270 lines
7.5 KiB
C
Executable file
270 lines
7.5 KiB
C
Executable file
/*
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FreeCS Project
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Copyright (C) 2016, 2017 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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string sViewModels[ CS_WEAPON_COUNT - 1 ] = {
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"models/v_knife.mdl",
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"models/v_usp.mdl",
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"models/v_glock18.mdl",
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"models/v_deagle.mdl",
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"models/v_p228.mdl",
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"models/v_elite.mdl",
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"models/v_fiveseven.mdl",
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"models/v_m3.mdl",
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"models/v_xm1014.mdl",
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"models/v_mp5.mdl",
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"models/v_p90.mdl",
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"models/v_ump45.mdl",
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"models/v_mac10.mdl",
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"models/v_tmp.mdl",
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"models/v_ak47.mdl",
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"models/v_sg552.mdl",
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"models/v_m4a1.mdl",
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"models/v_aug.mdl",
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"models/v_scout.mdl",
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"models/v_awp.mdl",
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"models/v_g3sg1.mdl",
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"models/v_sg550.mdl",
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"models/v_m249.mdl",
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"models/v_c4.mdl",
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"models/v_flashbang.mdl",
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"models/v_hegrenade.mdl",
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"models/v_smokegrenade.mdl"
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};
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/*
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====================
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View_CalcBob
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====================
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*/
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void View_CalcBob( void ) {
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float fCycle;
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vector vVelocity;
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if ( self.flags & FL_ONGROUND == -1 ) {
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return;
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}
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pSeat->fBobTime += frametime;
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fCycle = pSeat->fBobTime - (int)( pSeat->fBobTime / autocvar_v_bobcycle ) * autocvar_v_bobcycle;
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fCycle /= autocvar_v_bobcycle;
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if ( fCycle < autocvar_v_bobup ) {
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fCycle = MATH_PI * fCycle / autocvar_v_bobup;
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} else {
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fCycle = MATH_PI + MATH_PI * ( fCycle - autocvar_v_bobup )/( 1.0 - autocvar_v_bobup );
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}
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vVelocity = pSeat->vPlayerVelocity;
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vVelocity_z = 0;
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float fBob = sqrt( vVelocity_x * vVelocity_x + vVelocity_y * vVelocity_y ) * autocvar_v_bob;
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fBob = fBob * 0.3 + fBob * 0.7 * sin( fCycle );
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pSeat->fBob = bound( -7, fBob, 4 );
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}
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/*
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====================
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View_DropPunchAngle
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Quickly lerp to the original viewposition
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====================
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*/
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void View_DropPunchAngle( void ) {
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float fLerp;
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fLerp = 1.0f - ( frametime * 4 );
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pSeat->vPunchAngle *= fLerp;
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}
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/*
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====================
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View_AddPunchAngle
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Gives the angle a bit of an offset/punch/kick
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====================
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*/
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void View_AddPunchAngle( vector vAdd ) {
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pSeat->vPunchAngle += vAdd;
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}
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/*
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====================
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View_ShellEject
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Spawns a shell tempentity. Looking fancy
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====================
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*/
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void View_ShellEject( void ) {
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static void View_ShellEject_Death( void ) {
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remove( self );
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}
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vector vOrigin = pSeat->vPlayerOrigin;
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vector vEndPos = gettaginfo( pSeat->eViewModel, pSeat->fEjectBone );
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makevectors( view_angles );
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vOrigin += ( v_forward * vEndPos_x ) + ( v_right * -vEndPos_y ) + ( v_up * vEndPos_z ) + [ 0, 0, getstatf( STAT_VIEWHEIGHT ) ];
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entity eShell = spawn();
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setorigin( eShell, vOrigin );
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setmodel( eShell, sShellModel[ wptTable[ getstati( STAT_ACTIVEWEAPON ) ].iShellType ] );
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eShell.movetype = MOVETYPE_BOUNCE;
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eShell.drawmask = MASK_ENGINE;
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eShell.angles = [ 0, view_angles_y, 0 ];
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eShell.velocity = pSeat->vPlayerVelocity + ( v_up * random( 70, 120 ) ) + ( v_right * -random( 50, 70 ) );
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eShell.think = View_ShellEject_Death;
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eShell.nextthink = time + 2.5f;
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}
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/*
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====================
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View_ProcessEvent
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Called by the engine whenever a model
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tries to play an event.
