halflife25-sdk/dmc/cl_dll/quake/quake_weapons.cpp

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2013-08-30 20:34:05 +00:00
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "usercmd.h"
#include "entity_state.h"
#include "demo_api.h"
#include "pm_defs.h"
#include "event_api.h"
#include "r_efx.h"
#include "../hud_iface.h"
#include "../com_weapons.h"
#include "../demo.h"
#include "quake_gun.h"
#include "../DMC_Teleporters.h"
extern globalvars_t *gpGlobals;
// Pool of client side entities/entvars_t
static entvars_t ev[ 32 ];
static int num_ents = 0;
// The entity we'll use to represent the local client
static CBasePlayer player;
// Local version of game .dll global variables ( time, etc. )
static globalvars_t Globals;
static CBasePlayerWeapon *g_pWpns[ 32 ];
extern int iCarriedWeapons;
int g_iWaterLevel;
// HLDM Weapon placeholder entities.
CQuakeGun g_QuakeGun;
extern BEAM *pBeam;
/*
======================
AlertMessage
Print debug messages to console
======================
*/
void AlertMessage( ALERT_TYPE atype, char *szFmt, ... )
{
va_list argptr;
static char string[1024];
va_start (argptr, szFmt);
vsprintf (string, szFmt,argptr);
va_end (argptr);
gEngfuncs.Con_Printf( "cl: " );
gEngfuncs.Con_Printf( string );
}
/*
=====================
HUD_PrepEntity
Links the raw entity to an entvars_s holder. If a player is passed in as the owner, then
we set up the m_pPlayer field.
=====================
*/
void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner )
{
memset( &ev[ num_ents ], 0, sizeof( entvars_t ) );
pEntity->pev = &ev[ num_ents++ ];
pEntity->Precache();
pEntity->Spawn();
if ( pWeaponOwner )
{
ItemInfo info;
((CBasePlayerWeapon *)pEntity)->m_pPlayer = pWeaponOwner;
((CBasePlayerWeapon *)pEntity)->GetItemInfo( &info );
g_pWpns[ info.iId ] = (CBasePlayerWeapon *)pEntity;
}
}
CQuakeRocket *CQuakeRocket::CreateRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner )
{
return NULL;
}
CQuakeRocket *CQuakeRocket::CreateGrenade( Vector vecOrigin, Vector vecVelocity, CBaseEntity *pOwner )
{
return NULL;
}
CQuakeNail *CQuakeNail::CreateSuperNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner )
{
return NULL;
}
CQuakeNail *CQuakeNail::CreateNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner )
{
return NULL;
}
void CBasePlayer :: Precache( void )
{
m_usShotgunSingle = PRECACHE_EVENT( 1, "events/shotgun1.sc" );
m_usShotgunDouble = PRECACHE_EVENT( 1, "events/shotgun2.sc" );
m_usAxe = PRECACHE_EVENT( 1, "events/axe.sc" );
m_usAxeSwing = PRECACHE_EVENT( 1, "events/axeswing.sc" );
m_usRocket = PRECACHE_EVENT( 1, "events/rocket.sc" );
m_usGrenade = PRECACHE_EVENT( 1, "events/grenade.sc" );
m_usLightning = PRECACHE_EVENT( 1, "events/lightning.sc" );
m_usSpike = PRECACHE_EVENT( 1, "events/spike.sc" );
m_usSuperSpike = PRECACHE_EVENT( 1, "events/superspike.sc" );
}
/*
=====================
CBaseEntity :: Killed
If weapons code "kills" an entity, just set its effects to EF_NODRAW
=====================
*/
void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib )
{
pev->effects |= EF_NODRAW;
}
/*
=====================
CBasePlayerWeapon :: DefaultReload
=====================
*/
BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
//!!UNDONE -- reload sound goes here !!!
