mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-23 04:42:00 +00:00
1423 lines
32 KiB
C++
1423 lines
32 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 "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "disc_weapon.h"
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#include "discwar.h"
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#include "nodes.h"
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#include "player.h"
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#include "usercmd.h"
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#include "entity_state.h"
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#include "demo_api.h"
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#include "pm_defs.h"
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#include "event_api.h"
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#include "r_efx.h"
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#include "../hud_iface.h"
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#include "../com_weapons.h"
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#include "../demo.h"
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#include "r_studioint.h"
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#include "../Ricochet_JumpPads.h"
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#include "studio.h"
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#include "com_model.h"
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// Global engine <-> studio model rendering code interface
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extern engine_studio_api_t IEngineStudio;
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extern globalvars_t *gpGlobals;
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// Pool of client side entities/entvars_t
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static entvars_t ev[ 32 ];
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static int num_ents = 0;
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// The entity we'll use to represent the local client
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static CBasePlayer player;
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// Local version of game .dll global variables ( time, etc. )
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static globalvars_t Globals;
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static CBasePlayerWeapon *g_pWpns[ 32 ];
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// For storing predicted sequence and gaitsequence and origin/angles data
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static int g_rseq = 0, g_gaitseq = 0;
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static vec3_t g_clorg, g_clang;
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// HLDM Weapon placeholder entities.
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CDiscWeapon g_Disc;
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extern int g_iCannotFire;
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/*
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======================
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AlertMessage
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Print debug messages to console
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======================
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*/
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void AlertMessage( ALERT_TYPE atype, char *szFmt, ... )
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{
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va_list argptr;
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static char string[1024];
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va_start (argptr, szFmt);
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vsprintf (string, szFmt,argptr);
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va_end (argptr);
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gEngfuncs.Con_Printf( "cl: " );
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gEngfuncs.Con_Printf( string );
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}
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/*
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=====================
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HUD_PrepEntity
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Links the raw entity to an entvars_s holder. If a player is passed in as the owner, then
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we set up the m_pPlayer field.
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=====================
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*/
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void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner )
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{
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memset( &ev[ num_ents ], 0, sizeof( entvars_t ) );
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pEntity->pev = &ev[ num_ents++ ];
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pEntity->Precache();
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pEntity->Spawn();
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if ( pWeaponOwner )
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{
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ItemInfo info;
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((CBasePlayerWeapon *)pEntity)->m_pPlayer = pWeaponOwner;
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((CBasePlayerWeapon *)pEntity)->GetItemInfo( &info );
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g_pWpns[ info.iId ] = (CBasePlayerWeapon *)pEntity;
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}
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}
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/*
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=====================
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CBaseEntity :: Killed
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If weapons code "kills" an entity, just set its effects to EF_NODRAW
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=====================
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*/
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void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib )
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{
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pev->effects |= EF_NODRAW;
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}
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/*
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=====================
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CBasePlayerWeapon :: DefaultReload
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=====================
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*/
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BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay )
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{
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#if 0 // FIXME, need to know primary ammo to get this right
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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return FALSE;
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int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
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if (j == 0)
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return FALSE;
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#endif
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
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//!!UNDONE -- reload sound goes here !!!
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SendWeaponAnim( iAnim );
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m_fInReload = TRUE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
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return TRUE;
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}
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/*
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=====================
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CBasePlayerWeapon :: CanDeploy
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=====================
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*/
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BOOL CBasePlayerWeapon :: CanDeploy( void )
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{
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BOOL bHasAmmo = 0;
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if ( !pszAmmo1() )
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{
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// this weapon doesn't use ammo, can always deploy.
