_FindModelIndex(kGenericWallpuff);
Vector theUp(0, 0, 30);
TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(theEndPos, theUp, .3f, theSprite, kRenderTransAdd, kRenderFxFadeSlow, .15, 0.6, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST);
if(theTempEntity)
{
theTempEntity->entity.curstate.framerate = 50;
}
//// Create rising area of smoke above gun wielder
//if(gEngfuncs.pfnRandomLong(0, 3) == 0)
//{
// vec3_t theSource;
// VectorCopy(vecSrc, theSource);
// theSource.z += 60;
// theSource.z += 60;
//
// theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(vecSrc, vec3_origin, 1.0f, theSprite, kRenderGlow, kRenderFxNoDissipation, .3, 3.0, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST);
// theTempEntity->entity.curstate.framerate = 30;
//}
// TODO: Add more here like splinters of wall and plaster
gEngfuncs.pEfxAPI->R_SparkEffect(tr.endpos, 12, 100, 200);
}
}
break;
case BULLET_MONSTER_9MM:
if(!tracer)
{
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType, theSoundProbability);
//EV_HLDM_DecalGunshot( &tr, iBulletType, theSoundProbability);
// Only play weapon effects if we hit the
if(thePlayBulletHitEffect)
{
int theSprite = gEngfuncs.pEventAPI->EV_FindModelIndex(kSpikeGunHitSprite);
TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(tr.endpos, vec3_origin, .6f, theSprite, kRenderTransAdd, kRenderFxNoDissipation, .5f, .4f, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST);
if(theTempEntity)
{
theTempEntity->entity.curstate.framerate = 30;
}
}
}
break;
}
}
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
//======================
// GLOCK START
//======================
//void EV_FireGlock1( event_args_t *args )
//{
// int idx;
// vec3_t origin;
// vec3_t angles;
// vec3_t velocity;
// int empty;
//
// vec3_t ShellVelocity;
// vec3_t ShellOrigin;
// int shell;
// vec3_t vecSrc, vecAiming;
// vec3_t up, right, forward;
//
// idx = args->entindex;
// VectorCopy( args->origin, origin );
// VectorCopy( args->angles, angles );
// VectorCopy( args->velocity, velocity );
//
// empty = args->bparam1;
// AngleVectors( angles, forward, right, up );
//
// shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/shell.mdl");// brass shell
//
// if ( EV_IsLocal( idx ) )
// {
// EV_MuzzleFlash();
// gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? GLOCK_SHOOT_EMPTY : GLOCK_SHOOT, 2 );
//
// V_PunchAxis( 0, -2.0 );
// }
//
// EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
//
// EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL );
//
// gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat(0.92, 1.0), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) );
//
// EV_GetGunPosition( args, vecSrc, origin );
//
// VectorCopy( forward, vecAiming );
//
// EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, 0, args->fparam1, args->fparam2);
//}
//void EV_FireGlock2( event_args_t *args )
//{
// int idx;
// vec3_t origin;
// vec3_t angles;
// vec3_t velocity;
//
// vec3_t ShellVelocity;
// vec3_t ShellOrigin;
// int shell;
// vec3_t vecSrc, vecAiming;
// vec3_t vecSpread;
// vec3_t up, right, forward;
//
// idx = args->entindex;
// VectorCopy( args->origin, origin );
// VectorCopy( args->angles, angles );
// VectorCopy( args->velocity, velocity );
//
// AngleVectors( angles, forward, right, up );
//
// shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/shell.mdl");// brass shell
//
// if ( EV_IsLocal( idx ) )
// {
// // Add muzzle flash to current weapon model
// EV_MuzzleFlash();
// gEngfuncs.pEventAPI->EV_WeaponAnimation( GLOCK_SHOOT, 2 );
//
// V_PunchAxis( 0, -2.0 );
// }
//
// EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
//
// EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL );
//
// gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat(0.92, 1.0), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) );
//
// EV_GetGunPosition( args, vecSrc, origin );
//
// VectorCopy( forward, vecAiming );
//
// EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, &tracerCount[idx-1], args->fparam1, args->fparam2 );
//
//}
//======================
// GLOCK END
//======================
//======================
// SHOTGUN START
//======================
//void EV_FireShotGunDouble( event_args_t *args )
//{
// int idx;
// vec3_t origin;
// vec3_t angles;
// vec3_t velocity;
//
// int j;
// vec3_t ShellVelocity;
// vec3_t ShellOrigin;
// int shell;
// vec3_t vecSrc, vecAiming;
// vec3_t vecSpread;
// vec3_t up, right, forward;
