cs16-client-legacy/cl_dll/cs_wpn/cs_weapons.cpp

1564 lines
36 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* 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.
*
****/
#include "port.h"
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#define PLAYER_H
#include "weapons.h"
#undef PLAYER_H
#include "nodes.h"
#include "player.h"
#include "usercmd.h"
#include "entity_state.h"
#include "demo_api.h"
#include "pm_defs.h"
#include "event_api.h"
#include "r_efx.h"
#include "hud_iface.h"
#include "com_weapons.h"
#include "demo.h"
#include "cl_entity.h"
#ifndef min
#define min(a,b) (((a) < (b)) ? (a) : (b))
#endif
#ifndef max
#define max(a,b) (((a) > (b)) ? (a) : (b))
#endif
#define CanAttack( x, y, z ) ((x) <= (y))
extern "C" char PM_FindTextureType( char *name );
extern globalvars_t *gpGlobals;
extern int g_iUser1;
extern bool g_bGlockBurstMode;
// Pool of client side entities/entvars_t
static entvars_t ev[ 32 ];
static int num_ents = 0;
// The entity we'll use to represent the local client
static CBasePlayer player;
// Local version of game .dll global variables ( time, etc. )
static globalvars_t Globals = { 0 };
static CBasePlayerWeapon *g_pWpns[ 32 ];
extern int g_rseq;
extern int g_gaitseq;
extern vec3_t g_clorg;
extern vec3_t g_clang;
float g_flApplyVel = 0.0;
// HLDM Weapon placeholder entities
CAK47 g_AK47;
CAUG g_AUG;
CAWP g_AWP;
CC4 g_C4;
CDEAGLE g_DEAGLE;
CELITE g_ELITE;
CFamas g_Famas;
CFiveSeven g_FiveSeven;
CFlashbang g_Flashbang;
CG3SG1 g_G3SG1;
CGalil g_Galil;
CGLOCK18 g_GLOCK18;
CHEGrenade g_HEGrenade;
CKnife g_Knife;
CM249 g_M249;
CM3 g_M3;
CM4A1 g_M4A1;
CMAC10 g_MAC10;
CMP5N g_MP5N;
CP228 g_P228;
CP90 g_P90;
CSCOUT g_SCOUT;
CSG550 g_SG550;
CSG552 g_SG552;
CSmokeGrenade g_SmokeGrenade;
CTMP g_TMP;
CUMP45 g_UMP45;
CUSP g_USP;
CXM1014 g_XM1014;
int g_iWeaponFlags;
bool g_bInBombZone;
int g_iFreezeTimeOver;
bool g_bHoldingShield;
bool g_bHoldingKnife;
vec3_t g_vPlayerVelocity;
float g_flPlayerSpeed;
int g_iPlayerFlags;
/*
======================
AlertMessage
Print debug messages to console
======================
*/
void AlertMessage( ALERT_TYPE atype, const char *szFmt, ... )
{
va_list argptr;
static char string[1024];
va_start (argptr, szFmt);
vsprintf (string, szFmt,argptr);
va_end (argptr);
gEngfuncs.Con_Printf( "cl: " );
gEngfuncs.Con_Printf( string );
}
/*
=====================
HUD_PrepEntity
Links the raw entity to an entvars_s holder. If a player is passed in as the owner, then
we set up the m_pPlayer field.
