ns/dev/hitboxtest/source/mod/AvHEvents.cpp

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//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: AvH event declarations
//
// $Workfile: AvHEvents.cpp$
// $Date: 2002/10/24 21:23:37 $
//
//-------------------------------------------------------------------------------
// $Log: AvHEvents.cpp,v $
// Revision 1.47 2002/10/24 21:23:37 Flayra
// - Reworked jetpacks
// - Removed bullet casing from grenade launcher
//
// Revision 1.46 2002/10/16 20:52:34 Flayra
// - Removed weapon upgrade sounds
// - Fixed acid projectile hitting player
// - Play HMG firing at full volume
// - Added paralysis projectile
// - Fixed spike orientation
//
// Revision 1.45 2002/10/16 00:54:44 Flayra
// - Removed unneeded events
// - Commented out broken parasite projectile
// - Added general particle event
// - Added distress beacon event
//
// Revision 1.44 2002/09/25 20:43:53 Flayra
// - Effects update
//
// Revision 1.43 2002/09/23 22:13:38 Flayra
// - Fixed bug where damage upgrades were applying when they shouldn't (for aliens)
// - Updated spike effect
// - Removed jetpack effect until it can be done properly
// - Lots of sound and effects changes
//
// Revision 1.42 2002/09/09 19:50:29 Flayra
// - Reworking jetpack effects, still needs more work
//
// Revision 1.41 2002/08/31 18:01:01 Flayra
// - Work at VALVe
//
// Revision 1.40 2002/08/16 02:34:42 Flayra
// - Removed ASSERTs when creating temporary entities, it can fail in big firefights
//
// Revision 1.39 2002/08/09 00:56:38 Flayra
// - Added particle system back when phasing in items from commander mode
//
// Revision 1.38 2002/08/02 22:00:53 Flayra
// - Removed old HL events, add correct bullet types for new bullet effects
//
// Revision 1.37 2002/07/26 23:04:14 Flayra
// - Generate numerical feedback for damage events
//
// Revision 1.36 2002/07/23 17:02:23 Flayra
// - Turret velocity is constructed on client in same way as server, instead of being sent across as calculated (network precision issues)
//
// Revision 1.35 2002/07/10 14:40:23 Flayra
// - Added special spike hit effect
//
// Revision 1.34 2002/07/08 16:57:19 Flayra
// - Added "invalid action" event, reworking for random spread for bullet fire
//
// Revision 1.33 2002/07/01 22:41:40 Flayra
// - Removed outdated overwatch target and tension events
//
// Revision 1.32 2002/07/01 21:31:49 Flayra
// - Regular update
//
// Revision 1.31 2002/06/25 17:57:15 Flayra
// - Removed old events, added new events, fixed infinite loop crash in PlayMeleeHitEffects, added parasite projectile
//
// Revision 1.30 2002/06/03 16:44:27 Flayra
// - Moved offense chamber firing into event, fixed duplicate empty sound (now it's an event, not server-side), weapons play view model anim in weapon (not event), started to add grenade event for grenade gun
//
// Revision 1.29 2002/05/28 17:36:55 Flayra
// - Don't play machine gun or pistol sounds louder when upgraded, changed welder from looping sound to periodic sound
//
// Revision 1.28 2002/05/23 02:33:42 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "cl_dll/hud.h"
#include "cl_dll/cl_util.h"
//#include "mod/AvHMarineWeapons.h"
//#include "mod/AvHAlienWeapons.h"
//#include "mod/AvHAlienAbilities.h"
#include "cl_dll/eventscripts.h"
#include "cl_dll/in_defs.h"
#include "cl_dll/ev_hldm.h"
#include "common/event_api.h"
#include "common/event_args.h"
#include "common/dlight.h"
#include "r_efx.h"
#include "mod/AvHMarineWeaponConstants.h"
#include "mod/AvHAlienWeaponConstants.h"
#include "mod/AvHParticleSystemManager.h"
#include "pm_shared/pm_defs.h"
#include "mod/AvHSpecials.h"
#include "mod/AvHEvents.h"
#include "mod/AvHSelectionHelper.h"
#include "pm_defs.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHSharedUtil.h"
#include "mod/AvHParticleConstants.h"
#include "mod/AvHMarineEquipmentConstants.h"
#include "mod/AvHAlienAbilityConstants.h"
#include "mod/AvHAlienEquipmentConstants.h"
#include "mod/AvHParticleTemplate.h"
#include "mod/AvHParticleTemplateClient.h"
#include "mod/AvHClientVariables.h"
#include "util/MathUtil.h"
#include "mod/AvHHulls.h"
//extern AvHKnife gKnife;
//extern AvHMachineGun gMachineGun;
//extern AvHPistol gPistol;
//extern AvHSonicGun gSonicGun;
//extern AvHHeavyMachineGun gHeavyMachineGun;
//extern AvHGrenadeGun gGrenadeGun;
//extern AvHWelder gWelder;
//extern AvHMine gMine;
//extern AvHSpitGun gSpitGun;
//extern AvHClaws gClaws;
//extern AvHSpore gSpores;
//extern AvHBite gBite;
//extern AvHBite2 gBite2;
//extern AvHSpikeGun gSpikeGun;
//extern AvHSwipe gSwipe;
//extern AvHWebSpinner gWebSpinner;
//extern AvHPrimalScream gPrimalScream;
//extern AvHParasiteGun gParasite;
//extern AvHUmbraGun gUmbra;
//extern AvHBlinkGun gBlink;
//extern AvHDivineWind gDivineWind;
//extern AvHParalysisGun gParalysisGun;
//extern AvHBileBombGun gBileBomb;
//extern AvHAcidRocketGun gAcidRocket;
//extern AvHHealingSpray gHealingSpray;
//extern AvHBabblerGun gBabblerGun;
// Alien abilities
//extern AvHLeap gLeap;
//extern AvHCharge gCharge;
// The sound constants are stored here, even though it's used on client
#define SND_CHANGE_PITCH (1<<7) // duplicated in protocol.h change sound pitch
#define SND_CHANGE_VOL (1<<6) // duplicated in protocol.h change sound vol
void V_PunchAxis( int axis, float punch );
//extern double gClientTimeLastUpdate;
void DrawCircleOnGroundAtPoint(vec3_t inOrigin, int inNumSides, int inStartAngle, int inRadius, float inR, float inG, float inB, float inA, bool inUseRedInstead, float inInnerRadius);
extern void ComputeGrenadeVelocity(Vector& inForward, Vector& inVelocity, Vector& outVelocity);
class LightType
{
public:
LightType(int inIndex, dlight_t* inLight) : mIndex(inIndex), mLight(inLight)
{}
int mIndex;
dlight_t* mLight;
};
typedef vector<LightType> DLightListType;
DLightListType gJetpackLights;
const float kArbitraryLargeLightTime = 2000.0f;
//SelectionListType gSelectionList;
extern playermove_t* pmove;
#include "pm_shared/pm_debug.h"
extern DebugPointListType gTriDebugLocations;
extern DebugPointListType gSquareDebugLocations;
extern DebugEntityListType gCubeDebugEntities;
#ifdef AVH_PREDICT_SELECT
AvHSelectionHelper gSelectionHelper;
#endif
extern AvHParticleTemplateListClient gParticleTemplateList;
extern const Vector g_vecZero;
//
// Macros to make these things easier, less error-prone and clearer
//
#define AVH_DECLARE_EVENT(s) \
extern "C" \
{\
void EV_##s(struct event_args_s *args); \
}
extern "C" Vector gPredictedPlayerOrigin;
#define AVH_NAME_TO_EVENT(s) "events/"#s".sc"
#define AVH_HOOK_EVENT(s) \
gEngfuncs.pfnHookEvent(AVH_NAME_TO_EVENT(s), EV_##s)
//#define AVH_DEFINE_EVENT(s, Class) \
//void EV_##s(struct event_args_s *args) \
//{\
// static Class theWeapon(AVH_NAME_TO_EVENT(s));
//#define AVH_DEFINE_EVENT_END \
///* TODO: Add cleanup or other default behavior? */ \
//}
//physent_t* GetEntity(int inPhysIndex);
//
// Declare events
//
//// Marine weapon events
AVH_DECLARE_EVENT(Knife)
AVH_DECLARE_EVENT(MachineGun)
AVH_DECLARE_EVENT(Pistol)
AVH_DECLARE_EVENT(SonicGun)
AVH_DECLARE_EVENT(HeavyMachineGun)
AVH_DECLARE_EVENT(GrenadeGun)
AVH_DECLARE_EVENT(Grenade)
// Alien weapon events
AVH_DECLARE_EVENT(SpitGun)
AVH_DECLARE_EVENT(OffenseChamber)
AVH_DECLARE_EVENT(Claws)
AVH_DECLARE_EVENT(Swipe)
//AVH_DECLARE_EVENT(EnsnareShoot)
//AVH_DECLARE_EVENT(EnsnareHit)
AVH_DECLARE_EVENT(SporeShoot)
AVH_DECLARE_EVENT(SporeCloud)
AVH_DECLARE_EVENT(UmbraGun)
AVH_DECLARE_EVENT(UmbraCloud)
AVH_DECLARE_EVENT(Bite)
AVH_DECLARE_EVENT(Bite2)
AVH_DECLARE_EVENT(SpikeGun)
//AVH_DECLARE_EVENT(LayEgg)
AVH_DECLARE_EVENT(BuildGun)
AVH_DECLARE_EVENT(HealingSpray)
AVH_DECLARE_EVENT(Metabolize)
AVH_DECLARE_EVENT(MetabolizeSuccess)
AVH_DECLARE_EVENT(SpinWeb)
//AVH_DECLARE_EVENT(Babbler)
AVH_DECLARE_EVENT(PrimalScream)
AVH_DECLARE_EVENT(Cocoon)
AVH_DECLARE_EVENT(Jetpack)
AVH_DECLARE_EVENT(Welder)
AVH_DECLARE_EVENT(WelderConst)
AVH_DECLARE_EVENT(WelderStart)
AVH_DECLARE_EVENT(WelderEnd)
//AVH_DECLARE_EVENT(OverwatchStart)
//AVH_DECLARE_EVENT(OverwatchTarget)
//AVH_DECLARE_EVENT(OverwatchTension)
//AVH_DECLARE_EVENT(OverwatchEnd)
AVH_DECLARE_EVENT(Regeneration)
AVH_DECLARE_EVENT(StartCloak);
AVH_DECLARE_EVENT(EndCloak);
//AVH_DECLARE_EVENT(WallJump)
AVH_DECLARE_EVENT(Flight)
AVH_DECLARE_EVENT(Select)
AVH_DECLARE_EVENT(Teleport)
AVH_DECLARE_EVENT(PhaseIn)
AVH_DECLARE_EVENT(SiegeHit)
AVH_DECLARE_EVENT(SiegeViewHit)
AVH_DECLARE_EVENT(StopScream)
AVH_DECLARE_EVENT(CommandPoints)
AVH_DECLARE_EVENT(AlienSightOn)
AVH_DECLARE_EVENT(AlienSightOff)
//AVH_DECLARE_EVENT(ParalysisGun)
//AVH_DECLARE_EVENT(ParalysisStart)
AVH_DECLARE_EVENT(ParasiteGun)
AVH_DECLARE_EVENT(BlinkSuccess)
AVH_DECLARE_EVENT(DivineWind)
AVH_DECLARE_EVENT(BileBomb)
AVH_DECLARE_EVENT(AcidRocket)
AVH_DECLARE_EVENT(Stomp);
AVH_DECLARE_EVENT(Devour);
AVH_DECLARE_EVENT(InvalidAction)
AVH_DECLARE_EVENT(Particle)
AVH_DECLARE_EVENT(DistressBeacon)
AVH_DECLARE_EVENT(LevelUp)
// Alien abilities
AVH_DECLARE_EVENT(Leap);
AVH_DECLARE_EVENT(Charge);
//AVH_DECLARE_EVENT(HiveHit)
AVH_DECLARE_EVENT(EmptySound)
AVH_DECLARE_EVENT(NumericalInfo)
AVH_DECLARE_EVENT(WeaponAnimation)
AVH_DECLARE_EVENT(Ability);
//extern "C"
//{
//void EV_FireGlock1( struct event_args_s *args );
//void EV_FireGlock2( struct event_args_s *args );
//}
//
// Hook 'em on Initialize
//
void Game_HookEvents( void )
{
// gEngfuncs.pfnHookEvent( "events/glock1.sc", EV_FireGlock1 );
// gEngfuncs.pfnHookEvent( "events/glock2.sc", EV_FireGlock2 );
// Hook marine weapon events
gEngfuncs.pfnHookEvent( kKNEventName, EV_Knife );
gEngfuncs.pfnHookEvent( kMGEventName, EV_MachineGun );
gEngfuncs.pfnHookEvent( kHGEventName, EV_Pistol );
gEngfuncs.pfnHookEvent( kSGEventName, EV_SonicGun );
gEngfuncs.pfnHookEvent( kHMGEventName, EV_HeavyMachineGun );
gEngfuncs.pfnHookEvent( kGGEventName, EV_GrenadeGun );
gEngfuncs.pfnHookEvent( kGREventName, EV_Grenade );
// Alien weapon events
gEngfuncs.pfnHookEvent( kSpitGEventName, EV_SpitGun );
gEngfuncs.pfnHookEvent( kOffenseChamberEventName, EV_OffenseChamber);
gEngfuncs.pfnHookEvent( kClawsEventName, EV_Claws );
gEngfuncs.pfnHookEvent( kSwipeEventName, EV_Swipe );
//gEngfuncs.pfnHookEvent( kEnsnareShootEventName, EV_EnsnareShoot);
//gEngfuncs.pfnHookEvent( kEnsnareHitEventName, EV_EnsnareHit);
gEngfuncs.pfnHookEvent( kSporeShootEventName, EV_SporeShoot);
gEngfuncs.pfnHookEvent( kSporeCloudEventName, EV_SporeCloud);
gEngfuncs.pfnHookEvent( kUmbraShootEventName, EV_UmbraGun);
gEngfuncs.pfnHookEvent( kUmbraCloudEventName, EV_UmbraCloud);
gEngfuncs.pfnHookEvent( kSpikeShootEventName, EV_SpikeGun);
gEngfuncs.pfnHookEvent( kBiteEventName, EV_Bite);
gEngfuncs.pfnHookEvent( kBite2EventName, EV_Bite2);
//gEngfuncs.pfnHookEvent( kEggLayerShootEventName, EV_LayEgg);
gEngfuncs.pfnHookEvent( kBuildingGunEventName, EV_BuildGun);
gEngfuncs.pfnHookEvent( kHealingSprayEventName, EV_HealingSpray);
gEngfuncs.pfnHookEvent( kMetabolizeEventName, EV_Metabolize);
gEngfuncs.pfnHookEvent( kMetabolizeSuccessEventName, EV_MetabolizeSuccess);
gEngfuncs.pfnHookEvent( kWebSpinnerShootEventName, EV_SpinWeb);
// gEngfuncs.pfnHookEvent( kBabblerGunEventName, EV_Babbler);
gEngfuncs.pfnHookEvent( kPrimalScreamShootEventName, EV_PrimalScream);
gEngfuncs.pfnHookEvent( kStopPrimalScreamSoundEvent, EV_StopScream);
gEngfuncs.pfnHookEvent( kJetpackEvent, EV_Jetpack );
gEngfuncs.pfnHookEvent( kWelderEventName, EV_Welder );
gEngfuncs.pfnHookEvent( kWelderStartEventName, EV_WelderStart );
gEngfuncs.pfnHookEvent( kWelderEndEventName, EV_WelderEnd );
gEngfuncs.pfnHookEvent( kWelderConstEventName, EV_WelderConst );
//gEngfuncs.pfnHookEvent( kStartOverwatchEvent, EV_OverwatchStart );
//gEngfuncs.pfnHookEvent( kEndOverwatchEvent, EV_OverwatchEnd );
gEngfuncs.pfnHookEvent( kRegenerationEvent, EV_Regeneration );
gEngfuncs.pfnHookEvent( kStartCloakEvent, EV_StartCloak );
gEngfuncs.pfnHookEvent( kEndCloakEvent, EV_EndCloak );
//gEngfuncs.pfnHookEvent( kWallJumpEvent, EV_WallJump );
gEngfuncs.pfnHookEvent( kFlightEvent, EV_Flight );
gEngfuncs.pfnHookEvent( kTeleportEvent, EV_Teleport );
gEngfuncs.pfnHookEvent( kPhaseInEvent, EV_PhaseIn );
gEngfuncs.pfnHookEvent( kSiegeHitEvent, EV_SiegeHit );
gEngfuncs.pfnHookEvent( kSiegeViewHitEvent, EV_SiegeViewHit );
gEngfuncs.pfnHookEvent( kCommanderPointsAwardedEvent, EV_CommandPoints );
gEngfuncs.pfnHookEvent( kAlienSightOnEvent, EV_AlienSightOn);
gEngfuncs.pfnHookEvent( kAlienSightOffEvent, EV_AlienSightOff);
// gEngfuncs.pfnHookEvent( kParalysisShootEventName, EV_ParalysisGun);
// gEngfuncs.pfnHookEvent( kParalysisStartEventName, EV_ParalysisStart);
gEngfuncs.pfnHookEvent( kParasiteShootEventName, EV_ParasiteGun);
gEngfuncs.pfnHookEvent( kBlinkEffectSuccessEventName, EV_BlinkSuccess);
gEngfuncs.pfnHookEvent( kDivineWindShootEventName, EV_DivineWind);
gEngfuncs.pfnHookEvent( kBileBombShootEventName, EV_BileBomb);
gEngfuncs.pfnHookEvent( kAcidRocketShootEventName, EV_AcidRocket);
gEngfuncs.pfnHookEvent( kStompShootEventName, EV_Stomp);
gEngfuncs.pfnHookEvent( kDevourShootEventName, EV_Devour);
gEngfuncs.pfnHookEvent( kLeapEventName, EV_Leap);
gEngfuncs.pfnHookEvent( kChargeEventName, EV_Charge);
gEngfuncs.pfnHookEvent( kAbilityEventName, EV_Ability);
//gEngfuncs.pfnHookEvent( kHiveHitEvent, EV_HiveHit );
gEngfuncs.pfnHookEvent( kEmptySoundEvent, EV_EmptySound );
gEngfuncs.pfnHookEvent( kNumericalInfoEvent, EV_NumericalInfo );
gEngfuncs.pfnHookEvent( kInvalidActionEvent, EV_InvalidAction);
gEngfuncs.pfnHookEvent( kParticleEvent, EV_Particle);
gEngfuncs.pfnHookEvent( kDistressBeaconEvent, EV_DistressBeacon);
gEngfuncs.pfnHookEvent( kWeaponAnimationEvent, EV_WeaponAnimation);
gEngfuncs.pfnHookEvent( kLevelUpEvent, EV_LevelUp);
}
#define LOUD_GUN_VOLUME 1000
#define NORMAL_GUN_VOLUME 600
#define QUIET_GUN_VOLUME 200
#define BRIGHT_GUN_FLASH 512
#define NORMAL_GUN_FLASH 256
#define DIM_GUN_FLASH 128
#define BIG_EXPLOSION_VOLUME 2048
#define NORMAL_EXPLOSION_VOLUME 1024
#define SMALL_EXPLOSION_VOLUME 512
#define WEAPON_ACTIVITY_VOLUME 64
#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 )
// <<< cgc >>>
// This is duplicated here, make sure it's up to date
//#define SND_CHANGE_PITCH (1<<7) // duplicated in protocol.h change sound pitch
int& GetUpgradeState(int inIndex)
{
cl_entity_t* thePlayer = GetEntity(inIndex);
return thePlayer->curstate.iuser4;
}
// From Counter-strike
#define MAX_DEAD_PLAYER_MODELS 64
TEMPENTITY* g_DeadPlayerModels[MAX_DEAD_PLAYER_MODELS];
#define MAX_BODY_TIME 5
#define FTENT_BODYTRACE 0x00100000
#define FTENT_BODYGRAVITY 0x00200000
void RemoveAllDecals()
{
for ( int har = 0; har < (int)CVAR_GET_FLOAT( "r_decals" ); har++ )
gEngfuncs.pEfxAPI->R_DecalRemoveAll ( har );
//if ( g_pParticleMan )
// g_pParticleMan->ResetParticles();
if ( g_DeadPlayerModels == NULL )
return;
// Is the dead player model list already clean?
