halflife25-sdk/dmc/cl_dll/ev_hldm.cpp
2024-08-20 19:58:27 -07:00

1554 lines
40 KiB
C++

#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>
// QUAKECLASSIC
#define Q_SMALL_PUNCHANGLE_KICK -2
#define Q_BIG_PUNCHANGLE_KICK -4
extern "C" char PM_FindTextureType( char *name );
void V_PunchAxis( int axis, float punch );
extern vec3_t v_origin;
extern "C"
{
// HLDM
void EV_FireShotGunSingle( struct event_args_s *args );
void EV_FireShotGunDouble( struct event_args_s *args );
void EV_FireAxe( struct event_args_s *args );
void EV_FireAxeSwing( struct event_args_s *args );
void EV_FireRocket( struct event_args_s *args );
void EV_FireLightning( struct event_args_s *args );
void EV_FireSpike( struct event_args_s *args );
void EV_FireSuperSpike( struct event_args_s *args );
void EV_FireGrenade( struct event_args_s *args );
void EV_Gibbed( event_args_t *args );
void EV_Teleport( event_args_t *args );
void EV_Trail( event_args_t *args );
void EV_Explosion( event_args_t *args );
void EV_PlayerPowerup( struct event_args_s *args );
void EV_DMC_DoorGoUp( struct event_args_s *args );
void EV_DMC_DoorGoDown( struct event_args_s *args );
void EV_DMC_DoorHitTop( struct event_args_s *args );
void EV_DMC_DoorHitBottom( struct event_args_s *args );
#ifdef THREEWAVE
void EV_Hook( event_args_t *args );
void EV_Cable( struct event_args_s *args );
void EV_FollowCarrier( struct event_args_s *args );
void EV_FlagSpawn( struct event_args_s *args );
#endif
void EV_TrainPitchAdjust( struct event_args_s *args );
}
#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 )
// play a strike sound based on the texture that was hit by the attack traceline. VecSrc/VecEnd are the
// original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture.
// returns volume of strike instrument (crowbar) to play
float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, int iBulletType )
{
// hit the world, try to play sound based on texture material type
char chTextureType = CHAR_TEX_CONCRETE;
cl_entity_t *cl_entity = NULL;
float fvol;
float fvolbar;
char *rgsz[4];
int cnt;
float fattn = ATTN_NORM;
int entity;
char *pTextureName;
char texname[ 64 ];
char szbuffer[ 64 ];
entity = gEngfuncs.pEventAPI->EV_IndexFromTrace( ptr );
// FIXME check if playtexture sounds movevar is set
//
chTextureType = 0;
// Player
if ( entity == 0 )
{
// get texture from entity or world (world is ent(0))
pTextureName = (char *)gEngfuncs.pEventAPI->EV_TraceTexture( ptr->ent, vecSrc, vecEnd );
if ( pTextureName )
{
strcpy( texname, pTextureName );
pTextureName = texname;
// strip leading '-0' or '+0~' or '{' or '!'
if (*pTextureName == '-' || *pTextureName == '+')
{
pTextureName += 2;
}
if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ')
{
pTextureName++;
}
// '}}'
strcpy( szbuffer, pTextureName );
szbuffer[ CBTEXTURENAMEMAX - 1 ] = 0;
// get texture type
chTextureType = PM_FindTextureType( szbuffer );
}
}
else
{
// JoshA: Look up the entity and find the EFLAG_FLESH_SOUND flag.
// This broke at some point then TF:C added prediction.
//
// It used to use Classify of pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE
// to determine what sound to play, but that's server side and isn't available on the client
// and got lost in the translation to that.
// Now the server will replicate that state via an eflag.
