/*** * * Copyright (c) 1999, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * * Modified by Charlie Cleveland: * * $Workfile: hl_weapons.cpp $ * $Date: 2002/10/24 21:11:52 $ * * ------------------------------------------------------------------------------- * $Log: hl_weapons.cpp,v $ * Revision 1.31 2002/10/24 21:11:52 Flayra * - Updated jetpack effect because it was really buggy this old way * * Revision 1.30 2002/10/16 02:12:10 Flayra * - Valve anti-cheat integrated! * * Revision 1.29 2002/10/16 00:36:40 Flayra * - Removed blink fail * * Revision 1.28 2002/08/31 18:01:59 Flayra * - Work at VALVe * * Revision 1.27 2002/07/08 16:09:03 Flayra * - Removed unneeded code here, so random numbers were generated properly on both client and server * * Revision 1.26 2002/07/01 20:56:31 Flayra * - Added babbler gun * * Revision 1.25 2002/06/25 17:03:01 Flayra * - Removed old weapons, added new weapons, fixed mines, iuser3 enables and disables weapons * * =============================================================================== ****/ #include "../hud.h" #include "../cl_util.h" #include "common/const.h" #include "common/entity_state.h" #include "common/cl_entity.h" #include "../demo.h" #include "common/usercmd.h" #include "common/event_flags.h" #include "common/event_api.h" #include "cl_dll/com_weapons.h" #include "cl_dll/ammo.h" #include "cl_dll/ammohistory.h" #include "dlls/extdll.h" #include "dlls/util.h" #include "dlls/cbase.h" #include "dlls/monsters.h" #include "dlls/weapons.h" #include "dlls/nodes.h" #include "dlls/player.h" #include "mod/AvHEvents.h" #include "common/usercmd.h" #include "common/entity_state.h" #include "common/demo_api.h" #include "pm_shared/pm_defs.h" #include "common/event_api.h" #include "common/r_efx.h" #include "../hud_iface.h" #include "../com_weapons.h" #include "mod/AvHMarineWeapons.h" #include "mod/AvHSpecials.h" #include "mod/AvHAlienWeapons.h" #include "mod/AvHAlienAbilities.h" #include "mod/AvHAlienWeaponConstants.h" #include "mod/AvHMovementUtil.h" #include "engine/APIProxy.h" #include "cl_dll/Exports.h" extern globalvars_t *gpGlobals; extern bool gIsJetpacking; // Pool of client side entities/entvars_t static entvars_t ev[ 32 ]; static int num_ents = 0; // The entity we'll use to represent the local client static CBasePlayer player; // Local version of game .dll global variables ( time, etc. ) static globalvars_t Globals; static CBasePlayerWeapon *g_pWpns[ 32 ]; bool CheckInAttack2(void); vec3_t previousorigin; // HLDM Weapon placeholder entities. //CGlock g_Glock; // NS weapons AvHKnife gKnife; AvHMachineGun gMachineGun; AvHPistol gPistol; AvHSonicGun gSonicGun; AvHHeavyMachineGun gHeavyMachineGun; AvHGrenadeGun gGrenadeGun; AvHGrenade gGrenade; AvHWelder gWelder; AvHMine gMine; AvHSpitGun gSpitGun; AvHClaws gClaws; AvHSpore gSpores; AvHBite gBite; AvHBite2 gBite2; AvHSpikeGun gSpikeGun; AvHSwipe gSwipe; AvHWebSpinner gWebSpinner; AvHPrimalScream gPrimalScream; AvHParasiteGun gParasite; AvHUmbraGun gUmbra; AvHBlinkGun gBlink; AvHDivineWind gDivineWind; //AvHParalysisGun gParalysisGun; AvHBileBombGun gBileBomb; AvHAcidRocketGun gAcidRocket; AvHHealingSpray gHealingSpray; AvHMetabolize gMetabolize; AvHDevour gDevour; AvHStomp gStomp; // Alien abilities AvHLeap gLeap; AvHCharge gCharge; // Jetpack events int gJetpackEventID; //int gWallJumpEventID; //int gFlightEventID; int gTeleportEventID; int gPhaseInEventID; int gSiegeHitEventID; int gSiegeViewHitEventID; int gCommanderPointsAwardedEventID; int gBlinkEffectSuccessEventID; //bool gPlayingJetpack = false; //CGlock g_Glock; //CCrowbar g_Crowbar; //CPython g_Python; //CMP5 g_Mp5; //CCrossbow g_Crossbow; //CShotgun g_Shotgun; //CRpg g_Rpg; //CGauss g_Gauss; //CEgon g_Egon; //CHgun g_HGun; //CHandGrenade g_HandGren; //CSatchel g_Satchel; //CTripmine g_Tripmine; //CSqueak g_Snark; /* ====================== AlertMessage Print debug messages to console ====================== */ void AlertMessage( ALERT_TYPE atype, char *szFmt, ... ) { va_list argptr; static char string[1024]; va_start (argptr, szFmt); #ifdef WIN32 //overflow protection in MS version of function... _vsnprintf( string, 1023, szFmt, argptr ); #else vsprintf (string, szFmt,argptr); #endif va_end (argptr); gEngfuncs.Con_Printf( "cl: " ); gEngfuncs.Con_Printf( string ); } // Client-side effects for jetpack