SendWeaponAnim( iAnim );
m_fInReload = TRUE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
return TRUE;
}
/*
=====================
CBasePlayerWeapon :: CanDeploy
=====================
*/
BOOL CBasePlayerWeapon :: CanDeploy( void )
{
BOOL bHasAmmo = 0;
if ( !pszAmmo1() )
{
// this weapon doesn't use ammo, can always deploy.
return TRUE;
}
if ( pszAmmo1() )
{
bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0);
}
if ( pszAmmo2() )
{
bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0);
}
if (m_iClip > 0)
{
bHasAmmo |= 1;
}
if (!bHasAmmo)
{
return FALSE;
}
return TRUE;
}
/*
=====================
CBasePlayerWeapon :: DefaultDeploy
=====================
*/
BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal )
{
if ( !CanDeploy() )
return FALSE;
gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
SendWeaponAnim( iAnim );
m_bPlayedIdleAnim = FALSE;
m_pPlayer->m_flNextAttack = 0.5;
m_flTimeWeaponIdle = 1.0;
return TRUE;
}
/*
=====================
CBasePlayerWeapon :: PlayEmptySound
=====================
*/
BOOL CBasePlayerWeapon :: PlayEmptySound( void )
{
if (m_iPlayEmptySound)
{
HUD_PlaySound( "weapons/357_cock1.wav", 0.8 );
m_iPlayEmptySound = 0;
return 0;
}
return 0;
}
/*
=====================
CBasePlayerWeapon :: ResetEmptySound
=====================
*/
void CBasePlayerWeapon :: ResetEmptySound( void )
{
m_iPlayEmptySound = 1;
}
/*
=====================
CBasePlayerWeapon::Holster
Put away weapon
=====================
*/
void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE; // cancel any reload in progress.
m_pPlayer->pev->viewmodel = 0;
}
/*
=====================
CBasePlayerWeapon::SendWeaponAnim
Animate weapon model
=====================
*/
void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal )
{
m_pPlayer->pev->weaponanim = iAnim;
int body = 0;
HUD_SendWeaponAnim( iAnim, body, 0 );
}
/*
=====================
CBasePlayerWeapon::ItemPostFrame
Handles weapon firing, reloading, etc.
=====================
*/
void CBasePlayerWeapon::ItemPostFrame( void )
{
if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0))
{
#if 0 // FIXME, need ammo on client to make this work right
// complete the reload.
int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
// Add them to the clip
m_iClip += j;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
#else
m_iClip += 10;
#endif
m_fInReload = FALSE;
}
if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0))
{
if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
{
m_fFireOnEmpty = TRUE;
}
SecondaryAttack();
m_pPlayer->pev->button &= ~IN_ATTACK2;
}
else if ((m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0))
{
if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
{
m_fFireOnEmpty = TRUE;
}
PrimaryAttack();
}
else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload )
{
// reload when reload is pressed, or if no buttons are down and weapon is empty.
Reload();
}
else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) )
{
// no fire buttons down
m_fFireOnEmpty = FALSE;
if ( !m_bPlayedIdleAnim )
{
m_bPlayedIdleAnim = TRUE;
if ( m_pPlayer->m_iQuakeWeapon == IT_LIGHTNING )
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_pPlayer->m_usLightning, 0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 1, 0, 0 );
}
WeaponIdle( );
return;
}
// catch all
if ( ShouldWeaponIdle() )
{
WeaponIdle();
}
}
/*
=====================
CBasePlayer::SelectItem
Switch weapons
=====================
*/
void CBasePlayer::SelectItem(const char *pstr)
{
if (!pstr)
return;
CBasePlayerItem *pItem = NULL;
if (!pItem)
return;
if (pItem == m_pActiveItem)
return;
if (m_pActiveItem)
m_pActiveItem->Holster( );
m_pLastItem = m_pActiveItem;
m_pActiveItem = pItem;
if (m_pActiveItem)
{
m_pActiveItem->Deploy( );
}
}
/*
=====================
CBasePlayer::SelectLastItem
=====================
*/