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return TRUE;
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}
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if ( pszAmmo1() )
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{
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bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0);
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}
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if ( pszAmmo2() )
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{
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bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0);
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}
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if (m_iClip > 0)
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{
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bHasAmmo |= 1;
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}
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if (!bHasAmmo)
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{
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return FALSE;
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}
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return TRUE;
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}
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/*
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=====================
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CBasePlayerWeapon :: DefaultDeploy
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=====================
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*/
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BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal )
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{
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if ( !CanDeploy() )
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return FALSE;
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gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
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SendWeaponAnim( iAnim );
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m_pPlayer->m_flNextAttack = 0.5;
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m_flTimeWeaponIdle = 1.0;
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return TRUE;
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}
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/*
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=====================
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CBasePlayerWeapon :: PlayEmptySound
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=====================
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*/
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BOOL CBasePlayerWeapon :: PlayEmptySound( void )
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{
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if (m_iPlayEmptySound)
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{
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HUD_PlaySound( "weapons/357_cock1.wav", 0.8 );
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m_iPlayEmptySound = 0;
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return 0;
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}
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return 0;
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}
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/*
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=====================
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CBasePlayerWeapon :: ResetEmptySound
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=====================
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*/
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void CBasePlayerWeapon :: ResetEmptySound( void )
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{
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m_iPlayEmptySound = 1;
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}
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/*
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=====================
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CBasePlayerWeapon::Holster
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Put away weapon
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=====================
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*/
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void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ )
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{
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m_fInReload = FALSE; // cancel any reload in progress.
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m_pPlayer->pev->viewmodel = 0;
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}
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/*
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=====================
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CBasePlayerWeapon::SendWeaponAnim
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Animate weapon model
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=====================
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*/
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void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal )
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{
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m_pPlayer->pev->weaponanim = iAnim;
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int body = 0;
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HUD_SendWeaponAnim( iAnim, body, 0 );
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}
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/*
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=====================
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CBasePlayerWeapon::ItemPostFrame
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Handles weapon firing, reloading, etc.
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=====================
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*/
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void CBasePlayerWeapon::ItemPostFrame( void )
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{
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if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0))
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{
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#if 0 // FIXME, need ammo on client to make this work right
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// complete the reload.
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int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
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// Add them to the clip
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m_iClip += j;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
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#else
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m_iClip += 10;
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#endif
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m_fInReload = FALSE;
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}
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if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0))
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{
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if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
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{
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m_fFireOnEmpty = TRUE;
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}
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SecondaryAttack();
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m_pPlayer->pev->button &= ~IN_ATTACK2;
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}
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else if ((m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0))
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{
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if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
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{
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m_fFireOnEmpty = TRUE;
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}
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PrimaryAttack();
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}
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else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload )
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{
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// reload when reload is pressed, or if no buttons are down and weapon is empty.
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Reload();
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}
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else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) )
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{
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// no fire buttons down
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m_fFireOnEmpty = FALSE;
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// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
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if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < 0.0 )
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{
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Reload();
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return;
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}
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WeaponIdle( );
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return;
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}
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// catch all
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if ( ShouldWeaponIdle() )
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{
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WeaponIdle();
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}
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}
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/*
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=====================
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CBasePlayer::SelectItem
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Switch weapons
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=====================
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*/
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void CBasePlayer::SelectItem(const char *pstr)
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{
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if (!pstr)
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return;
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CBasePlayerItem *pItem = NULL;
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if (!pItem)
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return;
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if (pItem == m_pActiveItem)
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return;
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if (m_pActiveItem)
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m_pActiveItem->Holster( );
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m_pLastItem = m_pActiveItem;
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m_pActiveItem = pItem;
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if (m_pActiveItem)
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{
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m_pActiveItem->Deploy( );
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}
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}
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/*
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=====================
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CBasePlayer::SelectLastItem
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=====================
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*/
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void CBasePlayer::SelectLastItem(void)
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{
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if (!m_pLastItem)
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{
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return;
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}
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if ( m_pActiveItem && !m_pActiveItem->CanHolster() )
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{
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return;
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}
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if (m_pActiveItem)
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m_pActiveItem->Holster( );
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CBasePlayerItem *pTemp = m_pActiveItem;
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m_pActiveItem = m_pLastItem;
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m_pLastItem = pTemp;
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m_pActiveItem->Deploy( );
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}
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/*
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=====================
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CBasePlayer::Killed
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=====================
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*/
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void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
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{
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// Holster weapon immediately, to allow it to cleanup
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if (m_pActiveItem)
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m_pActiveItem->Holster( );
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}
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/*
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=====================
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CBasePlayer::Spawn
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=====================
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*/
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void CBasePlayer::Spawn( void )
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{
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if (m_pActiveItem)
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m_pActiveItem->Deploy( );
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}
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/*
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=====================
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UTIL_TraceLine
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Don't actually trace, but act like the trace didn't hit anything.