void CheckJetpack() { // if local player is jetpacking, play effects immediately // if(gIsJetpacking && !gPlayingJetpack) // { // cl_entity_t* thePlayer; // thePlayer = gEngfuncs.GetLocalPlayer(); // ASSERT(thePlayer); // // // Play event locally, server will tell everyone else to play event // gEngfuncs.pEventAPI->EV_PlaybackEvent(0, NULL, gJetpackEventID, 0, thePlayer->origin, (float *)&g_vecZero, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 ); // // //gPlayingJetpack = true; // } // Check to turn it off too (in case there's a network anomaly or the game resets or something, just trying to be safe) //else if(!gIsJetpacking && (gPlayingJetpack)) //{ // gEngfuncs.pEventAPI->EV_PlaybackEvent(0, NULL, gEndJetpackEventID, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, /*theWeaponIndex*/ 0, 0, 0, 0 ); // // gPlayingJetpack = false; //} } //Returns if it's multiplayer. //Mostly used by the client side weapons. bool bIsMultiplayer ( void ) { return gEngfuncs.GetMaxClients() == 1 ? 0 : 1; } //Just loads a v_ model. void LoadVModel ( char *szViewModel, CBasePlayer *m_pPlayer ) { gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel ); } /* ===================== HUD_PrepEntity Links the raw entity to an entvars_s holder. If a player is passed in as the owner, then we set up the m_pPlayer field. ===================== */ void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner ) { typedef vector IDListType; static IDListType sIDList; memset( &ev[ num_ents ], 0, sizeof( entvars_t ) ); pEntity->pev = &ev[ num_ents++ ]; pEntity->Precache(); pEntity->Spawn(); if ( pWeaponOwner ) { ItemInfo info; ((CBasePlayerWeapon *)pEntity)->m_pPlayer = pWeaponOwner; ((CBasePlayerWeapon *)pEntity)->GetItemInfo( &info ); // ASSERT that a weapon with this id isn't in the list int theNewID = info.iId; IDListType::iterator theIter = std::find(sIDList.begin(), sIDList.end(), theNewID); ASSERT(theIter == sIDList.end()); // Insert id into our list sIDList.push_back(theNewID); g_pWpns[ theNewID ] = (CBasePlayerWeapon *)pEntity; } } /* ===================== CBaseEntity :: Killed If weapons code "kills" an entity, just set its effects to EF_NODRAW ===================== */ void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib ) { pev->effects |= EF_NODRAW; } /* ===================== CBasePlayerWeapon :: DefaultReload ===================== */ BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay, int body ) { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) return FALSE; int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); if (j == 0) return FALSE; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay; //!!UNDONE -- reload sound goes here !!! //SendWeaponAnim( iAnim, UseDecrement(), body ); m_fInReload = TRUE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + kDeployIdleInterval; return TRUE; } /* ===================== CBasePlayerWeapon :: CanDeploy ===================== */ BOOL CBasePlayerWeapon :: CanDeploy( void ) { BOOL bHasAmmo = 0; if ( !pszAmmo1() ) { // this weapon doesn't use ammo, can always deploy. return TRUE; } if ( pszAmmo1() ) { bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0); } if ( pszAmmo2() ) { bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0); } if (m_iClip > 0) { bHasAmmo |= 1; } if (!bHasAmmo) { return FALSE; } return TRUE; } /* ===================== CBasePlayerWeapon :: DefaultDeploy ===================== */ BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal, int body ) { if ( !CanDeploy() ) return FALSE; gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel ); SendWeaponAnim( iAnim, skiplocal, body ); m_pPlayer->m_flNextAttack = this->GetDeployTime(); m_flTimeWeaponIdle = this->GetDeployTime() + kDeployIdleInterval; return TRUE; } /* ===================== CBasePlayerWeapon :: PlayEmptySound ===================== */ BOOL CBasePlayerWeapon :: PlayEmptySound( void ) { if (m_iPlayEmptySound) { HUD_PlaySound( "weapons/357_cock1.wav", 0.8 ); m_iPlayEmptySound = 0; return 0; } return 0; } /* ===================== CBasePlayerWeapon :: ResetEmptySound ===================== */ void CBasePlayerWeapon :: ResetEmptySound( void ) { m_iPlayEmptySound = 1; } /* ===================== CBasePlayerWeapon::Holster Put away weapon ===================== */ void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE; // cancel