/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #include "events.h" enum usp_e { USP_IDLE, USP_SHOOT1, USP_SHOOT2, USP_SHOOT3, USP_SHOOT_EMPTY, USP_RELOAD, USP_DRAW, USP_ATTACH_SILENCER, USP_UNSIL_IDLE, USP_UNSIL_SHOOT1, USP_UNSIL_SHOOT2, USP_UNSIL_SHOOT3, USP_UNSIL_SHOOT_EMPTY, USP_UNSIL_RELOAD, USP_UNSIL_DRAW, USP_DETACH_SILENCER }; enum usp_shield_e { USP_SHIELD_IDLE, USP_SHIELD_SHOOT1, USP_SHIELD_SHOOT2, USP_SHIELD_SHOOT_EMPTY, USP_SHIELD_RELOAD, USP_SHIELD_DRAW, USP_SHIELD_UP_IDLE, USP_SHIELD_UP, USP_SHIELD_DOWN }; void EV_FireUSP( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t velocity; vec3_t ShellVelocity; vec3_t ShellOrigin; int shell; vec3_t vecSrc, vecAiming; vec3_t up, right, forward; const char *szSoundName; idx = args->entindex; bool silencer_on = !args->bparam2; bool empty = !!args->bparam1; VectorCopy( args->origin, origin ); angles.x = (long double)args->iparam1 / 100 + args->angles[0]; angles.y = (long double)args->iparam2 / 100 + args->angles[1]; angles.z = args->angles[2]; VectorCopy( args->velocity, velocity ); AngleVectors( angles, forward, right, up ); if ( EV_IsLocal( idx ) ) { ++g_iShotsFired; int seq; if( g_bHoldingShield ) { if( !empty ) seq = gEngfuncs.pfnRandomLong(USP_SHIELD_SHOOT1, USP_SHIELD_SHOOT2); else seq = USP_SHIELD_SHOOT_EMPTY; } else if ( silencer_on ) { if( !empty ) seq = gEngfuncs.pfnRandomLong(USP_UNSIL_SHOOT1, USP_UNSIL_SHOOT3); else seq = USP_UNSIL_SHOOT_EMPTY; } else { EV_MuzzleFlash(); if( !empty ) seq = gEngfuncs.pfnRandomLong(USP_SHOOT1, USP_SHOOT3); else seq = USP_SHOOT_EMPTY; } gEngfuncs.pEventAPI->EV_WeaponAnimation(seq, 2); } #if defined(_CS16CLIENT_FIX_EVENT_ORIGIN) else { cl_entity_t *ent = gEngfuncs.GetEntityByIndex(idx); origin = ent->origin; } #endif shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/pshell.mdl"); EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, -right, up, 12, -10, -7 ); EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL); if( !silencer_on ) { szSoundName = gEngfuncs.pfnRandomLong( 0, 1 ) ? "weapons/usp1.wav" : "weapons/usp2.wav"; } else { szSoundName = "weapons/usp_unsil-1.wav"; } gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, szSoundName, 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); Vector vSpread; int tracerCount; vSpread.x = args->fparam1; vSpread.y = args->fparam2; EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, vSpread, 8192.0, BULLET_PLAYER_45ACP, 0, &tracerCount, 2 ); }