cl_entity = gEngfuncs.GetEntityByIndex( entity );
if ( cl_entity && !!( cl_entity->curstate.eflags & EFLAG_FLESH_SOUND ) )
chTextureType = CHAR_TEX_FLESH;
}
switch (chTextureType)
{
default:
case CHAR_TEX_CONCRETE: fvol = 0.9; fvolbar = 0.6;
rgsz[0] = "player/pl_step1.wav";
rgsz[1] = "player/pl_step2.wav";
cnt = 2;
break;
case CHAR_TEX_METAL: fvol = 0.9; fvolbar = 0.3;
rgsz[0] = "player/pl_metal1.wav";
rgsz[1] = "player/pl_metal2.wav";
cnt = 2;
break;
case CHAR_TEX_DIRT: fvol = 0.9; fvolbar = 0.1;
rgsz[0] = "player/pl_dirt1.wav";
rgsz[1] = "player/pl_dirt2.wav";
rgsz[2] = "player/pl_dirt3.wav";
cnt = 3;
break;
case CHAR_TEX_VENT: fvol = 0.5; fvolbar = 0.3;
rgsz[0] = "player/pl_duct1.wav";
rgsz[1] = "player/pl_duct1.wav";
cnt = 2;
break;
case CHAR_TEX_GRATE: fvol = 0.9; fvolbar = 0.5;
rgsz[0] = "player/pl_grate1.wav";
rgsz[1] = "player/pl_grate4.wav";
cnt = 2;
break;
case CHAR_TEX_TILE: fvol = 0.8; fvolbar = 0.2;
rgsz[0] = "player/pl_tile1.wav";
rgsz[1] = "player/pl_tile3.wav";
rgsz[2] = "player/pl_tile2.wav";
rgsz[3] = "player/pl_tile4.wav";
cnt = 4;
break;
case CHAR_TEX_SLOSH: fvol = 0.9; fvolbar = 0.0;
rgsz[0] = "player/pl_slosh1.wav";
rgsz[1] = "player/pl_slosh3.wav";
rgsz[2] = "player/pl_slosh2.wav";
rgsz[3] = "player/pl_slosh4.wav";
cnt = 4;
break;
case CHAR_TEX_WOOD: fvol = 0.9; fvolbar = 0.2;
rgsz[0] = "debris/wood1.wav";
rgsz[1] = "debris/wood2.wav";
rgsz[2] = "debris/wood3.wav";
cnt = 3;
break;
case CHAR_TEX_GLASS:
case CHAR_TEX_COMPUTER:
fvol = 0.8; fvolbar = 0.2;
rgsz[0] = "debris/glass1.wav";
rgsz[1] = "debris/glass2.wav";
rgsz[2] = "debris/glass3.wav";
cnt = 3;
break;
case CHAR_TEX_FLESH:
if (iBulletType == BULLET_PLAYER_CROWBAR)
return 0.0; // crowbar already makes this sound
fvol = 1.0; fvolbar = 0.2;
rgsz[0] = "weapons/bullet_hit1.wav";
rgsz[1] = "weapons/bullet_hit2.wav";
fattn = 1.0;
cnt = 2;
break;
}
// play material hit sound
gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, rgsz[gEngfuncs.pfnRandomLong(0,cnt-1)], fvol, fattn, 0, 96 + gEngfuncs.pfnRandomLong(0,0xf) );
return fvolbar;
}
//CheckPVS see if playerIndex is in same PVS as localplayer
bool CheckPVS( int playerIndex )
{
//returns true if the player is in the same PVS
cl_entity_t *localPlayer = gEngfuncs.GetLocalPlayer();
cl_entity_t *player;
player = gEngfuncs.GetEntityByIndex( playerIndex );
if( !player || !localPlayer )
return false;
if ( player == localPlayer )
return true;
if( player->curstate.messagenum < localPlayer->curstate.messagenum )
return false;
return true;
}
char *EV_HLDM_RocketDamageDecal( void )
{
static char decalname[ 32 ];
int idx;
idx = gEngfuncs.pfnRandomLong( 1, 3 );
sprintf( decalname, "{scorch%i", idx );
return decalname;
}
char *EV_HLDM_DamageDecal( void )
{
static char decalname[ 32 ];
int idx;
idx = gEngfuncs.pfnRandomLong( 0, 4 );
sprintf( decalname, "{shot%i", idx + 1 );
return decalname;
}
char *EV_Lightning_DamageDecal( void )
{
int idx;
static char decalname[ 32 ];
//sprintf( decalname, "{smscorch1");
idx = gEngfuncs.pfnRandomLong( 0, 2 );
sprintf( decalname, "{smscorch%i", idx + 1 );
return decalname;
}
char *EV_Quake_DamageDecalClub( void )
{
static char decalname[ 32 ];
int idx;
idx = gEngfuncs.pfnRandomLong( 0, 4 );
sprintf( decalname, "{shot%i", idx + 1 );
return decalname;
}
void EV_Quake_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName )
{
int iRand;
physent_t *pe;
gEngfuncs.pEfxAPI->R_BulletImpactParticles( pTrace->endpos );
iRand = gEngfuncs.pfnRandomLong(0,0x7FFF);
if ( iRand < (0x7fff/2) )// not every bullet makes a sound.
{
switch( iRand % 5)
{
case 0: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
case 1: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
case 2: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
case 3: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
case 4: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
}
}
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
// Only decal brush models such as the world etc.
if ( decalName && decalName[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( decalName ) ),
gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 );
}
}
}
void EV_Quake_DecalTrace( pmtrace_t *pTrace, char *decalName )
{
physent_t *pe;
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
// Only decal brush models such as the world etc.
if ( decalName && decalName[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( decalName ) ),
gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 );
}
}
}
void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType )
{
physent_t *pe;
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
if ( pe && pe->solid == SOLID_BSP )
{
switch( iBulletType )
{
case BULLET_PLAYER_CROWBAR:
EV_Quake_DecalTrace( pTrace, EV_Quake_DamageDecalClub() );
break;
case BULLET_PLAYER_9MM:
case BULLET_MONSTER_9MM:
case BULLET_PLAYER_MP5:
case BULLET_MONSTER_MP5:
case BULLET_PLAYER_BUCKSHOT:
case BULLET_PLAYER_357:
default:
// smoke and decal
EV_Quake_GunshotDecalTrace( pTrace, EV_HLDM_DamageDecal() );
break;
}
}
}
void EV_Quake_PlayQuadSound ( int idx, float *origin, int iFlag )
{
if ( iFlag == 3 )
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "rune/rune22.wav", 1, ATTN_NORM, 0, PITCH_NORM);
else if ( iFlag == 2 )
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "rune/rune2.wav", 1, ATTN_NORM, 0, PITCH_NORM);
else if ( iFlag == 4 )
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "rune/rune3.wav", 1, ATTN_NORM, 0, PITCH_NORM);
else if ( iFlag == 1 )
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "items/damage3.wav", 1, ATTN_NORM, 0, PITCH_NORM);
}
/*
================
FireBullets
Go to the trouble of combining multiple pellets into a single damage call.