if ( g_DeadPlayerModels[0] == NULL )
return;
// Clear dead player model list
for ( int i = 0; i < MAX_DEAD_PLAYER_MODELS; i++ )
{
if ( g_DeadPlayerModels[i] )
{
g_DeadPlayerModels[i]->die = 0;
g_DeadPlayerModels[i] = 0;
}
}
}
// lowers body into ground
void RemoveBody(TEMPENTITY* te, float frametime, float current_time)
{
if ( current_time >= te->entity.curstate.fuser2 + MAX_BODY_TIME + CVAR_GET_FLOAT( "cl_corpsestay" ) )
te->entity.origin[2] -= frametime * 5;
}
// Play a sound? Through up some smoke?
void HitBody( TEMPENTITY *ent, struct pmtrace_s *ptr )
{
if ( ptr->plane.normal.z > 0 )
ent->flags |= FTENT_BODYGRAVITY;
}
// From Counter-strike
void CreateCorpse ( Vector vOrigin, Vector vAngles, const char *pModel, float flAnimTime, int iSequence, int iBody )
{
int framecount = 255;
int iModelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex ( pModel );
TEMPENTITY *pBody = gEngfuncs.pEfxAPI->R_TempModel( vOrigin, Vector( 0, 0, 0 ), vAngles, 100, gEngfuncs.pEventAPI->EV_FindModelIndex ( pModel ), 0 );
if ( pBody == NULL)
return;
pBody->flags |= FTENT_COLLIDEWORLD | FTENT_CLIENTCUSTOM | FTENT_SPRANIMATE | FTENT_BODYTRACE | FTENT_PERSIST;
pBody->frameMax = framecount;
pBody->entity.curstate.animtime = flAnimTime;
pBody->entity.curstate.framerate = 1;
pBody->entity.curstate.sequence = iSequence;
pBody->entity.curstate.frame = 0;
pBody->entity.curstate.body = iBody;
pBody->entity.curstate.renderamt = 255;
pBody->entity.curstate.fuser1 = gHUD.m_flTime + 1;
pBody->entity.curstate.fuser2 = gHUD.m_flTime + CVAR_GET_FLOAT ("cl_corpsestay"); // estimated end time of animation
// let entity sink 5 seconds then kill it after cl_corpsestay is over
pBody->die = gEngfuncs.GetClientTime() + pBody->entity.curstate.fuser2 + 5;
pBody->callback = RemoveBody;
pBody->hitcallback = HitBody;
pBody->bounceFactor = 0;
// Save body to list so we can remove after round ends
for ( int i = 0; i < 64; i ++ )
{
if ( g_DeadPlayerModels[ i ] == NULL )
{
g_DeadPlayerModels[ i ] = pBody;
break;
}
}
}
void PlayMeleeHitEffects(struct event_args_s* inArgs, int inRange, const string& inSoundName)
{
int thePlayer = inArgs->entindex;
vec3_t theForward, theRight, theUp;
gEngfuncs.pfnAngleVectors(inArgs->angles, theForward, theRight, theUp);
vec3_t theAimingDir;
for(int i = 0; i < 3; i++)
{
theAimingDir[i] = theForward[i];// + theRight[i] + theUp[i];
}
VectorNormalize(theAimingDir);
// Do a trace within certain range, ignoring ourselves
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
gEngfuncs.pEventAPI->EV_PushPMStates();
gEngfuncs.pEventAPI->EV_SetSolidPlayers(-1);
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
Vector theStartPos;
//VectorMA(inArgs->origin, 17, theAimingDir, theStartPos);
VectorCopy(inArgs->origin, theStartPos);
//gTriDebugLocations.push_back(DebugPoint(theStartPos[0], theStartPos[1], theStartPos[2]));
//gTriDebugLocations.push_back(DebugPoint(theStartPos[0] + theAimingDir[0]*inRange, theStartPos[1]+ theAimingDir[1]*inRange, theStartPos[2] + theAimingDir[2]*inRange));
Vector theEndPos;
VectorMA(theStartPos, inRange, theAimingDir, theEndPos);
//gTriDebugLocations.push_back(DebugPoint(theEndPos[0], theEndPos[1], theEndPos[2]));
pmtrace_t tr;
bool theDone = false;
int theNumIterations = 0;
do
{
gEngfuncs.pEventAPI->EV_PlayerTrace(theStartPos, theEndPos, PM_NORMAL, thePlayer, &tr);
// Did we hit something marked as enemy?
int theHit = gEngfuncs.pEventAPI->EV_IndexFromTrace(&tr);
if(theHit == thePlayer)
{
// tr.endpos: -71.1894, 3274.23, -527.888
// theStartPos: -71.20, 3274.02, -517.89
// theAimingDir: -0.01169, -0.02157, .99969
// Infinite loop: this next line doesn't changea anything
VectorMA(tr.endpos, kHitOffsetAmount, theAimingDir, theStartPos);
}
else if(tr.fraction < 1.0f)
{
Vector theHitPos = tr.endpos;
// Play sound
gEngfuncs.pEventAPI->EV_PlaySound(thePlayer, theHitPos, CHAN_AUTO, inSoundName.c_str(), 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
// Play generic damage effect
//AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsMeleeDamage, theHitPos, &(tr.plane.normal));
theDone = true;
}
else
{
theDone = true;
}
// Prevent infinite loop
theNumIterations++;
if(theNumIterations > 20)
{
theDone = true;
}
} while(!theDone);
gEngfuncs.pEventAPI->EV_PopPMStates();
}
//
// Define them
//
void EV_Knife(struct event_args_s* inArgs)
{
int idx = inArgs->entindex;
// Play attack sound
char* theSoundToPlay = "";
int theRandomSound = gEngfuncs.pfnRandomLong(0, 1);
switch(theRandomSound)
{
case 0:
theSoundToPlay = kKNFireSound1;
break;
case 1:
theSoundToPlay = kKNFireSound2;
break;
}
gEngfuncs.pEventAPI->EV_PlaySound(idx, inArgs->origin, CHAN_WEAPON, theSoundToPlay, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
// TODO: Now do a trace line and if we hit a wall, play the wall sound, if we hit a person, play a hit-flesh sound
// TODO: Add sparks where it hit
// General x-punch axis
if (EV_IsLocal(idx))
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
/*
float theHalfSpread = kKNXPunch/2.0f;
if(theHalfSpread > 0.0f)
{
V_PunchAxis(0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
V_PunchAxis(1, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
*/
}
}
//void EV_Grenade(struct event_args_s* inArgs)
//{
// int idx = inArgs->entindex;
// vec3_t up, right, forward;
// gEngfuncs.pfnAngleVectors(inArgs->angles, forward, right, up);
//
// // Play attack sound
// char* theSoundToPlay = kKNFireSound1;
// gEngfuncs.pEventAPI->EV_PlaySound(idx, inArgs->origin, CHAN_WEAPON, theSoundToPlay, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
//
// // Create a temporary entity that bounces and dies after a certain amount of time
// int theModelIndex;
// struct model_s* theModel = gEngfuncs.CL_LoadModel("models/w_grenade.mdl", &theModelIndex);
// ASSERT(theModel);
// TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->CL_TempEntAlloc(gPredictedPlayerOrigin, theModel);
// ASSERT(theTempEntity);
// if(theTempEntity)
// {
// vec3_t theStartPos, theEndPos, vecSrc;
// EV_GetGunPosition(inArgs, vecSrc, inArgs->origin);
// VectorMA(vecSrc, kGBarrelLength, forward, theStartPos);
//
// VectorCopy(theStartPos, theTempEntity->entity.origin);
// VectorCopy(theStartPos, theTempEntity->entity.prevstate.origin);
// VectorCopy(theStartPos, theTempEntity->entity.curstate.origin);
// theTempEntity->die += kGrenDetonateTime;
// //theTempEntity->hitcallback = SpitHit;
// theTempEntity->flags |= (FTENT_COLLIDEALL | FTENT_PERSIST);
//
// vec3_t theSourceVelocity;
// VectorCopy(inArgs->velocity, theSourceVelocity);
//
// vec3_t theVelocity;
// ComputeGrenadeVelocity(forward, theSourceVelocity, theVelocity);
//
// VectorCopy(theVelocity, theTempEntity->entity.baseline.origin);
// VectorCopy(theVelocity, theTempEntity->entity.baseline.velocity);
// }
//
// // General x-punch axis
//// if (EV_IsLocal(idx))
//// {
//// gEngfuncs.pEventAPI->EV_WeaponAnimation(ANIM_FIRE1 + gEngfuncs.pfnRandomLong(0,2), 2);
//// }
//}
void EV_MachineGun(struct event_args_s* args)
{
// What to do about this static member?
static int tracerCount[ 32 ];
// Figure out which weapon description to assocate this weapon with
int theWeaponIndex = args->iparam1;
// Play attack animation and add muzzle flash
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
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 );
gEngfuncs.pfnAngleVectors(angles, forward, right, up);
// Get upgrade
int theTracerFreq;
int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(AVH_USER3_MARINE_PLAYER, GetUpgradeState(idx), NULL, &theTracerFreq);
// Vary flange effect more with higher upgrade
int theUpperBound = theUpgradeLevel*10;
int thePitch = 100 + (gEngfuncs.pfnRandomLong(0, theUpperBound) - theUpperBound);
if ( EV_IsLocal( idx ) )
{
// Add muzzle flash to current weapon model
if(theUpgradeLevel > 0)
{
EV_MuzzleFlash();
}
gEngfuncs.pEventAPI->EV_WeaponAnimation(args->iparam2, 2);
}
// General ejecting ammo if any
int shell = gEngfuncs.pEventAPI->EV_FindModelIndex(kMGEjectModel);
vec3_t ShellVelocity;
vec3_t ShellOrigin;
EV_GetDefaultShellInfo(args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
// Only eject brass when upgraded
//if(theUpgradeLevel > 0)
//{
// VectorScale(ShellVelocity, theUpgradeLevel, ShellVelocity);
EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL);
//}
// Play one of basic attack sounds
float theVolume = args->fparam1;
float theAttenuation = .8f + .3*theUpgradeLevel;
char* theSoundToPlay = kMGFireSound1;
#ifdef AVH_UPGRADE_SOUNDS
switch(theUpgradeLevel)
{
case 1:
theSoundToPlay = kMGFireSound2;
break;
case 2:
theSoundToPlay = kMGFireSound3;
break;
case 3:
theSoundToPlay = kMGFireSound4;
break;
}
#endif
gEngfuncs.pEventAPI->EV_PlaySound(idx, origin, CHAN_WEAPON, theSoundToPlay, theVolume, theAttenuation, 0, thePitch);
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
//EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, kMGRange, BULLET_PLAYER_MP5, 2, &tracerCount[idx-1] );
EV_HLDM_FireBulletsPlayer( idx, forward, right, up, 1, vecSrc, vecAiming, kMGRange, BULLET_PLAYER_MP5, theTracerFreq, &tracerCount[idx-1], kMGSpread, args->iparam1);
// General x-punch axis
if ( EV_IsLocal( idx ) )
{
// Multiply punch by upgrade level
float theHalfSpread = (kMGXPunch/4.0f)*(theUpgradeLevel+1);
if(theHalfSpread > 0.0f)
{
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
}
}
void EV_Pistol(struct event_args_s* args)
{
// What to do about this static member?
static int tracerCount[ 32 ];
// Figure out which weapon description to assocate this weapon with
int theWeaponIndex = args->iparam1;
// Play attack animation and add muzzle flash
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
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 );
gEngfuncs.pfnAngleVectors(angles, forward, right, up);
// Get upgrade
int theTracerFreq;
int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(AVH_USER3_MARINE_PLAYER, GetUpgradeState(idx), NULL, &theTracerFreq);
// Vary flange effect more with higher upgrade
int theUpperBound = theUpgradeLevel*10;
int thePitch = 100 + (gEngfuncs.pfnRandomLong(0, theUpperBound) - theUpperBound);
if ( EV_IsLocal( idx ) )
{
// Add muzzle flash to current weapon model
if(theUpgradeLevel > 0)
{
EV_MuzzleFlash();
}
gEngfuncs.pEventAPI->EV_WeaponAnimation(args->iparam2, 2);
}
// General ejecting ammo if any
int shell = gEngfuncs.pEventAPI->EV_FindModelIndex(kHGEjectModel);
vec3_t ShellVelocity;
vec3_t ShellOrigin;
EV_GetDefaultShellInfo(args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
// Only eject brass when upgraded
//if(theUpgradeLevel > 0)
//{
// VectorScale(ShellVelocity, theUpgradeLevel, ShellVelocity);
EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL);
//}
// Play one of basic attack sounds
float theVolume = args->fparam1;
float theAttenuation = .8f + .3*theUpgradeLevel;
char* theSoundToPlay = kHGFireSound1;
#ifdef AVH_UPGRADE_SOUNDS
switch(theUpgradeLevel)
{
case 1:
theSoundToPlay = kHGFireSound2;
break;
case 2:
theSoundToPlay = kHGFireSound3;
break;
case 3:
theSoundToPlay = kHGFireSound4;
break;
default:
theSoundToPlay = kHGFireSound1;
break;
}
#endif
gEngfuncs.pEventAPI->EV_PlaySound(idx, origin, CHAN_WEAPON, theSoundToPlay, theVolume, theAttenuation, 0, thePitch);
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
//EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, kHGRange, BULLET_PLAYER_MP5, 2, &tracerCount[idx-1] );
EV_HLDM_FireBulletsPlayer( idx, forward, right, up, 1, vecSrc, vecAiming, kHGRange, BULLET_PLAYER_357, theTracerFreq, &tracerCount[idx-1], kHGSpread, args->iparam1);
// General x-punch axis
if ( EV_IsLocal( idx ) )
{
// Multiply punch by upgrade level
float theHalfSpread = (kHGXPunch/3.0f)*(theUpgradeLevel+1);
if(theHalfSpread > 0.0f)
{
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
}
}
void EV_SonicGun(struct event_args_s* args)
{
// What to do about this static member?
static int tracerCount[ 32 ];
// Figure out which weapon description to assocate this weapon with
int theWeaponIndex = args->iparam1;
// Play attack animation and add muzzle flash
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
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 );
gEngfuncs.pfnAngleVectors(angles, forward, right, up);
// Get upgrade
int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(AVH_USER3_MARINE_PLAYER, GetUpgradeState(idx));
if ( EV_IsLocal( idx ) )
{
// Add muzzle flash to current weapon model
if(theUpgradeLevel > 0)
{
EV_MuzzleFlash();
}
gEngfuncs.pEventAPI->EV_WeaponAnimation(args->iparam2, 2);
}
// General ejecting ammo if any
int shell = gEngfuncs.pEventAPI->EV_FindModelIndex(kSGEjectModel);
vec3_t ShellVelocity;
vec3_t ShellOrigin;
EV_GetDefaultShellInfo(args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
//if(theUpgradeLevel > 0)
//{
// VectorScale(ShellVelocity, theUpgradeLevel, ShellVelocity);
EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL);
//}
float theAttenuation = .8f + .2*theUpgradeLevel;
//float theVolume = min(.85f + .05*theUpgradeLevel, 1.0f);
float theVolume = args->fparam1;
// TODO: Synch up with propagated random seed?