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=====================
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*/
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void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr )
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{
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memset( ptr, 0, sizeof( *ptr ) );
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ptr->flFraction = 1.0;
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}
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/*
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=====================
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UTIL_ParticleBox
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For debugging, draw a box around a player made out of particles
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=====================
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*/
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void UTIL_ParticleBox( CBasePlayer *player, float *mins, float *maxs, float life, unsigned char r, unsigned char g, unsigned char b )
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{
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int i;
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vec3_t mmin, mmax;
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for ( i = 0; i < 3; i++ )
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{
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mmin[ i ] = player->pev->origin[ i ] + mins[ i ];
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mmax[ i ] = player->pev->origin[ i ] + maxs[ i ];
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}
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gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mmin, (float *)&mmax, 5.0, 0, 255, 0 );
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}
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/*
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=====================
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UTIL_ParticleBoxes
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For debugging, draw boxes for other collidable players
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=====================
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*/
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void UTIL_ParticleBoxes( void )
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{
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int idx;
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physent_t *pe;
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cl_entity_t *player;
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vec3_t mins, maxs;
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gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
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// Store off the old count
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gEngfuncs.pEventAPI->EV_PushPMStates();
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player = gEngfuncs.GetLocalPlayer();
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// Now add in all of the players.
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gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 );
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for ( idx = 1; idx < 100; idx++ )
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{
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( idx );
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if ( !pe )
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break;
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if ( pe->info >= 1 && pe->info <= gEngfuncs.GetMaxClients() )
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{
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mins = pe->origin + pe->mins;
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maxs = pe->origin + pe->maxs;
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gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mins, (float *)&maxs, 0, 0, 255, 2.0 );
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}
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}
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gEngfuncs.pEventAPI->EV_PopPMStates();
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}
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/*
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=====================
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UTIL_ParticleLine
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For debugging, draw a line made out of particles
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=====================
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*/
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void UTIL_ParticleLine( CBasePlayer *player, float *start, float *end, float life, unsigned char r, unsigned char g, unsigned char b )
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{
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gEngfuncs.pEfxAPI->R_ParticleLine( start, end, r, g, b, life );
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}
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/*
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=====================
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CBasePlayerWeapon::PrintState
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For debugging, print out state variables to log file