void CBasePlayer::SelectLastItem(void)
{
if (!m_pLastItem)
{
return;
}
if ( m_pActiveItem && !m_pActiveItem->CanHolster() )
{
return;
}
if (m_pActiveItem)
m_pActiveItem->Holster( );
CBasePlayerItem *pTemp = m_pActiveItem;
m_pActiveItem = m_pLastItem;
m_pLastItem = pTemp;
m_pActiveItem->Deploy( );
}
/*
=====================
CBasePlayer::Killed
=====================
*/
void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
{
if ( m_iQuakeWeapon == IT_LIGHTNING )
{
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, (float *)&pev->origin, (float *)&pev->angles, 0.0, 0.0, 0, 1, 0, 0 );
}
// Holster weapon immediately, to allow it to cleanup
if (m_pActiveItem)
m_pActiveItem->Holster( );
}
/*
=====================
CBasePlayer::Spawn
=====================
*/
void CBasePlayer::Spawn( void )
{
if (m_pActiveItem)
m_pActiveItem->Deploy( );
}
BOOL CQuakeGun::Deploy( )
{
gEngfuncs.CL_LoadModel( "models/v_axe.mdl", &m_pPlayer->pev->viewmodel );
strcpy( m_pPlayer->m_szAnimExtention, "onehanded" );
return TRUE;
}
int HUD_GetModelIndex( char *modelname )
{
int retval = 0;
gEngfuncs.CL_LoadModel( modelname, &retval );
return retval;
}
/*
=====================
UTIL_TraceLine
Don't actually trace, but act like the trace didn't hit anything.
=====================
*/
void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr )
{
memset( ptr, 0, sizeof( *ptr ) );
ptr->flFraction = 1.0;
}
/*
=====================
UTIL_ParticleBox
For debugging, draw a box around a player made out of particles
=====================
*/
void UTIL_ParticleBox( CBasePlayer *player, float *mins, float *maxs, float life, unsigned char r, unsigned char g, unsigned char b )
{
int i;
vec3_t mmin, mmax;
for ( i = 0; i < 3; i++ )
{
mmin[ i ] = player->pev->origin[ i ] + mins[ i ];
mmax[ i ] = player->pev->origin[ i ] + maxs[ i ];
}
gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mmin, (float *)&mmax, 5.0, 0, 255, 0 );
}
/*
=====================
UTIL_ParticleBoxes
For debugging, draw boxes for other collidable players
=====================
*/
void UTIL_ParticleBoxes( void )
{
int idx;
physent_t *pe;
cl_entity_t *player;
vec3_t mins, maxs;
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
player = gEngfuncs.GetLocalPlayer();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 );
for ( idx = 1; idx < 100; idx++ )
{
pe = gEngfuncs.pEventAPI->EV_GetPhysent( idx );
if ( !pe )
break;
if ( pe->info >= 1 && pe->info <= gEngfuncs.GetMaxClients() )
{
mins = pe->origin + pe->mins;
maxs = pe->origin + pe->maxs;
gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mins, (float *)&maxs, 0, 0, 255, 2.0 );
}
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
/*
=====================
UTIL_ParticleLine
For debugging, draw a line made out of particles
=====================
*/
void UTIL_ParticleLine( CBasePlayer *player, float *start, float *end, float life, unsigned char r, unsigned char g, unsigned char b )
{
gEngfuncs.pEfxAPI->R_ParticleLine( start, end, r, g, b, life );
}
/*
=====================
CBasePlayerWeapon::PrintState
For debugging, print out state variables to log file
=====================
*/
void CBasePlayerWeapon::PrintState( void )
{
COM_Log( "c:\\hl.log", "%.4f ", gpGlobals->time );
COM_Log( "c:\\hl.log", "%.4f ", m_pPlayer->m_flNextAttack );
COM_Log( "c:\\hl.log", "%.4f ", m_flNextPrimaryAttack );
COM_Log( "c:\\hl.log", "%.4f ", m_flTimeWeaponIdle - gpGlobals->time);
COM_Log( "c:\\hl.log", "%i ", m_iClip );
}
vec3_t previousorigin;
/*
=====================
HUD_GetLastOrg
Retruns the last position that we stored for egon beam endpoint.
=====================
*/
void HUD_GetLastOrg( float *org )
{
int i;
// Return last origin
for ( i = 0; i < 3; i++ )
{
org[i] = previousorigin[i];
}
}
/*
=====================
HUD_SetLastOrg
Remember our exact predicted origin so we can draw the egon to the right position.
