halflife-thewastes-sdk/cl_dll/ev_common.cpp

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/***
*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// shared event functions
#include "hud.h"
#include "cl_util.h"
#include "const.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "r_efx.h"
#include "eventscripts.h"
#include "event_api.h"
/*
=================
GetEntity
Return's the requested cl_entity_t
=================
*/
struct cl_entity_s *GetEntity( int idx )
{
return gEngfuncs.GetEntityByIndex( idx );
}
/*
=================
GetViewEntity
Return's the current weapon/view model
=================
*/
struct cl_entity_s *GetViewEntity( void )
{
return gEngfuncs.GetViewModel();
}
/*
=================
EV_CreateTracer
Creates a tracer effect
=================
*/
void EV_CreateTracer( float *start, float *end )
{
gEngfuncs.pEfxAPI->R_TracerEffect( start, end );
}
/*
=================
EV_IsPlayer
Is the entity's index in the player range?
=================
*/
qboolean EV_IsPlayer( int idx )
{
if ( idx >= 1 && idx <= gEngfuncs.GetMaxClients() )
return true;
return false;
}
/*
=================
EV_IsLocal
Is the entity == the local player
=================
*/
qboolean EV_IsLocal( int idx )
{
return gEngfuncs.pEventAPI->EV_IsLocal( idx - 1 ) ? true : false;
}
/*
=================
EV_GetGunPosition
Figure out the height of the gun
=================
*/
void EV_GetGunPosition( event_args_t *args, float *pos, float *origin )
{
int idx;
vec3_t view_ofs;
idx = args->entindex;
VectorClear( view_ofs );
view_ofs[2] = DEFAULT_VIEWHEIGHT;
if ( EV_IsPlayer( idx ) )
{
if ( EV_IsLocal( idx ) )
{
// Grab predicted result for local player
gEngfuncs.pEventAPI->EV_LocalPlayerViewheight( view_ofs );
}
else if ( args->ducking == 1 )
{
view_ofs[2] = VEC_DUCK_VIEW;
}
}
VectorAdd( origin, view_ofs, pos );
}
/*
=================
EV_EjectBrass
Bullet shell casings
=================
*/
void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, int soundtype )
{
vec3_t endpos;
VectorClear( endpos );
endpos[1] = rotation;
gEngfuncs.pEfxAPI->R_TempModel( origin, velocity, endpos, CVAR_GET_FLOAT("cl_shellcase_lifetime"), model, soundtype );
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}
/*
=================
EV_GetDefaultShellInfo
Determine where to eject shells from
=================
*/
void EV_GetDefaultShellInfo( int iWeaponType, event_args_t *args, float *origin, float *velocity, float *ShellVelocity, float *ShellOrigin, float *forward, float *right, float *up, float forwardScale, float upScale, float rightScale )
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{
int i;
vec3_t view_ofs;
float fR, fU;
int idx;
idx = args->entindex;
VectorClear( view_ofs );
view_ofs[2] = DEFAULT_VIEWHEIGHT;
if(EV_IsPlayer(idx))
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{
if ( EV_IsLocal( idx ) )
{
gEngfuncs.pEventAPI->EV_LocalPlayerViewheight( view_ofs );
}
else if ( args->ducking == 1 )
{
view_ofs[2] = VEC_DUCK_VIEW;
}
}
switch(iWeaponType)
{
case 2:
// Automatics dont have an "upward" ejection motion
fU = gEngfuncs.pfnRandomFloat( 5, 15 );
fR = gEngfuncs.pfnRandomFloat( 120, 140 );
break;
case 1:
default:
fR = gEngfuncs.pfnRandomFloat( 50, 70 );
fU = gEngfuncs.pfnRandomFloat( 100, 150 );
break;
}
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for ( i = 0; i < 3; i++ )
{
ShellVelocity[i] = velocity[i] + right[i] * fR + up[i] * fU + forward[i] * 25;
switch(iWeaponType)
{
case 1:
// Aiming pistols if needed
if(!args->bparam2)
ShellOrigin[i] = origin[i] + view_ofs[i] + up[i] * upScale + forward[i] * forwardScale + right[i] * rightScale;
else
ShellOrigin[i] = origin[i] + view_ofs[i] + up[i] * upScale + forward[i] * forwardScale;
break;
default:
// Everything else
ShellOrigin[i] = origin[i] + view_ofs[i] + up[i] * upScale + forward[i] * forwardScale + right[i] * rightScale;
break;
}
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}
}
/*
=================
EV_MuzzleFlash
Flag weapon/view model for muzzle flash
=================
*/
void EV_MuzzleFlash( void )
{
// Add muzzle flash to current weapon model
cl_entity_t *ent = GetViewEntity();
if ( !ent )
{
return;
}
// Or in the muzzle flash
ent->curstate.effects |= EF_MUZZLEFLASH;
}