=====================
*/
edict_t *EHANDLE::Get(void)
{
if (!m_pent)
return NULL;
if (m_pent->serialnumber != m_serialnumber)
return NULL;
return m_pent;
}
edict_t *EHANDLE::Set(edict_t *pent)
{
m_pent = pent;
if (pent)
m_serialnumber = m_pent->serialnumber;
return pent;
}
EHANDLE::operator CBaseEntity *(void)
{
return (CBaseEntity *)GET_PRIVATE(Get());
}
CBaseEntity *EHANDLE::operator = (CBaseEntity *pEntity)
{
if (pEntity)
{
m_pent = ENT(pEntity->pev);
if (m_pent)
m_serialnumber = m_pent->serialnumber;
}
else
{
m_pent = NULL;
m_serialnumber = 0;
}
return pEntity;
}
EHANDLE::operator int(void)
{
return Get() != NULL;
}
CBaseEntity *EHANDLE::operator ->(void)
{
return (CBaseEntity *)GET_PRIVATE(Get());
}
void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner )
{
memset( &ev[ num_ents ], 0, sizeof( entvars_t ) );
pEntity->pev = &ev[ num_ents++ ];
pEntity->Precache();
pEntity->Spawn();
if ( pWeaponOwner )
{
ItemInfo info;
memset( &info, 0, sizeof( ItemInfo ) );
((CBasePlayerWeapon *)pEntity)->m_pPlayer = pWeaponOwner;
((CBasePlayerWeapon *)pEntity)->GetItemInfo( &info );
g_pWpns[ info.iId ] = (CBasePlayerWeapon *)pEntity;
CBasePlayerItem::ItemInfoArray[ info.iId ] = info;
}
}
/*
=====================
CBaseEntity :: Killed
If weapons code "kills" an entity, just set its effects to EF_NODRAW
=====================
*/
void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib )
{
pev->effects |= EF_NODRAW;
}
/*
=====================
CBasePlayerWeapon :: DefaultReload
=====================
*/
BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay, int body )
{
if( !m_pPlayer->m_pActiveItem )
return FALSE;
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
return FALSE;
int j = min(iClipSize - m_iClip, player.m_rgAmmo[m_iPrimaryAmmoType]);
if (j == 0)
return FALSE;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
//!!UNDONE -- reload sound goes here !!!
SendWeaponAnim( iAnim, UseDecrement() );
m_fInReload = TRUE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + fDelay + 0.5f;
return TRUE;
}
/*
=====================
CBasePlayerWeapon :: CanDeploy
=====================
*/
BOOL CBasePlayerWeapon :: CanDeploy( void )
{
#if 0
BOOL bHasAmmo = 0;
if ( !pszAmmo1() )
{
// this weapon doesn't use ammo, can always deploy.
return TRUE;
}
if ( pszAmmo1() )
{
bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0);
}
if ( pszAmmo2() )
{
bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0);
}
if (m_iClip > 0)
{
bHasAmmo |= 1;
}
if (!bHasAmmo)
{
return FALSE;
}
return TRUE;
#else
return TRUE;
#endif
}
/*
=====================
CBasePlayer :: HasShield
=====================
*/
bool CBasePlayer::HasShield()
{
return g_bHoldingShield;
}
/*
=====================
CBasePlayerWeapon::HasSecondaryAttack()
=====================
*/
bool CBasePlayerWeapon::HasSecondaryAttack()
{
if (g_bHoldingShield == false)
{
if (m_iId == WEAPON_AK47 || m_iId == WEAPON_XM1014 || m_iId == WEAPON_MAC10 || m_iId == WEAPON_ELITE || m_iId == WEAPON_FIVESEVEN || m_iId == WEAPON_MP5N || m_iId == WEAPON_M249 || m_iId == WEAPON_M3 || m_iId == WEAPON_TMP || m_iId == WEAPON_DEAGLE || m_iId == WEAPON_P228 || m_iId == WEAPON_P90 || m_iId == WEAPON_C4 || m_iId == WEAPON_GALIL)
return false;
}
return true;
}
void CBasePlayerWeapon::FireRemaining(int &shotsFired, float &shootTime, BOOL isGlock18)
{
m_iClip--;
if (m_iClip < 0)
{
m_iClip = 0;
shotsFired = 3;
shootTime = 0;
return;
}
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
Vector vecDir;
if (isGlock18)
{
vecDir = m_pPlayer->FireBullets3(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, 0.05, 8192, 1, BULLET_PLAYER_9MM, 18, 0.9, m_pPlayer->pev, TRUE, m_pPlayer->random_seed);