=====================
*/
void HUD_SetLastOrg( void )
{
int i;
// Offset final origin by view_offset
for ( i = 0; i < 3; i++ )
{
previousorigin[i] = g_finalstate->playerstate.origin[i] + g_finalstate->client.view_ofs[ i ];
}
}
/*
=====================
HUD_InitClientWeapons
Set up weapons, player and functions needed to run weapons code client-side.
=====================
*/
void HUD_InitClientWeapons( void )
{
static int initialized = 0;
if ( initialized )
return;
initialized = 1;
// Set up pointer ( dummy object )
gpGlobals = &Globals;
// Fill in current time ( probably not needed )
gpGlobals->time = gEngfuncs.GetClientTime();
// Fake functions
g_engfuncs.pfnPrecacheModel = stub_PrecacheModel;
g_engfuncs.pfnPrecacheSound = stub_PrecacheSound;
g_engfuncs.pfnPrecacheEvent = stub_PrecacheEvent;
g_engfuncs.pfnNameForFunction = stub_NameForFunction;
g_engfuncs.pfnSetModel = stub_SetModel;
g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed;
// Handled locally
g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent;
g_engfuncs.pfnAlertMessage = AlertMessage;
// Pass through to engine
g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent;
g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat;
g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong;
// Allocate a slot for the local player
HUD_PrepEntity( &player , NULL );
// Allocate slot(s) for each weapon that we are going to be predicting
HUD_PrepEntity( &g_QuakeGun , &player );
}
int Quake_NumForWeaponItem( int quakeitem )
{
int retval = 1;
switch ( quakeitem )
{
default:
case IT_AXE:
retval = 1;
break;
case IT_SHOTGUN:
retval = 2;
break;
case IT_SUPER_SHOTGUN:
retval = 3;
break;
case IT_NAILGUN:
retval = 4;
break;
case IT_SUPER_NAILGUN:
retval = 5;
break;
case IT_GRENADE_LAUNCHER:
retval = 6;
break;
case IT_ROCKET_LAUNCHER:
retval = 7;
break;
case IT_LIGHTNING:
retval = 8;
break;
}
return retval;
}
/*
=====================
HUD_WeaponsPostThink
Run Weapon firing code on client
=====================
*/
void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cmd, double time, unsigned int random_seed )
{
int i;
int buttonsChanged;
CBasePlayerWeapon *pWeapon = NULL;
CBasePlayerWeapon *pCurrent;
weapon_data_t nulldata, *pfrom, *pto;
static int lasthealth;
memset( &nulldata, 0, sizeof( nulldata ) );
HUD_InitClientWeapons();
// Get current clock
gpGlobals->time = time;
// Fill in data based on selected weapon
// FIXME, make this a method in each weapon? where you pass in an entity_state_t *?
switch ( from->client.m_iId )
{
case WEAPON_GLOCK:
pWeapon = &g_QuakeGun;
break;
}
// Store pointer to our destination entity_state_t so we can get our origin, etc. from it
// for setting up events on the client
g_finalstate = to;
// If we are running events/etc. go ahead and see if we
// managed to die between last frame and this one
// If so, run the appropriate player killed or spawn function
if ( g_runfuncs )
{
if ( to->client.health <= 0 && lasthealth > 0 )
{
player.Killed( NULL, 0 );
}
else if ( to->client.health > 0 && lasthealth <= 0 )
{
player.Spawn();
}
lasthealth = to->client.health;
}
// We are not predicting the current weapon, just bow out here.
if ( !pWeapon )
return;
gpGlobals->deathmatch = from->client.iuser4;
for ( i = 0; i < 32; i++ )
{
pCurrent = g_pWpns[ i ];
if ( !pCurrent )
{
continue;
}
pfrom = &from->weapondata[ i ];
pCurrent->m_fInReload = pfrom->m_fInReload;
pCurrent->m_iClip = pfrom->m_iClip;
pCurrent->m_flNextPrimaryAttack = pfrom->m_flNextPrimaryAttack;
pCurrent->m_flNextSecondaryAttack = pfrom->m_flNextSecondaryAttack;
pCurrent->m_flTimeWeaponIdle = pfrom->m_flTimeWeaponIdle;
}
// For random weapon events, use this seed to seed random # generator
player.random_seed = random_seed;
// Get old buttons from previous state.