// Play one of basic attack sounds
//if(gEngfuncs.pfnRandomLong(0, 1) == 0)
char* theSoundToPlay = kSGFireSound1;
#ifdef AVH_UPGRADE_SOUNDS
switch(theUpgradeLevel)
{
case 1:
theSoundToPlay = kSGFireSound2;
break;
case 2:
theSoundToPlay = kSGFireSound3;
break;
case 3:
theSoundToPlay = kSGFireSound4;
break;
}
#endif
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, theSoundToPlay, theVolume, theAttenuation, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
//if ( gEngfuncs.GetMaxClients() > 1 )
//{
vec3_t theBarrelOffset, theBarrelTip;
VectorScale(forward, 30, theBarrelOffset);
VectorAdd(vecSrc, theBarrelOffset, theBarrelTip);
// if(theUpgradeLevel > 0)
// {
// AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsShotgun, theBarrelTip);
// }
//EV_HLDM_FireBullets( idx, forward, right, up, kSGBulletsPerShot, vecSrc, vecAiming, kSGRange, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], VECTOR_CONE_20DEGREES.x, VECTOR_CONE_20DEGREES.y);
EV_HLDM_FireBulletsPlayer( idx, forward, right, up, BALANCE_IVAR(kSGBulletsPerShot), vecSrc, vecAiming, kSGRange, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], kSGSpread, args->iparam1);
//}
// General x-punch axis
if ( EV_IsLocal( idx ) )
{
float theHalfSpread = (kSGXPunch/3.0f)*(theUpgradeLevel+1);
if(theHalfSpread > 0.0f)
{
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
}
}
void EV_HeavyMachineGun(struct event_args_s* args)
{
// What to do about this static member?
static int tracerCount[ 32 ];
// Figure out which weapon description to assocate this weapon with
int theWeaponIndex = args->iparam1;
// Play attack animation and add muzzle flash
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
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 );
gEngfuncs.pfnAngleVectors(angles, forward, right, up);
int theTracerLevel;
int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(AVH_USER3_MARINE_PLAYER, GetUpgradeState(idx), NULL, &theTracerLevel);
if ( EV_IsLocal( idx ) )
{
if(theUpgradeLevel > 0)
{
// Add muzzle flash to current weapon model
EV_MuzzleFlash();
}
gEngfuncs.pEventAPI->EV_WeaponAnimation(args->iparam2, 2);
}
// General ejecting ammo if any
int shell = gEngfuncs.pEventAPI->EV_FindModelIndex(kHMGEjectModel);
vec3_t ShellVelocity;
vec3_t ShellOrigin;
EV_GetDefaultShellInfo(args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
//if(theUpgradeLevel > 0)
//{
// VectorScale(ShellVelocity, theUpgradeLevel, ShellVelocity);
EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL);
//}
// TODO: Synch up with propagated random seed?
// Play one of basic attack sounds
int theHighIndex = theUpgradeLevel;
//int theRandomLong = gEngfuncs.pfnRandomLong(0, theHighIndex);
//float theVolume = min(.6 + .2*theUpgradeLevel, 1.0f);
float theVolume = args->fparam1;
float theAttenuation = .8f + .2*theUpgradeLevel;
int thePitch = 100;
if(theUpgradeLevel > 0)
{
int theVariance = theUpgradeLevel*6;
thePitch += (gEngfuncs.pfnRandomLong( 0, theVariance))/(theVariance/2);
}
char* theSoundToPlay = kHMGFireSound1;
#ifdef AVH_UPGRADE_SOUNDS
switch(theUpgradeLevel)
{
case 1:
theSoundToPlay = kHMGFireSound2;
break;
case 2:
theSoundToPlay = kHMGFireSound3;
break;
case 3:
theSoundToPlay = kHMGFireSound4;
break;
}
#endif
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, theSoundToPlay, theVolume, theAttenuation, 0, thePitch);
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
//EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, kHMGRange, BULLET_PLAYER_357, theTracerLevel, &tracerCount[idx-1], theSpreadX, theSpreadY);
EV_HLDM_FireBulletsPlayer( idx, forward, right, up, 1, vecSrc, vecAiming, kHMGRange, BULLET_PLAYER_MP5, theTracerLevel, &tracerCount[idx-1], kHMGSpread, args->iparam1);
// if(theUpgradeLevel > 1)
// {
// if(gEngfuncs.pfnRandomLong(0, 1) == 0)
// {
// vec3_t theBarrelOffset, theBarrelTip;
// VectorScale(forward, 100, theBarrelOffset);
// VectorAdd(vecSrc, theBarrelOffset, theBarrelTip);
//
// AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsHeavyMGSmoke, vecSrc);
// }
// }
// General x-punch axis
if ( EV_IsLocal( idx ) )
{
float theHalfSpread = (kHMGXPunch/4.0f)*(theUpgradeLevel+1);
if(theHalfSpread > 0.0f)
{
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
}
}
void GrenadeHit(struct tempent_s* ent, struct pmtrace_s* ptr)
{
char* theSoundToPlay = kGRHitSound;
gEngfuncs.pEventAPI->EV_PlaySound(ent->entity.index, ptr->endpos, CHAN_AUTO, theSoundToPlay, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
//ASSERT(ptr);
//ASSERT(ent);
//ent->die = gEngfuncs.GetClientTime();
}
void EV_GrenadeGun(struct event_args_s* inArgs)
{
// What to do about this static member?
static int tracerCount[ 32 ];
// Figure out which weapon description to assocate this weapon with
int theWeaponIndex = inArgs->iparam1;
// Play attack animation and add muzzle flash
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
vec3_t up, right, forward;
idx = inArgs->entindex;
VectorCopy( inArgs->origin, origin );
VectorCopy( inArgs->angles, angles );
VectorCopy( inArgs->velocity, velocity );
//AngleVectors( angles, forward, right, up );
gEngfuncs.pfnAngleVectors(angles, forward, right, up);
int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(AVH_USER3_MARINE_PLAYER, GetUpgradeState(idx));
if ( EV_IsLocal( idx ) )
{
// Add muzzle flash to current weapon model
if(theUpgradeLevel > 0)
{
EV_MuzzleFlash();
}
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
// // General ejecting ammo if any
// int shell = gEngfuncs.pEventAPI->EV_FindModelIndex(kGGEjectModel);
// vec3_t ShellVelocity;
// vec3_t ShellOrigin;
//
// EV_GetDefaultShellInfo(inArgs, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
//
// //if(theUpgradeLevel > 0)
// //{
// // VectorScale(ShellVelocity, theUpgradeLevel, ShellVelocity);
// EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL);
// //}
char* theSoundToPlay = kGGFireSound1;
#ifdef AVH_UPGRADE_SOUNDS
switch(theUpgradeLevel)
{
case 1:
theSoundToPlay = kGGFireSound2;
break;
case 2:
theSoundToPlay = kGGFireSound3;
break;
case 3:
theSoundToPlay = kGGFireSound4;
break;
}
#endif
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, theSoundToPlay, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
EV_GetGunPosition( inArgs, vecSrc, origin );
VectorCopy( forward, vecAiming );
// General x-punch axis
if ( EV_IsLocal( idx ) )
{
float theHalfSpread = (kGGXPunch/2.0f)*(theUpgradeLevel+1);
if(theHalfSpread > 0.0f)
{
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
}
// Create temp entity for grenade (assumes grenade is created at inArgs->origin, with velocity inArgs->angles)
// ASSERT(inArgs);
//
// Vector theStartPos;
// VectorCopy(inArgs->origin, theStartPos);
//
// // Fire grenade
// int theModelIndex;
// struct model_s* theModel = gEngfuncs.CL_LoadModel(kGGAmmoModel, &theModelIndex);
// if(theModel)
// {
// TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->CL_TempEntAlloc(gPredictedPlayerOrigin, theModel);
// if(theTempEntity)
// {
// VectorCopy(theStartPos, theTempEntity->entity.origin);
// VectorCopy(theStartPos, theTempEntity->entity.prevstate.origin);
// VectorCopy(theStartPos, theTempEntity->entity.curstate.origin);
// theTempEntity->die += kSpitLifetime;
// theTempEntity->hitcallback = GrenadeHit;
// theTempEntity->flags |= (FTENT_COLLIDEALL | FTENT_PERSIST | FTENT_GRAVITY| FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP);
// theTempEntity->entity.curstate.framerate = 30;
// theTempEntity->frameMax = 4;//theModel->numframes;
//
// // Read origin as origin, and angles as velocity (from AvHAlienTurret::Shoot())
// Vector theStartVelocity;
// VectorCopy(inArgs->angles, theStartVelocity);
//
// // Temp entities interpret baseline origin as velocity.
// VectorCopy(theStartVelocity, theTempEntity->entity.baseline.origin);
// VectorCopy(theStartVelocity, theTempEntity->entity.baseline.velocity);
// }
// }
}
void EV_Grenade(struct event_args_s* inArgs)
{
// What to do about this static member?
static int tracerCount[ 32 ];
// Figure out which weapon description to assocate this weapon with
int theWeaponIndex = inArgs->iparam1;
// Play attack animation and add muzzle flash
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
vec3_t up, right, forward;
idx = inArgs->entindex;
VectorCopy( inArgs->origin, origin );
VectorCopy( inArgs->angles, angles );
VectorCopy( inArgs->velocity, velocity );
//AngleVectors( angles, forward, right, up );
gEngfuncs.pfnAngleVectors(angles, forward, right, up);
int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(AVH_USER3_MARINE_PLAYER, GetUpgradeState(idx));
if ( EV_IsLocal( idx ) )
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
char* theSoundToPlay = NULL;
switch(inArgs->iparam2)
{
case 4:
case 7:
theSoundToPlay = kGRFireSound1;
break;
case 3:
case 6:
theSoundToPlay = kGRPrimeSound;
break;
}
if(theSoundToPlay)
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, theSoundToPlay, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
// EV_GetGunPosition( inArgs, vecSrc, origin );
// VectorCopy( forward, vecAiming );
//
// // Create grenade temp entity
// int theModelIndex;
// struct model_s* theModel = gEngfuncs.CL_LoadModel(kGRWModel, &theModelIndex);
// if(theModel)
// {
// TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->CL_TempEntAlloc(gPredictedPlayerOrigin, theModel);
// if(theTempEntity)
// {
// vec3_t theStartPos, theEndPos;
// EV_GetGunPosition(inArgs, vecSrc, inArgs->origin);
// VectorMA(vecSrc, kGRBarrelLength, forward, theStartPos);
//
// VectorCopy(theStartPos, theTempEntity->entity.origin);
// VectorCopy(theStartPos, theTempEntity->entity.prevstate.origin);
// VectorCopy(theStartPos, theTempEntity->entity.curstate.origin);
// theTempEntity->die += BALANCE_IVAR(kGrenDetonateTime);
// theTempEntity->hitcallback = GrenadeHit;
// theTempEntity->flags |= (FTENT_COLLIDEALL | FTENT_GRAVITY | FTENT_ROTATE | FTENT_PERSIST);
// theTempEntity->clientIndex = inArgs->entindex; // Entity to ignore collisions with
//
// theTempEntity->entity.baseline.angles[0] = rand()%360;
//
// //theTempEntity->entity.curstate.framerate = 30;
// //theTempEntity->frameMax = 4;//theModel->numframes;
//
// // Temp entities interpret baseline origin as velocity.
// Vector theBaseVelocity;
// VectorScale(inArgs->velocity, kGrenadeParentVelocityScalar, theBaseVelocity);
//
// Vector theStartVelocity;
// VectorMA(theBaseVelocity, kGrenadeVelocity, forward, theStartVelocity);
//
// VectorCopy(theStartVelocity, theTempEntity->entity.baseline.origin);
// VectorCopy(theStartVelocity, theTempEntity->entity.baseline.velocity);
// }
// }
}
char *EV_HLDM_DamageDecal( physent_t *pe );
void CreateDecal(struct pmtrace_s* inTrace)
{
physent_t *pe;
pe = gEngfuncs.pEventAPI->EV_GetPhysent( inTrace->ent );
if(pe)
{
char* inDecalName = EV_HLDM_DamageDecal( pe );
// Only decal brush models such as the world etc.
if ( inDecalName && inDecalName[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( inDecalName) ),
gEngfuncs.pEventAPI->EV_IndexFromTrace( inTrace ), 0, inTrace->endpos, 0 );
}
}
}
}
void SpitHit(struct tempent_s* ent, struct pmtrace_s* ptr)
{
char* theSoundToPlay = kSpitHitSound1;
if(gEngfuncs.pfnRandomLong(0, 1) == 0)
{
theSoundToPlay = kSpitHitSound2;
}
gEngfuncs.pEventAPI->EV_PlaySound(ent->entity.index, ptr->endpos, CHAN_AUTO, theSoundToPlay, .6f, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
if(ptr && ent)
{
ent->die = gEngfuncs.GetClientTime();
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsSpitHit, ptr->endpos, &(ptr->plane.normal));
// Create splat here too
CreateDecal(ptr);
}
}
void EV_SpitGun(struct event_args_s* inArgs)
{
ASSERT(inArgs);
// Figure out which weapon description to assocate this weapon with
int theWeaponIndex = inArgs->iparam1;
// Play attack animation and add muzzle flash
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
vec3_t up, right, forward;
idx = inArgs->entindex;
VectorCopy( inArgs->origin, origin );
VectorCopy( inArgs->angles, angles );
VectorCopy( inArgs->velocity, velocity );
//AngleVectors( angles, forward, right, up );
gEngfuncs.pfnAngleVectors(angles, forward, right, up);
// Play attack sound
char* theSoundToPlay = kSpitGFireSound1;
if(gEngfuncs.pfnRandomLong(0, 1) == 0)
{
theSoundToPlay = kSpitGFireSound2;
}
gEngfuncs.pEventAPI->EV_PlaySound(idx, origin, CHAN_WEAPON, theSoundToPlay, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
// Fire spit glob
int theModelIndex;
struct model_s* theModel = gEngfuncs.CL_LoadModel(kSpitGunSprite, &theModelIndex);
if(theModel)
{
TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->CL_TempEntAlloc(gPredictedPlayerOrigin, theModel);
if(theTempEntity)
{
vec3_t theStartPos, theEndPos;
EV_GetGunPosition(inArgs, vecSrc, inArgs->origin);
VectorMA(vecSrc, kSpitGBarrelLength, forward, theStartPos);
// Create tiny spittle where it leaves
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsSpitShoot, theStartPos);
VectorCopy(theStartPos, theTempEntity->entity.origin);
VectorCopy(theStartPos, theTempEntity->entity.prevstate.origin);
VectorCopy(theStartPos, theTempEntity->entity.curstate.origin);
theTempEntity->die += kSpitLifetime;
theTempEntity->hitcallback = SpitHit;
theTempEntity->flags |= (FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP/* | FTENT_PERSIST*/);
theTempEntity->clientIndex = inArgs->entindex; // Entity to ignore collisions with
theTempEntity->entity.curstate.framerate = 30;
theTempEntity->frameMax = 4;//theModel->numframes;
// Temp entities interpret baseline origin as velocity.