PLAYBACK_EVENT_FULL(FEV_NOTHOST, ENT(m_pPlayer->pev), m_usFireGlock18, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, (int)(m_pPlayer->pev->punchangle.x * 10000), (int)(m_pPlayer->pev->punchangle.y * 10000), m_iClip != 0, FALSE);
m_pPlayer->ammo_9mm--;
}
else
{
vecDir = m_pPlayer->FireBullets3(m_pPlayer->GetGunPosition(), gpGlobals->v_forward, m_fBurstSpread, 8192, 2, BULLET_PLAYER_556MM, 30, 0.96, m_pPlayer->pev, TRUE, m_pPlayer->random_seed);
PLAYBACK_EVENT_FULL(FEV_NOTHOST, ENT(m_pPlayer->pev), m_usFireFamas, 0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, (int)(m_pPlayer->pev->punchangle.x * 10000000), (int)(m_pPlayer->pev->punchangle.y * 10000000), m_iClip != 0, FALSE);
m_pPlayer->ammo_556nato--;
}
m_pPlayer->pev->effects |= EF_MUZZLEFLASH;
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
shotsFired++;
if (shotsFired == 3)
shootTime = 0;
else
shootTime = gpGlobals->time + 0.1;
}
bool CBasePlayerWeapon::ShieldSecondaryFire(int up_anim, int down_anim)
{
if (m_pPlayer->HasShield() == false)
return false;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
SendWeaponAnim(down_anim, UseDecrement() != FALSE);
strncpy(m_pPlayer->m_szAnimExtention, "shieldgun", sizeof(m_pPlayer->m_szAnimExtention));
m_fMaxSpeed = 250;
m_pPlayer->m_bShieldDrawn = false;
}
else
{
m_iWeaponState |= WPNSTATE_SHIELD_DRAWN;
SendWeaponAnim(up_anim, UseDecrement() != FALSE);
strncpy(m_pPlayer->m_szAnimExtention, "shielded", sizeof(m_pPlayer->m_szAnimExtention));
m_fMaxSpeed = 180;
m_pPlayer->m_bShieldDrawn = true;
}
m_pPlayer->UpdateShieldCrosshair((m_iWeaponState & WPNSTATE_SHIELD_DRAWN) ? true : false);
m_pPlayer->ResetMaxSpeed();
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.4;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
return true;
}
void CBasePlayerWeapon::KickBack(float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change){}
void CBasePlayerWeapon::SetPlayerShieldAnim(void)
{
if (m_pPlayer->HasShield() == true)
{
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
strncpy(m_pPlayer->m_szAnimExtention, "shield", sizeof(m_pPlayer->m_szAnimExtention));
else
strncpy(m_pPlayer->m_szAnimExtention, "shieldgun", sizeof(m_pPlayer->m_szAnimExtention));
}
}
void CBasePlayerWeapon::ResetPlayerShieldAnim(void)
{
if (m_pPlayer->HasShield() == true)
{
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
strncpy(m_pPlayer->m_szAnimExtention, "shieldgun", sizeof(m_pPlayer->m_szAnimExtention));
}
}
/*
=====================
CBasePlayerWeapon :: DefaultDeploy
=====================
*/
BOOL CBasePlayerWeapon :: DefaultDeploy( const char *szViewModel, const char *szWeaponModel, int iAnim, const char *szAnimExt, int skiplocal )
{
if ( !CanDeploy() )
return FALSE;
gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
SendWeaponAnim( iAnim, skiplocal );
m_pPlayer->m_flNextAttack = 0.75f;
m_flTimeWeaponIdle = 1.5f;
return TRUE;
}
/*
=====================
CBasePlayerWeapon :: PlayEmptySound
=====================
*/
BOOL CBasePlayerWeapon :: PlayEmptySound( void )
{
#if 0
if (m_iPlayEmptySound)
{
switch (m_iId)
{
case WEAPON_USP:
case WEAPON_GLOCK18:
case WEAPON_P228:
case WEAPON_DEAGLE:
case WEAPON_ELITE:
case WEAPON_FIVESEVEN:
HUD_PlaySound("weapons/dryfire_pistol.wav", 0.8);
break;
default:
HUD_PlaySound("weapons/dryfire_rifle.wav", 0.8);
break;
}
}
#endif
return 0;
}
/*
=====================
CBasePlayerWeapon :: ResetEmptySound
=====================
*/
void CBasePlayerWeapon :: ResetEmptySound( void )
{
m_iPlayEmptySound = 1;
}
/*
=====================
CBasePlayerWeapon::Holster
Put away weapon
=====================
*/
void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE; // cancel any reload in progress.