player.m_afButtonLast = from->playerstate.oldbuttons;
// Which buttsons chave changed
buttonsChanged = (player.m_afButtonLast ^ cmd->buttons); // These buttons have changed this frame
// Debounced button codes for pressed/released
// The changed ones still down are "pressed"
player.m_afButtonPressed = buttonsChanged & cmd->buttons;
// The ones not down are "released"
player.m_afButtonReleased = buttonsChanged & (~cmd->buttons);
// Set player variables that weapons code might check/alter
player.pev->button = cmd->buttons;
player.pev->velocity = from->client.velocity;
player.pev->flags = from->client.flags;
player.pev->deadflag = from->client.deadflag;
g_iWaterLevel = player.pev->waterlevel = from->client.waterlevel;
player.pev->maxspeed = from->client.maxspeed;
player.pev->fov = from->client.fov;
player.pev->weaponanim = from->client.weaponanim;
player.pev->viewmodel = from->client.viewmodel;
player.m_flNextAttack = from->client.m_flNextAttack;
player.m_iQuakeWeapon = (int)from->client.fuser1;
iCarriedWeapons = player.m_iQuakeItems = from->client.iuser3;
player.m_iAmmoShells = from->client.ammo_shells;
player.m_iAmmoCells = from->client.ammo_cells;
player.m_iAmmoRockets = from->client.ammo_rockets;
player.m_iAmmoNails = from->client.ammo_nails;
player.m_iNailOffset = (int)from->client.fuser2 != 0.0 ? 4.0 : -4.0;
// REally useful for debugging prediction
/* if ( player.m_iQuakeWeapon > 0 )
{
gEngfuncs.Con_NPrintf( 9, "got qw %i", player.m_iQuakeWeapon );
char items[33];
for ( int i = 0; i < 32; i++ )
{
if ( player.m_iQuakeItems & (1<<i) )
{
items[i] = '1';
}
else
{
items[i] = '0';
}
}
items[32] = 0;
gEngfuncs.Con_NPrintf( 10, "got qi %s", items );
gEngfuncs.Con_NPrintf( 11, "shells %i", player.m_iAmmoShells );
gEngfuncs.Con_NPrintf( 12, "cells %i", player.m_iAmmoCells );
gEngfuncs.Con_NPrintf( 13, "rockets %i", player.m_iAmmoRockets );
gEngfuncs.Con_NPrintf( 14, "nails %i", player.m_iAmmoNails );
gEngfuncs.Con_NPrintf( 15, "viewmodel %i", player.pev->viewmodel );
gEngfuncs.Con_NPrintf( 16, "dm == %i", gpGlobals->deathmatch );
}*/
// Point to current weapon object
if ( from->client.m_iId )
{
player.m_pActiveItem = g_pWpns[ from->client.m_iId ];
}
// Set ammo, but don't change anim
player.W_SetCurrentAmmo( 0 );
// Don't go firing anything if we have died.
// Or if we don't have a weapon model deployed
if ( ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) && !CL_IsDead() ) // && player.pev->viewmodel )
{
if ( player.m_flNextAttack <= 0 )
{
pWeapon->ItemPostFrame();
}
}
// Assume that we are not going to switch weapons
to->client.m_iId = from->client.m_iId;
// Now see if we issued a changeweapon command ( and we're not dead )
if ( cmd->weaponselect && ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) )
{
// Switched to a different weapon?