Vector theBaseVelocity;
VectorScale(inArgs->velocity, kSpitParentVelocityScalar, theBaseVelocity);
Vector theStartVelocity;
VectorMA(theBaseVelocity, kSpitVelocity, forward, theStartVelocity);
VectorCopy(theStartVelocity, theTempEntity->entity.baseline.origin);
VectorCopy(theStartVelocity, theTempEntity->entity.baseline.velocity);
}
}
// General x-punch axis
if ( EV_IsLocal( idx ) )
{
float theHalfSpread = kSpitGXPunch/2.0f;
if(theHalfSpread > 0.0f)
{
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
}
void SpikeHit(struct tempent_s* ent, struct pmtrace_s* ptr)
{
//EV_HLDM_DecalGunshot( &tr, iBulletType );
//int theSprite = gEngfuncs.pEventAPI->EV_FindModelIndex(kSpikeGunHitSprite);
//TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempSprite(ptr->endpos, vec3_origin, .6f, theSprite, kRenderTransAdd, kRenderFxNoDissipation, .5f, .4f, FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST);
//if(theTempEntity)
//{
// theTempEntity->entity.curstate.framerate = 30;
//}
// Play spike ricochet sounds
char* theRandomSound = NULL;
switch (gEngfuncs.pfnRandomLong(0, 2))
{
case 0:
theRandomSound = "weapons/a_ric1.wav";
break;
case 1:
theRandomSound = "weapons/a_ric2.wav";
break;
case 2:
theRandomSound = "weapons/a_ric3.wav";
break;
}
const float kAlienRicochetVolume = .25f;
ASSERT(theRandomSound);
gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, theRandomSound, kAlienRicochetVolume, ATTN_NORM, 0, 96 + gEngfuncs.pfnRandomLong(0,0xf) );
// Create spike hit particle system
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsSpikeHitEffect, ptr->endpos);
// Kill off temp ent
ent->die = -1;
}
void EV_OffenseChamber(struct event_args_s* inArgs)
{
//static int theTracerCount[ 32 ];
// Play attack animation and add muzzle flash
int idx;
vec3_t origin;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
vec3_t up, right, forward;
idx = inArgs->entindex;
VectorCopy( inArgs->origin, origin );
VectorCopy( inArgs->velocity, velocity );
// Play one of basic attack sounds
float theVolume = inArgs->fparam1;
float theAttenuation = 1.2f;
char* theSoundToPlay = kAlienTurretFire1;
int theUpperBound = 30;
int thePitch = 100 + (gEngfuncs.pfnRandomLong(0, theUpperBound) - theUpperBound/2);
gEngfuncs.pEventAPI->EV_PlaySound(idx, origin, CHAN_WEAPON, theSoundToPlay, theVolume, theAttenuation, 0, thePitch);
// Read origin as origin, and angles as direction (from AvHAlienTurret::Shoot())
Vector theStartPos;
VectorCopy(inArgs->origin, theStartPos);
Vector theNetworkDirToEnemy;
VectorCopy(inArgs->angles, theNetworkDirToEnemy);
// Take into account network precision
Vector theDirToEnemy;
VectorScale(theNetworkDirToEnemy, 1/100.0f, theDirToEnemy);
Vector theDirToEnemyAngles;
VectorAngles(theDirToEnemy, theDirToEnemyAngles);
Vector theInitialVelocity;
VectorScale(theDirToEnemy, kOffenseChamberSpikeVelocity, theInitialVelocity);
// Create spike projectile
TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempModel(theStartPos, theDirToEnemy, theDirToEnemyAngles, 100, gEngfuncs.pEventAPI->EV_FindModelIndex(kSpikeProjectileModel), 0);
if(theTempEntity)
{
//vec3_t theStartPos, theEndPos;
//EV_GetGunPosition(inArgs, vecSrc, inArgs->origin);
//VectorMA(vecSrc, kSpikeBarrelLength, forward, theStartPos);
VectorCopy(theStartPos, theTempEntity->entity.origin);
VectorCopy(theStartPos, theTempEntity->entity.prevstate.origin);
VectorCopy(theStartPos, theTempEntity->entity.curstate.origin);
theTempEntity->hitcallback = SpikeHit;
theTempEntity->flags = (FTENT_COLLIDEALL | FTENT_PERSIST | FTENT_COLLIDEKILL);
theTempEntity->die += kSpikeLifetime;
theTempEntity->clientIndex = inArgs->entindex; // Entity to ignore collisions with
//theTempEntity->entity.curstate.framerate = 30;
//theTempEntity->frameMax = 4;//theModel->numframes;
// Temp entities interpret baseline origin as velocity.
VectorCopy(theInitialVelocity, theTempEntity->entity.baseline.origin);
VectorCopy(theInitialVelocity, theTempEntity->entity.baseline.velocity);
// Set orientation
//VectorCopy(inArgs->angles, theTempEntity->entity.angles);
}
//
//
// ASSERT(inArgs);
//
// // Play attack animation and add muzzle flash
// int idx = inArgs->entindex;
//
// Vector theStartPos;
// VectorCopy(inArgs->origin, theStartPos);
//
// // Play attack sound
// gEngfuncs.pEventAPI->EV_PlaySound(idx, theStartPos, CHAN_WEAPON, kAlienTurretFire1, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
//
// // Fire spit glob
// int theModelIndex;
// struct model_s* theModel = gEngfuncs.CL_LoadModel(kAlienTurretSprite, &theModelIndex);
// if(theModel)
// {
// TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->CL_TempEntAlloc(gPredictedPlayerOrigin, theModel);
// if(theTempEntity)
// {
// // Create tiny spittle where it leaves
// AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsSpitShoot, theStartPos);
//
// VectorCopy(theStartPos, theTempEntity->entity.origin);
// VectorCopy(theStartPos, theTempEntity->entity.prevstate.origin);
// VectorCopy(theStartPos, theTempEntity->entity.curstate.origin);
// theTempEntity->die += kSpitLifetime;
// theTempEntity->hitcallback = SpitHit;
// theTempEntity->flags |= (FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP/* | FTENT_PERSIST*/);
// theTempEntity->entity.curstate.framerate = 30;
// theTempEntity->frameMax = 4;//theModel->numframes;
//
// // Read origin as origin, and angles as direction (from AvHAlienTurret::Shoot())
// Vector theDirToEnemy;
// VectorCopy(inArgs->angles, theDirToEnemy);
//
// Vector theStartVelocity;
// VectorScale(theDirToEnemy, kAlienTurretProjectileVelocity, theStartVelocity);
//
// // Temp entities interpret baseline origin as velocity.
// VectorCopy(theStartVelocity, theTempEntity->entity.baseline.origin);
// VectorCopy(theStartVelocity, theTempEntity->entity.baseline.velocity);
// }
// }
}
void EV_Claws(struct event_args_s* inArgs)
{
int idx = inArgs->entindex;
// Play attack sound
char* theSoundToPlay = "";
int theRandomSound = gEngfuncs.pfnRandomLong(0, 2);
switch(theRandomSound)
{
case 0:
theSoundToPlay = kClawsSound1;
break;
case 1:
theSoundToPlay = kClawsSound2;
break;
case 2:
theSoundToPlay = kClawsSound3;
break;
}
const int kBasePitch = 94;
const int kVariablePitchRange = 0xF;
int theRandomPitch = gEngfuncs.pfnRandomLong( 0, kVariablePitchRange );
int thePitch = kBasePitch + (inArgs->fparam1*kClawsAdrenPitchFactor) + theRandomPitch;
gEngfuncs.pEventAPI->EV_PlaySound(idx, inArgs->origin, CHAN_WEAPON, theSoundToPlay, inArgs->fparam1, ATTN_NORM, 0, thePitch);
// General x-punch axis
if (EV_IsLocal(idx))
{
/*
float theHalfSpread = (inArgs->fparam1*kClawsPunch)/2.0f;
if(theHalfSpread > 0.0f)
{
V_PunchAxis(0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
V_PunchAxis(1, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
*/
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
int theRandomLong = gEngfuncs.pfnRandomLong(0, 1);
if(theRandomLong == 0)
{
PlayMeleeHitEffects(inArgs, kClawsRange, kClawsHitSound1);
}
else
{
PlayMeleeHitEffects(inArgs, kClawsRange, kClawsHitSound2);
}
}
void EV_Swipe(struct event_args_s* inArgs)
{
int idx = inArgs->entindex;
// Play attack sound
char* theSoundToPlay = "";
int theRandomSound = gEngfuncs.pfnRandomLong(0, 3);
switch(theRandomSound)
{
case 0:
theSoundToPlay = kSwipeSound1;
break;
case 1:
theSoundToPlay = kSwipeSound2;
break;
case 2:
theSoundToPlay = kSwipeSound3;
break;
case 3:
theSoundToPlay = kSwipeSound4;
break;
}
gEngfuncs.pEventAPI->EV_PlaySound(idx, inArgs->origin, CHAN_WEAPON, theSoundToPlay, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
// General x-punch axis
if (EV_IsLocal(idx))
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
/*
float theHalfSpread = kSwipePunch/2.0f;
if(theHalfSpread > 0.0f)
{
V_PunchAxis(0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
V_PunchAxis(1, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
*/
}
if(gEngfuncs.pfnRandomLong(0, 1) == 0)
{
PlayMeleeHitEffects(inArgs, kSwipeRange, kSwipeHitSound1);
}
else
{
PlayMeleeHitEffects(inArgs, kSwipeRange, kSwipeHitSound2);
}
}
//void EnsnareHit(struct tempent_s* ent, struct pmtrace_s* ptr)
//{
// ent->die = gEngfuncs.GetClientTime();
//}
//
//void EV_EnsnareShoot(struct event_args_s* inArgs)
//{
// int idx = inArgs->entindex;
// gEngfuncs.pEventAPI->EV_PlaySound(idx, inArgs->origin, CHAN_WEAPON, kEnsnareFireSound, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
//
// vec3_t up, right, forward;
// gEngfuncs.pfnAngleVectors(inArgs->angles, forward, right, up);
//
// // Fire spit glob
// int theModelIndex;
// struct model_s* theModel = gEngfuncs.CL_LoadModel(kEnsnareSprite, &theModelIndex);
// ASSERT(theModel);
// TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->CL_TempEntAlloc(gPredictedPlayerOrigin, theModel);
// if(theTempEntity)
// {
// vec3_t vecSrc, vecAiming;
// vec3_t theStartPos, theEndPos;
// EV_GetGunPosition(inArgs, vecSrc, inArgs->origin);
// VectorMA(vecSrc, kEnsnareBarrelLength, forward, theStartPos);
//
// // Create tiny ensnare bits where it leaves
// AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsEnsnareShoot, theStartPos);
//
// VectorCopy(theStartPos, theTempEntity->entity.origin);
// VectorCopy(theStartPos, theTempEntity->entity.prevstate.origin);
// VectorCopy(theStartPos, theTempEntity->entity.curstate.origin);
// theTempEntity->die += 10.0f;
// theTempEntity->hitcallback = EnsnareHit;
// theTempEntity->flags |= (FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_PERSIST);
// theTempEntity->entity.curstate.framerate = 30;
// theTempEntity->frameMax = 4;//theModel->numframes;
//
// // Temp entities interpret baseline origin as velocity.
// Vector theBaseVelocity;
// VectorScale(inArgs->velocity, kEnsnareParentVelocityScalar, theBaseVelocity);
//
// Vector theStartVelocity;
// VectorMA(theBaseVelocity, kEnsnareVelocity, forward, theStartVelocity);
//
// VectorCopy(theStartVelocity, theTempEntity->entity.baseline.origin);
// VectorCopy(theStartVelocity, theTempEntity->entity.baseline.velocity);
// }
//}
//
//void EV_EnsnareHit(struct event_args_s* inArgs)
//{
// int idx = inArgs->entindex;
// gEngfuncs.pEventAPI->EV_PlaySound(idx, inArgs->origin, CHAN_WEAPON, kEnsnareHitSound, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
//
// AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsEnsnareHit, inArgs->origin);
//}
void ShootCloud(struct event_args_s* inArgs, const char* inSpriteName)
{
int idx = inArgs->entindex;
gEngfuncs.pEventAPI->EV_PlaySound(idx, inArgs->origin, CHAN_WEAPON, kSporeFireSound, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
if (EV_IsLocal(idx))
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
// Create temp cloud projectile
int theModelIndex;
struct model_s* theModel = gEngfuncs.CL_LoadModel(inSpriteName, &theModelIndex);
if(theModel)
{
TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->CL_TempEntAlloc(gPredictedPlayerOrigin, theModel);
if(theTempEntity)
{
vec3_t angles;
VectorCopy( inArgs->angles, angles );
//vec3_t velocity
//VectorCopy( inArgs->velocity, velocity );
vec3_t forward, right, up;
gEngfuncs.pfnAngleVectors(angles, forward, right, up);
vec3_t theStartPos, theEndPos, vecSrc;
EV_GetGunPosition(inArgs, vecSrc, inArgs->origin);
VectorMA(vecSrc, kSporeBarrelLength, forward, theStartPos);
VectorCopy(theStartPos, theTempEntity->entity.origin);
VectorCopy(theStartPos, theTempEntity->entity.prevstate.origin);
VectorCopy(theStartPos, theTempEntity->entity.curstate.origin);
//theTempEntity->die += kSpitLifetime;
//theTempEntity->hitcallback = SpitHit;
theTempEntity->flags |= (FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP | FTENT_COLLIDEKILL);
theTempEntity->entity.curstate.framerate = 20;
theTempEntity->frameMax = 17;//theModel->numframes;
// Temp entities interpret baseline origin as velocity.
Vector theStartVelocity(0, 0, 0);
VectorMA(theStartVelocity, kShootCloudVelocity, forward, theStartVelocity);
VectorCopy(theStartVelocity, theTempEntity->entity.baseline.origin);
VectorCopy(theStartVelocity, theTempEntity->entity.baseline.velocity);
}
}
}
void EV_SporeShoot(struct event_args_s* inArgs)
{
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsSporeShoot, inArgs->origin);
ShootCloud(inArgs, kClientSporeSprite);
}
void EV_SporeCloud(struct event_args_s* inArgs)
{
int idx = inArgs->entindex;
gEngfuncs.pEventAPI->EV_PlaySound(idx, inArgs->origin, CHAN_AUTO, kSporeCloudSound, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsSporeCloud, inArgs->origin);
}
void EV_UmbraGun(struct event_args_s* inArgs)
{
ShootCloud(inArgs, kClientUmbraSprite);
// if (EV_IsLocal(inArgs->entindex))
// {
// gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
// }
}
void EV_UmbraCloud(struct event_args_s* inArgs)
{
int thePitch = gEngfuncs.pfnRandomLong(75, 150);
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_AUTO, kUmbraFireSound, inArgs->fparam1, ATTN_IDLE, 0, thePitch);
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsUmbraCloud, inArgs->origin);
}
void ParticleCallback( struct particle_s* particle, float frametime )
{
int i;
for ( i = 0; i < 3; i++ )
{
particle->org[ i ] += particle->vel[ i ] * frametime;
}
}
void EV_Jetpack(struct event_args_s* inArgs)
{
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsJetpackEffect, inArgs->origin);
// Update jetpack sound every once in awhile
if(gEngfuncs.pfnRandomLong(0, 3) == 0)
{
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_BODY, kJetpackSound, .5f, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
}
// Use this as index instead?
//args->entindex;
// // Create a dlight for jetpack
// int theIndexToUse = gJetpackLights.size();
// dlight_t* dl = gEngfuncs.pEfxAPI->CL_AllocDlight(theIndexToUse);
// VectorCopy (args->origin, dl->origin);
// dl->radius = 180;
// dl->color.r = 180;
// dl->color.g = 180;
// dl->color.b = 250;
//
// // don't die for forseeable future
// dl->die = gEngfuncs.GetClientTime() + kArbitraryLargeLightTime;
// //dl->die += kArbitraryLargeLightTime;
//
// gJetpackLights.push_back(LightType(args->entindex, dl));
//
// gEngfuncs.pEventAPI->EV_PlaySound( args->entindex, args->origin, CHAN_BODY, kJetpackSound, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
// Create temporary smoke trail!