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=====================
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*/
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void CBasePlayerWeapon::PrintState( void )
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{
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COM_Log( "c:\\hl.log", "%.4f ", gpGlobals->time );
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COM_Log( "c:\\hl.log", "%.4f ", m_pPlayer->m_flNextAttack );
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COM_Log( "c:\\hl.log", "%.4f ", m_flNextPrimaryAttack );
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COM_Log( "c:\\hl.log", "%.4f ", m_flTimeWeaponIdle - gpGlobals->time);
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COM_Log( "c:\\hl.log", "%i ", m_iClip );
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}
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/*
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=====================
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HUD_InitClientWeapons
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Set up weapons, player and functions needed to run weapons code client-side.
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=====================
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*/
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void HUD_InitClientWeapons( void )
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{
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static int initialized = 0;
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if ( initialized )
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return;
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initialized = 1;
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// Set up pointer ( dummy object )
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gpGlobals = &Globals;
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// Fill in current time ( probably not needed )
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gpGlobals->time = gEngfuncs.GetClientTime();
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// Fake functions
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g_engfuncs.pfnPrecacheModel = stub_PrecacheModel;
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g_engfuncs.pfnPrecacheSound = stub_PrecacheSound;
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g_engfuncs.pfnPrecacheEvent = stub_PrecacheEvent;
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g_engfuncs.pfnNameForFunction = stub_NameForFunction;
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g_engfuncs.pfnSetModel = stub_SetModel;
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g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed;
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// Handled locally
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g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent;
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g_engfuncs.pfnAlertMessage = AlertMessage;
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// Pass through to engine
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g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent;
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g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat;
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g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong;
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// Allocate a slot for the local player
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HUD_PrepEntity( &player , NULL );
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// Allocate slot(s) for each weapon that we are going to be predicting
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HUD_PrepEntity( &g_Disc , &player );
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}
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|
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/*
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|
==============================
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|
LookupSequence
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|
|
Find sequence # of named sequence
|
|
==============================
|
|
*/
|
|
int LookupSequence( void *pmodel, const char *label )
|
|
{
|
|
studiohdr_t *pstudiohdr;
|
|
|
|
pstudiohdr = (studiohdr_t *)pmodel;
|
|
if (! pstudiohdr)
|
|
return 0;
|
|
|
|
mstudioseqdesc_t *pseqdesc;
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
|
|
|
|
for (int i = 0; i < pstudiohdr->numseq; i++)
|
|
{
|
|
if (stricmp( pseqdesc[i].label, label ) == 0)
|
|
return i;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
LookupSequence
|
|
|
|
==============================
|
|
*/
|
|
int CBaseAnimating :: LookupSequence ( const char *label )
|
|
{
|
|
cl_entity_t *current;
|
|
|
|
current = gEngfuncs.GetLocalPlayer();
|
|
if ( !current || !current->model )
|
|
return 0;
|
|
|
|
return ::LookupSequence( (studiohdr_t *)IEngineStudio.Mod_Extradata( current->model ), label );
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
GetSequenceInfo
|
|
|
|
==============================
|
|
*/
|
|
void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed )
|
|
{
|
|
studiohdr_t *pstudiohdr;
|
|
|
|
pstudiohdr = (studiohdr_t *)pmodel;
|
|
if (! pstudiohdr)
|
|
return;
|
|
|
|
mstudioseqdesc_t *pseqdesc;
|
|
|
|