if ( Quake_NumForWeaponItem( player.m_iQuakeWeapon ) != cmd->weaponselect )
{
player.W_ChangeWeapon( cmd->weaponselect );
}
}
if ( player.m_iQuakeWeapon != IT_LIGHTNING && pBeam != NULL )
{
pBeam->die = 0.0;
pBeam = NULL;
}
// Copy in results of predcition code
to->client.viewmodel = player.pev->viewmodel;
to->client.fov = player.pev->fov;
to->client.weaponanim = player.pev->weaponanim;
to->client.m_flNextAttack = player.m_flNextAttack;
to->client.maxspeed = player.pev->maxspeed;
to->client.iuser3 = player.m_iQuakeItems;
to->client.fuser1 = (float)player.m_iQuakeWeapon;
to->client.fuser2 = (float)player.m_iNailOffset > 0.0 ? 1.0 : 0.0;
to->client.ammo_shells = player.m_iAmmoShells;
to->client.ammo_cells = player.m_iAmmoCells;
to->client.ammo_rockets = player.m_iAmmoRockets;
to->client.ammo_nails = player.m_iAmmoNails;
// Make sure that weapon animation matches what the game .dll is telling us
// over the wire ( fixes some animation glitches )
if ( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) )
{
int body = 2;
// Force a fixed anim down to viewmodel
HUD_SendWeaponAnim( to->client.weaponanim, body, 1 );
}
for ( i = 0; i < 32; i++ )
{
pCurrent = g_pWpns[ i ];
pto = &to->weapondata[ i ];
if ( !pCurrent )
{
memset( pto, 0, sizeof( weapon_data_t ) );
continue;
}
pto->m_fInReload = pCurrent->m_fInReload;
pto->m_iClip = pCurrent->m_iClip;
pto->m_flNextPrimaryAttack = pCurrent->m_flNextPrimaryAttack;
pto->m_flNextSecondaryAttack = pCurrent->m_flNextSecondaryAttack;
pto->m_flTimeWeaponIdle = pCurrent->m_flTimeWeaponIdle;
// Decrement weapon counters, server does this at same time ( during post think, after doing everything else )
pto->m_flNextReload -= cmd->msec / 1000.0;
pto->m_fNextAimBonus -= cmd->msec / 1000.0;
pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0;
pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0;
pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0;
if ( pto->m_flPumpTime != -9999 )
{
pto->m_flPumpTime -= cmd->msec / 1000.0;
if ( pto->m_flPumpTime < -0.001 )
pto->m_flPumpTime = -0.001;
}
if ( pto->m_fNextAimBonus < -1.0 )
{
pto->m_fNextAimBonus = -1.0;
}
if ( pto->m_flNextPrimaryAttack < -1.0 )
{
pto->m_flNextPrimaryAttack = -1.0;
}
if ( pto->m_flNextSecondaryAttack < -0.001 )
{
pto->m_flNextSecondaryAttack = -0.001;
}
if ( pto->m_flTimeWeaponIdle < -0.001 )
{
pto->m_flTimeWeaponIdle = -0.001;
}
if ( pto->m_flNextReload < -0.001 )
{
pto->m_flNextReload = -0.001;
}
}
// m_flNextAttack is now part of the weapons, but is part of the player instead
to->client.m_flNextAttack -= cmd->msec / 1000.0;
if ( to->client.m_flNextAttack < -0.001 )
{
to->client.m_flNextAttack = -0.001;
}
// Store off the last position from the predicted state.
HUD_SetLastOrg();
// Wipe it so we can't use it after this frame
g_finalstate = NULL;
}
/*
=====================
HUD_PostRunCmd
Client calls this during prediction, after it has moved the player and updated any info changed into to->
time is the current client clock based on prediction
cmd is the command that caused the movement, etc
runfuncs is 1 if this is the first time we've predicted this command. If so, sounds and effects should play, otherwise, they should
be ignored
=====================
*/
void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed )
{
g_runfuncs = runfuncs;
// Only run post think stuff for glock for the sample
// implementation
if ( cl_lw && cl_lw->value )
{
HUD_WeaponsPostThink( from, to, cmd, time, random_seed );
}
else
{
to->client.fov = g_lastFOV;
}
Dmc_CheckTeleporters( from, to ); // See if we stepped on a jump pad
// All games can use FOV state
g_lastFOV = to->client.fov;
}