from the game specific code. Add some helper macros... clean a whole bunch up.
90 lines
2.8 KiB
C++
90 lines
2.8 KiB
C++
/*
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*
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====================
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Event_ProcessModel
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Called by the engine whenever a model tries to play an event and isn't handled
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by ClientGame_ModelEvent. This gives a mod the chance to override builtin
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events - hook into them and all that.
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====================
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*/
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void
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Event_ProcessModel(float flTimeStamp, int iCode, string strData)
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{
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switch(iCode) {
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case 5004: /* view model sound */
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localsound(strData, CHAN_AUTO, 1.0);
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break;
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case 5001: /* muzzle flash on attachment 0 */
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pSeat->m_eMuzzleflash.alpha = 1.0f;
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pSeat->m_eMuzzleflash.scale = 0.25;
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pSeat->m_eMuzzleflash.skin = pSeat->m_iVMBones;
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break;
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case 5011: /* muzzle flash on attachment 1 */
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pSeat->m_eMuzzleflash.alpha = 1.0f;
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pSeat->m_eMuzzleflash.scale = 0.25;
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pSeat->m_eMuzzleflash.skin = pSeat->m_iVMBones + 1;
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break;
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case 5021: /* muzzle flash on attachment 2 */
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pSeat->m_eMuzzleflash.alpha = 1.0f;
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pSeat->m_eMuzzleflash.scale = 0.25;
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pSeat->m_eMuzzleflash.skin = pSeat->m_iVMBones + 2;
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break;
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case 5031: /* muzzle flash on attachment 3 */
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pSeat->m_eMuzzleflash.alpha = 1.0f;
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pSeat->m_eMuzzleflash.scale = 0.25;
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pSeat->m_eMuzzleflash.skin = pSeat->m_iVMBones + 3;
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break;
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}
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}
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/*
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====================
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Event_Callback
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Calls one event based on viewmodel frame timeline, to avoid running more than once.
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Prediction runs through weapon many times per frame, so we have to do call special
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events based on time passed on the viewmodel.
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====================
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*/
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void
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Event_Callback(float mtime, __inout float btime)
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{
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/* don't bother if no valid function is set */
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if (pSeat->m_pEventCall == __NULL__)
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return;
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/* if the sequence ain't the same anymore... */
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if (pSeat->m_flEventFrame != pSeat->m_eViewModel.frame)
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return;
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/* if the model changed... */
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if (pSeat->m_flEventMdl != pSeat->m_eViewModel.modelindex)
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return;
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/* only play once */
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if (mtime == btime)
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return;
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/* call when we've passed the keyframe the first time */
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if (btime <= pSeat->m_flEventTime && (mtime > pSeat->m_flEventTime)) {
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pSeat->m_pEventCall();
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pSeat->m_pEventCall = __NULL__;
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}
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btime = mtime;
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}
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