//void ( *R_Sprite_Trail ) ( int type, float * start, float * end, int modelIndex, int count, float life, float size, float amplitude, int renderamt, float speed );
//int theSmokeModelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/smoke.spr" );
//gEngfuncs.pEfxAPI->R_PlayerSprites(args->entindex, theSmokeModelIndex, 20, 100);
//gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, theSmokeModelIndex, (int)(n * flDamage * 0.3), 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 100, 255, 200 );
}
// Passing no param resets all sounds
void EndJetpackEffects(int inIndex)
{
for(DLightListType::iterator theIter = gJetpackLights.begin(); theIter != gJetpackLights.end(); theIter++)
{
if((theIter->mIndex == inIndex) || (inIndex == -1))
{
// Mark it for deletion by telling it to die a long time ago
if(theIter->mLight)
{
theIter->mLight->die = 0;
}
gJetpackLights.erase(theIter);
vec3_t theOrigin;
gEngfuncs.pEventAPI->EV_PlaySound(inIndex, theOrigin, CHAN_BODY, "common/null.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
}
}
}
void EV_EndJetpack(struct event_args_s* args)
{
// find dlight in list
//int theIndex = args->entindex;
//EndJetpackEffects(theIndex);
}
void DrawCircleOnGroundAtPoint(vec3_t inOrigin, int inNumSides, int inStartAngle, int inRadius, float inR, float inG, float inB, float inA, bool inUseRedInstead, float inInnerRadius)
{
static HSPRITE theGreenSprite = 0;
if(!theGreenSprite)
theGreenSprite = Safe_SPR_Load("sprites/green.spr");
static HSPRITE theRedSprite = 0;
if(!theRedSprite)
theRedSprite = Safe_SPR_Load("sprites/red.spr");
HSPRITE theSprite = theGreenSprite;
if(inUseRedInstead)
theSprite = theRedSprite;
if(gEngfuncs.pTriAPI->SpriteTexture((struct model_s *)gEngfuncs.GetSpritePointer(theSprite), 0))
{
gEngfuncs.pTriAPI->CullFace( TRI_NONE );
gEngfuncs.pTriAPI->RenderMode( kRenderGlow );
//gEngfuncs.pTriAPI->RenderMode( kRenderTransTexture );
gEngfuncs.pTriAPI->Color4f(inR, inG, inB, inA);
gEngfuncs.pTriAPI->Begin( TRI_TRIANGLES );
float theAngleIncrement = (2*M_PI)/inNumSides;
float theStartAngle = (2*M_PI)*(inStartAngle/360.0f);
for(int i = 0; i < inNumSides; i++)
{
for(int j = 0; j < 3; j++)
{
float thePoint[3];
float theCurrentPointAngle = theStartAngle + i*theAngleIncrement;
thePoint[0] = inOrigin[0] + inRadius*cos(theCurrentPointAngle);
thePoint[1] = inOrigin[1] + inRadius*sin(theCurrentPointAngle);
thePoint[2] = inOrigin[2];
float theNextPoint[3];
float theNextPointAngle = theStartAngle + (i+1)*theAngleIncrement;
theNextPoint[0] = inOrigin[0] + inRadius*cos(theNextPointAngle);
theNextPoint[1] = inOrigin[1] + inRadius*sin(theNextPointAngle);
theNextPoint[2] = inOrigin[2];
//gEngfuncs.pTriAPI->Color4f(inR, inG, inB, 1.0f);
//gEngfuncs.pTriAPI->Brightness( 1 );
gEngfuncs.pTriAPI->TexCoord2f(0, 0);
gEngfuncs.pTriAPI->Vertex3f( inOrigin[0], inOrigin[1], inOrigin[2] );
//gEngfuncs.pTriAPI->Color4f(inR, inG, inB, inA);
//gEngfuncs.pTriAPI->Brightness( 1 );
gEngfuncs.pTriAPI->TexCoord2f(0, 1);
gEngfuncs.pTriAPI->Vertex3f( theNextPoint[0], theNextPoint[1], theNextPoint[2] );
//gEngfuncs.pTriAPI->Color4f(inR, inG, inB, inA);
//gEngfuncs.pTriAPI->Brightness( 1 );
gEngfuncs.pTriAPI->TexCoord2f(1, 1);
gEngfuncs.pTriAPI->Vertex3f( thePoint[0], thePoint[1], thePoint[2] );
}
}
gEngfuncs.pTriAPI->End();
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
}
}
//void DrawOrderDirectionIndicator(const AvHOrder& inOrder)
//{
// static HSPRITE theSprite = 0;
// if(!theSprite)
// theSprite = Safe_SPR_Load("sprites/320questionmark.spr");
//
// int theCurrentFrame = 0;
//
// //
// vec3_t theScreenPos;
// vec3_t theWorldPos;
// inOrder.GetLocation(theWorldPos);
// gEngfuncs.pTriAPI->WorldToScreen((float*)theWorldPos, (float*)theScreenPos);
//
// int theBaseX = theScreenPos.x*ScreenWidth;
// int theBaseY = theScreenPos.y*ScreenHeight;
//
// int theSpriteWidth = SPR_Width(theSprite, theCurrentFrame);
// int theSpriteHeight = SPR_Height(theSprite, theCurrentFrame);
//
// int theX = min(max(theSpriteWidth, theBaseX), ScreenWidth - theSpriteWidth);
// int theY = min(max(theSpriteHeight, theBaseY), ScreenHeight - theSpriteHeight);
//
// SPR_Set(theSprite, 255, 255, 255);
// SPR_DrawHoles((int)0, theX, theY, NULL);
// gHUD.SetOrderPos(theWorldPos);
//}
//void DrawOrdersForPlayers(EntityListType& inPlayerList)
//{
// OrderListType theOrders = gHUD.GetOrderList();
//
// gHUD.ClearOrderPos();
//
// // Run through the order list type
// for(OrderListType::iterator theIter = theOrders.begin(); theIter != theOrders.end(); theIter++)
// {
// // For each one, if the order is for a player in the inPlayerList, draw it
// vec3_t theOrderLocation;
// theIter->GetLocation(theOrderLocation);
//
// if(theIter->GetOrderTargetType() == ORDERTARGETTYPE_TARGET)
// {
// int theTargetIndex = theIter->GetTargetIndex();
// cl_entity_s* theEntity = gEngfuncs.GetEntityByIndex(theTargetIndex);
// if(theEntity)
// {
// VectorCopy(theEntity->origin, theOrderLocation);
// }
// }
//
// // Draw dotted line or something from relevant player to dest?
// bool theDrawWaypoint = false;
// EntityListType thePlayerList = theIter->GetReceivers();
// for(EntityListType::iterator thePlayerIter = thePlayerList.begin(); thePlayerIter != thePlayerList.end(); thePlayerIter++)
// {
// cl_entity_s* theEntity = gEngfuncs.GetEntityByIndex(*thePlayerIter);
// if(theEntity)
// {
// EntityListType::iterator theSearchIter = std::find(inPlayerList.begin(), inPlayerList.end(), *thePlayerIter);
// if(theSearchIter != inPlayerList.end())
// {
// //gEngfuncs.pEfxAPI->R_ParticleLine((float*)theEntity->origin, (float*)theOrderLocation, 0, 255, 0, .05f);
// theDrawWaypoint = true;
// }
// }
// }
// if(theDrawWaypoint)
// {
// float r, g, b, a;
// theIter->GetOrderColor(r, g, b, a);
//
// // This doesn't really use the color yet
// DrawCircleOnGroundAtPoint(theOrderLocation, 11, 0, 20, r, g, b, a, false, 0.0f);
//
// // Draw HUD indicator at this position
// DrawOrderDirectionIndicator(*theIter);
// }
// }
//}
//void DrawBlips(const pVector& inView)
//{
// // Get enemy blips from HUD and draw 'em
// AvHVisibleBlipList& theEnemyBlipList = gHUD.GetEnemyBlipList();
// theEnemyBlipList.Draw(inView);
//
// // Get friendly blips from HUD and draw 'em
// AvHVisibleBlipList& theFriendlyBlipList = gHUD.GetFriendlyBlipList();
// theFriendlyBlipList.Draw(inView);
//}
void DrawDebugEffects()
{
for(DebugPointListType::iterator theIter = gTriDebugLocations.begin(); theIter != gTriDebugLocations.end(); theIter++)
{
vec3_t thePosition;
thePosition.x = theIter->x;
thePosition.y = theIter->y;
thePosition.z = theIter->z;
int theRadius = theIter->mSize;
DrawCircleOnGroundAtPoint(thePosition, 3, 0, theRadius, 1, 1, 0, .5f, false, 0.0f);
}
for(theIter = gSquareDebugLocations.begin(); theIter != gSquareDebugLocations.end(); theIter++)
{
vec3_t thePosition;
thePosition.x = theIter->x;
thePosition.y = theIter->y;
thePosition.z = theIter->z;
int theRadius = theIter->mSize;
DrawCircleOnGroundAtPoint(thePosition, 4, 0, theRadius, 1, 1, 0, .5f, false, 0.0f);
}
gSquareDebugLocations.clear();
// Run through particle systems, drawing a box around each one
// for(DebugEntityListType::iterator theCubeIter = gCubeDebugEntities.begin(); theCubeIter != gCubeDebugEntities.end(); theCubeIter++)
// {
// cl_entity_s* theEntity = gEngfuncs.GetEntityByIndex(*theCubeIter);
// if(theEntity)
// {
// Vector theStartPos = theEntity->curstate.origin + theEntity->curstate.mins;
// Vector theEndPos = theEntity->curstate.origin + theEntity->curstate.maxs;
// //gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&(theStartPos), (float *)&(theEndPos), 5.0, 0, 255, .5f );
// float theMiddleX = (theStartPos.x + theEndPos.x)/2.0f;
// float theMiddleY = (theStartPos.y + theEndPos.y)/2.0f;
// Vector thePoint;
// thePoint.x = theMiddleX;
// thePoint.y = theMiddleY;
// thePoint.z = theStartPos.z;
// DrawCircleOnGroundAtPoint(thePoint, 4, 45, 64, .8f, .8f, .8f, .5f, false, 0.0f);
//
// thePoint.z = theEndPos.z;
// DrawCircleOnGroundAtPoint(thePoint, 4, 45, 64, .8f, .8f, .8f, .5f, false, 0.0f);
// }
// }
}
void DrawMarineLight(const pVector& inView, vec3_t& inStartPos, vec3_t& inEndPos)
{
gEngfuncs.pEfxAPI->R_RocketTrail(inStartPos, inEndPos, 1);
// // Draw triangle strip that faces camera
// const float kBeamAlpha = .7f;
// const float kBeamWidth = 10;
//
// pVector up(0, 0, 1);
// pVector right = inView ^ up;
// right.normalize();
// pVector nup = right ^ inView;
// //pVector nup = inView ^ right;
//
// // The particles should face you unless constrained (this is for rain and the like)
// if(this->mConstrainPitch)
// nup = up;
//
// //right *= size_scale/2.0f;
// //nup *= size_scale/2.0f;
//
// // Quad draws v0, v1, v2, v3
// //pVector V0 = -(right + nup);
//
// // Upper left
// pVector V0 = -(right + nup);
// //V0 = -(right - nup);
// V0 = nup - right;
//
// // Lower left
// pVector V1 = -(right + nup);
//
// // Lower right
// pVector V2 = right + nup;
// V2 = right - nup;
//
// // Upper right
// pVector V3 = right - nup;
// V3 = right + nup;
//
// // Tri draws v0, v4, v3
// //pVector V4 = nup;
// pVector V4 = -nup;
//
// // Load red sprite
// //if(gEngfuncs.pTriAPI->SpriteTexture((struct model_s *)gEngfuncs.GetSpritePointer(this->mSprite), theTextureOffsetToUse))
// //{
// gEngfuncs.pTriAPI->Begin( TRI_TRIANGLES );
//
// gEngfuncs.pTriAPI->Color4f(1.0f, 0.0f, 0.0f, kBeamAlpha);
//
// //gEngfuncs.pTriAPI->TexCoord2f(0,0);
// pVector ver = p + sV0;
// gEngfuncs.pTriAPI->Vertex3fv((float*)&ver);
//
// //gEngfuncs.pTriAPI->TexCoord2f(.5,1);
// ver = p + sV4;
// gEngfuncs.pTriAPI->Vertex3fv((float*)&ver);
//
// //gEngfuncs.pTriAPI->TexCoord2f(1,0);
// ver = p + sV3;
// gEngfuncs.pTriAPI->Vertex3fv((float*)&ver);
//
// gEngfuncs.pTriAPI->End();
// //}
}
void DrawMarineLights(const pVector& inView)
{
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, false );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers(-1);
physent_t* theEntity = NULL;
int theNumEnts = pmove->numphysent;
for (int i = 0; i < theNumEnts; i++)
{
theEntity = gEngfuncs.pEventAPI->EV_GetPhysent(i);
// If player is a marine
if(theEntity->iuser3 == AVH_USER3_MARINE_PLAYER)
{
// Get middle of head
//theEntity->model->
//model->attachment = model->origin;
// Get eyepiece attachment
cl_entity_t* theClientEntity = gEngfuncs.GetEntityByIndex(theEntity->info);
if(theClientEntity)
{
Vector theHeadPos = theClientEntity->attachment[2];
// Get look direction
Vector theForward, theRight, theUp;
gEngfuncs.pfnAngleVectors(theClientEntity->angles, theForward, theRight, theUp);
Vector theAiming;
for(int i = 0; i < 3; i++)
{
theAiming[i] = theForward[i] + theRight[i] + theUp[i];
}
// Build this line
Vector theStartPos = theHeadPos;
Vector theEndPos;
VectorMA(theStartPos, 8000, theAiming, theEndPos);
// Perform trace, ignore glass (!), ignore ourself
gEngfuncs.pEventAPI->EV_SetTraceHull(2);
//int theFoundEntity = theEntity->info;
int theFoundEntity = -1;
pmtrace_t tr;
bool theDone = false;
do
{
// NOTE: ** When implementing this again, put in check for infinite loop condition! **
// Run a traceline along this line until it hits
gEngfuncs.pEventAPI->EV_PlayerTrace(theStartPos, theEndPos, PM_GLASS_IGNORE, theFoundEntity, &tr);
//if((tr.fraction >= (1.0f - kFloatTolerance)) || (tr.fraction == 0.0f)/*|| (theNumIterations > 100)*//* || (tr.fraction < kFloatTolerance)*/)
//{
// theDone = true;
//}
//else
//{
// // Offset a bit so we don't hit again
// VectorMA(tr.endpos, kHitOffsetAmount, theForward, theStartPos);
//}
if(tr.startsolid)
{
VectorMA(tr.endpos, kHitOffsetAmount, theForward, theStartPos);
}
else
{
theDone = true;
}
} while(!theDone);
// Draw red additive light along this line
DrawMarineLight(inView, theStartPos, tr.endpos);
}
}
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
//void DrawRangeIndicator()
//{
// Vector theCenter;
// bool theIsValid;
// float theRadius;
//
// if(gHUD.GetRangeDrawingInfo(theCenter, theRadius, theIsValid))
// {
// const float theCircleWidth = 20.0f;
// float theInnerRadius = theRadius - theCircleWidth;
//
// static theAngle = 0;
// DrawCircleOnGroundAtPoint(theCenter, theRadius/200, theAngle++, theRadius, 1.0f, 1.0f, 1.0f, 1.0f, !theIsValid, theInnerRadius);
// }
//}
//void UpdateJetpackLights()
//{
// for(DLightListType::iterator theIter = gJetpackLights.begin(); theIter != gJetpackLights.end(); theIter++)
// {
// // Treat locally differently
// int theIndex = theIter->mIndex;
// vec3_t theOrigin;
//
// if(theIndex == 0)
// {
// VectorCopy(gPredictedPlayerOrigin, theOrigin);
// }
// else
// {
// cl_entity_t* thePlayer = gEngfuncs.GetEntityByIndex(theIndex);
// if(thePlayer)
// {
// // Get known position of entity
// VectorCopy(thePlayer->origin, theOrigin);
// }
// else
// {
// ASSERT(false);
// }
// }
//
// VectorCopy(theOrigin, theIter->mLight->origin);
//
// // Make sure it still won't die
// theIter->mLight->die = gEngfuncs.GetClientTime() + kArbitraryLargeLightTime;
//
// // Update jetpack sound every once in awhile
// if(gEngfuncs.pfnRandomLong(0, 70) == 0)
// {
// gEngfuncs.pEventAPI->EV_PlaySound( theIndex, theOrigin, CHAN_BODY, kJetpackSound, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
// }
// }
//}
void EV_WelderGeneralEffects(struct event_args_s* inArgs, const Vector& thePos)
{
int theIndex = inArgs->entindex;
cl_entity_t* thePlayer = GetEntity(theIndex);
// Play welding sound when target is hit
/*if(gEngfuncs.pfnRandomLong(0, 20) == 0)
{
gEngfuncs.pEventAPI->EV_PlaySound(theIndex, thePlayer->origin, CHAN_WEAPON, kWeldingHitSound, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
}*/
// Don't play flashing effects if player is photosensitive
if(CVAR_GET_FLOAT(kvDynamicLights))
{
// Make flashing lights
int theLightIndex = 20; /* TODO: What do to about this index? */
dlight_t* theLight = gEngfuncs.pEfxAPI->CL_AllocDlight(theLightIndex);
VectorCopy (thePlayer->origin, theLight->origin);
int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(AVH_USER3_MARINE_PLAYER, GetUpgradeState(theIndex));
theLight->radius = 180 + theUpgradeLevel*15;
theLight->color.r = 220;
theLight->color.g = 220;
theLight->color.b = 255;
// Have it die before it fires again, so it flickers on and off
theLight->die = gEngfuncs.GetClientTime() + BALANCE_FVAR(kWelderROF)/2.2f;
}
// TODO: Apply burn mark
//gEngfuncs.pEfxAPI->R_DecalShoot( gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( "{shot1" ) ),
// gEngfuncs.pEventAPI->EV_IndexFromTrace(&theTraceResult),
// 0,
// theTraceResult.endpos,
// 0 );
// emit heavy smoke
if(gEngfuncs.pfnRandomLong(0, 1) == 0)
{
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsWelderSmoke, thePos);
}
}
void EV_WelderHitEffects(struct event_args_s* inArgs, const Vector& thePos)
{
int theIndex = inArgs->entindex;
cl_entity_t* thePlayer = GetEntity(theIndex);
// Fire sparks
//Vector theVector(inPev->origin);
//float theRandomFloat = RANDOM_FLOAT(0.5F, 1.0f);
//float theHeight = theRandomFloat*(inPev->absmax.z - inPev->absmin.z);
//gEngfuncs.pEfxAPI->R_SparkShower(theTraceResult.endpos);
//gEngfuncs.pEfxAPI->R_SparkShower(theTraceResult.endpos);
// Fire heavy smoke
//if(gEngfuncs.pfnRandomLong(0, 1) == 0)
//{
// AvHParticleSystemManager::Instance()->CreateParticleSystem(5, theTraceResult.endpos);
//}
// Generate still plasma
if(gEngfuncs.pfnRandomLong(0, 1) == 0)
{
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsWelderBluePlasma, thePos);
}
// Generate plasma shower
if(gEngfuncs.pfnRandomLong(0, 8) == 0)
{
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsWelderBluePlasmaDrops, thePos);
}
// Generate spark shower
float theFloatVec[3];
thePos.CopyToArray(theFloatVec);
int theUpgradeLevel = AvHPlayerUpgrade::GetWeaponUpgrade(AVH_USER3_MARINE_PLAYER, GetUpgradeState(theIndex));
for(int i = 0; i < theUpgradeLevel+1; i++)
{
gEngfuncs.pEfxAPI->R_SparkShower(theFloatVec);
}
}
void EV_Welder(struct event_args_s* inArgs)
{
// This event means the welder is on, but we don't know if we're hitting anything or are constructing
int theIndex = inArgs->entindex;
cl_entity_t* thePlayer = GetEntity(theIndex);
// Hot blue flame
// See if we're hitting something and playback smoke and sparks if so
// Trace to see where the sparks should emanate from
vec3_t vecSrc;
vec3_t origin;
vec3_t forward, right, up;
gEngfuncs.pfnAngleVectors(inArgs->angles, forward, right, up);
// Calculate theStartPos, taking into account the welder barrel length
vec3_t theStartPos, theEndPos;
EV_GetGunPosition(inArgs, vecSrc, inArgs->origin);
VectorMA(vecSrc, kWelderBarrelLength, forward, theStartPos);
// Play welder sound
//gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, theStartPos, CHAN_WEAPON, kWeldingSound, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
// Calculate theEndPos, welder range along facing
theEndPos = theStartPos + forward * BALANCE_IVAR(kWelderRange);
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
//int theNumPlayers = gEngfuncs.GetMaxClients();
//gEngfuncs.pEventAPI->EV_SetSolidPlayers ( -1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
// General x-punch axis
if (EV_IsLocal(theIndex))
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
// Don't hit ourselves, but how? Setting this to theIndex isn't right, we need the other kind of index, but how to get it?