// float flSpread = 0.01;
//
// idx = args->entindex;
// VectorCopy( args->origin, origin );
// VectorCopy( args->angles, angles );
// VectorCopy( args->velocity, velocity );
//
// AngleVectors( angles, forward, right, up );
//
// shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/shotgunshell.mdl");// brass shell
//
// if ( EV_IsLocal( idx ) )
// {
// // Add muzzle flash to current weapon model
// EV_MuzzleFlash();
// gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE2, 2 );
// V_PunchAxis( 0, -10.0 );
// }
//
// for ( j = 0; j < 2; j++ )
// {
// EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 32, -12, 6 );
//
// EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHOTSHELL );
// }
//
// gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/dbarrel1.wav", gEngfuncs.pfnRandomFloat(0.98, 1.0), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
//
// EV_GetGunPosition( args, vecSrc, origin );
// VectorCopy( forward, vecAiming );
//
// if ( gEngfuncs.GetMaxClients() > 1 )
// {
// EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], 0.17365, 0.04362 );
// }
// else
// {
// EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], 0.08716, 0.08716 );
// }
//
// if ( EV_IsLocal( idx ) )
// {
// V_PunchAxis( 0, -10.0 );
// }
//}
//void EV_FireShotGunSingle( event_args_t *args )
//{
// int idx;
// vec3_t origin;
// vec3_t angles;
// vec3_t velocity;
//
// vec3_t ShellVelocity;
// vec3_t ShellOrigin;
// int shell;
// vec3_t vecSrc, vecAiming;
// vec3_t vecSpread;
// vec3_t up, right, forward;
// float flSpread = 0.01;
//
// idx = args->entindex;
// VectorCopy( args->origin, origin );
// VectorCopy( args->angles, angles );
// VectorCopy( args->velocity, velocity );
//
// AngleVectors( angles, forward, right, up );
//
// shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/shotgunshell.mdl");// brass shell
//
// if ( EV_IsLocal( idx ) )
// {
// // Add muzzle flash to current weapon model
// EV_MuzzleFlash();
// gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE, 2 );
//
// V_PunchAxis( 0, -5.0 );
// }
//
// EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 32, -12, 6 );
//
// EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHOTSHELL );
//
// gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sbarrel1.wav", gEngfuncs.pfnRandomFloat(0.95, 1.0), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
//
// EV_GetGunPosition( args, vecSrc, origin );
// VectorCopy( forward, vecAiming );
//
// if ( gEngfuncs.GetMaxClients() > 1 )
// {
// EV_HLDM_FireBullets( idx, forward, right, up, 4, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], 0.08716, 0.04362 );
// }
// else
// {
// EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], 0.08716, 0.08716 );
// }
//}
//======================
// SHOTGUN END
//======================
//======================
// MP5 START
//======================
//void EV_FireMP5( event_args_t *args )
//{
// int idx;
// vec3_t origin;
// vec3_t angles;
// vec3_t velocity;
//
// vec3_t ShellVelocity;
// vec3_t ShellOrigin;
// int shell;
// vec3_t vecSrc, vecAiming;
// vec3_t up, right, forward;
// float flSpread = 0.01;
//
// idx = args->entindex;
// VectorCopy( args->origin, origin );
// VectorCopy( args->angles, angles );
// VectorCopy( args->velocity, velocity );
//
// AngleVectors( angles, forward, right, up );
//
// shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/shell.mdl");// brass shell
//
// if ( EV_IsLocal( idx ) )
// {
// // Add muzzle flash to current weapon model
// EV_MuzzleFlash();
// gEngfuncs.pEventAPI->EV_WeaponAnimation( MG_FIRE1 + gEngfuncs.pfnRandomLong(0,2), 2 );
// }
//
// EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
//
// EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL );
//
// switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
// {
// case 0:
// gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
// break;
// case 1:
// gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
// break;
// }
//
// EV_GetGunPosition( args, vecSrc, origin );
// VectorCopy( forward, vecAiming );
//
// if ( gEngfuncs.GetMaxClients() > 1 )
// {
// EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &tracerCount[idx-1], args->fparam1, args->fparam2 );
// }
// else
// {
// EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &tracerCount[idx-1], args->fparam1, args->fparam2 );
// }
//}
// We only predict the animation and sound
// The grenade is still launched from the server.