================
*/
void EV_Quake_FireBullets( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float *vecSpread )
{
int i;
pmtrace_t tr;
int iShot;
vec3_t vecRight, vecUp;
VectorCopy( right, vecRight );
VectorCopy( up, vecUp );
for ( iShot = 1; iShot <= cShots; iShot++ )
{
vec3_t vecDir, vecEnd;
// get circular gaussian spread
vec3_t spread;
do {
spread[0] = gEngfuncs.pfnRandomFloat(-1.0,1.0) + gEngfuncs.pfnRandomFloat(-1.0,1.0);
spread[1] = gEngfuncs.pfnRandomFloat(-1.0,1.0) + gEngfuncs.pfnRandomFloat(-1.0,1.0);
spread[2] = spread[0] * spread[0] + spread[1] *spread[1];
} while (spread[2] > 1);
for ( i = 0 ; i < 3; i++ )
{
vecDir[i] = vecDirShooting[i] + spread[ 0 ] * vecSpread[ 0 ] * vecRight[ i ] + spread[ 1 ] * vecSpread[ 1 ] * up [ i ];
vecEnd[i] = vecSrc[ i ] + 2048.0 * vecDir[ i ];
}
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
int iBulletType = BULLET_PLAYER_BUCKSHOT;
// do damage, paint decals
if ( tr.fraction != 1.0 )
{
switch(iBulletType)
{
default:
case BULLET_PLAYER_9MM:
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
EV_HLDM_DecalGunshot( &tr, iBulletType );
break;
case BULLET_PLAYER_MP5:
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
EV_HLDM_DecalGunshot( &tr, iBulletType );
break;
case BULLET_PLAYER_BUCKSHOT:
EV_HLDM_DecalGunshot( &tr, iBulletType );
break;
case BULLET_PLAYER_357:
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
EV_HLDM_DecalGunshot( &tr, iBulletType );
break;
}
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
}
void EV_FireShotGunDouble( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
int i;
vec3_t vecSrc, vecAiming;
vec3_t vecSpread;
vec3_t up, right, forward;
float flSpread = 0.01;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
AngleVectors( angles, forward, right, up );
EV_Quake_PlayQuadSound( idx, origin, args->iparam1 );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/shotgn2.wav", 1.0, ATTN_NORM, 0, 100 );
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
for ( i = 0; i < 3; i++ )
{
vecSpread[0] = 0.04;
vecSpread[1] = 0.04;
vecSpread[2] = 0.00;
}
EV_Quake_FireBullets( idx, forward, right, up, 14, vecSrc, vecAiming, vecSpread );
if ( EV_IsLocal( idx ) )
{
V_PunchAxis( 0, Q_BIG_PUNCHANGLE_KICK );
}
}
void EV_FireShotGunSingle( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
int i;
vec3_t vecSrc, vecAiming;
vec3_t vecSpread;
vec3_t up, right, forward;
float flSpread = 0.01;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
AngleVectors( angles, forward, right, up );
EV_Quake_PlayQuadSound( idx, origin, args->iparam1 );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/guncock.wav", 1.0, ATTN_NORM, 0, 100 );
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
for ( i = 0; i < 3; i++ )
{
vecSpread[0] = 0.04;
vecSpread[1] = 0.04;
vecSpread[2] = 0.00;
}
EV_Quake_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, vecSpread );
if ( EV_IsLocal( idx ) )
{
V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK );
}
}
enum soundtypes_e
{
SOUND_MISS,
SOUND_HIT_BODY,
SOUND_HIT_WALL,
};
void EV_Quake_PlayAxeSound( int idx, float *origin, int iSoundType )
{
switch ( iSoundType )
{
case SOUND_HIT_BODY:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "player/axhitbod.wav", 1, ATTN_NORM, 0, PITCH_NORM);
break;
case SOUND_HIT_WALL:
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM, 0, PITCH_NORM);
break;
default:
break;
}
}
void EV_FireAxe( event_args_t *args )
{
int ent;
int fDidHit = 0;
int m_bHullHit = 1;
vec3_t vecSrc, vecEnd;
vec3_t up, right, forward;
pmtrace_t tr;
int idx;
vec3_t origin;
vec3_t angles;
vec3_t velocity;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
AngleVectors( angles, forward, right, up );
EV_GetGunPosition( args, vecSrc, origin );
VectorMA( vecSrc, 64, forward, vecEnd );
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_NORMAL, -1, &tr );