// For now this function will cause the welder to hit the player using the welder when aiming down, sigh
int theEntityToIngore = -1;
struct pmtrace_s theTraceResult;
gEngfuncs.pEventAPI->EV_PlayerTrace(theStartPos, theEndPos, PM_NORMAL, theEntityToIngore, &theTraceResult);
if(theTraceResult.fraction != 1.0f)
{
// Adjust the trace so it's offset a bit towards us so particles aren't clipped away
//Vector theResult = theTraceResult.endpos;//theStartPos + forward*(theTraceResult.fraction - 0.001);
Vector theResult = theStartPos + forward*((theTraceResult.fraction - 0.1f)*BALANCE_IVAR(kWelderRange));
EV_WelderGeneralEffects(inArgs, theResult);
EV_WelderHitEffects(inArgs, theResult);
// Update status bar if possible
physent_t* thePhysEnt = gEngfuncs.pEventAPI->EV_GetPhysent( theTraceResult.ent );
//if(!thePhysEnt || !thePhysEnt->player)
if(thePhysEnt /*&& !thePhysEnt->player*/)
{
bool theIsBuilding;
bool theIsResearching;
float thePercentage;
AvHSHUGetBuildResearchState(thePhysEnt->iuser3, thePhysEnt->iuser4, thePhysEnt->fuser1, theIsBuilding, theIsResearching, thePercentage);
if(thePhysEnt->iuser3 == AVH_USER3_WELD)
{
if((thePercentage < 1.0f) && (thePercentage != -1))
{
gHUD.SetProgressStatus(thePercentage);
}
else
{
gHUD.HideProgressStatus();
}
}
}
}
// Fire light smoke from muzzle
else //if(gEngfuncs.pfnRandomLong(0, 1) == 0)
{
// TODO: emit this from the actual end of the barrel
//AvHParticleSystemManager::Instance()->CreateParticleSystem(5, theStartPos + forward*10);
EV_WelderGeneralEffects(inArgs, theStartPos + (forward*(.3f*BALANCE_IVAR(kWelderRange))));
// Stop playing hit sound
//gEngfuncs.pEventAPI->EV_StopSound( theIndex, CHAN_WEAPON, kWeldingHitSound);
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
//void ClientPlayRandomConstructionSound(struct event_args_s* inArgs)
//{
// int theRandomInteger = gEngfuncs.pfnRandomLong(1, 5);
// char theSoundName[128];
// sprintf(theSoundName, kMarineConstructionSounds, theRandomInteger);
//
// int thePitch = gEngfuncs.pfnRandomLong(100, 125);
// gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_BODY, theSoundName, 1, ATTN_NORM, SND_CHANGE_PITCH | SND_CHANGE_VOL, thePitch);
//}
// This event means the welder is constructing something, it's fired by the server
void EV_WelderConst(struct event_args_s* inArgs)
{
int theIndex = inArgs->entindex;
cl_entity_t* thePlayer = GetEntity(theIndex);
switch(inArgs->iparam1)
{
case 0://Start playing loop sound.
gEngfuncs.pEventAPI->EV_PlaySound( inArgs->entindex, thePlayer->origin, CHAN_BODY, kWeldingHitSound, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
break;
case 1://Stop playing loop sound.
gEngfuncs.pEventAPI->EV_StopSound( inArgs->entindex, CHAN_BODY, kWeldingHitSound);
gEngfuncs.pEventAPI->EV_PlaySound( inArgs->entindex, thePlayer->origin, CHAN_AUTO, kWeldingStopSound, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
break;
}
/*
// Play construction sounds
//if(gEngfuncs.pfnRandomLong(0, 3) == 0)
//{
// ClientPlayRandomConstructionSound(inArgs);
//}
int theIndex = inArgs->entindex;
cl_entity_t* thePlayer = GetEntity(theIndex);
//Hot blue flame
//See if we're hitting something and playback smoke and sparks if so
//Trace to see where the sparks should emanate from
vec3_t vecSrc;
vec3_t origin;
vec3_t forward, right, up;
gEngfuncs.pfnAngleVectors(inArgs->angles, forward, right, up);
//Calculate theStartPos
vec3_t theStartPos, theEndPos;
VectorCopy(inArgs->origin, theStartPos);
EV_GetGunPosition(inArgs, vecSrc, theStartPos);
VectorCopy(vecSrc, theStartPos);
//Calculate theEndPos, welder range along facing
theEndPos = theStartPos + forward*kWelderRange;
struct pmtrace_s theTraceResult;
gEngfuncs.pEventAPI->EV_PlayerTrace(theStartPos, theEndPos, PM_NORMAL, -1, &theTraceResult);
if(theTraceResult.fraction != 1.0f)
{
// Fire sparks
Vector theVector(inPev->origin);
float theRandomFloat = RANDOM_FLOAT(0.5F, 1.0f);
float theHeight = theRandomFloat*(inPev->absmax.z - inPev->absmin.z);
// Occasionals sparks
for(int i = 0; i < gEngfuncs.pfnRandomLong(0, 4); i++)
{
gEngfuncs.pEfxAPI->R_SparkShower(theTraceResult.endpos);
}
}*/
}
void EV_WelderStart(struct event_args_s* inArgs)
{
int theIndex = inArgs->entindex;
cl_entity_t* thePlayer = GetEntity(theIndex);
gEngfuncs.pEventAPI->EV_PlaySound( inArgs->entindex, thePlayer->origin, CHAN_WEAPON, kWeldingSound, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
}
void EV_WelderEnd(struct event_args_s* inArgs)
{
gEngfuncs.pEventAPI->EV_StopSound( inArgs->entindex, CHAN_WEAPON, kWeldingSound);
// Hide the status, it will be shown below if possible
gHUD.HideProgressStatus();
}
//void EV_OverwatchStart(struct event_args_s* inArgs)
//{
// cl_entity_t* thePlayer = GetEntity(inArgs->entindex);
// gEngfuncs.pEventAPI->EV_PlaySound( inArgs->entindex, thePlayer->origin, CHAN_VOICE, kOverwatchStartSound, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
//}
//
//void EV_OverwatchEnd(struct event_args_s* inArgs)
//{
// cl_entity_t* thePlayer = GetEntity(inArgs->entindex);
// gEngfuncs.pEventAPI->EV_PlaySound( inArgs->entindex, thePlayer->origin, CHAN_VOICE, kOverwatchEndSound, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
//}
void EV_Regeneration(struct event_args_s* inArgs)
{
cl_entity_t* thePlayer = GetEntity(inArgs->entindex);
ASSERT(thePlayer);
float theVolume = inArgs->fparam1;
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, thePlayer->origin, CHAN_AUTO, kRegenerationSound, theVolume, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
}
void EV_StartCloak(struct event_args_s* inArgs)
{
cl_entity_t* thePlayer = GetEntity(inArgs->entindex);
ASSERT(thePlayer);
float theVolume = inArgs->fparam1;
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, thePlayer->origin, CHAN_AUTO, kStartCloakSound, theVolume, .4, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
}
void EV_EndCloak(struct event_args_s* inArgs)
{
cl_entity_t* thePlayer = GetEntity(inArgs->entindex);
ASSERT(thePlayer);
float theVolume = inArgs->fparam1;
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, thePlayer->origin, CHAN_AUTO, kEndCloakSound, theVolume, .4, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
}
//void EV_WallJump(struct event_args_s* inArgs)
//{
// cl_entity_t* thePlayer = GetEntity(inArgs->entindex);
// gEngfuncs.pEventAPI->EV_PlaySound( inArgs->entindex, thePlayer->origin, CHAN_VOICE, kWallJumpSound, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
//}
void EV_Flight(struct event_args_s* inArgs)
{
cl_entity_t* thePlayer = GetEntity(inArgs->entindex);
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, thePlayer->origin, CHAN_AUTO, kEndCloakSound, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
//gEngfuncs.pEventAPI->EV_PlaySound( inArgs->entindex, thePlayer->origin, CHAN_AUTO, kStartCloakSound/*kWingFlapSound*/, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
}
void TeleportCallback( struct tempent_s *ent, float frametime, float currenttime)
{
}
void EV_Teleport(struct event_args_s* inArgs)
{
// Create a temp entity of this player and fade him out!
cl_entity_t* thePlayer = GetEntity(inArgs->entindex);
// // Kill earlier effect so the sound plays right?
// int idx = inArgs->entindex;
// gEngfuncs.pEventAPI->EV_KillEvents(idx, kTeleportEvent);
// TEMPENTITY* theTempEnt = gEngfuncs.pEfxAPI->CL_TentEntAllocCustom( (float*)inArgs->origin, thePlayer->model, 0, TeleportCallback);
// if(theTempEnt)
// {
// VectorCopy(inArgs->origin, theTempEnt->entity.origin);
// VectorCopy(inArgs->angles, theTempEnt->entity.angles);
//
// theTempEnt->flags |= FTENT_FADEOUT;
// theTempEnt->entity.baseline.renderamt = 255;
// theTempEnt->entity.curstate.renderfx = kRenderFxStrobeFaster;
// theTempEnt->fadeSpeed = 1.3f;
// theTempEnt->entity.curstate.movetype = MOVETYPE_NONE;
//
// theTempEnt->entity.curstate.modelindex = thePlayer->curstate.modelindex;
// theTempEnt->entity.curstate.frame = thePlayer->curstate.frame;
// theTempEnt->entity.curstate.colormap = thePlayer->curstate.colormap;
// theTempEnt->entity.curstate.skin = thePlayer->curstate.skin;
// theTempEnt->entity.curstate.framerate = thePlayer->curstate.framerate;
// theTempEnt->entity.curstate.body = thePlayer->curstate.body;
// theTempEnt->entity.curstate.weaponmodel = thePlayer->curstate.weaponmodel;
// theTempEnt->entity.curstate.sequence = thePlayer->curstate.sequence;
// theTempEnt->entity.curstate.gaitsequence = thePlayer->curstate.gaitsequence;
// theTempEnt->entity.curstate.usehull = thePlayer->curstate.usehull;
// theTempEnt->entity.curstate.playerclass = thePlayer->curstate.playerclass;
// theTempEnt->entity.curstate.animtime = thePlayer->curstate.animtime;
//
// memcpy(&theTempEnt->entity.curstate.controller[0], &thePlayer->curstate.controller[0], 4 * sizeof( byte ));
// memcpy(&theTempEnt->entity.curstate.blending[0], &thePlayer->curstate.blending[0], 2 * sizeof( byte ));
if(CVAR_GET_FLOAT(kvDynamicLights))
{
dlight_t* theDLight = gEngfuncs.pEfxAPI->CL_AllocDlight(1);
VectorCopy(inArgs->origin, theDLight->origin);
theDLight->radius = 200;
theDLight->color.r = 180;
theDLight->color.g = 180;
theDLight->color.b = 250;
// don't die for forseeable future
theDLight->die = gEngfuncs.GetClientTime() + .25f;
}
// Draw cool particle system
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsTeleport, inArgs->origin);
// }
}
void EV_PhaseIn(struct event_args_s* inArgs)
{
// Create a temp entity of this player and fade him out!
cl_entity_t* thePlayer = GetEntity(inArgs->entindex);
int thePitch = gEngfuncs.pfnRandomLong(75, 150);
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_AUTO, kPhaseInSound, 1, ATTN_NORM, 0, thePitch);
if(CVAR_GET_FLOAT(kvDynamicLights))
{
dlight_t* theDLight = gEngfuncs.pEfxAPI->CL_AllocDlight(1);
VectorCopy(inArgs->origin, theDLight->origin);
theDLight->radius = 200;
theDLight->color.r = 180;
theDLight->color.g = 180;
theDLight->color.b = 250;
// don't die for forseeable future
theDLight->die = gEngfuncs.GetClientTime() + 1.0f;
}
// Draw cool particle system
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsPhaseIn, inArgs->origin);
}
void EV_SiegeHit(struct event_args_s* inArgs)
{
char* theSoundToPlay = kSiegeHitSound1;
if(gEngfuncs.pfnRandomLong(0, 1) == 1)
{
theSoundToPlay = kSiegeHitSound2;
}
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_BODY, theSoundToPlay, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
gEngfuncs.pEfxAPI->R_BlobExplosion(inArgs->origin);
}
void EV_SiegeViewHit(struct event_args_s* inArgs)
{
const float kPunchRange = 5.0f;
V_PunchAxis(0, gEngfuncs.pfnRandomFloat(-kPunchRange, kPunchRange));
V_PunchAxis(1, gEngfuncs.pfnRandomFloat(-kPunchRange, kPunchRange));
V_PunchAxis(2, gEngfuncs.pfnRandomFloat(-kPunchRange, kPunchRange));
}
void EV_CommandPoints(struct event_args_s* inArgs)
{
if(CVAR_GET_FLOAT(kvDynamicLights))
{
dlight_t* theDLight = gEngfuncs.pEfxAPI->CL_AllocDlight(1);
VectorCopy(inArgs->origin, theDLight->origin);
theDLight->radius = 60;
theDLight->color.r = 100;
theDLight->color.g = 250;
theDLight->color.b = 100;
// don't die for forseeable future
theDLight->die = gEngfuncs.GetClientTime() + 1.0f;
}
}
void EV_AlienSightOn(struct event_args_s* inArgs)
{
int thePitch = gEngfuncs.pfnRandomLong(75, 150);
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_AUTO, kAlienSightOnSound, inArgs->fparam1, ATTN_IDLE, 0, thePitch);
}
void EV_AlienSightOff(struct event_args_s* inArgs)
{
int thePitch = gEngfuncs.pfnRandomLong(75, 150);
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_AUTO, kAlienSightOffSound, inArgs->fparam1, ATTN_IDLE, 0, thePitch);
}
//void ParalysisHit(struct tempent_s* ent, struct pmtrace_s* ptr)
//{
// int a = 0;
//}
//
//void EV_ParalysisGun(struct event_args_s* inArgs)
//{
// int thePitch = gEngfuncs.pfnRandomLong(75, 150);
// gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_AUTO, kParalysisFireSound, inArgs->fparam1, ATTN_IDLE, 0, thePitch);
//
// vec3_t forward, right, up;
// gEngfuncs.pfnAngleVectors(inArgs->angles, forward, right, up);
//
// vec3_t theProjectileAngles;
// VectorAngles(forward, theProjectileAngles);
//
// // Projectile is rotated a bit
// TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempModel(gPredictedPlayerOrigin, forward, theProjectileAngles, 100, gEngfuncs.pEventAPI->EV_FindModelIndex(kParalysisProjectileModel), 0);
// if(theTempEntity)
// {
// vec3_t theStartPos, theEndPos;
// //EV_GetGunPosition(inArgs, vecSrc, inArgs->origin);
// VectorMA(inArgs->origin, kParalysisBarrelLength, forward, theStartPos);
//
// VectorCopy(theStartPos, theTempEntity->entity.origin);
// VectorCopy(theStartPos, theTempEntity->entity.prevstate.origin);
// VectorCopy(theStartPos, theTempEntity->entity.curstate.origin);
// theTempEntity->hitcallback = ParalysisHit;
// theTempEntity->flags = (FTENT_COLLIDEALL | FTENT_COLLIDEKILL | FTENT_PERSIST | FTENT_ROTATE);
// theTempEntity->entity.curstate.framerate = 30;
// theTempEntity->frameMax = 4;//theModel->numframes;
//
// // Temp entities interpret baseline origin as velocity.