//void EV_FireMP52( event_args_t *args )
//{
// int idx;
// vec3_t origin;
//
// idx = args->entindex;
// VectorCopy( args->origin, origin );
//
// if ( EV_IsLocal( idx ) )
// {
// // NOTE: Put this back in if needed <<< cgc >>>
// //gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_LAUNCH, 2 );
// //V_PunchAxis( 0, -10 );
// }
//
// switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
// {
// case 0:
// gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/glauncher.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
// break;
// case 1:
// gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/glauncher2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
// break;
// }
//}
//======================
// MP5 END
//======================
//======================
// PHYTON START
// ( .357 )
//======================
//void EV_FirePython( event_args_t *args )
//{
// int idx;
// vec3_t origin;
// vec3_t angles;
// vec3_t velocity;
//
// vec3_t vecSrc, vecAiming;
// vec3_t up, right, forward;
// float flSpread = 0.01;
//
// idx = args->entindex;
// VectorCopy( args->origin, origin );
// VectorCopy( args->angles, angles );
// VectorCopy( args->velocity, velocity );
//
// AngleVectors( angles, forward, right, up );
//
// if ( EV_IsLocal( idx ) )
// {
// // Python uses different body in multiplayer versus single player
// int multiplayer = gEngfuncs.GetMaxClients() == 1 ? 0 : 1;
//
// // Add muzzle flash to current weapon model
// EV_MuzzleFlash();
// gEngfuncs.pEventAPI->EV_WeaponAnimation( PYTHON_FIRE1, multiplayer ? 1 : 0 );
//
// V_PunchAxis( 0, -10.0 );
// }
//
// switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
// {
// case 0:
// gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot1.wav", gEngfuncs.pfnRandomFloat(0.8, 0.9), ATTN_NORM, 0, PITCH_NORM );
// break;
// case 1:
// gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot2.wav", gEngfuncs.pfnRandomFloat(0.8, 0.9), ATTN_NORM, 0, PITCH_NORM );
// break;
// }
//
// EV_GetGunPosition( args, vecSrc, origin );
//
// VectorCopy( forward, vecAiming );
//
// EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_357, 0, 0, args->fparam1, args->fparam2 );
//}
//======================
// PHYTON END
// ( .357 )
//======================
//======================
// GAUSS START
//======================
#define SND_CHANGE_PITCH (1<<7) // duplicated in protocol.h change sound pitch
void EV_SpinGauss( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
int iSoundState = 0;
int pitch;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
pitch = args->iparam1;
iSoundState = args->bparam1 ? SND_CHANGE_PITCH : 0;
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "ambience/pulsemachine.wav", 1.0, ATTN_NORM, iSoundState, pitch );
}
/*
==============================
EV_StopPreviousGauss
==============================
*/
void EV_StopPreviousGauss( int idx )
{
// Make sure we don't have a gauss spin event in the queue for this guy
gEngfuncs.pEventAPI->EV_KillEvents( idx, "events/gaussspin.sc" );
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_WEAPON, "ambience/pulsemachine.wav" );
}
void EV_FireGauss( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
float flDamage = args->fparam1;
int primaryfire = args->bparam1;
int m_fPrimaryFire = args->bparam1;
int m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
vec3_t vecSrc;
vec3_t vecDest;
edict_t *pentIgnore;
pmtrace_t tr, beam_tr;
float flMaxFrac = 1.0;
int nTotal = 0;
int fHasPunched = 0;
int fFirstBeam = 1;
int nMaxHits = 10;
physent_t *pEntity;
int m_iBeam, m_iGlow, m_iBalls;
vec3_t up, right, forward;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
if ( args->bparam2 )
{
EV_StopPreviousGauss( idx );
return;
}
// Con_Printf( "Firing gauss with %f\n", flDamage );
EV_GetGunPosition( args, vecSrc, origin );
m_iBeam = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/smoke.spr" );
