mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-22 04:21:30 +00:00
150 lines
3.3 KiB
C++
150 lines
3.3 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "hud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "entity_types.h"
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#include "usercmd.h"
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#include "pm_defs.h"
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#include "pm_materials.h"
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#include "eventscripts.h"
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#include "ev_hldm.h"
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#include "r_efx.h"
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#include "event_api.h"
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#include "event_args.h"
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#include "in_defs.h"
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#include <string.h>
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extern "C"
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{
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// RICOCHET
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void EV_FireDisc( struct event_args_s *args );
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void EV_TriggerJump( struct event_args_s *args );
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void EV_TrainPitchAdjust( struct event_args_s *args );
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}
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/*
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==============================
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EV_TriggerJump
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Plays the jump pad sound
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==============================
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*/
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void EV_TriggerJump( event_args_t *args )
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{
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int idx;
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idx = args->entindex;
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vec3_t origin;
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VectorCopy( args->origin, origin );
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_AUTO, "triggerjump.wav", 1.0, ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) );
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}
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/*
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==============================
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EV_FireDisc
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Play's disc firing animation and play's appropriate sound effect
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==============================
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*/
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void EV_FireDisc( event_args_t *args )
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{
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int idx;
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idx = args->entindex;
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vec3_t origin;
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int decap;
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VectorCopy( args->origin, origin );
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decap = args->bparam1 ? 1 : 0;
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if ( EV_IsLocal( idx ) )
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{
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// Add muzzle flash to current weapon model
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gEngfuncs.pEventAPI->EV_WeaponAnimation( DISC_THROW1, 2 );
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}
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if ( decap )
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{
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/altfire.wav", 0.8, ATTN_NORM, 0, 100 );
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}
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else
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{
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/cbar_miss1.wav", 0.8, ATTN_NORM, 0, 100 );
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}
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}
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#define SND_CHANGE_PITCH (1<<7)
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/*
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==============================
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EV_TrainPitchAdjust
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Do we support trains in Ricochet?
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==============================
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*/
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void EV_TrainPitchAdjust( event_args_t *args )
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{
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int idx;
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vec3_t origin;
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unsigned short us_params;
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int noise;
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float m_flVolume;
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int pitch;
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int stop;
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char sz[ 256 ];
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idx = args->entindex;
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VectorCopy( args->origin, origin );
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us_params = (unsigned short)args->iparam1;
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stop = args->bparam1;
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m_flVolume = (float)(us_params & 0x003f)/40.0;
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noise = (int)(((us_params) >> 12 ) & 0x0007);
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pitch = (int)( 10.0 * (float)( ( us_params >> 6 ) & 0x003f ) );
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switch ( noise )
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{
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case 1: strcpy( sz, "plats/ttrain1.wav"); break;
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case 2: strcpy( sz, "plats/ttrain2.wav"); break;
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case 3: strcpy( sz, "plats/ttrain3.wav"); break;
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case 4: strcpy( sz, "plats/ttrain4.wav"); break;
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case 5: strcpy( sz, "plats/ttrain6.wav"); break;
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case 6: strcpy( sz, "plats/ttrain7.wav"); break;
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default:
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// no sound
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strcpy( sz, "" );
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return;
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}
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if ( stop )
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{
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gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, sz );
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}
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else
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{
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, sz, m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, pitch );
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}
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}
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