if (pev->sequence >= pstudiohdr->numseq)
|
|
{
|
|
*pflFrameRate = 0.0;
|
|
*pflGroundSpeed = 0.0;
|
|
return;
|
|
}
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
|
|
|
|
if (pseqdesc->numframes > 1)
|
|
{
|
|
*pflFrameRate = 256 * pseqdesc->fps / (pseqdesc->numframes - 1);
|
|
*pflGroundSpeed = sqrt( pseqdesc->linearmovement[0]*pseqdesc->linearmovement[0]+ pseqdesc->linearmovement[1]*pseqdesc->linearmovement[1]+ pseqdesc->linearmovement[2]*pseqdesc->linearmovement[2] );
|
|
*pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1);
|
|
}
|
|
else
|
|
{
|
|
*pflFrameRate = 256.0;
|
|
*pflGroundSpeed = 0.0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
GetSequenceFlags
|
|
|
|
==============================
|
|
*/
|
|
int GetSequenceFlags( void *pmodel, entvars_t *pev )
|
|
{
|
|
studiohdr_t *pstudiohdr;
|
|
|
|
pstudiohdr = (studiohdr_t *)pmodel;
|
|
if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq )
|
|
return 0;
|
|
|
|
mstudioseqdesc_t *pseqdesc;
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
|
|
|
|
return pseqdesc->flags;
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
ResetSequenceInfo
|
|
|
|
==============================
|
|
*/
|
|
void CBaseAnimating :: ResetSequenceInfo ( )
|
|
{
|
|
cl_entity_t *current;
|
|
|
|
current = gEngfuncs.GetLocalPlayer();
|
|
if ( !current || !current->model )
|
|
return;
|
|
|
|
void *pmodel = (studiohdr_t *)IEngineStudio.Mod_Extradata( current->model );
|
|
|
|
GetSequenceInfo( pmodel, pev, &m_flFrameRate, &m_flGroundSpeed );
|
|
m_fSequenceLoops = ((GetSequenceFlags() & STUDIO_LOOPING) != 0);
|
|
pev->animtime = gpGlobals->time;
|
|
pev->framerate = 1.0;
|
|
m_fSequenceFinished = FALSE;
|
|
m_flLastEventCheck = gpGlobals->time;
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
UTIL_MakeVectors
|
|
|
|
==============================
|
|
*/
|
|
void UTIL_MakeVectors( const Vector &vecAngles )
|
|
{
|
|
gEngfuncs.pfnAngleVectors ( (float *)&vecAngles, gpGlobals->v_forward, gpGlobals->v_right, gpGlobals->v_up);
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
GetFallAnimation
|
|
|
|
==============================
|
|
*/
|
|
int CBasePlayer::GetFallAnimation( void )
|
|
{
|
|
Vector vecNormVel = pev->velocity;
|
|
vecNormVel.Normalize();
|
|
int fallAnim;
|
|
|
|
UTIL_MakeVectors( pev->angles );
|
|
float flDot = DotProduct( vecNormVel, gpGlobals->v_forward );
|
|
float flSideDot = DotProduct( vecNormVel, gpGlobals->v_right );
|
|
// Choose a falling animation based upon the velocity vector
|
|
if ( flDot < -0.6 )
|
|
fallAnim = LookupSequence( "fall_b" );
|
|
else if ( flSideDot < -0.6 )
|
|
fallAnim = LookupSequence( "fall_r" );
|
|
else if ( flSideDot > 0.6 )
|
|
fallAnim = LookupSequence( "fall_l" );
|
|
else
|
|
fallAnim = LookupSequence( "fall_f" );
|
|
|
|
return fallAnim;
|
|
}
|
|
|
|
#define WALK_SPEED 100
|
|
// Set the activity based on an event or current state
|
|
|
|
/*
|
|
==============================
|
|
SetAnimation
|
|
|
|
==============================
|
|
*/
|
|
void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim )
|
|
{
|
|
int animDesired;
|
|
float speed;
|
|
|
|
speed = pev->velocity.Length2D();
|
|
|
|
switch (playerAnim)
|
|
{
|
|
case PLAYER_JUMP:
|
|
m_IdealActivity = ACT_HOP;
|
|
break;
|
|
|
|
case PLAYER_SUPERJUMP:
|
|
m_IdealActivity = ACT_LEAP;
|
|
break;
|
|
|
|
case PLAYER_ATTACK1:
|
|
m_IdealActivity = ACT_BASE_THROW;
|
|
break;
|
|
|
|
case PLAYER_FALL:
|
|
m_IdealActivity = ACT_FALL;
|
|
break;
|
|
|
|
case PLAYER_IDLE:
|
|
case PLAYER_WALK:
|
|
if ( !FBitSet( pev->flags, FL_ONGROUND ) && (m_Activity == ACT_HOP) ) // Still jumping
|
|
{
|
|
m_IdealActivity = m_Activity;
|
|
}
|
|
else
|
|
{
|
|
m_IdealActivity = ACT_BASE_WALK;
|
|
}
|
|
break;
|
|
}
|
|
|
|
Vector vecNormVel;
|
|
float flDot, flSideDot, flVelDot;
|
|
bool bInReverse;
|
|
int iFrame;
|
|
|
|
// Decide which sequence to play based upon the activity
|
|
switch (m_IdealActivity)
|
|
{
|
|
case ACT_DIEFORWARD:
|
|
case ACT_FALL:
|
|
default:
|
|
if ( m_Activity == m_IdealActivity)
|
|
return;
|
|
m_Activity = ACT_FALL;
|
|
|
|
animDesired = GetFallAnimation();
|
|
// Already using the desired animation?
|
|
if (pev->sequence == animDesired)
|
|
return;
|
|
|
|
pev->gaitsequence = 0;
|
|
pev->sequence = animDesired;
|
|
pev->frame = 0;
|
|
ResetSequenceInfo( );
|
|
return;
|
|
|
|
case ACT_LEAP:
|
|
UTIL_MakeVectors( pev->angles );
|
|
vecNormVel = pev->velocity;
|
|
vecNormVel.Normalize();
|
|
flDot = DotProduct( vecNormVel, gpGlobals->v_forward );
|
|
if ( flDot < -0.6 )
|
|
{
|
|
// Use non-blended backflip
|
|
animDesired = LookupSequence( "backflip" );
|
|
m_Activity = m_IdealActivity;
|
|
pev->gaitsequence = 0;
|
|
pev->sequence = animDesired;
|
|
pev->frame = 0;
|
|
ResetSequenceInfo( );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// Use blended longjump
|
|
animDesired = LookupSequence( "longjump" );
|
|
m_Activity = ACT_LEAP;
|
|
pev->gaitsequence = animDesired;
|
|
pev->sequence = animDesired;
|
|
pev->frame = 0;
|
|
ResetSequenceInfo( );
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case ACT_DIE_HEADSHOT:
|
|
animDesired = LookupSequence( "die_simple" );
|
|
m_Activity = m_IdealActivity;
|
|
|
|
pev->gaitsequence = 0;
|
|
pev->sequence = animDesired;
|
|
pev->frame = 0;
|
|
ResetSequenceInfo( );
|
|
return;
|
|
|
|
case ACT_HOP:
|
|
iFrame = pev->frame / 18;
|
|
if ( iFrame >= 2 && iFrame <= 11 )
|
|
animDesired = LookupSequence( "jump" );
|
|
else
|
|
animDesired = LookupSequence( "jumpl" );
|
|
// Already using the desired animation?