m_iBalls = m_iGlow = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/hotglow.spr" );
AngleVectors( angles, forward, right, up );
VectorMA( vecSrc, 8192, forward, vecDest );
if ( EV_IsLocal( idx ) )
{
V_PunchAxis( 0, -2.0 );
gEngfuncs.pEventAPI->EV_WeaponAnimation( GAUSS_FIRE2, 2 );
}
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/gauss2.wav", 0.5 + flDamage * (1.0 / 400.0), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
while (flDamage > 10 && nMaxHits > 0)
{
nMaxHits--;
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecDest, PM_STUDIO_BOX, -1, &tr );
gEngfuncs.pEventAPI->EV_PopPMStates();
if ( tr.allsolid )
break;
if (fFirstBeam)
{
if ( EV_IsLocal( idx ) )
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
}
fFirstBeam = 0;
gEngfuncs.pEfxAPI->R_BeamEntPoint(
idx | 0x1000,
tr.endpos,
m_iBeam,
0.1,
m_fPrimaryFire ? 1.0 : 2.5,
0.0,
m_fPrimaryFire ? 128.0 : flDamage,
0,
0,
0,
m_fPrimaryFire ? 255 : 255,
m_fPrimaryFire ? 128 : 255,
m_fPrimaryFire ? 0 : 255
);
}
else
{
gEngfuncs.pEfxAPI->R_BeamPoints( vecSrc,
tr.endpos,
m_iBeam,
0.1,
m_fPrimaryFire ? 1.0 : 2.5,
0.0,
m_fPrimaryFire ? 128.0 : flDamage,
0,
0,
0,
m_fPrimaryFire ? 255 : 255,
m_fPrimaryFire ? 128 : 255,
m_fPrimaryFire ? 0 : 255
);
}
pEntity = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent );
if ( pEntity == NULL )
break;
if ( pEntity->solid == SOLID_BSP )
{
float n;
pentIgnore = NULL;
n = -DotProduct( tr.plane.normal, forward );
if (n < 0.5) // 60 degrees
{
// ALERT( at_console, "reflect %f\n", n );
// reflect
vec3_t r;
VectorMA( forward, 2.0 * n, tr.plane.normal, r );
flMaxFrac = flMaxFrac - tr.fraction;
VectorCopy( r, forward );
VectorMA( tr.endpos, 8.0, forward, vecSrc );
VectorMA( vecSrc, 8192.0, forward, vecDest );
gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 0.2, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage * n / 255.0, flDamage * n * 0.5 * 0.1, FTENT_FADEOUT );
vec3_t fwd;
VectorAdd( tr.endpos, tr.plane.normal, fwd );
gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 3, 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 100,
255, 100 );
// lose energy
if ( n == 0 )
{
n = 0.1;
}
flDamage = flDamage * (1 - n);
}
else
{
// tunnel
EV_HLDM_DecalGunshot( &tr, BULLET_MONSTER_12MM );
gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 1.0, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage / 255.0, 6.0, FTENT_FADEOUT );
// limit it to one hole punch
if (fHasPunched)
{
break;
}
fHasPunched = 1;
// try punching through wall if secondary attack (primary is incapable of breaking through)
if ( !m_fPrimaryFire )
{
vec3_t start;
VectorMA( tr.endpos, 8.0, forward, start );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( start, vecDest, PM_STUDIO_BOX, -1, &beam_tr );
if ( !beam_tr.allsolid )
{
vec3_t delta;
float n;
// trace backwards to find exit point
gEngfuncs.pEventAPI->EV_PlayerTrace( beam_tr.endpos, tr.endpos, PM_STUDIO_BOX, -1, &beam_tr );
VectorSubtract( beam_tr.endpos, tr.endpos, delta );
n = Length( delta );
if (n < flDamage)
{
if (n == 0)
n = 1;
flDamage -= n;
// absorption balls
{
vec3_t fwd;
VectorSubtract( tr.endpos, forward, fwd );
gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 3, 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 100,
255, 100 );
}
//////////////////////////////////// WHAT TO DO HERE
// CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
EV_HLDM_DecalGunshot( &beam_tr, BULLET_MONSTER_12MM );
gEngfuncs.pEfxAPI->R_TempSprite( beam_tr.endpos, vec3_origin, 0.1, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage / 255.0, 6.0, FTENT_FADEOUT );
// balls
{
vec3_t fwd;
VectorSubtract( beam_tr.endpos, forward, fwd );
gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, beam_tr.endpos, fwd, m_iBalls, (int)(flDamage * 0.3), 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 200,
255, 40 );
}
VectorAdd( beam_tr.endpos, forward, vecSrc );
}
}
else
{
flDamage = 0;
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