if ( tr.fraction < 1.0 )
{
ent = gEngfuncs.pEventAPI->EV_IndexFromTrace( &tr );
if ( !EV_IsPlayer( ent ) )
{
EV_Quake_PlayAxeSound( idx, origin, SOUND_HIT_WALL );
EV_HLDM_DecalGunshot( &tr, BULLET_PLAYER_CROWBAR );
}
EV_Quake_PlayQuadSound( idx, origin, args->iparam1 );
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
void EV_FireAxeSwing( event_args_t *args )
{
int idx;
vec3_t origin;
idx = args->entindex;
VectorCopy( args->origin, origin );
EV_Quake_PlayQuadSound( idx, origin, args->iparam1 );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/ax1.wav", 1.0, ATTN_NORM, 0, 100 );
}
#ifdef THREEWAVE
void EV_Hook( event_args_t *args )
{
return;
}
void EV_Cable( event_args_t *args )
{
int idx, attached, team, modelIndex;
float r, g, b;
idx = args->entindex;
attached = args->iparam1;
team = args->iparam2;
modelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/smoke.spr" );
if ( !modelIndex )
return;
if ( team == 1 )
{
r = 500;
g = 0;
b = 0;
}
else if ( team == 2 )
{
r = 0;
g = 0;
b = 500;
}
if ( args->bparam1 == 1)
gEngfuncs.pEfxAPI->R_BeamKill ( attached );
else
gEngfuncs.pEfxAPI->R_BeamEnts ( idx, attached, modelIndex, 9999, 1, 0.001, 0.8, 0.0, 0.0, 0.0, r, g, b );
}
void EV_GenericParticleCallback( struct particle_s *particle, float frametime )
{
int i;
for ( i = 0; i < 3; i++ )
{
particle->org[ i ] += particle->vel[ i ] * frametime;
}
}
void EV_TrailCallback ( struct tempent_s *ent, float frametime, float currenttime )
{
//If the Player is not on our PVS, then go back
if ( !CheckPVS( ent->clientIndex ) )
return;
dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight ( 0 );
cl_entity_t *player = gEngfuncs.GetEntityByIndex( ent->clientIndex );
if ( !player )
return;
VectorCopy ( player->origin, dl->origin );
dl->radius = 240;
dl->die = gEngfuncs.GetClientTime() + 0.001; //Kill it right away
if ( ent->entity.baseline.movetype == 2 )
{
dl->color.r = 240;
dl->color.g = 25;
dl->color.b = 25;
}
else
{
dl->color.r = 25;
dl->color.g = 25;
dl->color.b = 240;
}
//I know what you are thinking and yes, this was the only place I could find on where to put the timer
//Hacky; Yes, Works; Yes!.
if ( ent->entity.baseline.animtime > gEngfuncs.GetClientTime() )
return;
for ( int i = 0; i < 4; i++ )
{
particle_t *bPart = gEngfuncs.pEfxAPI->R_AllocParticle (EV_GenericParticleCallback);
if ( bPart )
{
VectorCopy ( ent->entity.origin, bPart->org);
bPart->org[0] += gEngfuncs.pfnRandomFloat (-2, 2);
bPart->org[1] += gEngfuncs.pfnRandomFloat (-2, 2);
bPart->org[2] += gEngfuncs.pfnRandomFloat (-2, 2);
bPart->vel[0] = gEngfuncs.pfnRandomFloat (-50, 50);
bPart->vel[1] = gEngfuncs.pfnRandomFloat (-50, 50);
bPart->vel[2] = gEngfuncs.pfnRandomFloat (75, 80);
//Check team and color the particle correctly
if ( ent->entity.baseline.movetype == 2 )
bPart->color = 70;
else
bPart->color = 43;
bPart->type = pt_slowgrav;
bPart->die = gEngfuncs.GetClientTime() + 0.5;
}
}
ent->entity.baseline.animtime = gEngfuncs.GetClientTime() + 0.3;
}
void EV_FollowCarrier (event_args_t *args)
{
int iEntIndex = args->iparam1;
int iTeam = args->iparam2;
float r,g,b;
int modelIndex;
char *model = "sprites/smoke.spr";
modelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model );
if ( iTeam == 2 )
{
r = 500;
g = 0;
b = 0;
}
else if ( iTeam == 1 )
{
r = 0;
g = 0;
b = 500;
}
if ( args->bparam1 == 1)
gEngfuncs.pEfxAPI->R_KillAttachedTents ( iEntIndex );
else
{
TEMPENTITY *pTrailSpawner = NULL;
pTrailSpawner = gEngfuncs.pEfxAPI->R_TempModel ( args->origin, args->velocity, args->angles, 9999, modelIndex, TE_BOUNCE_NULL );
if ( pTrailSpawner != NULL)
{
pTrailSpawner->flags |= ( FTENT_PLYRATTACHMENT | FTENT_PERSIST | FTENT_NOMODEL | FTENT_CLIENTCUSTOM );
pTrailSpawner->clientIndex = iEntIndex;
pTrailSpawner->entity.baseline.movetype = iTeam; // Hack to store the team number on this temp ent.