// Vector theStartVelocity;
// VectorScale(forward, kParalysisVelocity, theStartVelocity);
//
// VectorCopy(theStartVelocity, theTempEntity->entity.baseline.origin);
// VectorCopy(theStartVelocity, theTempEntity->entity.baseline.velocity);
//
// // Make the projectile spin
// // baseline.angles - angle velocity
// const float kSpread = 1000.0f;
// theTempEntity->entity.baseline.angles.x = gEngfuncs.pfnRandomFloat(-kSpread, kSpread);
// theTempEntity->entity.baseline.angles.y = gEngfuncs.pfnRandomFloat(-kSpread, kSpread);
// theTempEntity->entity.baseline.angles.z = gEngfuncs.pfnRandomFloat(-kSpread, kSpread);
// }
//
// // General x-punch axis
// if ( EV_IsLocal( inArgs->entindex ) )
// {
// float theHalfSpread = kParalysisPunch/2.0f;
// if(theHalfSpread > 0.0f)
// {
// V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
// }
//
// gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
// }
//
//}
//void EV_ParalysisStart(struct event_args_s* inArgs)
//{
// int thePitch = gEngfuncs.pfnRandomLong(75, 150);
// gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_AUTO, kParalysisHitSound, 1, ATTN_IDLE, 0, thePitch);
//}
void EV_ParasiteGun(struct event_args_s* inArgs)
{
// Sharp falloff, so it's only heard at very close and by the firer
int thePitch = gEngfuncs.pfnRandomLong(75, 150);
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_AUTO, kParasiteFireSound, .4f*inArgs->fparam1, .2, 0, thePitch);
if (EV_IsLocal(inArgs->entindex))
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
// // Create fast moving parasite projectile
// //vec3_t theEntStartPos = gPredictedPlayerOrigin;
// vec3_t vecSrc, vecAiming;
// vec3_t up, right, forward;
// gEngfuncs.pfnAngleVectors(inArgs->angles, forward, right, up);
//
// vec3_t theStartPos, theEndPos;
// EV_GetGunPosition(inArgs, vecSrc, inArgs->origin);
// VectorMA(vecSrc, kParasiteBarrelLength, forward, theStartPos);
//
// vec3_t theParasiteAngles;
// VectorAngles(forward, theParasiteAngles);
//
// //TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->CL_TempEntAlloc(theEntStartPos, theModel);
// TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempModel(theStartPos, forward, theParasiteAngles, 100, gEngfuncs.pEventAPI->EV_FindModelIndex(kParasiteProjectileModel), 0);
// if(theTempEntity)
// {
// VectorCopy(theStartPos, theTempEntity->entity.origin);
// VectorCopy(theStartPos, theTempEntity->entity.prevstate.origin);
// VectorCopy(theStartPos, theTempEntity->entity.curstate.origin);
// theTempEntity->flags |= (FTENT_COLLIDEALL | FTENT_COLLIDEKILL | FTENT_PERSIST);
// theTempEntity->clientIndex = inArgs->entindex;
//
// // Temp entities interpret baseline origin as velocity.
// Vector theStartVelocity;
// VectorScale(forward, kParasiteVelocity, theStartVelocity);
//
// VectorCopy(theStartVelocity, theTempEntity->entity.baseline.origin);
// VectorCopy(theStartVelocity, theTempEntity->entity.baseline.velocity);
//
// // Set orientation
// //VectorCopy(inArgs->angles, theTempEntity->entity.angles);
// }
}
void EV_BlinkSuccess(struct event_args_s* inArgs)
{
// Create particle at origin, but also at angles (interpret as dest)
//AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsBlinkEffect, inArgs->origin);
//AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsBlinkEffect, inArgs->angles);
int thePitch = gEngfuncs.pfnRandomLong(75, 150);
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_AUTO, kBlinkSuccessSound, inArgs->fparam1, ATTN_IDLE, 0, thePitch);
//gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->angles, CHAN_WEAPON, kBlinkSuccessSound, inArgs->fparam1, ATTN_IDLE, 0, thePitch);
}
void EV_DivineWind(struct event_args_s* inArgs)
{
cl_entity_t* thePlayer = GetEntity(inArgs->entindex);
float theSilenceVolumeFactor = AvHPlayerUpgrade::GetSilenceVolumeLevel((AvHUser3)thePlayer->curstate.iuser3, thePlayer->curstate.iuser4);
int thePitch = gEngfuncs.pfnRandomLong(75, 150);
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_AUTO, kDivineWindFireSound, theSilenceVolumeFactor, ATTN_IDLE, 0, thePitch);
if (EV_IsLocal(inArgs->entindex))
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
}
void BileBombHit(struct tempent_s* ent, struct pmtrace_s* ptr)
{
gEngfuncs.pEventAPI->EV_PlaySound(ent->entity.index, ptr->endpos, CHAN_AUTO, kBileBombHitSound, 1, ATTN_IDLE, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsBilebomb, ptr->endpos, &(ptr->plane.normal));
}
void EV_BileBomb(struct event_args_s* inArgs)
{
ASSERT(inArgs);
// Figure out which weapon description to assocate this weapon with
int theWeaponIndex = inArgs->iparam1;
// Play attack animation and add muzzle flash
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
vec3_t up, right, forward;
idx = inArgs->entindex;
VectorCopy( inArgs->origin, origin );
VectorCopy( inArgs->angles, angles );
VectorCopy( inArgs->velocity, velocity );
//AngleVectors( angles, forward, right, up );
gEngfuncs.pfnAngleVectors(angles, forward, right, up);
int thePitch = gEngfuncs.pfnRandomLong(75, 150);
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_AUTO, kBileBombFireSound, inArgs->fparam1, ATTN_IDLE, 0, thePitch);
vec3_t theBombAngles;
VectorAngles(forward, theBombAngles);
theBombAngles.y -= 90;
// Fire bomb
TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempModel(inArgs->origin, forward, theBombAngles, 100, gEngfuncs.pEventAPI->EV_FindModelIndex(kBileBombProjectileModel), 0);
if(theTempEntity)
{
theTempEntity->hitcallback = BileBombHit;
theTempEntity->flags = (FTENT_GRAVITY | FTENT_COLLIDEALL | FTENT_COLLIDEKILL | FTENT_PERSIST);
theTempEntity->die += 5;
theTempEntity->entity.curstate.framerate = 30;
//theTempEntity->frameMax = 4;//theModel->numframes;
theTempEntity->clientIndex = inArgs->entindex; // Entity to ignore collisions with
Vector theAiming = forward;// + up;
VectorNormalize(theAiming);
Vector theStartVelocity;
VectorMA(Vector(0, 0, 0), kBileBombVelocity, theAiming, theStartVelocity);
VectorCopy(theStartVelocity, theTempEntity->entity.baseline.origin);
VectorCopy(theStartVelocity, theTempEntity->entity.baseline.velocity);
}
// General x-punch axis
if ( EV_IsLocal( idx ) )
{
float theHalfSpread = kBileBombPunch/2.0f;
if(theHalfSpread > 0.0f)
{
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
}
void AcidRocketHit(struct tempent_s* ent, struct pmtrace_s* ptr)
{
char* theSoundToPlay = kAcidRocketHitSound;
gEngfuncs.pEventAPI->EV_PlaySound(ent->entity.index, ptr->endpos, CHAN_AUTO, theSoundToPlay, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsAcidHitEffect, ptr->endpos, &(ptr->plane.normal));
// int theModelIndex;
// struct model_s* theModel = gEngfuncs.CL_LoadModel(kSpitGunSprite, &theModelIndex);
// if(theModel)
// {
// //if(gEngfuncs.pfnRandomLong(0, 1) == 0)
// //{
// // Make acid splash
// int theVelocity = gEngfuncs.pfnRandomLong(50, 100) + gEngfuncs.pfnRandomLong(50, 100);
// int theRandomness = gEngfuncs.pfnRandomLong(20, 30) + gEngfuncs.pfnRandomLong(20, 30);
// int theNumGlobs = gEngfuncs.pfnRandomLong(5, 10);
// gEngfuncs.pEfxAPI->R_Sprite_Spray(ptr->endpos, ptr->plane.normal, theModelIndex, theNumGlobs, theVelocity, theRandomness);
// //}
// //else
// //{
// //gEngfuncs.pEfxAPI->R_BlobExplosion(ptr->endpos);
// //gEngfuncs.pEfxAPI->R_LavaSplash(ptr->endpos);
// //gEngfuncs.pEfxAPI->R_TeleportSplash(ptr->endpos);
// // vec3_t theEnd = ptr->endpos;
// // theEnd[2] += 100;
// // gEngfuncs.pEfxAPI->R_BeamLightning(ptr->endpos, theEnd, theModelIndex, 2.0f, 50, 2.0f, 1.0f, 10);
// //}
// }
}
void EV_AcidRocket(struct event_args_s* inArgs)
{
ASSERT(inArgs);
// Figure out which weapon description to assocate this weapon with
int theWeaponIndex = inArgs->iparam1;
// Play attack animation and add muzzle flash
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
vec3_t up, right, forward;
idx = inArgs->entindex;
VectorCopy( inArgs->origin, origin );
VectorCopy( inArgs->angles, angles );
VectorCopy( inArgs->velocity, velocity );
//AngleVectors( angles, forward, right, up );
gEngfuncs.pfnAngleVectors(angles, forward, right, up);
int thePitch = gEngfuncs.pfnRandomLong(75, 150);
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_AUTO, kAcidRocketFireSound, inArgs->fparam1, ATTN_IDLE, 0, thePitch);
// Fire rocket
//int theModelIndex;
//struct model_s* theModel = gEngfuncs.CL_LoadModel(kAcidRocketProjectileModel, &theModelIndex);
//if(theModel)
//{
// TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->CL_TempEntAlloc(gPredictedPlayerOrigin, theModel);
vec3_t theRocketAngles;
VectorAngles(forward, theRocketAngles);
vec3_t theGunPosition;
EV_GetGunPosition(inArgs, theGunPosition, inArgs->origin);
Vector theRocketOrigin;
VectorMA(theGunPosition, kAcidRocketBarrelLength, forward, theRocketOrigin);
// Projectile is rotated a bit
TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempModel(theRocketOrigin, forward, theRocketAngles, 100, gEngfuncs.pEventAPI->EV_FindModelIndex(kAcidRocketProjectileModel), 0);
if(theTempEntity)
{
//vec3_t theStartPos, theEndPos;
////EV_GetGunPosition(inArgs, vecSrc, inArgs->origin);
//VectorMA(inArgs->origin, kAcidRocketBarrelLength, forward, theStartPos);
//VectorCopy(theStartPos, theTempEntity->entity.origin);
//VectorCopy(theStartPos, theTempEntity->entity.prevstate.origin);
//VectorCopy(theStartPos, theTempEntity->entity.curstate.origin);
theTempEntity->hitcallback = AcidRocketHit;
theTempEntity->flags = (FTENT_COLLIDEALL | FTENT_COLLIDEKILL | FTENT_PERSIST);
theTempEntity->entity.curstate.framerate = 30;
theTempEntity->frameMax = 4;//theModel->numframes;
// Temp entities interpret baseline origin as velocity.
Vector theBaseVelocity;
VectorScale(inArgs->velocity, kAcidRocketParentVelocityScalar, theBaseVelocity);
Vector theStartVelocity;
VectorMA(theBaseVelocity, kAcidRocketVelocity, forward, theStartVelocity);
VectorCopy(theStartVelocity, theTempEntity->entity.baseline.origin);
VectorCopy(theStartVelocity, theTempEntity->entity.baseline.velocity);
// Orient projectile according to direction
//// Vector theDirection;
//// VectorCopy(theBaseVelocity, theDirection);
//// VectorNormalize(theDirection);
////
// Vector theAngles;
// VectorAngles(theDirection, theAngles);
//
// VectorCopy(angles, theAngles);
//
// VectorCopy(theAngles, theTempEntity->entity.baseline.angles);
// VectorCopy(theAngles, theTempEntity->entity.curstate.angles);
// VectorCopy(theAngles, theTempEntity->entity.angles);
}
// General x-punch axis
if ( EV_IsLocal( idx ) )
{
float theHalfSpread = kAcidRocketPunch/2.0f;
if(theHalfSpread > 0.0f)
{
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
}
void UpdateStomp(TEMPENTITY* inEntity, float frametime, float inCurrentTime)
{
float theTimeScalar = (inCurrentTime - inEntity->entity.curstate.fuser1)/(inEntity->entity.curstate.fuser2/inEntity->entity.curstate.fuser1);
theTimeScalar = max(min(theTimeScalar, 1.0f), 0.0f);
// Fade it out according to lifetime
int theAlpha = (1.0f - theTimeScalar)*kStompModelRenderAmount;
inEntity->entity.curstate.renderamt = theAlpha;
// Don't create at end of trail
if(theTimeScalar < .7f)
{
// Every once in a awhile, create a smoke puff
if(gEngfuncs.pfnRandomLong(0, 1) == 0)
{
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsStompSmoke, inEntity->entity.origin);
}
}
}
void EV_Stomp(struct event_args_s* inArgs)
{
ASSERT(inArgs);
Vector theStartPos;
VectorCopy(inArgs->origin, theStartPos);
// Not sure why this is necessary, AvHStomp::GetStompOrigin() should take care of it
if (EV_IsLocal(inArgs->entindex))
{
cl_entity_s* theLocalPlayer = gEngfuncs.GetLocalPlayer();
if(theLocalPlayer)
{
float theZOffset = theLocalPlayer->curstate.mins.z;
theStartPos.z += theZOffset;
}
}
// Initial velocity store in angles, to make sure event and server entity match up
Vector theStartVelocity;
VectorCopy(inArgs->angles, theStartVelocity);
char* theSoundToPlay = kStompFireSound;
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, theStartPos, CHAN_WEAPON, theSoundToPlay, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
if (EV_IsLocal(inArgs->entindex))
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
vec3_t up, right, forward, vecSrc;//, origin;
// VectorCopy( inArgs->origin, origin );
gEngfuncs.pfnAngleVectors(inArgs->angles, forward, right, up);
// Create stomp projectile that flies forward, going through objects and stunning anyone it touches
vec3_t theStompAngles;
VectorAngles(forward, theStompAngles);
// Always draw level
theStompAngles.x = 0;
// Projectile artwork is oriented down the wrong axis
theStompAngles.y -= 180;
TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempModel(theStartPos, forward, theStompAngles, 100, gEngfuncs.pEventAPI->EV_FindModelIndex(kStompProjectileModel), 0);
if(theTempEntity)
{
// vec3_t theStartPos, theEndPos;
// EV_GetGunPosition(inArgs, vecSrc, inArgs->origin);
// VectorMA(vecSrc, kStompBarrelLength, forward, theStartPos);
VectorCopy(theStartPos, theTempEntity->entity.origin);
VectorCopy(theStartPos, theTempEntity->entity.prevstate.origin);
VectorCopy(theStartPos, theTempEntity->entity.curstate.origin);
//theTempEntity->hitcallback = StompHit;
theTempEntity->flags = (FTENT_PERSIST | FTENT_CLIENTCUSTOM/*| FTENT_SMOKETRAIL | FTENT_FADEOUT*/);
theTempEntity->callback = UpdateStomp;
// Set time created and time to expire so we can blend it in UpdateStomp
theTempEntity->entity.curstate.fuser1 = gHUD.m_flTime;
theTempEntity->entity.curstate.fuser2 = gHUD.m_flTime + kStompProjectileLifetime; // estimated end time of animation
theTempEntity->die = gEngfuncs.GetClientTime() + kStompProjectileLifetime;
theTempEntity->bounceFactor = 0;
theTempEntity->entity.curstate.rendermode = kRenderTransAdd;
theTempEntity->entity.curstate.renderamt = kStompModelRenderAmount;
//theTempEntity->entity.curstate.framerate = 30;
//theTempEntity->frameMax = 4;//theModel->numframes;
// Temp entities interpret baseline origin as velocity.
// Zero out vertical component as it's a ground stomp
forward[2] = 0.0f;
// Send shockwave in direction player is looking, but always make it go kStompProjectilVelocity
VectorNormalize(forward);
Vector theStartVelocity;
VectorScale(forward, kStompProjectileVelocity, theStartVelocity);
VectorCopy(theStartVelocity, theTempEntity->entity.baseline.origin);
VectorCopy(theStartVelocity, theTempEntity->entity.baseline.velocity);
// Set orientation
//VectorCopy(inArgs->angles, theTempEntity->entity.angles);
}
// Create stomp effect at Onos
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsStompEffect, theStartPos);
}
void EV_Devour(struct event_args_s* inArgs)
{
ASSERT(inArgs);
char* theSoundToPlay = kDevourFireSound;
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_WEAPON, theSoundToPlay, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
if (EV_IsLocal(inArgs->entindex))
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
}
void EV_Leap(struct event_args_s* inArgs)
{
char* theSoundToPlay = kLeapSound;
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_WEAPON, theSoundToPlay, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
if (EV_IsLocal(inArgs->entindex))
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
}
void EV_Charge(struct event_args_s* inArgs)
{
char* theSoundToPlay = kChargeSound;
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_WEAPON, theSoundToPlay, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
if (EV_IsLocal(inArgs->entindex))
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
}
//We're sending a leap event.