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====================
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*/
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void View_ProcessEvent( float fTimeStamp, int iCode, string sData ) {
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if ( iCode == 5004 ) {
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localsound( sData, CHAN_AUTO, 1.0 );
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} else if ( iCode == 5001 ) {
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pSeat->eMuzzleflash.alpha = 1.0f;
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pSeat->eMuzzleflash.scale = 0.5;
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pSeat->eMuzzleflash.skin = pSeat->fNumBones;
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setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
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View_ShellEject();
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} else if( iCode == 5011 ) {
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pSeat->eMuzzleflash.alpha = 1.0f;
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pSeat->eMuzzleflash.scale = 0.5;
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pSeat->eMuzzleflash.skin = pSeat->fNumBones + 1;
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setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
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View_ShellEject();
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} else if ( iCode == 5021 ) {
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pSeat->eMuzzleflash.alpha = 1.0f;
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pSeat->eMuzzleflash.scale = 0.5;
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pSeat->eMuzzleflash.skin = pSeat->fNumBones + 2;
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setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
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View_ShellEject();
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} else if ( iCode == 5031 ) {
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pSeat->eMuzzleflash.alpha = 1.0f;
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pSeat->eMuzzleflash.scale = 0.5;
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pSeat->eMuzzleflash.skin = pSeat->fNumBones + 3;
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setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
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View_ShellEject();
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}
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}
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/*
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====================
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View_DrawViewModel
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Really convoluted function that makes the gun,
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muzzleflash, dynamic lights and so on appear
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====================
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*/
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void View_DrawViewModel( void ) {
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if( !pSeat->eViewModel ) {
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pSeat->eViewModel = spawn();
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pSeat->eViewModel.classname = "view model";
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pSeat->eViewModel.renderflags = RF_VIEWMODEL | RF_DEPTHHACK;
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pSeat->eMuzzleflash = spawn();
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pSeat->eMuzzleflash.classname = "view muzzleflash";
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pSeat->eMuzzleflash.renderflags = RF_VIEWMODEL | RF_DEPTHHACK | RF_ADDITIVE;
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}
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entity eViewModel = pSeat->eViewModel;
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entity eMuzzleflash = pSeat->eMuzzleflash;
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if ( getstatf( STAT_HEALTH ) <= 0 ) {
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return;
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}
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// Don't update when paused
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if ( serverkey( "pausestate" ) == "0" ) {
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View_CalcBob();
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int aw = getstati( STAT_ACTIVEWEAPON );
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if( aw < CS_WEAPON_COUNT ) {
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if ( pSeat->fLastWeapon != aw ) {
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pSeat->fLastWeapon = aw;
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if ( aw >= 1 ) {
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setmodel( eViewModel, sViewModels[ aw - 1 ] );
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skel_delete( eMuzzleflash.skeletonindex );
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eMuzzleflash.skeletonindex = skel_create( eViewModel.modelindex );
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pSeat->fNumBones = skel_get_numbones( eMuzzleflash.skeletonindex ) + 1;
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pSeat->fEjectBone = pSeat->fNumBones + 1;
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}
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}
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}
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// Take away alpha once it has drawn fully at least once
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if ( eMuzzleflash.alpha > 0.0f ) {
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eMuzzleflash.alpha -= ( frametime * 45 );
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}
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float fBaseTime = eViewModel.frame1time;
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eViewModel.frame1time += frametime;
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eViewModel.frame2time += frametime;
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processmodelevents( eViewModel.modelindex, eViewModel.frame, fBaseTime, eViewModel.frame1time, View_ProcessEvent );
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}
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makevectors( '0 0 0');
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eViewModel.origin = '0 0 -1' + ( v_forward * ( pSeat->fBob * 0.4 ) );
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// Left-handed weapons
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if ( autocvar_v_lefthanded ) {
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v_right *= -1;
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eViewModel.renderflags |= RF_USEAXIS;
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eViewModel.forceshader = SHADER_CULLED;
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} else {
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if ( eViewModel.forceshader ) {
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eViewModel.forceshader = 0;
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eViewModel.renderflags -= RF_USEAXIS;
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}
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}
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// Give the gun a tilt effect like in old HL/CS versions
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if ( autocvar_v_bobclassic == 1 ) {
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eViewModel.angles_z = -pSeat->fBob;
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}
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// Only bother when zoomed out
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if ( getstatf( STAT_VIEWZOOM ) == 255 ) {
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// Update muzzleflash position and draw it
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if ( eMuzzleflash.alpha > 0.0f ) {
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eMuzzleflash.origin = gettaginfo( eViewModel, eMuzzleflash.skin );
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dynamiclight_add( pSeat->vPlayerOrigin, 400 * eMuzzleflash.alpha, '1 0.45 0');
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addentity( eMuzzleflash );
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}
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addentity( eViewModel );
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}
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}
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/*
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====================
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View_PlayAnimation
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Resets the timeline and plays a new sequence
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onto the view model
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====================
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*/
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void View_PlayAnimation( int iSequence ) {
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pSeat->eViewModel.frame = (float)iSequence;
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pSeat->eViewModel.frame1time = 0.0f;
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}
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