pTrailSpawner->entity.baseline.animtime = gEngfuncs.GetClientTime() + 0.3;
pTrailSpawner->callback = EV_TrailCallback;
}
}
}
void EV_FlagSpawn (event_args_t *args)
{
vec3_t origin;
VectorCopy( args->origin, origin );
gEngfuncs.pEfxAPI->R_Implosion ( origin, 50, 20, 0.5 );
for ( int i = 0; i < 20; i++ )
{
particle_t *bPart = gEngfuncs.pEfxAPI->R_AllocParticle ( EV_GenericParticleCallback );
if ( bPart )
{
VectorCopy ( args->origin, bPart->org);
bPart->org[0] += gEngfuncs.pfnRandomFloat (-4, 4);
bPart->org[1] += gEngfuncs.pfnRandomFloat (-4, 4);
bPart->org[2] += gEngfuncs.pfnRandomFloat (-4, 4);
bPart->vel[0] = gEngfuncs.pfnRandomFloat (-50, 50);
bPart->vel[1] = gEngfuncs.pfnRandomFloat (-50, 50);
bPart->vel[2] = gEngfuncs.pfnRandomFloat (250, 350);
//Check team and color the particle correctly
if ( args->iparam1 == 1 )
bPart->color = 70;
else
bPart->color = 43;
bPart->type = pt_grav;
bPart->die = gEngfuncs.GetClientTime() + 3;
}
}
}
#endif
void EV_PowerupCallback ( struct tempent_s *ent, float frametime, float currenttime )
{
//If the Player is not on our PVS, then go back
if ( !CheckPVS( ent->clientIndex ) )
return;
dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight ( 0 );
cl_entity_t *player = gEngfuncs.GetEntityByIndex( ent->clientIndex );
if ( !player )
return;
VectorCopy ( player->origin, dl->origin );
dl->radius = 270;
dl->dark = true;
dl->die = gEngfuncs.GetClientTime() + 0.001; //Kill it right away
if ( ent->entity.baseline.iuser2 == 1 )
{
if ( ent->entity.baseline.iuser1 == 1 )
{
dl->color.r = 255;
dl->color.g = 128;
dl->color.b = 128;
}
else
{
dl->color.r = 0;
dl->color.g = 75;
dl->color.b = 255;
}
}
else if ( ent->entity.baseline.iuser2 == 2 )
{
if ( ent->entity.baseline.iuser1 == 1 )
{
dl->color.r = 255;
dl->color.g = 128;
dl->color.b = 0;
}
else if ( ent->entity.baseline.iuser1 == 2 )
{
dl->color.r = 0;
dl->color.g = 128;
dl->color.b = 250;
}
else
{
dl->color.r = 255;
dl->color.g = 75;
dl->color.b = 0;
}
}
else if ( ent->entity.baseline.iuser2 == 3 )
{
dl->color.r = 255;
dl->color.g = 125;
dl->color.b = 255;
}
}
void EV_PlayerPowerup (event_args_t *args)
{
int iEntIndex = args->iparam1;
int iTeam = args->iparam2;
int iPowerUp = (int)args->fparam1;
int modelIndex;
char *model = "sprites/smoke.spr";
modelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model );
if ( args->bparam1 == 1)
gEngfuncs.pEfxAPI->R_KillAttachedTents ( iEntIndex );
if ( iPowerUp )
{
TEMPENTITY *pTrailSpawner = NULL;
pTrailSpawner = gEngfuncs.pEfxAPI->R_TempModel ( args->origin, args->velocity, args->angles, 9999, modelIndex, TE_BOUNCE_NULL );
if ( pTrailSpawner != NULL)
{
pTrailSpawner->flags |= ( FTENT_PLYRATTACHMENT | FTENT_PERSIST | FTENT_NOMODEL | FTENT_CLIENTCUSTOM );
pTrailSpawner->clientIndex = iEntIndex;
pTrailSpawner->entity.baseline.iuser1 = iTeam;
pTrailSpawner->entity.baseline.iuser2 = iPowerUp;
pTrailSpawner->callback = EV_PowerupCallback;
}
}
}
float g_flLightTime;
BEAM *pBeam;
void EV_FireLightning( event_args_t *args )
{
int idx;
vec3_t origin, endorigin;
vec3_t angles;
vec3_t vecEnd;
vec3_t up, right, forward;
int iShutDown;
cl_entity_t *player;
pmtrace_t tr;
int modelIndex;
bool bSound = false;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
bSound = args->bparam1 ? true : false;
iShutDown = args->iparam2;
modelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/laserbeam.spr" );
// Load it up with some bogus data
player = gEngfuncs.GetLocalPlayer();
AngleVectors( angles, forward, right, up );
if ( EV_IsLocal( idx ) )
{
if ( g_flLightTime <= gEngfuncs.GetClientTime() )
{
gEngfuncs.pfnWeaponAnim( 1, 0 );
g_flLightTime = gEngfuncs.GetClientTime() + 0.5;
}
V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK );
cl_entity_t *player = gEngfuncs.GetViewModel();
origin = player->attachment[0];
}
else
{
origin = origin + Vector( 0, 0, 16 );
}
if ( bSound )
{
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/lhit.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
EV_Quake_PlayQuadSound( idx, origin, args->iparam1 );
}
if ( iShutDown == 0 && EV_IsLocal( idx ) && pBeam == NULL )