m_pPlayer->pev->viewmodel = 0;
}
/*
=====================
CBasePlayerWeapon::SendWeaponAnim
Animate weapon model
=====================
*/
void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal )
{
m_pPlayer->pev->weaponanim = iAnim;
HUD_SendWeaponAnim( iAnim, m_iId, m_pPlayer->pev->body, 0 );
}
Vector CBaseEntity::FireBullets3 ( Vector vecSrc, Vector vecDirShooting, float flSpread, float flDistance, int iPenetration, int iBulletType, int iDamage, float flRangeModifier, entvars_t *pevAttacker, bool bPistol, int shared_rand )
{
float x, y, z;
if ( pevAttacker )
{
x = UTIL_SharedRandomFloat(shared_rand, -0.5, 0.5) + UTIL_SharedRandomFloat(shared_rand + 1, -0.5, 0.5);
y = UTIL_SharedRandomFloat(shared_rand + 2, -0.5, 0.5) + UTIL_SharedRandomFloat(shared_rand + 3, -0.5, 0.5);
}
else
{
do
{
x = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);
y = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);
z = x * x + y * y;
}
while (z > 1);
}
return Vector(x * flSpread, y * flSpread, 0);
}
/*
=====================
CBasePlayerWeapon::ItemPostFrame
Handles weapon firing, reloading, etc.
=====================
*/
void CBasePlayerWeapon::ItemPostFrame( void )
{
int button = m_pPlayer->pev->button;
if (!HasSecondaryAttack())
button &= ~IN_ATTACK2;
if (m_flGlock18Shoot != 0)
{
m_iClip--;
if( m_iClip < 0 )
{
m_iClip = m_iGlock18ShotsFired = 0;
}
FireRemaining(m_iGlock18ShotsFired, m_flGlock18Shoot, TRUE);
}
else if (gpGlobals->time > m_flFamasShoot && m_flFamasShoot != 0)
{
m_iClip--;
if( m_iClip < 0 )
{
m_iClip = m_iFamasShotsFired = 0;
}
FireRemaining(m_iFamasShotsFired, m_flFamasShoot, FALSE);
}
if (m_flNextPrimaryAttack <= 0.0f)
{
if (m_pPlayer->m_bResumeZoom)
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = m_pPlayer->m_iLastZoom;
if (m_pPlayer->m_iFOV == m_pPlayer->m_iLastZoom)
m_pPlayer->m_bResumeZoom = false;
}
}
if (!g_bHoldingShield)
{
if (m_fInReload && m_pPlayer->pev->button & IN_ATTACK2)
{
SecondaryAttack();
m_pPlayer->pev->button &= ~IN_ATTACK2;
m_fInReload = FALSE;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase();
}
}
if ((m_fInReload) && m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase())
{
int j = min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
m_iClip += j;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
m_fInReload = FALSE;
}
if ((button & IN_ATTACK2) && m_flNextSecondaryAttack <= UTIL_WeaponTimeBase())
{
if (pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()])
m_fFireOnEmpty = TRUE;
SecondaryAttack();
m_pPlayer->pev->button &= ~IN_ATTACK2;
}
else if ((m_pPlayer->pev->button & IN_ATTACK) && m_flNextPrimaryAttack <= UTIL_WeaponTimeBase())
{
if ((!m_iClip && pszAmmo1()) || (iMaxClip() == WEAPON_NOCLIP && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()]))
m_fFireOnEmpty = TRUE;
if (m_pPlayer->m_bCanShoot == true)
PrimaryAttack();
}
else if (m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload)
{
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
{
if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0)
{
if (!(m_iWeaponState & WPNSTATE_SHIELD_DRAWN))
Reload();
}
}
}
else if (!(button & (IN_ATTACK | IN_ATTACK2)))
{
if (m_bDelayFire == true)
{
m_bDelayFire = false;
if (m_iShotsFired > 15)
m_iShotsFired = 15;
m_flDecreaseShotsFired = gpGlobals->time + 0.4;
}
m_fFireOnEmpty = FALSE;
if (m_iId != WEAPON_USP && m_iId != WEAPON_GLOCK18 && m_iId != WEAPON_P228 && m_iId != WEAPON_DEAGLE && m_iId != WEAPON_ELITE && m_iId != WEAPON_FIVESEVEN)
{
if (m_iShotsFired > 0)
{
if (gpGlobals->time > m_flDecreaseShotsFired)
{
m_iShotsFired--;
m_flDecreaseShotsFired = gpGlobals->time + 0.0225;