else
{
if ( m_fPrimaryFire )
{
// slug doesn't punch through ever with primary
// fire, so leave a little glowy bit and make some balls
gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 0.2, m_iGlow, kRenderGlow, kRenderFxNoDissipation, 200.0 / 255.0, 0.3, FTENT_FADEOUT );
{
vec3_t fwd;
VectorAdd( tr.endpos, tr.plane.normal, fwd );
gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 8, 0.6, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 100,
255, 200 );
}
}
flDamage = 0;
}
}
}
else
{
VectorAdd( tr.endpos, forward, vecSrc );
}
}
}
//======================
// GAUSS END
//======================
//======================
// CROWBAR START
//======================
enum crowbar_e {
CROWBAR_IDLE = 0,
CROWBAR_DRAW,
CROWBAR_HOLSTER,
CROWBAR_ATTACK1HIT,
CROWBAR_ATTACK1MISS,
CROWBAR_ATTACK2MISS,
CROWBAR_ATTACK2HIT,
CROWBAR_ATTACK3MISS,
CROWBAR_ATTACK3HIT
};
int g_iSwing;
//Only predict the miss sounds, hit sounds are still played
//server side, so players don't get the wrong idea.
void EV_Crowbar( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
idx = args->entindex;
VectorCopy( args->origin, origin );
//Play Swing sound
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, PITCH_NORM);
if ( EV_IsLocal( idx ) )
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK1MISS, 1 );
switch( (g_iSwing++) % 3 )
{
case 0:
gEngfuncs.pEventAPI->EV_WeaponAnimation ( CROWBAR_ATTACK1MISS, 1 ); break;
case 1:
gEngfuncs.pEventAPI->EV_WeaponAnimation ( CROWBAR_ATTACK2MISS, 1 ); break;
case 2:
gEngfuncs.pEventAPI->EV_WeaponAnimation ( CROWBAR_ATTACK3MISS, 1 ); break;
}
}
}
//======================
// CROWBAR END
//======================
//======================
// CROSSBOW END
//======================
enum crossbow_e {
CROSSBOW_IDLE1 = 0, // full
CROSSBOW_IDLE2, // empty
CROSSBOW_FIDGET1, // full
CROSSBOW_FIDGET2, // empty
CROSSBOW_FIRE1, // full
CROSSBOW_FIRE2, // reload
CROSSBOW_FIRE3, // empty
CROSSBOW_RELOAD, // from empty
CROSSBOW_DRAW1, // full
CROSSBOW_DRAW2, // empty
CROSSBOW_HOLSTER1, // full
CROSSBOW_HOLSTER2, // empty
};
//=====================
// EV_BoltCallback
// This function is used to correct the origin and angles
// of the bolt, so it looks like it's stuck on the wall.
//=====================
void EV_BoltCallback ( struct tempent_s *ent, float frametime, float currenttime )
{
ent->entity.origin = ent->entity.baseline.vuser1;
ent->entity.angles = ent->entity.baseline.vuser2;
}
void EV_FireCrossbow2( event_args_t *args )
{
vec3_t vecSrc, vecEnd;
vec3_t up, right, forward;
pmtrace_t tr;
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
AngleVectors( angles, forward, right, up );
EV_GetGunPosition( args, vecSrc, origin );
VectorMA( vecSrc, 8192, forward, vecEnd );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong(0,0xF) );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/xbow_reload1.wav", gEngfuncs.pfnRandomFloat(0.95, 1.0), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong(0,0xF) );
if ( EV_IsLocal( idx ) )
{
if ( args->iparam1 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 1 );
else if ( args->iparam2 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 );
}
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
//We hit something
if ( tr.fraction < 1.0 )
{
physent_t *pe = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent );
//Not the world, let's assume we hit something organic ( dog, cat, uncle joe, etc ).
if ( pe->solid != SOLID_BSP )
{
switch( gEngfuncs.pfnRandomLong(0,1) )
{
case 0:
gEngfuncs.pEventAPI->EV_PlaySound( idx, tr.endpos, CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM, 0, PITCH_NORM ); break;
case 1:
gEngfuncs.pEventAPI->EV_PlaySound( idx, tr.endpos, CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM, 0, PITCH_NORM ); break;
}
}
//Stick to world but don't stick to glass, it might break and leave the bolt floating. It can still stick to other non-transparent breakables though.