{
vec3_t vecSrc, vecEnd, origin, angles, forward, right, up;
pmtrace_t tr;
cl_entity_t *pl = gEngfuncs.GetEntityByIndex( idx );
if ( pl )
{
VectorCopy( gHUD.m_vecAngles, angles );
AngleVectors( angles, forward, right, up );
EV_GetGunPosition( args, vecSrc, pl->origin );
VectorMA( vecSrc, 2048, forward, vecEnd );
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
gEngfuncs.pEventAPI->EV_PopPMStates();
pBeam = gEngfuncs.pEfxAPI->R_BeamEntPoint ( idx | 0x1000, tr.endpos, modelIndex, 99999, 5.0, 0.15, 2.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0 );
}
}
else if ( iShutDown == 1 )
{
if ( EV_IsLocal( idx ) )
{
if ( pBeam )
{
pBeam->die = 0.0;
pBeam = NULL;
}
}
}
}
void EV_FireRocket( event_args_t *args )
{
int idx;
vec3_t origin;
idx = args->entindex;
VectorCopy( args->origin, origin );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sgun1.wav", 1.0, ATTN_NORM, 0, 100 );
EV_Quake_PlayQuadSound( idx, origin, args->iparam1 );
if ( EV_IsLocal( idx ) )
{
V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK );
}
}
void EV_FireGrenade( event_args_t *args )
{
int idx;
vec3_t origin;
idx = args->entindex;
VectorCopy( args->origin, origin );
EV_Quake_PlayQuadSound( idx, origin, args->iparam1 );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/grenade.wav", 1.0, ATTN_NORM, 0, 100 );
if ( EV_IsLocal( idx ) )
{
V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK );
}
}
void EV_Quake_NailTouch( struct tempent_s *ent, pmtrace_t *ptr )
{
char decalname[ 32 ];
int idx;
physent_t *pe;
pe = gEngfuncs.pEventAPI->EV_GetPhysent( ptr->ent );
if ( pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) )
{
decalname[ 0 ] = '\0';
idx = gEngfuncs.pfnRandomLong( 0, 4 );
sprintf( decalname, "{shot%i", idx + 1 );
EV_Quake_GunshotDecalTrace( ptr, decalname );
}
}
void EV_Quake_ClientProjectile( float *vecOrigin, float *vecVelocity, short sModelIndex, int iOwnerIndex, int iLife, void (*hitcallback)( struct tempent_s *ent, pmtrace_t *ptr ) )
{
gEngfuncs.pEfxAPI->R_Projectile( vecOrigin, vecVelocity, sModelIndex, iLife, iOwnerIndex, hitcallback );
}
void EV_FireSpike( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t up, right, forward;
vec3_t vecVelocity;
float offset = args->bparam1 ? 2.0 : -2.0;
int shell;
// gEngfuncs.Con_NPrintf( 22, "offset %f", offset );
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
shell = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/spike.mdl" );
AngleVectors( angles, forward, right, up );
EV_Quake_PlayQuadSound( idx, origin, args->iparam1 );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/rocket1i.wav", 1.0, ATTN_NORM, 0, 100 );
// make nails
VectorScale( forward, 1000, vecVelocity );
EV_Quake_ClientProjectile( origin + Vector(0,0,10) + (right * offset), vecVelocity, (short)shell, idx, 6, EV_Quake_NailTouch );
if ( EV_IsLocal( idx ) )
{
V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK );
}
}
void EV_FireSuperSpike( event_args_t *args )
{
int idx;
vec3_t origin;
vec3_t angles;
vec3_t up, right, forward;
vec3_t vecVelocity;
int shell;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
shell = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/spike.mdl" );
AngleVectors( angles, forward, right, up );
EV_Quake_PlayQuadSound( idx, origin, args->iparam1 );
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/spike2.wav", 1.0, ATTN_NORM, 0, 100 );
// make nails
VectorScale( forward, 1000, vecVelocity );
EV_Quake_ClientProjectile( origin + Vector(0,0,16), vecVelocity, (short)shell, idx, 6, EV_Quake_NailTouch );
if ( EV_IsLocal( idx ) )
{
V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK );
}
}
#define SND_CHANGE_PITCH (1<<7)
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 );
}
}
char *DMC_BloodDecal (void)
{
static char blooddecal[ 32 ];
int idx;
idx = gEngfuncs.pfnRandomLong( 0, 5 );
sprintf( blooddecal, "{blood%i", idx + 1 );
return blooddecal;
}
void DMC_DecalTrace( pmtrace_t *pTrace, char *decalName )
{
physent_t *pe;
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
// Only decal brush models such as the world etc.
