ns/dev/hitboxtest/source/cl_dll/com_weapons.cpp
2005-04-12 13:43:58 +00:00

278 lines
7.2 KiB
C++

/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// Com_Weapons.cpp
// Shared weapons common/shared functions
#include <stdarg.h>
#include "hud.h"
#include "cl_util.h"
#include "com_weapons.h"
#include "const.h"
#include "entity_state.h"
#include "r_efx.h"
// g_runfuncs is true if this is the first time we've "predicated" a particular movement/firing
// command. If it is 1, then we should play events/sounds etc., otherwise, we just will be
// updating state info, but not firing events
int g_runfuncs = 0;
// During our weapon prediction processing, we'll need to reference some data that is part of
// the final state passed into the postthink functionality. We'll set this pointer and then
// reset it to NULL as appropriate
struct local_state_s *g_finalstate = NULL;
/*
====================
COM_Log
Log debug messages to file ( appends )
====================
*/
void COM_Log( char *pszFile, char *fmt, ...)
{
va_list argptr;
char string[1024];
FILE *fp;
char *pfilename;
if ( !pszFile )
{
pfilename = "c:\\hllog.txt";
}
else
{
pfilename = pszFile;
}
va_start (argptr,fmt);
vsprintf (string, fmt,argptr);
va_end (argptr);
fp = fopen( pfilename, "a+t");
if (fp)
{
fprintf(fp, "%s", string);
fclose(fp);
}
}
// remember the current animation for the view model, in case we get out of sync with
// server.
static int g_currentanim;
/*
=====================
HUD_SendWeaponAnim
Change weapon model animation
=====================
*/
void HUD_SendWeaponAnim( int iAnim, int body, int force )
{
if(iAnim >= 0)
{
// Don't actually change it.
if ( !g_runfuncs && !force )
return;
g_currentanim = iAnim;
// Tell animation system new info
gEngfuncs.pfnWeaponAnim( iAnim, body );
}
}
/*
=====================
HUD_GetWeaponAnim
Retrieve current predicted weapon animation
=====================
*/
int HUD_GetWeaponAnim( void )
{
return g_currentanim;
}
/*
=====================
HUD_PlaySound
Play a sound, if we are seeing this command for the first time
=====================
*/
void HUD_PlaySound( char *sound, float volume )
{
if ( !g_runfuncs || !g_finalstate )
return;
gEngfuncs.pfnPlaySoundByNameAtLocation( sound, volume, (float *)&g_finalstate->playerstate.origin );
}
/*
=====================
HUD_PlaybackEvent
Directly queue up an event on the client
=====================
*/
void HUD_PlaybackEvent( int flags, const edict_t *pInvoker, unsigned short eventindex, float delay,
float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 )
{
vec3_t org;
vec3_t ang;
if ( !g_runfuncs || !g_finalstate )
return;
// Weapon prediction events are assumed to occur at the player's origin
org = g_finalstate->playerstate.origin;
ang = v_angles;
gEngfuncs.pfnPlaybackEvent( flags, pInvoker, eventindex, delay, (float *)&org, (float *)&ang, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2 );
}
/*
=====================
HUD_SetMaxSpeed
=====================
*/
void HUD_SetMaxSpeed( const edict_t *ed, float speed )
{
}
/*
=====================
UTIL_WeaponTimeBase
Always 0.0 on client, even if not predicting weapons ( won't get called
in that case )
=====================
*/
float UTIL_WeaponTimeBase( void )
{
return 0.0;
}
static unsigned int glSeed = 0;
unsigned int seed_table[ 256 ] =
{
28985, 27138, 26457, 9451, 17764, 10909, 28790, 8716, 6361, 4853, 17798, 21977, 19643, 20662, 10834, 20103,
27067, 28634, 18623, 25849, 8576, 26234, 23887, 18228, 32587, 4836, 3306, 1811, 3035, 24559, 18399, 315,
26766, 907, 24102, 12370, 9674, 2972, 10472, 16492, 22683, 11529, 27968, 30406, 13213, 2319, 23620, 16823,
10013, 23772, 21567, 1251, 19579, 20313, 18241, 30130, 8402, 20807, 27354, 7169, 21211, 17293, 5410, 19223,
10255, 22480, 27388, 9946, 15628, 24389, 17308, 2370, 9530, 31683, 25927, 23567, 11694, 26397, 32602, 15031,
18255, 17582, 1422, 28835, 23607, 12597, 20602, 10138, 5212, 1252, 10074, 23166, 19823, 31667, 5902, 24630,
18948, 14330, 14950, 8939, 23540, 21311, 22428, 22391, 3583, 29004, 30498, 18714, 4278, 2437, 22430, 3439,
28313, 23161, 25396, 13471, 19324, 15287, 2563, 18901, 13103, 16867, 9714, 14322, 15197, 26889, 19372, 26241,
31925, 14640, 11497, 8941, 10056, 6451, 28656, 10737, 13874, 17356, 8281, 25937, 1661, 4850, 7448, 12744,
21826, 5477, 10167, 16705, 26897, 8839, 30947, 27978, 27283, 24685, 32298, 3525, 12398, 28726, 9475, 10208,
617, 13467, 22287, 2376, 6097, 26312, 2974, 9114, 21787, 28010, 4725, 15387, 3274, 10762, 31695, 17320,
18324, 12441, 16801, 27376, 22464, 7500, 5666, 18144, 15314, 31914, 31627, 6495, 5226, 31203, 2331, 4668,
12650, 18275, 351, 7268, 31319, 30119, 7600, 2905, 13826, 11343, 13053, 15583, 30055, 31093, 5067, 761,
9685, 11070, 21369, 27155, 3663, 26542, 20169, 12161, 15411, 30401, 7580, 31784, 8985, 29367, 20989, 14203,
29694, 21167, 10337, 1706, 28578, 887, 3373, 19477, 14382, 675, 7033, 15111, 26138, 12252, 30996, 21409,
25678, 18555, 13256, 23316, 22407, 16727, 991, 9236, 5373, 29402, 6117, 15241, 27715, 19291, 19888, 19847
};
unsigned int U_Random( void )
{
glSeed *= 69069;
glSeed += seed_table[ glSeed & 0xff ];
return ( ++glSeed & 0x0fffffff );
}
void U_Srand( unsigned int seed )
{
glSeed = seed_table[ seed & 0xff ];
}
/*
=====================
UTIL_SharedRandomLong
=====================
*/
int UTIL_SharedRandomLong( unsigned int seed, int low, int high )
{
unsigned int range;
U_Srand( (int)seed + low + high );
range = high - low + 1;
if ( !(range - 1) )
{
return low;
}
else
{
int offset;
int rnum;
rnum = U_Random();
offset = rnum % range;
return (low + offset);
}
}
/*
=====================
UTIL_SharedRandomFloat
=====================
*/
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high )
{
U_Srand( (int)seed + *(int *)&low + *(int *)&high );
U_Random();
U_Random();
float range = high - low;
if ( !range )
{
return low;
}
else
{
int tensixrand;
float offset;
tensixrand = U_Random() & 65535;
offset = (float)tensixrand / 65536.0;
return (low + offset * range );
}
}
/*
======================
stub_*
stub functions for such things as precaching. So we don't have to modify weapons code that
is compiled into both game and client .dlls.
======================
*/
int stub_PrecacheModel ( char* s ) { return 0; }
int stub_PrecacheSound ( char* s ) { return 0; }
unsigned short stub_PrecacheEvent ( int type, const char *s ) { return 0; }
const char *stub_NameForFunction ( unsigned long function ) { return "func"; }
void stub_SetModel ( edict_t *e, const char *m ) {}