any reload in progress. m_pPlayer->pev->viewmodel = 0; } /* ===================== CBasePlayerWeapon::SendWeaponAnim Animate weapon model ===================== */ void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body ) { m_pPlayer->pev->weaponanim = iAnim; HUD_SendWeaponAnim( iAnim, body, 0 ); } /* ===================== CBaseEntity::FireBulletsPlayer Only produces random numbers to match the server ones. ===================== */ Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker, int shared_rand ) { //float x, y, z; Vector theShotDirection; theShotDirection.x = theShotDirection.y = theShotDirection.z = 0; // for ( ULONG iShot = 1; iShot <= cShots; iShot++ ) // { // if ( pevAttacker == NULL ) // { // // get circular gaussian spread // do { // x = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5); // y = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5); // z = x*x+y*y; // } while (z > 1); // } // else // { // //Use player's random seed. // // get circular gaussian spread // x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 ); // y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 ); // z = x * x + y * y; // } // // UTIL_GetRandomSpreadDir(shared_rand, iShot, vecDirShooting) // } // return Vector ( (float)(x * vecSpread.x), (float)(y * vecSpread.y), 0.0f ); return theShotDirection; } bool GetCanUseWeapon() { // This mirrors the functionality of AvHPlayer::GetCanUseWeapon. return !gHUD.GetIsInTopDownMode() && !gHUD.GetIsBeingDigested() && !gHUD.GetIsEnsnared() && !gHUD.GetIsStunned() && gEngfuncs.GetViewModel() != NULL; } /* ===================== CBasePlayerWeapon::ItemPostFrame Handles weapon firing, reloading, etc. ===================== */ void CBasePlayerWeapon::ItemPostFrame( void ) { // Hack initialization if (this->m_flLastAnimationPlayed >= 3 * BALANCE_VAR(kLeapROF) * gpGlobals->time) this->m_flLastAnimationPlayed = 0.0f; if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0)) { /////////////////////////////////////////////////////////////////////////////////////////////////////// // Put code in here to predict reloads (ie, have the ammo on screen update before we get a response) // /////////////////////////////////////////////////////////////////////////////////////////////////////// //#if 0 // FIXME, need ammo on client to make this work right // // complete the reload. // int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); // // // Add them to the clip // m_iClip += j; // m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; //#else // m_iClip += 10; //#endif m_fInReload = FALSE; } // Properly propagate the end animation if (this->PrevAttack2Status == true && !(m_pPlayer->pev->button & IN_ATTACK2)) { switch (gHUD.GetCurrentWeaponID()) { case AVH_WEAPON_SWIPE: this->SendWeaponAnim(12); break; case AVH_WEAPON_ACIDROCKET: this->SendWeaponAnim(8); break; case AVH_WEAPON_CLAWS: this->SendWeaponAnim(9); break; case AVH_WEAPON_STOMP: this->SendWeaponAnim(8); break; case AVH_WEAPON_DEVOUR: this->SendWeaponAnim(11); break; } } if ( (m_pPlayer->pev->button & IN_ATTACK) && !(m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextPrimaryAttack <= 0.0) ) { if (GetCanUseWeapon()) { if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) ) { m_fFireOnEmpty = TRUE; } //#ifdef AVH_CLIENT //if((m_iClip == 0) && ? //#endif PrimaryAttack(); } } // +movement: Rewritten to allow us to use +attack2 for movement abilities else if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextPrimaryAttack <= 0.0)) { // Find out what kind of special movement we are using, and execute the animation for it if (this->PrevAttack2Status == false) { int wID = AVH_ABILITY_LEAP; CBasePlayerWeapon* theWeapon = g_pWpns[wID]; float test1 = 0.0f; float test2 = 0.0f; bool test3 = false; switch (gHUD.GetHUDUser3()) { case AVH_USER3_ALIEN_PLAYER1: if ((this->m_flLastAnimationPlayed + (float)BALANCE_VAR(kLeapROF) <= gpGlobals->time) && (theWeapon->IsUseable())) { this->SendWeaponAnim(3); this->m_flLastAnimationPlayed = gpGlobals->time; } break; case AVH_USER3_ALIEN_PLAYER4: switch (gHUD.GetCurrentWeaponID()) { case AVH_WEAPON_SWIPE: this->SendWeaponAnim(9); break; case AVH_WEAPON_ACIDROCKET: this->SendWeaponAnim(11); break; } break; case AVH_USER3_ALIEN_PLAYER5: switch (gHUD.GetCurrentWeaponID()) { case AVH_WEAPON_CLAWS: this->SendWeaponAnim(5); break; case AVH_WEAPON_DEVOUR: this->SendWeaponAnim(18); break; case AVH_WEAPON_STOMP: this->SendWeaponAnim(15); break; } break; } } this->PrevAttack2Status = true; return; // if (GetCanUseWeapon()) // { // PrimaryAttack(); // } } else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) { if (GetCanUseWeapon()) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } } // +movement: Removed case for +attack2 else if ( !