if ( decalName && decalName[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( decalName ) ),
gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 );
}
}
}
void EV_GibTouch ( struct tempent_s *ent, struct pmtrace_s *ptr )
{
DMC_DecalTrace (ptr, DMC_BloodDecal());
// 1 in 5 chance of squishy sound
if (gEngfuncs.pfnRandomLong(0, 4) > 0)
return;
switch (gEngfuncs.pfnRandomLong(0, 5))
{
case 0 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
case 1 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
case 2 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
case 3 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
case 4 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh6.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
case 5 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh7.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
}
}
void EV_GibParticleCallback( struct particle_s *particle, float frametime )
{
int i;
for ( i = 0; i < 3; i++ )
{
particle->org[ i ] += particle->vel[ i ] * frametime;
}
}
void EV_Gibbed (event_args_t *args)
{
vec3_t origin, velocity, angles, rotate;
int modelindex, i;
TEMPENTITY *pGib = NULL;
int gibs = 5;
char *model1 = "models/gib_1.mdl";
char *model2 = "models/gib_2.mdl";
char *model3 = "models/gib_3.mdl";
VectorCopy( args->origin, origin );
gEngfuncs.pEventAPI->EV_PlaySound( 0, origin, CHAN_STATIC, "player/gib.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
rotate[0] = gEngfuncs.pfnRandomLong (-100, 100);
rotate[1] = gEngfuncs.pfnRandomLong (-100, 100);
rotate[2] = gEngfuncs.pfnRandomLong (-100, 100);
for (i = 0; i < gibs; i++)
{
switch ( gEngfuncs.pfnRandomLong( 1, 3 ) )
{
case 1: modelindex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model1 ); break;
case 2: modelindex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model2 ); break;
case 3: modelindex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model3 ); break;
//Just in case
default: modelindex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model1 ); break;
}
if (!modelindex)
return;
VectorCopy( args->angles, angles );
VectorScale( angles, -1.0, angles );
angles[0] += gEngfuncs.pfnRandomFloat ( -0.30, 0.30 );
angles[1] += gEngfuncs.pfnRandomFloat ( -0.30, 0.30 );
angles[2] += gEngfuncs.pfnRandomFloat ( -0.30, 0.30 );
VectorScale ( angles, gEngfuncs.pfnRandomFloat( 500, 1200 ), velocity );
velocity[2] += 600;
pGib = gEngfuncs.pEfxAPI->R_TempModel (origin, velocity, rotate, 15, modelindex, TE_BOUNCE_NULL);
if (pGib != NULL)
{
pGib->flags |= (FTENT_COLLIDEWORLD | FTENT_ROTATE | FTENT_FADEOUT | FTENT_CLIENTCUSTOM | FTENT_SMOKETRAIL);
pGib->hitcallback = EV_GibTouch;
}
}
}
//Spawns the teleport effect.
void EV_Teleport ( event_args_t *args )
{
vec3_t vecOrg;
VectorCopy( args->origin, vecOrg );
switch (gEngfuncs.pfnRandomLong(0, 4))
{
case 0 : gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, "misc/r_tele1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
case 1 : gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, "misc/r_tele2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
case 2 : gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, "misc/r_tele3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
case 3 : gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, "misc/r_tele4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
case 4 : gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, "misc/r_tele5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
}
gEngfuncs.pEfxAPI->R_TeleportSplash( vecOrg );
}
int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
void EV_RocketTrailCallback ( struct tempent_s *ent, float frametime, float currenttime )
{
if ( currenttime < ent->entity.baseline.fuser1 )
return;
if ( ent->entity.origin == ent->entity.attachment[0] )
ent->die = gEngfuncs.GetClientTime();
else
VectorCopy ( ent->entity.origin, ent->entity.attachment[0] );
//Make the Rocket light up. ( And only rockets, no Grenades ).
if ( ent->entity.baseline.sequence == 70 )
{
dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight ( 0 );
VectorCopy ( ent->entity.origin, dl->origin );
dl->radius = 160;
dl->dark = true;
dl->die = gEngfuncs.GetClientTime() + 0.001; //Kill it right away
dl->color.r = 255;
dl->color.g = 255;
dl->color.b = 255;
}
}
#define GRENADE_TRAIL 1
#define ROCKET_TRAIL 2
void EV_Trail (event_args_t *args)
{
int iEntIndex = args->iparam1;
TEMPENTITY *pTrailSpawner = NULL;
pTrailSpawner = gEngfuncs.pEfxAPI->CL_TempEntAllocNoModel ( args->origin );
if ( pTrailSpawner != NULL)
{
pTrailSpawner->flags |= ( FTENT_PLYRATTACHMENT | FTENT_COLLIDEKILL | FTENT_CLIENTCUSTOM | FTENT_SMOKETRAIL | FTENT_COLLIDEWORLD );
pTrailSpawner->callback = EV_RocketTrailCallback;
pTrailSpawner->clientIndex = iEntIndex;
if ( args->iparam2 == GRENADE_TRAIL )
pTrailSpawner->entity.baseline.sequence = 69;
else if ( args->iparam2 == ROCKET_TRAIL )
pTrailSpawner->entity.baseline.sequence = 70;
pTrailSpawner->die = gEngfuncs.GetClientTime() + 10; // Just in case
pTrailSpawner->entity.baseline.fuser1 = gEngfuncs.GetClientTime() + 0.5; // Don't try to die till 500ms ahead
}
}
void EV_Explosion (event_args_t *args)
{
vec3_t origin, scorch_origin, velocity, forward, right, up;
int modelIndex;
char *model = "sprites/zerogxplode.spr";
modelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex (model);
pmtrace_t tr;
//Make decals and Explosions
//Might not work for grenades.
