halflife25-sdk/ricochet/cl_dll/ev_hldm.cpp

151 lines
3.3 KiB
C++
Raw Normal View History

2013-08-30 20:34:05 +00:00
/***
*
* 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.
*
****/
#include "hud.h"
#include "cl_util.h"
#include "const.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "entity_types.h"
#include "usercmd.h"
#include "pm_defs.h"
#include "pm_materials.h"
#include "eventscripts.h"
#include "ev_hldm.h"
#include "r_efx.h"
#include "event_api.h"
#include "event_args.h"
#include "in_defs.h"
#include <string.h>
extern "C"
{
// RICOCHET
void EV_FireDisc( struct event_args_s *args );
void EV_TriggerJump( struct event_args_s *args );
void EV_TrainPitchAdjust( struct event_args_s *args );
}
/*
==============================
EV_TriggerJump
Plays the jump pad sound
==============================
*/
void EV_TriggerJump( event_args_t *args )
{
int idx;
idx = args->entindex;
vec3_t origin;
VectorCopy( args->origin, origin );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_AUTO, "triggerjump.wav", 1.0, ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) );
}
/*
==============================
EV_FireDisc
Play's disc firing animation and play's appropriate sound effect
==============================
*/
void EV_FireDisc( event_args_t *args )
{
int idx;
idx = args->entindex;
vec3_t origin;
int decap;
VectorCopy( args->origin, origin );
decap = args->bparam1 ? 1 : 0;
if ( EV_IsLocal( idx ) )
{
// Add muzzle flash to current weapon model
gEngfuncs.pEventAPI->EV_WeaponAnimation( DISC_THROW1, 2 );
}
if ( decap )
{
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/altfire.wav", 0.8, ATTN_NORM, 0, 100 );
}
else
{
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/cbar_miss1.wav", 0.8, ATTN_NORM, 0, 100 );
}
}
#define SND_CHANGE_PITCH (1<<7)
/*
==============================
EV_TrainPitchAdjust
Do we support trains in Ricochet?
==============================
*/
void EV_TrainPitchAdjust( event_args_t *args )
{
int idx;
vec3_t origin;
unsigned short us_params;
int noise;
float m_flVolume;
int pitch;
int stop;
char sz[ 256 ];
idx = args->entindex;
VectorCopy( args->origin, origin );
us_params = (unsigned short)args->iparam1;
stop = args->bparam1;
m_flVolume = (float)(us_params & 0x003f)/40.0;
noise = (int)(((us_params) >> 12 ) & 0x0007);
pitch = (int)( 10.0 * (float)( ( us_params >> 6 ) & 0x003f ) );
switch ( noise )
{
case 1: strcpy( sz, "plats/ttrain1.wav"); break;
case 2: strcpy( sz, "plats/ttrain2.wav"); break;
case 3: strcpy( sz, "plats/ttrain3.wav"); break;
case 4: strcpy( sz, "plats/ttrain4.wav"); break;
case 5: strcpy( sz, "plats/ttrain6.wav"); break;
case 6: strcpy( sz, "plats/ttrain7.wav"); break;
default:
// no sound
strcpy( sz, "" );
return;
}
if ( stop )
{
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, sz );
}
else
{
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, sz, m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, pitch );
}
}