(m_pPlayer->pev->button & (IN_ATTACK /*|IN_ATTACK2 */) ) ) { if (GetCanUseWeapon()) { // no fire buttons down m_fFireOnEmpty = FALSE; // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < 0.0 ) { // << CGC >> Only reload if we have more ammo to reload with if(m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0) { Reload(); return; } } WeaponIdle( ); } this->PrevAttack2Status = false; return; } this->PrevAttack2Status = false; // catch all if ( ShouldWeaponIdle() ) { WeaponIdle(); } } /* ===================== CBasePlayer::SelectItem Switch weapons ===================== */ void CBasePlayer::SelectItem(const char *pstr) { if (!pstr) return; CBasePlayerItem *pItem = NULL; if (!pItem) return; if (pItem == m_pActiveItem) return; if (m_pActiveItem) m_pActiveItem->Holster( ); m_pLastItem = m_pActiveItem; m_pActiveItem = pItem; if (m_pActiveItem) { m_pActiveItem->Deploy( ); } } /* ===================== CBasePlayer::SelectLastItem ===================== */ void CBasePlayer::SelectLastItem(void) { if (!m_pLastItem) { return; } if ( m_pActiveItem && !m_pActiveItem->CanHolster() ) { return; } if (m_pActiveItem) m_pActiveItem->Holster( ); CBasePlayerItem *pTemp = m_pActiveItem; m_pActiveItem = m_pLastItem; m_pLastItem = pTemp; m_pActiveItem->Deploy( ); } /* ===================== CBasePlayer::Killed ===================== */ void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib ) { // Holster weapon immediately, to allow it to cleanup if ( m_pActiveItem ) m_pActiveItem->Holster( ); } /* ===================== CBasePlayer::Spawn ===================== */ void CBasePlayer::Spawn( void ) { if (m_pActiveItem) m_pActiveItem->Deploy( ); // this->m_flLastAnimationPlayed = gpGlobals->time; } /* ===================== UTIL_TraceLine Don't actually trace, but act like the trace didn't hit anything. ===================== */ void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr ) { memset( ptr, 0, sizeof( *ptr ) ); ptr->flFraction = 1.0; } /* ===================== UTIL_ParticleBox For debugging, draw a box around a player made out of particles ===================== */ void UTIL_ParticleBox( CBasePlayer *player, float *mins, float *maxs, float life, unsigned char r, unsigned char g, unsigned char b ) { int i; vec3_t mmin, mmax; for ( i = 0; i < 3; i++ ) { mmin[ i ] = player->pev->origin[ i ] + mins[ i ]; mmax[ i ] = player->pev->origin[ i ] + maxs[ i ]; } gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mmin, (float *)&mmax, 5.0, 0, 255, 0 ); } /* ===================== UTIL_ParticleBoxes For debugging, draw boxes for other collidable players ===================== */ void UTIL_ParticleBoxes( void ) { int idx; physent_t *pe; cl_entity_t *player; vec3_t mins, maxs; gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); player = gEngfuncs.GetLocalPlayer(); // Now add in all of the players. gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 ); for ( idx = 1; idx < 100; idx++ ) { pe = gEngfuncs.pEventAPI->EV_GetPhysent( idx ); if ( !pe ) break; if ( pe->info >= 1 && pe->info <= gEngfuncs.GetMaxClients() ) { mins = pe->origin + pe->mins; maxs = pe->origin + pe->maxs; gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mins, (float *)&maxs, 0, 0, 255, 2.0 ); } } gEngfuncs.pEventAPI->EV_PopPMStates(); } /* ===================== UTIL_ParticleLine For debugging, draw a line made out of particles ===================== */ void UTIL_ParticleLine( CBasePlayer *player, float *start, float *end, float life, unsigned char r, unsigned char g, unsigned char b ) { gEngfuncs.pEfxAPI->R_ParticleLine( start, end, r, g, b, life ); } /* ===================== CBasePlayerWeapon::PrintState For debugging, print out state variables to log file ===================== */ void CBasePlayerWeapon::PrintState( void ) { COM_Log( "c:\\hl.log", "%.4f ", gpGlobals->time ); COM_Log( "c:\\hl.log", "%.4f ", m_pPlayer->m_flNextAttack ); COM_Log( "c:\\hl.log", "%.4f ", m_flNextPrimaryAttack ); COM_Log( "c:\\hl.log", "%.4f ", m_flTimeWeaponIdle - gpGlobals->time); COM_Log( "c:\\hl.log", "%i ", m_iClip ); COM_Log( "c:\\hl.log", "\r\n"); } /* ===================== HUD_InitClientWeapons Set up weapons, player and functions needed to run weapons code client-side. ===================== */ void HUD_InitClientWeapons( void ) { static int initialized = 0; if ( initialized ) return; initialized = 1; // Set up pointer ( dummy object ) gpGlobals = &Globals; // Fill in current time ( probably not needed ) gpGlobals->time = gEngfuncs.GetClientTime(); // Fake functions g_engfuncs.pfnPrecacheModel = stub_PrecacheModel; g_engfuncs.pfnPrecacheSound = stub_PrecacheSound; g_engfuncs.pfnPrecacheEvent = stub_PrecacheEvent; g_engfuncs.pfnNameForFunction = stub_NameForFunction; g_engfuncs.pfnSetModel = stub_SetModel; g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed; // Handled locally g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent; g_engfuncs.pfnAlertMessage = AlertMessage; // Pass through to engine g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent; g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat; g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong; // Allocate a slot for the local player HUD_PrepEntity( &player , NULL ); // Allocate slot(s) for each weapon that we are going to be predicting //HUD_PrepEntity( &g_Glock, &player ); HUD_PrepEntity( &gKnife, &player); HUD_PrepEntity( &gMachineGun, &player); HUD_PrepEntity( &gPistol, &player); HUD_PrepEntity( &gSonicGun, &player); HUD_PrepEntity( &gHeavyMachineGun, &player); HUD_PrepEntity( &gGrenadeGun, &player); HUD_PrepEntity( &gGrenade, &player); HUD_PrepEntity( &gWelder, &player); HUD_PrepEntity( &gMine, &player); HUD_PrepEntity( &gSpitGun, &player); HUD_PrepEntity( &gClaws, &player); HUD_PrepEntity( &gSpores, &player); HUD_PrepEntity( &gSpikeGun, &player); HUD_PrepEntity( &gBite, &player); HUD_PrepEntity( &gBite2, &player); HUD_PrepEntity( &gSwipe, &player); HUD_PrepEntity( &gWebSpinner, &player); HUD_PrepEntity( &gPrimalScream, &player); //HUD_PrepEntity( &gParalysisGun, &player); HUD_PrepEntity( &gBlink, &player); HUD_PrepEntity( &gParasite, &player); HUD_PrepEntity( &gUmbra, &player); HUD_PrepEntity( &gDivineWind, &player); HUD_PrepEntity( &gBileBomb, &player); HUD_PrepEntity( &gAcidRocket, &player); HUD_PrepEntity( &gHealingSpray, &player); HUD_PrepEntity( &gMetabolize, &player); HUD_PrepEntity( &gStomp, &player); HUD_PrepEntity( &gDevour, &player); HUD_PrepEntity( &gLeap, &player); HUD_PrepEntity( &gCharge, &player); gJetpackEventID = PRECACHE_EVENT(1, kJetpackEvent); //gWallJumpEventID = PRECACHE_EVENT(1, kWallJumpEvent); //gFlightEventID = PRECACHE_EVENT(1, kFlightEvent); gTeleportEventID = PRECACHE_EVENT(1, kTeleportEvent); gPhaseInEventID = PRECACHE_EVENT(1, kPhaseInEvent); gSiegeHitEventID = PRECACHE_EVENT(1, kSiegeHitEvent); gSiegeViewHitEventID = PRECACHE_EVENT(1, kSiegeViewHitEvent); gCommanderPointsAwardedEventID = PRECACHE_EVENT(1, kCommanderPointsAwardedEvent); gBlinkEffectSuccessEventID = PRECACHE_EVENT(1, kBlinkEffectSuccessEventName); } /* ===================== HUD_GetLastOrg Retruns the last position that we stored for egon beam endpoint. ===================== */ void HUD_GetLastOrg( float *org ) { int i; // Return last origin for ( i = 0; i < 3; i++ ) { org[i] = previousorigin[i]; } } /* ===================== HUD_SetLastOrg Remember our exact predicted origin so we can draw the egon to the right position. ===================== */ void HUD_SetLastOrg( void ) { int i; // Offset final origin by view_offset for ( i = 0; i < 3; i++ ) { previousorigin[i] = g_finalstate->playerstate.origin[i] + g_finalstate->client.view_ofs[ i ]; } } CBasePlayerWeapon* HUD_GetWeaponForID(int inID) { CBasePlayerWeapon* pWeapon = NULL; switch(inID) { // case WEAPON_GLOCK: // pWeapon = &g_Glock; // break; case AVH_WEAPON_KNIFE: pWeapon = &gKnife; break; case AVH_WEAPON_MG: pWeapon = &gMachineGun; break; case AVH_WEAPON_PISTOL: pWeapon = &gPistol; break; case AVH_WEAPON_SONIC: pWeapon = &gSonicGun; break; case AVH_WEAPON_HMG: pWeapon = &gHeavyMachineGun; break; case AVH_WEAPON_GRENADE_GUN: pWeapon = &gGrenadeGun; break; case AVH_WEAPON_GRENADE: pWeapon = &gGrenade; break; case AVH_WEAPON_WELDER: pWeapon = &gWelder; break; case AVH_WEAPON_MINE: pWeapon = &gMine; break; case AVH_WEAPON_SPIT: pWeapon = &gSpitGun; break; case AVH_WEAPON_CLAWS: pWeapon = &gClaws; break; case AVH_WEAPON_SPORES: pWeapon = &gSpores; break; case AVH_WEAPON_SPIKE: pWeapon = &gSpikeGun; break; case AVH_WEAPON_BITE: pWeapon = &gBite; break; case AVH_WEAPON_BITE2: pWeapon = &gBite2; break; case AVH_WEAPON_SWIPE: pWeapon = &gSwipe; break; case AVH_WEAPON_WEBSPINNER: pWeapon = &gWebSpinner; break; case AVH_WEAPON_PRIMALSCREAM: pWeapon = &gPrimalScream; break; case AVH_WEAPON_PARASITE: pWeapon = &gParasite; break; case AVH_WEAPON_UMBRA: pWeapon = &gUmbra; break; case AVH_WEAPON_BLINK: pWeapon = &gBlink; break; case AVH_WEAPON_DIVINEWIND: pWeapon = &gDivineWind; break; // case AVH_WEAPON_PARALYSIS: // pWeapon = &gParalysisGun; // break; case AVH_WEAPON_BILEBOMB: pWeapon = &gBileBomb; break; case AVH_WEAPON_ACIDROCKET: pWeapon = &gAcidRocket; break; case AVH_WEAPON_HEALINGSPRAY: pWeapon = &gHealingSpray; break; case AVH_WEAPON_METABOLIZE: pWeapon = &gMetabolize; break; case AVH_WEAPON_STOMP: pWeapon = &gStomp; break; case AVH_WEAPON_DEVOUR: pWeapon = &gDevour; break; // Abilities case AVH_ABILITY_LEAP: pWeapon = &gLeap; break; case AVH_ABILITY_CHARGE: pWeapon = &gCharge; break; } return pWeapon; } bool HUD_GetWeaponEnabled(int inID) { ASSERT(inID >= 0); ASSERT(inID < 32); // puzl: 497 - use the enabled state in the associated WEAPON instead of the CBasePlayerWeapon's iuser3 bool theWeaponEnabled = false; CBasePlayerWeapon* theWeapon = g_pWpns[inID]; if(theWeapon) { ItemInfo theItemInfo; theWeapon->GetItemInfo(&theItemInfo); WEAPON *pWeapon = gWR.GetWeapon( theItemInfo.iId ); if ( pWeapon != 0 ) { theWeaponEnabled = (pWeapon->iEnabled == 1); } } return theWeaponEnabled; } /* ===================== HUD_WeaponsPostThink Run Weapon firing code on client ===================== */ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cmd, double time, unsigned int random_seed ) { int i; int buttonsChanged; CBasePlayerWeapon* pCurrent = NULL; weapon_data_t nulldata, *pfrom, *pto; static int lasthealth; memset( &nulldata, 0, sizeof( nulldata ) ); HUD_InitClientWeapons(); // Get current clock gpGlobals->time = time; // Fill in data based on selected weapon // FIXME, make this a method in each weapon? where you pass in an entity_state_t *? // Store pointer to our destination entity_state_t so we can get our origin, etc. from it CBasePlayerWeapon* pWeapon = HUD_GetWeaponForID(from->client.m_iId); // for setting up events on the client g_finalstate = to; // If we are running events/etc. go ahead and see if we // managed to die between last frame and this one // If so, run the appropriate player killed or spawn function if ( g_runfuncs ) { if ( to->client.health <= 0 && lasthealth > 0 ) { player.Killed( NULL, 0 ); } else if ( to->client.health > 0 && lasthealth <= 0 ) { player.Spawn(); } lasthealth = to->client.health; } // We are not predicting the current weapon, just bow out here. if ( !pWeapon ) return; for ( i = 0; i < 32; i++ ) { pCurrent = g_pWpns[ i ]; if ( !pCurrent ) { continue; } pfrom = &from->weapondata[ i ]; pCurrent->m_fInReload = pfrom->m_fInReload; pCurrent->m_fInSpecialReload = pfrom->m_fInSpecialReload; // pCurrent->m_flPumpTime = pfrom->m_flPumpTime; pCurrent->m_iClip = pfrom->m_iClip; pCurrent->m_flNextPrimaryAttack = pfrom->m_flNextPrimaryAttack; pCurrent->m_flNextSecondaryAttack = pfrom->m_flNextSecondaryAttack; pCurrent->m_flTimeWeaponIdle = pfrom->m_flTimeWeaponIdle; if(pWeapon && (pWeapon->m_iId == pfrom->m_iId)) { // Predict clip gHUD.m_Ammo.SetCurrentClip(pfrom->m_iClip); AvHBasePlayerWeapon* theWeapon = dynamic_cast(pWeapon); if(theWeapon) { gHUD.SetCurrentWeaponData(pWeapon->m_iId, theWeapon->GetEnabledState()); } //gHUD.SetClientDebugCSP(pfrom, from->client.m_flNextAttack); } // Tell HUD what energy level is needed to use weapon, so alien HUD can indicate this float theEnergyLevel = 0.0f; AvHMUGetEnergyCost((AvHWeaponID)(pWeapon->m_iId), theEnergyLevel); gHUD.SetCurrentUseableEnergyLevel(theEnergyLevel); // New SDK stuff...needed? // pCurrent->pev->fuser1 = pfrom->fuser1; pCurrent->m_flStartThrow = pfrom->fuser2; pCurrent->m_flReleaseThrow = pfrom->fuser3; // pCurrent->m_chargeReady = pfrom->iuser1; // pCurrent->m_fInAttack = pfrom->iuser2; pCurrent->pev->iuser3 = pfrom->iuser3; // pCurrent->m_iSecondaryAmmoType = (int)from->client.vuser3[2]; pCurrent->m_iPrimaryAmmoType = (int)from->client.vuser4[0]; // player.m_rgAmmo[ pCurrent->m_iPrimaryAmmoType ] = (int)from->client.vuser4[1]; // player.m_rgAmmo[ pCurrent->m_iSecondaryAmmoType ] = (int)from->client.vuser4[2]; } // For random weapon events, use this seed to seed random # generator player.random_seed = random_seed; // Get old buttons from previous state. player.m_afButtonLast = from->playerstate.oldbuttons; // Which buttsons chave changed buttonsChanged = (player.m_afButtonLast ^ cmd->buttons); // These buttons have changed this frame // Debounced button codes for pressed/released // The changed ones still down are "pressed" player.m_afButtonPressed = buttonsChanged & cmd->buttons; // The ones not down are "released" player.m_afButtonReleased = buttonsChanged & (~cmd->buttons); // Set player variables that weapons code might check/alter player.pev->button = cmd->buttons; player.pev->velocity = from->client.velocity; player.pev->flags = from->client.flags; player.pev->deadflag = from->client.deadflag; player.pev->waterlevel = from->client.waterlevel; player.pev->maxspeed = from->client.maxspeed; player.pev->fov = from->client.fov; player.pev->weaponanim = from->client.weaponanim; player.pev->viewmodel = from->client.viewmodel; player.m_flNextAttack = from->client.m_flNextAttack; //player.m_flNextAmmoBurn = from->client.fuser2; //player.m_flAmmoStartCharge = from->client.fuser3; // Removed this because NS uses vuser1 and vuser2 (and the HL weapons aren't used) ////Stores all our ammo info, so the client side weapons can use them. //player.ammo_9mm = (int)from->client.vuser1[0]; //player.ammo_357 = (int)from->client.vuser1[1]; //player.ammo_argrens = (int)from->client.vuser1[2]; //player.ammo_bolts = (int)from->client.ammo_nails; //is an int anyways... //player.ammo_buckshot = (int)from->client.ammo_shells; //player.ammo_uranium = (int)from->client.ammo_cells; //player.ammo_hornets = (int)from->client.vuser2[0]; //player.ammo_rockets = (int)from->client.ammo_rockets; // Point to current weapon object if ( from->client.m_iId ) { player.m_pActiveItem = g_pWpns[ from->client.m_iId ]; } if ( player.m_pActiveItem->m_iId == WEAPON_RPG ) { ( ( CRpg * )player.m_pActiveItem)->m_fSpotActive = (int)from->client.vuser2[ 1 ]; ( ( CRpg * )player.m_pActiveItem)->m_cActiveRockets = (int)from->client.vuser2[ 2 ]; } // Don't go firing anything if we have died. // Or if we don't have a weapon model deployed if ( ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) && !CL_IsDead() && player.pev->viewmodel && !g_iUser1 ) { if ( player.m_flNextAttack <= 0 ) { pWeapon->ItemPostFrame(); } // if ( g_runfuncs ) // { // pWeapon->PrintState(); // } } // Assume that we are not going to switch weapons to->client.m_iId = from->client.m_iId; // Now see if we issued a changeweapon command ( and we're not dead ) if ( cmd->weaponselect && ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) ) { // Switched to a different weapon? if ( from->weapondata[ cmd->weaponselect ].m_iId == cmd->weaponselect ) { ASSERT(cmd->weaponselect >= 0); ASSERT(cmd->weaponselect < 32); CBasePlayerWeapon *pNew = g_pWpns[ cmd->weaponselect ]; if ( pNew && ( pNew != pWeapon ) && player.m_pActiveItem && player.m_pActiveItem->CanHolster()) { // Put away old weapon if (player.m_pActiveItem) player.m_pActiveItem->Holster( ); player.m_pLastItem = player.m_pActiveItem; player.m_pActiveItem = pNew; // Deploy new weapon if (player.m_pActiveItem) { player.m_pActiveItem->Deploy( ); } // Update weapon id so we can predict things correctly. to->client.m_iId = cmd->weaponselect; } } } // Copy in results of prediction code to->client.viewmodel = player.pev->viewmodel; to->client.fov = player.pev->fov; to->client.weaponanim = player.pev->weaponanim; to->client.m_flNextAttack = player.m_flNextAttack; //to->client.fuser2 = player.m_flNextAmmoBurn; //to->client.fuser3 = player.m_flAmmoStartCharge; to->client.maxspeed = player.pev->maxspeed; // Removed this because NS uses vuser1 and vuser2 (and the HL weapons aren't used) // //HL Weapons // to->client.vuser1[0] = player.ammo_9mm; // to->client.vuser1[1] = player.ammo_357; // to->client.vuser1[2] = player.ammo_argrens; // // to->client.ammo_nails = player.ammo_bolts; // to->client.ammo_shells = player.ammo_buckshot; // to->client.ammo_cells = player.ammo_uranium; // to->client.vuser2[0] = player.ammo_hornets; // to->client.ammo_rockets = player.ammo_rockets; if ( player.m_pActiveItem->m_iId == WEAPON_RPG ) { from->client.vuser2[ 1 ] = ( ( CRpg * )player.m_pActiveItem)->m_fSpotActive; from->client.vuser2[ 2 ] = ( ( CRpg * )player.m_pActiveItem)->m_cActiveRockets; } // Make sure that weapon animation matches what the game .dll is telling us // over the wire ( fixes some animation glitches ) if (false) //g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) && !