VectorCopy( args->origin, origin );
VectorCopy( args->angles, velocity ); //Velocity
scorch_origin = origin - velocity.Normalize() * 32;
gEngfuncs.pEfxAPI->R_Explosion( origin, modelIndex, 2.5, 15, TE_EXPLFLAG_NONE );
gEngfuncs.pEfxAPI->R_ParticleExplosion2( origin , 111, 8 );
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
gEngfuncs.pEventAPI->EV_PushPMStates();
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( -1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( scorch_origin, scorch_origin + velocity.Normalize() * 64, PM_STUDIO_BOX | PM_WORLD_ONLY , -1, &tr );
gEngfuncs.pEventAPI->EV_PopPMStates();
DMC_DecalTrace( &tr, EV_HLDM_RocketDamageDecal() );
}
#define EV_DMC_MOVE_SOUND 0
#define EV_DMC_STOP_SOUND 1
char *EV_DMC_LookupDoorSound( int type, int index )
{
static char sound[ 128 ];
int idx;
// Assume the worst
strcpy( sound, "common/null.wav");
if ( type == EV_DMC_MOVE_SOUND )
{
idx = ( index >> 8 ) & 0xff;
switch (idx)
{
case 0:
strcpy( sound, "common/null.wav");
break;
case 1:
strcpy( sound, "doors/doormove1.wav");
break;
case 2:
strcpy( sound, "doors/doormove2.wav");
break;
case 3:
strcpy( sound, "doors/doormove3.wav");
break;
case 4:
strcpy( sound, "doors/doormove4.wav");
break;
case 5:
strcpy( sound, "doors/doormove5.wav");
break;
case 6:
strcpy( sound, "doors/doormove6.wav");
break;
case 7:
strcpy( sound, "doors/doormove7.wav");
break;
case 8:
strcpy( sound, "doors/doormove8.wav");
break;
case 9:
strcpy( sound, "doors/doormove9.wav");
break;
case 10:
strcpy( sound, "doors/doormove10.wav");
break;
default:
strcpy( sound, "common/null.wav");
break;
}
}
else if ( type == EV_DMC_STOP_SOUND )
{
idx = ( index & 0xff );
// set the door's 'reached destination' stop sound
switch ( idx )
{
case 0:
strcpy( sound, "common/null.wav");
break;
case 1:
strcpy( sound, "doors/doorstop1.wav");
break;
case 2:
strcpy( sound, "doors/doorstop2.wav");
break;
case 3:
strcpy( sound, "doors/doorstop3.wav");
break;
case 4:
strcpy( sound, "doors/doorstop4.wav");
break;
case 5:
strcpy( sound, "doors/doorstop5.wav");
break;
case 6:
strcpy( sound, "doors/doorstop6.wav");
break;
case 7:
strcpy( sound, "doors/doorstop7.wav");
break;
case 8:
strcpy( sound, "doors/doorstop8.wav");
break;
default:
strcpy( sound, "common/null.wav");
break;
}
}
return sound;
}
void EV_DMC_DoorGoUp( event_args_t *args )
{
int idx = -1;
int soundindex = args->iparam1;
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex ));
gEngfuncs.pEventAPI->EV_PlaySound( idx, args->origin, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex ), 1.0, ATTN_NORM, 0, PITCH_NORM );
}
void EV_DMC_DoorGoDown( event_args_t *args )
{
int idx = -1;
int soundindex = args->iparam1;
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex ));
gEngfuncs.pEventAPI->EV_PlaySound( idx, args->origin, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex ), 1.0, ATTN_NORM, 0, PITCH_NORM );
}
void EV_DMC_DoorHitTop( event_args_t *args )
{
int idx = -1;
int soundindex = args->iparam1;
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex ));
gEngfuncs.pEventAPI->EV_PlaySound( idx, args->origin, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_STOP_SOUND, soundindex ), 1.0, ATTN_NORM, 0, PITCH_NORM );
}
void EV_DMC_DoorHitBottom( event_args_t *args )
{
int idx = -1;
int soundindex = args->iparam1;
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex ));
gEngfuncs.pEventAPI->EV_PlaySound( idx, args->origin, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_STOP_SOUND, soundindex ), 1.0, ATTN_NORM, 0, PITCH_NORM );
}