//======== (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 "common/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_shared/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 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; AvHSelectionHelper gSelectionHelper; 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; 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; 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; 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_VAR(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; 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; 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_VAR(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); // 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_VAR(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); // Calculate theEndPos, welder range along facing theEndPos = theStartPos + forward * BALANCE_VAR(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_VAR(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_VAR(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; } } 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 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); } } 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)); } 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); 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) { 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); } // 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) { gSelectionHelper.ProcessPendingSelections(); } 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_VAR(kBiteRange), kBiteHitSound1); } else { PlayMeleeHitEffects(inArgs, BALANCE_VAR(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_VAR(kBiteRange), kBiteHitSound1); } else { PlayMeleeHitEffects(inArgs, BALANCE_VAR(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? }