|
|
if (pev->sequence == animDesired)
|
|
return;
|
|
|
|
pev->sequence = animDesired;
|
|
pev->frame = 0;
|
|
ResetSequenceInfo( );
|
|
return;
|
|
|
|
case ACT_BASE_THROW:
|
|
// No throw animation during backflip
|
|
if ( pev->sequence == LookupSequence( "backflip" ) )
|
|
return;
|
|
|
|
// If we're in the air, we need to use the blended longjump throw
|
|
if ( pev->sequence == LookupSequence( "longjump" ) )
|
|
{
|
|
// Use blended longjump
|
|
animDesired = LookupSequence( "longjump_throw" );
|
|
m_Activity = ACT_FLINCH_CLOCKWISE;
|
|
pev->gaitsequence = animDesired;
|
|
pev->sequence = animDesired;
|
|
pev->frame = 0;
|
|
ResetSequenceInfo( );
|
|
return;
|
|
}
|
|
|
|
animDesired = GetThrowAnim();
|
|
m_Activity = m_IdealActivity;
|
|
m_flThrowTime = 0.25;
|
|
break;
|
|
|
|
case ACT_BASE_WALK:
|
|
UTIL_MakeVectors( pev->angles );
|
|
bInReverse = ( pev->sequence == LookupSequence("base_reverse") );
|
|
vecNormVel = pev->velocity;
|
|
vecNormVel.Normalize();
|
|
flDot = DotProduct( vecNormVel, gpGlobals->v_forward );
|
|
flSideDot = DotProduct( vecNormVel, gpGlobals->v_right );
|
|
flVelDot = DotProduct( m_vecOldVelocity, vecNormVel );
|
|
|
|
if ( ( m_flBackupTime <= 0 ) && (m_Activity != ACT_BASE_THROW) || m_fSequenceFinished )
|
|
{
|
|
if ( speed == 0 )
|
|
{
|
|
animDesired = LookupSequence( "base_stand" );
|
|
}
|
|
else if ( flDot < -0.6 )
|
|
{
|
|
animDesired = LookupSequence( "base_backup" );
|
|
}
|
|
else if ( ( flVelDot <= 0 ) && ( flDot <= 0.6 ) )
|
|
{
|
|
animDesired = LookupSequence( "base_reverse" );
|
|
m_flBackupTime = 0.7;
|
|
pev->effects |= EF_NOINTERP;
|
|
}
|
|
else
|
|
{
|
|
if ( speed > WALK_SPEED )
|
|
animDesired = LookupSequence( "base_run" );
|
|
else
|
|
animDesired = LookupSequence( "base_walk" );
|
|
}
|
|
|
|
if (animDesired == -1)
|
|
{
|
|
animDesired = 0;
|
|
}
|
|
m_Activity = ACT_BASE_WALK;
|
|
}
|
|
else if ( bInReverse )
|
|
{
|
|
// Don't play the backup run if we're still in the backup run
|
|
if ( DotProduct( m_vecOldVelocity, vecNormVel ) < 0 )
|
|
{
|
|
m_flBackupTime = 0;
|
|
if ( speed > WALK_SPEED )
|
|
animDesired = LookupSequence( "base_run" );
|
|
else
|
|
animDesired = LookupSequence( "base_walk" );
|
|
pev->effects |= EF_NOINTERP;
|
|
}
|
|
else
|
|
{
|
|
animDesired = pev->sequence;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
animDesired = pev->sequence;
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Set gait animation
|
|
if ( m_flBackupTime > 0 )
|
|
{
|
|
pev->gaitsequence = LookupSequence( "base_backup" );
|
|
}
|
|
else
|
|
{
|
|
if ( speed > WALK_SPEED )
|
|
{
|
|
pev->gaitsequence = LookupSequence( "base_run" );
|
|
}
|
|
else if (speed > 0)
|
|
{
|
|
pev->gaitsequence = LookupSequence( "base_walk" );
|
|
}
|
|
}
|
|
|
|
// Idle?