else if ( pe->rendermode == kRenderNormal )
{
gEngfuncs.pEventAPI->EV_PlaySound( 0, tr.endpos, CHAN_BODY, "weapons/xbow_hit1.wav", gEngfuncs.pfnRandomFloat(0.95, 1.0), ATTN_NORM, 0, PITCH_NORM );
//Not underwater, do some sparks...
if ( gEngfuncs.PM_PointContents( tr.endpos, NULL ) != CONTENTS_WATER)
gEngfuncs.pEfxAPI->R_SparkShower( tr.endpos );
vec3_t vBoltAngles;
int iModelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/crossbow_bolt.mdl" );
VectorAngles( forward, vBoltAngles );
TEMPENTITY *bolt = gEngfuncs.pEfxAPI->R_TempModel( tr.endpos - forward * 10, Vector( 0, 0, 0), vBoltAngles , 5, iModelIndex, TE_BOUNCE_NULL );
if ( bolt )
{
bolt->flags |= ( FTENT_CLIENTCUSTOM ); //So it calls the callback function.
bolt->entity.baseline.vuser1 = tr.endpos - forward * 10; // Pull out a little bit
bolt->entity.baseline.vuser2 = vBoltAngles; //Look forward!
bolt->callback = EV_BoltCallback; //So we can set the angles and origin back. (Stick the bolt to the wall)
}
}
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
//TODO: Fully predict the fliying bolt.
void EV_FireCrossbow( event_args_t *args )
{
int idx;
vec3_t origin;
idx = args->entindex;
VectorCopy( args->origin, origin );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong(0,0xF) );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/xbow_reload1.wav", gEngfuncs.pfnRandomFloat(0.95, 1.0), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong(0,0xF) );
//Only play the weapon anims if I shot it.
if ( EV_IsLocal( idx ) )
{
if ( args->iparam1 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 1 );
else if ( args->iparam2 )
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 1 );
V_PunchAxis( 0, -2.0 );
}
}
//======================
// CROSSBOW END
//======================
//======================
// RPG START
//======================
enum rpg_e {
RPG_IDLE = 0,
RPG_FIDGET,
RPG_RELOAD, // to reload
RPG_FIRE2, // to empty
RPG_HOLSTER1, // loaded
RPG_DRAW1, // loaded
RPG_HOLSTER2, // unloaded
RPG_DRAW_UL, // unloaded
RPG_IDLE_UL, // unloaded idle
RPG_FIDGET_UL, // unloaded fidget
};
void EV_FireRpg( event_args_t *args )
{
int idx;
vec3_t origin;
idx = args->entindex;
VectorCopy( args->origin, origin );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/rocketfire1.wav", 0.9, ATTN_NORM, 0, PITCH_NORM );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/glauncher.wav", 0.7, ATTN_NORM, 0, PITCH_NORM );
//Only play the weapon anims if I shot it.
if ( EV_IsLocal( idx ) )
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( RPG_FIRE2, 1 );
V_PunchAxis( 0, -5.0 );
}
}
//======================
// RPG END
//======================
//======================
// EGON END
//======================
enum egon_e {
EGON_IDLE1 = 0,
EGON_FIDGET1,
EGON_ALTFIREON,
EGON_ALTFIRECYCLE,
EGON_ALTFIREOFF,
EGON_FIRE1,
EGON_FIRE2,
EGON_FIRE3,
EGON_FIRE4,
EGON_DRAW,
EGON_HOLSTER
};
int g_fireAnims1[] = { EGON_FIRE1, EGON_FIRE2, EGON_FIRE3, EGON_FIRE4 };
int g_fireAnims2[] = { EGON_ALTFIRECYCLE };
enum EGON_FIRESTATE { FIRE_OFF, FIRE_CHARGE };
enum EGON_FIREMODE { FIRE_NARROW, FIRE_WIDE};
#define EGON_PRIMARY_VOLUME 450
#define EGON_BEAM_SPRITE "sprites/xbeam1.spr"
#define EGON_FLARE_SPRITE "sprites/XSpark1.spr"
#define EGON_SOUND_OFF "weapons/egon_off1.wav"
#define EGON_SOUND_RUN "weapons/egon_run3.wav"
#define EGON_SOUND_STARTUP "weapons/egon_windup2.wav"
#define ARRAYSIZE(p) (sizeof(p)/sizeof(p[0]))
BEAM *pBeam;
BEAM *pBeam2;
void EV_EgonFire( event_args_t *args )
{
int idx, iFireState, iFireMode;
vec3_t origin;
idx = args->entindex;
VectorCopy( args->origin, origin );
iFireState = args->iparam1;
iFireMode = args->iparam2;
int iStartup = args->bparam1;
if ( iStartup )
{
if ( iFireMode == FIRE_WIDE )
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_STARTUP, 0.98, ATTN_NORM, 0, 125 );
else
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_STARTUP, 0.9, ATTN_NORM, 0, 100 );
}
else
{
if ( iFireMode == FIRE_WIDE )
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, EGON_SOUND_RUN, 0.98, ATTN_NORM, 0, 125 );
else
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, EGON_SOUND_RUN, 0.9, ATTN_NORM, 0, 100 );
}
//Only play the weapon anims if I shot it.