(CheckInAttack2()) ) { int body = 2; //Pop the model to body 0. //if ( pWeapon == &g_Tripmine ) // body = 0; // Force a fixed anim down to viewmodel HUD_SendWeaponAnim( to->client.weaponanim, body, 1 ); } for ( i = 0; i < 32; i++ ) { pCurrent = g_pWpns[ i ]; pto = &to->weapondata[ i ]; if ( !pCurrent ) { memset( pto, 0, sizeof( weapon_data_t ) ); continue; } pto->m_fInReload = pCurrent->m_fInReload; pto->m_fInSpecialReload = pCurrent->m_fInSpecialReload; // pto->m_flPumpTime = pCurrent->m_flPumpTime; pto->m_iClip = pCurrent->m_iClip; pto->m_flNextPrimaryAttack = pCurrent->m_flNextPrimaryAttack; pto->m_flNextSecondaryAttack = pCurrent->m_flNextSecondaryAttack; pto->m_flTimeWeaponIdle = pCurrent->m_flTimeWeaponIdle; // pto->fuser1 = pCurrent->pev->fuser1; // pto->fuser2 = pCurrent->m_flStartThrow; // pto->fuser3 = pCurrent->m_flReleaseThrow; // pto->iuser1 = pCurrent->m_chargeReady; // pto->iuser2 = pCurrent->m_fInAttack; pto->iuser3 = pCurrent->pev->iuser3; // Decrement weapon counters, server does this at same time ( during post think, after doing everything else ) pto->m_flNextReload -= cmd->msec / 1000.0; pto->m_fNextAimBonus -= cmd->msec / 1000.0; pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0; pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0; pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0; pto->fuser1 -= cmd->msec / 1000.0; to->client.vuser3[2] = pCurrent->m_iSecondaryAmmoType; to->client.vuser4 = pCurrent->pev->vuser4; // to->client.vuser4[0] = pCurrent->m_iPrimaryAmmoType; // to->client.vuser4[1] = player.m_rgAmmo[ pCurrent->m_iPrimaryAmmoType ]; // to->client.vuser4[2] = player.m_rgAmmo[ pCurrent->m_iSecondaryAmmoType ]; /* if ( pto->m_flPumpTime != -9999 ) { pto->m_flPumpTime -= cmd->msec / 1000.0; if ( pto->m_flPumpTime < -0.001 ) pto->m_flPumpTime = -0.001; }*/ if ( pto->m_fNextAimBonus < -1.0 ) { pto->m_fNextAimBonus = -1.0; } if ( pto->m_flNextPrimaryAttack < -1.0 ) { pto->m_flNextPrimaryAttack = -1.0; } if ( pto->m_flNextSecondaryAttack < -0.001 ) { pto->m_flNextSecondaryAttack = -0.001; } if ( pto->m_flTimeWeaponIdle < -0.001 ) { pto->m_flTimeWeaponIdle = -0.001; } if ( pto->m_flNextReload < -0.001 ) { pto->m_flNextReload = -0.001; } if ( pto->fuser1 < -0.001 ) { pto->fuser1 = -0.001; } } // m_flNextAttack is now part of the weapons, but is part of the player instead to->client.m_flNextAttack -= cmd->msec / 1000.0; if ( to->client.m_flNextAttack < -0.001 ) { to->client.m_flNextAttack = -0.001; } to->client.fuser2 -= cmd->msec / 1000.0; if ( to->client.fuser2 < -0.001 ) { to->client.fuser2 = -0.001; } to->client.fuser3 -= cmd->msec / 1000.0; if ( to->client.fuser3 < -0.001 ) { to->client.fuser3 = -0.001; } // Store off the last position from the predicted state. HUD_SetLastOrg(); // Wipe it so we can't use it after this frame g_finalstate = NULL; } /* ===================== HUD_PostRunCmd Client calls this during prediction, after it has moved the player and updated any info changed into to-> time is the current client clock based on prediction cmd is the command that caused the movement, etc runfuncs is 1 if this is the first time we've predicted this command. If so, sounds and effects should play, otherwise, they should be ignored ===================== */ void CL_DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed ) { RecClPostRunCmd(from, to, cmd, runfuncs, time, random_seed); g_runfuncs = runfuncs; if ( cl_lw && cl_lw->value ) { HUD_WeaponsPostThink( from, to, cmd, time, random_seed ); } else { to->client.fov = g_lastFOV; } // Check to see whether too play local jetpack effects if(runfuncs) { static sLastTime = 0; float theTimePassed = time - sLastTime; //CheckJetpack(); //UpdateJetpackLights(); sLastTime = time; } // All games can use FOV state g_lastFOV = to->client.fov; }