|
|
if (speed <= 0)
|
|
{
|
|
pev->gaitsequence = LookupSequence( "base_stand" );
|
|
}
|
|
|
|
// Already using the desired animation?
|
|
if (pev->sequence == animDesired)
|
|
return;
|
|
|
|
// Reset to first frame of desired animation
|
|
pev->sequence = animDesired;
|
|
pev->frame = 0;
|
|
ResetSequenceInfo( );
|
|
}
|
|
|
|
int CBasePlayer::GetThrowAnim( void )
|
|
{
|
|
int throwAnim;
|
|
|
|
if ( pev->velocity.Length2D() == 0 )
|
|
throwAnim = LookupSequence( "base_stand_throw" );
|
|
else
|
|
throwAnim = LookupSequence( "base_throw" );
|
|
|
|
return throwAnim;
|
|
}
|
|
|
|
int CBasePlayer::GetHoldAnim( void )
|
|
{
|
|
int holdAnim;
|
|
|
|
// Choose hold anim based upon powerups.
|
|
// Multiple Powerups can be had, in which case the one considered more dangerous has the animation.
|
|
if ( m_iPowerups & POW_TRIPLE )
|
|
holdAnim = LookupSequence( "triple_ready" );
|
|
else if ( m_iPowerups & POW_FAST )
|
|
holdAnim = LookupSequence( "kill_ready" );
|
|
else if ( m_iPowerups & POW_HARD )
|
|
holdAnim = LookupSequence( "hard_ready" );
|
|
else if ( m_iPowerups & POW_FREEZE )
|
|
holdAnim = LookupSequence( "freeze_ready" );
|
|
else
|
|
holdAnim = LookupSequence( "base_ready" );
|
|
|
|
return holdAnim;
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
PostThink
|
|
|
|
==============================
|
|
*/
|
|
void CBasePlayer::PostThink()
|
|
{
|
|
if ( !g_runfuncs )
|
|
return;
|
|
|
|
// select the proper animation for the player character
|
|
if ( !CL_IsDead() && (m_flTouchedByJumpPad < gpGlobals->time) )
|
|
{
|
|
if (!pev->velocity.x && !pev->velocity.y)
|
|
SetAnimation( PLAYER_IDLE );
|
|
else if ((pev->velocity.x || pev->velocity.y) && (FBitSet(pev->flags, FL_ONGROUND)))
|
|
SetAnimation( PLAYER_WALK );
|
|
else if (pev->waterlevel > 1)
|
|
SetAnimation( PLAYER_WALK );
|
|
}
|
|
|
|
if ( !CL_IsDead() && ( m_flThrowTime <= 0.0 ) )
|
|
{
|
|
m_Activity = ACT_BASE_WALK;
|
|
m_flThrowTime = 0.0;
|
|
if (!pev->velocity.x && !pev->velocity.y)
|
|
{
|
|
SetAnimation( PLAYER_IDLE );
|
|
}
|
|
else
|
|
{
|
|
SetAnimation( PLAYER_WALK );
|
|
}
|
|
}
|
|
|
|
// Store old velocity for use in backpedalling animations
|
|
m_vecOldVelocity = pev->velocity;
|
|
m_vecOldVelocity.Normalize();
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
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_DISC:
|
|
pWeapon = &g_Disc;
|
|
break;
|
|
}
|
|
|
|
// We are not predicting the current weapon, just bow out here.
|
|
if ( !pWeapon )
|
|
return;
|
|
|
|
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;
|
|
|
|
// Ricochet uses m_iClip to transmit current/primary ammo to client
|
|
if ( pWeapon == pCurrent )
|
|
{
|
|
player.m_rgAmmo[pCurrent->m_iPrimaryAmmoType] = pfrom->m_iClip;
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
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_flBackupTime = from->client.fuser1;
|
|
player.m_Activity = (Activity)(int)from->client.fuser2;
|
|
player.m_flThrowTime = from->client.fuser3;
|
|
|
|
player.m_vecOldVelocity = from->client.vuser1;
|
|
|
|
player.pev->sequence = from->playerstate.sequence;
|
|
player.pev->gaitsequence = from->playerstate.gaitsequence;
|
|
player.pev->angles = from->playerstate.angles;
|
|
|
|
// Point to current weapon object
|
|
if ( from->client.m_iId )
|
|
{
|
|
player.m_pActiveItem = g_pWpns[ from->client.m_iId ];
|
|
}
|
|
|
|
// 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;
|
|
|
|
// 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();
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// Fix up animations, etc.
