cs16-client-legacy/cl_dll/events/event_deagle.cpp

102 lines
3.0 KiB
C++

/*
*
* 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 deagle_e
{
DEAGLE_IDLE1 = 0,
DEAGLE_SHOOT1,
DEAGLE_SHOOT2,
DEAGLE_SHOOT_EMPTY,
DEAGLE_RELOAD,
DEAGLE_DRAW
};
static const char *SOUNDS_NAME[] =
{
"weapons/deagle-1.wav",
"weapons/deagle-2.wav"
};
void EV_FireDEAGLE( event_args_t *args )
{
vec3_t ShellVelocity;
vec3_t ShellOrigin;
vec3_t vecSrc;
int idx = args->entindex;
Vector origin( args->origin );
Vector velocity( args->velocity );
Vector angles(
args->iparam1 / 100.0f + args->angles[0],
args->iparam2 / 100.0f + args->angles[1],
args->angles[2]
);
Vector forward, right, up;
AngleVectors( angles, forward, right, up );
if ( EV_IsLocal( idx ) )
{
++g_iShotsFired;
EV_MuzzleFlash();
if( args->bparam1 )
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( Com_RandomLong(DEAGLE_SHOOT1, DEAGLE_SHOOT2), 2 );
}
else
{
gEngfuncs.pEventAPI->EV_WeaponAnimation( DEAGLE_SHOOT_EMPTY, 2 );
}
if( !gHUD.cl_righthand->value )
{
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 35.0, -11.0, -16.0, 0);
}
else
{
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 35.0, -11.0, 16.0, 0);
}
}
else
{
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20.0, -12.0, 4.0, 0);
}
EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], g_iPShell, TE_BOUNCE_SHELL);
PLAY_EVENT_SOUND( SOUNDS_NAME[Com_RandomLong(0, 1)] );
EV_GetGunPosition( args, vecSrc, origin );
Vector vSpread( args->fparam1, args->fparam2, 0.0f );
EV_HLDM_FireBullets( idx,
forward, right, up,
1, vecSrc, forward,
vSpread, 8192.0, BULLET_PLAYER_50AE,
2 );
}