void EV_Ability(struct event_args_s* inArgs)
{
if (EV_IsLocal(inArgs->entindex))
gHUD.SetAlienAbility((AvHMessageID)inArgs->iparam1);
}
//physent_t* GetEntity(int inPhysIndex)
//{
// return gEngfuncs.pEventAPI->EV_GetPhysent( inPhysIndex );
//}
void EV_Select(struct event_args_s* args)
{
#ifdef AVH_PREDICT_SELECT
gSelectionHelper.ProcessPendingSelections();
#endif
}
void EV_Bite(struct event_args_s* inArgs)
{
int idx = inArgs->entindex;
// Play attack sound
char* theSoundToPlay = "";
int theRandomSound = gEngfuncs.pfnRandomLong(0, 1);
switch(theRandomSound)
{
case 0:
case 1:
theSoundToPlay = kBiteSound;
break;
//case 1:
// theSoundToPlay = kBiteSound2;
// break;
}
const int kBasePitch = 80;
const int kVariablePitchRange = 0x0;
const int kBiteAdrenPitchFactor = 30;
int theRandomPitch = gEngfuncs.pfnRandomLong( 0, kVariablePitchRange );
int thePitch = kBasePitch + (inArgs->fparam1*kBiteAdrenPitchFactor) + theRandomPitch;
gEngfuncs.pEventAPI->EV_PlaySound(idx, inArgs->origin, CHAN_WEAPON, theSoundToPlay, inArgs->fparam1, ATTN_NORM, 0, thePitch);
// General x-punch axis
if (EV_IsLocal(idx))
{
float theHalfSpread = kBitePunch/2.0f;
if(theHalfSpread > 0.0f)
{
V_PunchAxis(0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
V_PunchAxis(1, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
if(gEngfuncs.pfnRandomLong(0, 1) == 0)
{
PlayMeleeHitEffects(inArgs, BALANCE_IVAR(kBiteRange), kBiteHitSound1);
}
else
{
PlayMeleeHitEffects(inArgs, BALANCE_IVAR(kBiteRange), kBiteHitSound2);
}
}
void EV_Bite2(struct event_args_s* inArgs)
{
int idx = inArgs->entindex;
// Play attack sound
char* theSoundToPlay = "";
int theRandomSound = gEngfuncs.pfnRandomLong(0, 1);
switch(theRandomSound)
{
case 0:
case 1:
theSoundToPlay = kBite2Sound;
break;
//case 1:
// theSoundToPlay = kBiteSound2;
// break;
}
const int kBasePitch = 80;
const int kVariablePitchRange = 0x0;
const int kBiteAdrenPitchFactor = 30;
int theRandomPitch = gEngfuncs.pfnRandomLong( 0, kVariablePitchRange );
int thePitch = kBasePitch + (inArgs->fparam1*kBiteAdrenPitchFactor) + theRandomPitch;
gEngfuncs.pEventAPI->EV_PlaySound(idx, inArgs->origin, CHAN_WEAPON, theSoundToPlay, inArgs->fparam1, ATTN_NORM, 0, thePitch);
// General x-punch axis
if (EV_IsLocal(idx))
{
// gEngfuncs.pEventAPI->EV_WeaponAnimation(ANIM_FIRE1 + gEngfuncs.pfnRandomLong(0,2), 2);
float theHalfSpread = kBitePunch/2.0f;
if(theHalfSpread > 0.0f)
{
V_PunchAxis(0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
V_PunchAxis(1, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
if(gEngfuncs.pfnRandomLong(0, 1) == 0)
{
PlayMeleeHitEffects(inArgs, BALANCE_IVAR(kBiteRange), kBiteHitSound1);
}
else
{
PlayMeleeHitEffects(inArgs, BALANCE_IVAR(kBiteRange), kBiteHitSound2);
}
}
void EV_BuildGun(struct event_args_s* inArgs)
{
int idx = inArgs->entindex;
// Play attack sound
char* theSoundToPlay = "";
int theRandomSound = gEngfuncs.pfnRandomLong(0, 1);
switch(theRandomSound)
{
case 0:
theSoundToPlay = kBuildingGunSound1;
break;
case 1:
theSoundToPlay = kBuildingGunSound2;
break;
}
gEngfuncs.pEventAPI->EV_PlaySound(idx, inArgs->origin, CHAN_WEAPON, theSoundToPlay, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
// General x-punch axis
if (EV_IsLocal(idx))
{
// gEngfuncs.pEventAPI->EV_WeaponAnimation(ANIM_FIRE1 + gEngfuncs.pfnRandomLong(0,2), 2);
float theHalfSpread = kBuildingGunPunch/2.0f;
if(theHalfSpread > 0.0f)
{
V_PunchAxis(0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
V_PunchAxis(1, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
}
}
void EV_HealingSpray(struct event_args_s* inArgs)
{
ASSERT(inArgs);
// Play attack animation and add muzzle flash
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
vec3_t up, right, forward;
idx = inArgs->entindex;
VectorCopy( inArgs->origin, origin );
VectorCopy( inArgs->angles, angles );
VectorCopy( inArgs->velocity, velocity );
//AngleVectors( angles, forward, right, up );
gEngfuncs.pfnAngleVectors(angles, forward, right, up);
// Play attack sound
gEngfuncs.pEventAPI->EV_PlaySound(idx, origin, CHAN_WEAPON, kHealingSpraySound, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
// Load model
//int theModelIndex;
//struct model_s* theModel = gEngfuncs.CL_LoadModel(kWebProjectileSprite, &theModelIndex);
//if(theModel)
//{
// Create some spray effect
//gEngfuncs.pEfxAPI->R_Sprite_Spray(inArgs->origin, forward, theModelIndex, 15, 100, 2);
//vec3_t theEndPoint;
//VectorMA(inArgs->origin, kHealingSprayRange, forward, theEndPoint);
//gEngfuncs.pEfxAPI->R_BeamLightning(inArgs->origin, theEndPoint, theModelIndex, .5f, 10, 1.0f, 1.0f, 1.0f);
//}
vec3_t theStartPos;
EV_GetGunPosition(inArgs, vecSrc, inArgs->origin);
VectorMA(vecSrc, kHealingSprayBarrelLength, forward, theStartPos);
AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsBacteriaSpray, theStartPos);
if (EV_IsLocal(inArgs->entindex))
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
}
void EV_Metabolize(struct event_args_s* inArgs)
{
char* theSoundToPlay = "";
int theRandomSound = gEngfuncs.pfnRandomLong(0, 2);
switch(theRandomSound)
{
case 0:
theSoundToPlay = kMetabolizeFireSound1;
break;
case 1:
theSoundToPlay = kMetabolizeFireSound2;
break;
case 2:
theSoundToPlay = kMetabolizeFireSound3;
break;
}
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_WEAPON, theSoundToPlay, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
// gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_WEAPON, kMetabolizeFireSound, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
if (EV_IsLocal(inArgs->entindex))
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
}
void EV_MetabolizeSuccess(struct event_args_s* inArgs)
{
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_WEAPON, kMetabolizeSuccessSound, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
if (EV_IsLocal(inArgs->entindex))
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
}
void WebHit(struct tempent_s* ent, struct pmtrace_s* ptr)
{
gEngfuncs.pEventAPI->EV_PlaySound(ent->entity.index, ptr->endpos, CHAN_AUTO, kWebSpinSound1, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
if(ptr && ent)
{
ent->die = gEngfuncs.GetClientTime();
//AvHParticleSystemManager::Instance()->CreateParticleSystem(kpsSpitHit, ptr->endpos, &(ptr->plane.normal));
// Create splat here too
CreateDecal(ptr);
}
}
void EV_SpinWeb(struct event_args_s* inArgs)
{
ASSERT(inArgs);
// Play attack animation and add muzzle flash
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
vec3_t up, right, forward;
idx = inArgs->entindex;
VectorCopy( inArgs->origin, origin );
VectorCopy( inArgs->angles, angles );
VectorCopy( inArgs->velocity, velocity );
//AngleVectors( angles, forward, right, up );
gEngfuncs.pfnAngleVectors(angles, forward, right, up);
if( EV_IsLocal( idx ) )
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
// Play attack sound
gEngfuncs.pEventAPI->EV_PlaySound(idx, origin, CHAN_WEAPON, kWebSpinSound1, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
// Fire spit glob
int theModelIndex;
struct model_s* theModel = gEngfuncs.CL_LoadModel(kWebProjectileSprite, &theModelIndex);
if(theModel)
{
TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->CL_TempEntAlloc(gPredictedPlayerOrigin, theModel);
if(theTempEntity)
{
vec3_t theStartPos, theEndPos;
EV_GetGunPosition(inArgs, vecSrc, inArgs->origin);
VectorMA(vecSrc, kSpitGBarrelLength, forward, theStartPos);
VectorCopy(theStartPos, theTempEntity->entity.origin);
VectorCopy(theStartPos, theTempEntity->entity.prevstate.origin);
VectorCopy(theStartPos, theTempEntity->entity.curstate.origin);
//theTempEntity->die += kSpitLifetime;
theTempEntity->hitcallback = WebHit;
theTempEntity->flags |= (FTENT_COLLIDEALL | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP/* | FTENT_PERSIST*/);
theTempEntity->clientIndex = inArgs->entindex; // Entity to ignore collisions with
theTempEntity->entity.curstate.framerate = 30;
theTempEntity->frameMax = 4;//theModel->numframes;
// Temp entities interpret baseline origin as velocity.
Vector theBaseVelocity;
VectorScale(inArgs->velocity, kWebProjectileParentVelocityScalar, theBaseVelocity);
Vector theStartVelocity;
VectorMA(theBaseVelocity, kWebProjectileVelocity, forward, theStartVelocity);
VectorCopy(theStartVelocity, theTempEntity->entity.baseline.origin);
VectorCopy(theStartVelocity, theTempEntity->entity.baseline.velocity);
}
}
// General x-punch axis
if ( EV_IsLocal( idx ) )
{
float theHalfSpread = kWebGXPunch/2.0f;
if(theHalfSpread > 0.0f)
{
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
}
}
//void EV_Babbler(struct event_args_s* inArgs)
//{
// ASSERT(inArgs);
//
// // Play attack animation and add muzzle flash
// int idx = inArgs->entindex;
//
// // Play attack sound
// gEngfuncs.pEventAPI->EV_PlaySound(idx, inArgs->origin, CHAN_WEAPON, kBabblerGunSound, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
//
// if ( EV_IsLocal( idx ) )
// {
// float theHalfSpread = kBabblerXPunch/2.0f;
// if(theHalfSpread > 0.0f)
// {
// V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
// }
//
// gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
// }
//}
void EV_PrimalScream(struct event_args_s* inArgs)
{
int idx = inArgs->entindex;
// Play attack sound
// You can hear this waaay far off
float theFalloffFactor = .5f;
gEngfuncs.pEventAPI->EV_PlaySound(idx, inArgs->origin, CHAN_VOICE, kPrimalScreamSound, 1.0f, theFalloffFactor, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
if (EV_IsLocal(inArgs->entindex))
{
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
}
void EV_StopScream(struct event_args_s* inArgs)
{
int idx = inArgs->entindex;
gEngfuncs.pEventAPI->EV_StopSound(idx, CHAN_VOICE, kPrimalScreamSound);
}
void EV_SpikeGun(struct event_args_s* inArgs)
{
//static int theTracerCount[ 32 ];
// Play attack animation and add muzzle flash
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
vec3_t vecSrc, vecAiming;
vec3_t up, right, forward;
idx = inArgs->entindex;
VectorCopy( inArgs->origin, origin );
VectorCopy( inArgs->angles, angles );
VectorCopy( inArgs->velocity, velocity );
//AngleVectors( angles, forward, right, up );
gEngfuncs.pfnAngleVectors(angles, forward, right, up);
// if ( EV_IsLocal( idx ) )
// {
// gEngfuncs.pEventAPI->EV_WeaponAnimation(5 + + gEngfuncs.pfnRandomLong(0,2), 2);
// }
// Play one of basic attack sounds
float theVolume = inArgs->fparam1;
float theAttenuation = 1.2f;
char* theSoundToPlay = kSpikeFireSound;
int theUpperBound = 30;
int thePitch = 100 + (gEngfuncs.pfnRandomLong(0, theUpperBound) - theUpperBound/2);
gEngfuncs.pEventAPI->EV_PlaySound(idx, origin, CHAN_WEAPON, theSoundToPlay, theVolume, theAttenuation, 0, thePitch);
EV_GetGunPosition( inArgs, vecSrc, origin );
VectorCopy( forward, vecAiming );
// Create ricochet and spike hit decals
EV_HLDM_FireBulletsPlayer( idx, forward, right, up, 1, vecSrc, vecAiming, kSpikeRange, BULLET_MONSTER_9MM, 0, NULL, kSpikeSpread, inArgs->iparam1);
// // Create two spike projectiles, flying forward until they hit something
// //for(int i = 0; i < 2; i++)
// //{
// vec3_t theEntStartPos = gPredictedPlayerOrigin;
//
// //TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->CL_TempEntAlloc(theEntStartPos, theModel);
// vec3_t theSpikeAngles;
// VectorAngles(forward, theSpikeAngles);
//
// TEMPENTITY* theTempEntity = gEngfuncs.pEfxAPI->R_TempModel(gPredictedPlayerOrigin, forward, theSpikeAngles, 100, gEngfuncs.pEventAPI->EV_FindModelIndex(kSpikeProjectileModel), 0);
// if(theTempEntity)
// {
// vec3_t theStartPos, theEndPos;
// EV_GetGunPosition(inArgs, vecSrc, inArgs->origin);
// VectorMA(vecSrc, kSpikeBarrelLength, forward, theStartPos);
//
// VectorCopy(theStartPos, theTempEntity->entity.origin);
// VectorCopy(theStartPos, theTempEntity->entity.prevstate.origin);
// VectorCopy(theStartPos, theTempEntity->entity.curstate.origin);
// theTempEntity->hitcallback = SpikeHit;
// theTempEntity->flags |= (FTENT_COLLIDEALL | FTENT_COLLIDEKILL/* | FTENT_PERSIST*/);
// //theTempEntity->entity.curstate.framerate = 30;
// //theTempEntity->frameMax = 4;//theModel->numframes;
//
// // Temp entities interpret baseline origin as velocity.
// Vector theStartVelocity;
// VectorScale(forward, kSpikeVelocity, theStartVelocity);
//
// VectorCopy(theStartVelocity, theTempEntity->entity.baseline.origin);
// VectorCopy(theStartVelocity, theTempEntity->entity.baseline.velocity);
//
// // Set orientation
// //VectorCopy(inArgs->angles, theTempEntity->entity.angles);
// }
// //}
////EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, kMGRange, BULLET_PLAYER_MP5, theTracerFreq, &tracerCount[idx-1] );
//EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, kSpikeRange, BULLET_MONSTER_9MM, 0, NULL /* &theTracerCount[0]*/, 0.0f, 0.0f);
// General x-punch axis
if ( EV_IsLocal( idx ) )
{
// Multiply punch by upgrade level
float theHalfSpread = (kSpikePunch/2.0f);
if(theHalfSpread > 0.0f)
{
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -theHalfSpread, theHalfSpread ) );
}
gEngfuncs.pEventAPI->EV_WeaponAnimation(inArgs->iparam2, 2);
}
}
//void EV_HiveHit(struct event_args_s* inArgs)
//{
// // when a hive comes under attack, let all the minions know it
//
// // iparam1 is the hurt sound to play
//
//
//
// const float kPunchRange = 3.0f;
//
// V_PunchAxis(0, gEngfuncs.pfnRandomFloat(-kPunchRange, kPunchRange));
// V_PunchAxis(1, gEngfuncs.pfnRandomFloat(-kPunchRange, kPunchRange));
// V_PunchAxis(2, gEngfuncs.pfnRandomFloat(-kPunchRange, kPunchRange));
//}
void EV_EmptySound(struct event_args_s* inArgs)
{
int thePitch = 100;
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_WEAPON, kEmptySound, .8f, ATTN_NORM, 0, thePitch);
}
void EV_NumericalInfo(struct event_args_s* inArgs)
{
// Can't send easily send events to one team only, so only draw them for the right team
cl_entity_s* theLocalPlayer = gEngfuncs.GetLocalPlayer();
if(theLocalPlayer)
{
int theTeamNumber = inArgs->iparam2;
if((theLocalPlayer->curstate.team == theTeamNumber) || (theTeamNumber == 0))
{
float theNumber = inArgs->fparam1;
int theEventType = inArgs->iparam1;
gHUD.AddNumericalInfoMessage(inArgs->origin, theNumber, theEventType);
}
}
}
void EV_InvalidAction(struct event_args_s* inArgs)
{
int thePitch = 100;
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_WEAPON, kInvalidSound, .8f, ATTN_NORM, 0, thePitch);
}
void EV_Particle(struct event_args_s* inArgs)
{
// Read template
uint32 theTemplateIndex = inArgs->iparam1;
// Lookup template
const AvHParticleTemplate* theTemplate = gParticleTemplateList.GetTemplateAtIndex(theTemplateIndex);
if(theTemplate)
{
string theTemplateName = theTemplate->GetName();
AvHParticleSystemManager::Instance()->CreateParticleSystem(theTemplateName, inArgs->origin);
}
}
void EV_DistressBeacon(struct event_args_s* inArgs)
{
// Play distress beacon sound
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_BODY, kDistressBeaconSound, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
// Read time before distress beacon will end
int theDuration = inArgs->iparam1;
// Create blinking light that will die in that time
if(CVAR_GET_FLOAT(kvDynamicLights))
{
dlight_t* theLight = gEngfuncs.pEfxAPI->CL_AllocDlight(21);
VectorCopy(inArgs->origin, theLight->origin);
theLight->radius = 250;
theLight->color.r = 250;
theLight->color.g = 180;
theLight->color.b = 180;
// don't die for forseeable future
theLight->die = gEngfuncs.GetClientTime() + theDuration;
}
}
void EV_WeaponAnimation(struct event_args_s* inArgs)
{
// General x-punch axis
if(EV_IsLocal(inArgs->entindex))
{
int theAnimation = max(inArgs->iparam2, 0);
gEngfuncs.pEventAPI->EV_WeaponAnimation(theAnimation, 2);
}
}
void EV_LevelUp(struct event_args_s* inArgs)
{
// General x-punch axis
if(EV_IsLocal(inArgs->entindex))
{
}
cl_entity_t* thePlayer = GetEntity(inArgs->entindex);
// Play sound
int theIsMarine = inArgs->iparam1;
const char* theSound = theIsMarine ? kLevelUpMarineSound : kLevelUpAlienSound;
float theSilenceVolumeFactor = theIsMarine ? 1.0 : AvHPlayerUpgrade::GetSilenceVolumeLevel((AvHUser3)thePlayer->curstate.iuser3, thePlayer->curstate.iuser4);
gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_VOICE, theSound, theSilenceVolumeFactor, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
// Play nice particle effect?
}