|
|
player.PostThink();
|
|
|
|
// 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 ( from->weapondata[ cmd->weaponselect ].m_iId == cmd->weaponselect )
|
|
{
|
|
CBasePlayerWeapon *pNew = g_pWpns[ cmd->weaponselect ];
|
|
if ( pNew && ( pNew != pWeapon ) )
|
|
{
|
|
// Put away old weapon
|
|
if (player.m_pActiveItem)
|
|
player.m_pActiveItem->Holster( );
|
|
|
|
player.m_pLastItem = player.m_pActiveItem;
|
|
player.m_pActiveItem = pNew;
|
|
|
|
// Deploy new weapon
|
|
if (player.m_pActiveItem)
|
|
{
|
|
player.m_pActiveItem->Deploy( );
|
|
}
|
|
|
|
// Update weapon id so we can predict things correctly.
|
|
to->client.m_iId = cmd->weaponselect;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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.fuser1 = player.m_flBackupTime;
|
|
to->client.fuser2 = (float)(int)player.m_Activity;
|
|
to->client.fuser3 = player.m_flThrowTime;
|
|
|
|
to->client.vuser1 = player.m_vecOldVelocity;
|
|
|
|
to->playerstate.sequence = player.pev->sequence;
|
|
to->playerstate.gaitsequence = player.pev->gaitsequence;
|
|
|
|
// 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;
|
|
}
|
|
|
|
to->client.fuser1 -= cmd->msec / 1000.0;
|
|
if ( to->client.fuser1 < -0.001 )
|
|
{
|
|
to->client.fuser1 = -0.001;
|
|
}
|
|
|
|
to->client.fuser3 -= cmd->msec / 1000.0;
|
|
if ( to->client.fuser3 < -0.001 )
|
|
{
|
|
to->client.fuser3 = -0.001;
|
|
}
|
|
|
|
// Wipe it so we can't use it after this frame
|
|
g_finalstate = NULL;
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
Ricochet_GetSequence
|
|
|
|
==============================
|
|
*/
|
|
void Ricochet_GetSequence( int *seq, int *gaitseq )
|
|
{
|
|
*seq = g_rseq;
|
|
*gaitseq = g_gaitseq;
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
Ricochet_SetSequence
|
|
|
|
==============================
|
|
*/
|
|
void Ricochet_SetSequence( int seq, int gaitseq )
|
|
{
|
|
g_rseq = seq;
|
|
g_gaitseq = gaitseq;
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
Ricochet_SetOrientation
|
|
|
|
==============================
|
|
*/
|
|
void Ricochet_SetOrientation( vec3_t o, vec3_t a )
|
|
{
|
|
g_clorg = o;
|
|
g_clang = a;
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
Ricochet_GetOrientation
|
|
|
|
==============================
|
|
*/
|
|
void Ricochet_GetOrientation( float *o, float *a )
|
|
{
|
|
int i;
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
o[ i ] = g_clorg[ i ];
|
|
a[ i ] = g_clang[ i ];
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
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 EXPORT 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;
|
|
|
|
// We'll always do prediction of disc throwing
|
|
if ( cl_lw && cl_lw->value )
|
|
{
|
|
// Allowed to fire?
|
|
if ( g_iCannotFire == FALSE )
|
|
HUD_WeaponsPostThink( from, to, cmd, time, random_seed );
|
|
}
|
|
else
|
|
{
|
|
to->client.fov = g_lastFOV;
|
|
}
|
|
|
|
// Store of final sequence, etc. for client side animation
|
|
if ( g_runfuncs )
|
|
{
|
|
Ricochet_SetSequence( to->playerstate.sequence, to->playerstate.gaitsequence );
|
|
Ricochet_SetOrientation( to->playerstate.origin, cmd->viewangles );
|
|
}
|
|
|
|
// See if we stepped on a jump pad
|
|
Ricochet_CheckJumpPads( from, to );
|
|
|
|
// All games can use FOV state
|
|
g_lastFOV = to->client.fov;
|
|
}
|