if ( EV_IsLocal( idx ) )
gEngfuncs.pEventAPI->EV_WeaponAnimation ( g_fireAnims1[ gEngfuncs.pfnRandomLong( 0, 3 ) ], 1 );
if ( iStartup == 1 && EV_IsLocal( idx ) && !pBeam && !pBeam2 )
{
vec3_t vecSrc, vecEnd, origin, angles, forward, right, up;
pmtrace_t tr;
cl_entity_t *pl = gEngfuncs.GetEntityByIndex( idx );
if ( pl )
{
VectorCopy( gHUD.m_vecAngles, angles );
AngleVectors( angles, forward, right, up );
EV_GetGunPosition( args, vecSrc, pl->origin );
VectorMA( vecSrc, 2048, forward, vecEnd );
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
gEngfuncs.pEventAPI->EV_PopPMStates();
int iBeamModelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( EGON_BEAM_SPRITE );
float r = 50.0f;
float g = 50.0f;
float b = 125.0f;
if ( IEngineStudio.IsHardware() )
{
r /= 100.0f;
g /= 100.0f;
}
pBeam = gEngfuncs.pEfxAPI->R_BeamEntPoint ( idx | 0x1000, tr.endpos, iBeamModelIndex, 99999, 3.5, 0.2, 0.7, 55, 0, 0, r, g, b );
if ( pBeam )
pBeam->flags |= ( FBEAM_SINENOISE );
pBeam2 = gEngfuncs.pEfxAPI->R_BeamEntPoint ( idx | 0x1000, tr.endpos, iBeamModelIndex, 99999, 5.0, 0.08, 0.7, 25, 0, 0, r, g, b );
}
}
}
void EV_EgonStop( event_args_t *args )
{
int idx;
vec3_t origin;
idx = args->entindex;
VectorCopy ( args->origin, origin );
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EGON_SOUND_RUN );
if ( args->iparam1 )
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_OFF, 0.98, ATTN_NORM, 0, 100 );
if ( EV_IsLocal( idx ) )
{
if ( pBeam )
{
pBeam->die = 0.0;
pBeam = NULL;
}
if ( pBeam2 )
{
pBeam2->die = 0.0;
pBeam2 = NULL;
}
}
}
//======================
// EGON END
//======================
//======================
// HORNET START
//======================
enum hgun_e {
HGUN_IDLE1 = 0,
HGUN_FIDGETSWAY,
HGUN_FIDGETSHAKE,
HGUN_DOWN,
HGUN_UP,
HGUN_SHOOT
};
void EV_HornetGunFire( event_args_t *args )
{
int idx, iFireMode;
vec3_t origin, angles, vecSrc, forward, right, up;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
iFireMode = args->iparam1;
//Only play the weapon anims if I shot it.
