/*** * * 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<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; }