if ( EV_IsLocal( idx ) )
{
V_PunchAxis( 0, gEngfuncs.pfnRandomLong ( 0, 2 ) );
gEngfuncs.pEventAPI->EV_WeaponAnimation ( HGUN_SHOOT, 1 );
}
switch ( gEngfuncs.pfnRandomLong ( 0 , 2 ) )
{
case 0: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire1.wav", 1, ATTN_NORM, 0, 100 ); break;
case 1: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire2.wav", 1, ATTN_NORM, 0, 100 ); break;
case 2: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire3.wav", 1, ATTN_NORM, 0, 100 ); break;
}
}
//======================
// HORNET END
//======================
//======================
// TRIPMINE START
//======================
enum tripmine_e {
TRIPMINE_IDLE1 = 0,
TRIPMINE_IDLE2,
TRIPMINE_ARM1,
TRIPMINE_ARM2,
TRIPMINE_FIDGET,
TRIPMINE_HOLSTER,
TRIPMINE_DRAW,
TRIPMINE_WORLD,
TRIPMINE_GROUND,
};
//We only check if it's possible to put a trip mine
//and if it is, then we play the animation. Server still places it.
void EV_TripmineFire( event_args_t *args )
{
int idx;
vec3_t vecSrc, angles, view_ofs, forward;
pmtrace_t tr;
idx = args->entindex;
VectorCopy( args->origin, vecSrc );
VectorCopy( args->angles, angles );
AngleVectors ( angles, forward, NULL, NULL );
if ( !EV_IsLocal ( idx ) )
return;
// Grab predicted result for local player
gEngfuncs.pEventAPI->EV_LocalPlayerViewheight( view_ofs );
vecSrc = vecSrc + view_ofs;
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecSrc + forward * 128, PM_NORMAL, -1, &tr );
//Hit something solid
if ( tr.fraction < 1.0 )
gEngfuncs.pEventAPI->EV_WeaponAnimation ( TRIPMINE_DRAW, 0 );
gEngfuncs.pEventAPI->EV_PopPMStates();
}
//======================
// TRIPMINE END
//======================
//======================
// SQUEAK START
//======================
enum squeak_e {
SQUEAK_IDLE1 = 0,
SQUEAK_FIDGETFIT,
SQUEAK_FIDGETNIP,
SQUEAK_DOWN,
SQUEAK_UP,
SQUEAK_THROW
};
#define VEC_HULL_MIN Vector(-16, -16, -36)
#define VEC_DUCK_HULL_MIN Vector(-16, -16, -18 )
void EV_SnarkFire( event_args_t *args )
{
int idx;
vec3_t vecSrc, angles, view_ofs, forward;
pmtrace_t tr;
idx = args->entindex;
VectorCopy( args->origin, vecSrc );
VectorCopy( args->angles, angles );
AngleVectors ( angles, forward, NULL, NULL );
if ( !EV_IsLocal ( idx ) )
return;
if ( args->ducking )
vecSrc = vecSrc - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc + forward * 20, vecSrc + forward * 64, PM_NORMAL, -1, &tr );
//Find space to drop the thing.
if ( tr.allsolid == 0 && tr.startsolid == 0 && tr.fraction > 0.25 )
gEngfuncs.pEventAPI->EV_WeaponAnimation ( SQUEAK_THROW, 0 );
gEngfuncs.pEventAPI->EV_PopPMStates();
}
//======================
// SQUEAK END
//======================
void EV_TrainPitchAdjust( event_args_t *args )
{
int idx;
vec3_t origin;
unsigned short us_params;
int noise;
float m_flVolume;
int pitch;
int stop;
char sz[ 256 ];
idx = args->entindex;
VectorCopy( args->origin, origin );
us_params = (unsigned short)args->iparam1;
stop = args->bparam1;
m_flVolume = (float)(us_params & 0x003f)/40.0;
noise = (int)(((us_params) >> 12 ) & 0x0007);
pitch = (int)( 10.0 * (float)( ( us_params >> 6 ) & 0x003f ) );
switch ( noise )
{
case 1: strcpy( sz, "plats/ttrain1.wav"); break;
case 2: strcpy( sz, "plats/ttrain2.wav"); break;
case 3: strcpy( sz, "plats/ttrain3.wav"); break;
case 4: strcpy( sz, "plats/ttrain4.wav"); break;
case 5: strcpy( sz, "plats/ttrain6.wav"); break;
case 6: strcpy( sz, "plats/ttrain7.wav"); break;
default:
// no sound
strcpy( sz, "" );
return;
}
if ( stop )
{
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, sz );
}
else
{
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, sz, m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, pitch );
}
}
int EV_TFC_IsAllyTeam( int iTeam1, int iTeam2 )
{
return 0;
}