}
}
}
else
m_iShotsFired = 0;
if (!(m_iWeaponState & WPNSTATE_SHIELD_DRAWN))
{
if (m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD)
&& m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
{
if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0)
{
Reload();
return;
}
}
}
WeaponIdle();
return;
}
}
/*
=====================
CBasePlayer::SelectLastItem
=====================
*/
void CBasePlayer::SelectLastItem(void)
{
if (!m_pLastItem)
{
return;
}
if ( m_pActiveItem && !m_pActiveItem->CanHolster() )
{
return;
}
if (m_pActiveItem)
m_pActiveItem->Holster( );
CBasePlayerItem *pTemp = m_pActiveItem;
m_pActiveItem = m_pLastItem;
m_pLastItem = pTemp;
m_pActiveItem->Deploy( );
}
/*
=====================
CBasePlayer::Killed
=====================
*/
void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
{
// Holster weapon immediately, to allow it to cleanup
if ( m_pActiveItem )
m_pActiveItem->Holster( );
}
/*
=====================
CBasePlayer::Spawn
=====================
*/
void CBasePlayer::Spawn( void )
{
if (m_pActiveItem)
m_pActiveItem->Deploy( );
}
Vector CBasePlayer::GetGunPosition()
{
Vector origin = pev->origin;
Vector view_ofs;
gEngfuncs.pEventAPI->EV_LocalPlayerViewheight(view_ofs);
return origin + view_ofs;
}
/*
=====================
UTIL_TraceLine
Don't actually trace, but act like the trace didn't hit anything.
=====================
*/
void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr )
{
memset( ptr, 0, sizeof( *ptr ) );
#if 0
static float flLastFraction = 1.0f;
if( g_runfuncs )
{
Vector vStart = vecStart, vEnd = vecEnd;
pmtrace_t pmtrace;
gEngfuncs.pEventAPI->EV_SetTraceHull( 0 );
gEngfuncs.pEventAPI->EV_PlayerTrace( vStart, vEnd, 0, -1, &pmtrace );
flLastFraction = ptr->flFraction = pmtrace.fraction;
ptr->vecEndPos = pmtrace.endpos;
}
else
{
ptr->flFraction = flLastFraction;
}
#else
ptr->flFraction = 1.0f;
#endif
}
/*
=====================
UTIL_ParticleBox
For debugging, draw a box around a player made out of particles
=====================
*/
void UTIL_ParticleBox( CBasePlayer *player, float *mins, float *maxs, float life, unsigned char r, unsigned char g, unsigned char b )
{
int i;
vec3_t mmin, mmax;
for ( i = 0; i < 3; i++ )
{
mmin[ i ] = player->pev->origin[ i ] + mins[ i ];
mmax[ i ] = player->pev->origin[ i ] + maxs[ i ];
}
gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mmin, (float *)&mmax, 5.0, 0, 255, 0 );
}
/*
=====================
UTIL_ParticleBoxes
For debugging, draw boxes for other collidable players
=====================
*/
void UTIL_ParticleBoxes( void )
{
int idx;
physent_t *pe;
cl_entity_t *player;
vec3_t mins, maxs;
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
player = gEngfuncs.GetLocalPlayer();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 );
for ( idx = 1; idx < 100; idx++ )
{
pe = gEngfuncs.pEventAPI->EV_GetPhysent( idx );
if ( !pe )
break;
if ( pe->info >= 1 && pe->info <= gEngfuncs.GetMaxClients() )
{
mins = pe->origin + pe->mins;
maxs = pe->origin + pe->maxs;
gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mins, (float *)&maxs, 0, 0, 255, 2.0 );
}
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
/*
=====================
UTIL_ParticleLine
For debugging, draw a line made out of particles
=====================
*/
void UTIL_ParticleLine( CBasePlayer *player, float *start, float *end, float life, unsigned char r, unsigned char g, unsigned char b )
{
gEngfuncs.pEfxAPI->R_ParticleLine( start, end, r, g, b, life );
}
char UTIL_TextureHit(TraceResult *ptr, Vector vecSrc, Vector vecEnd)
{
char chTextureType;
float rgfl1[3], rgfl2[3];
const char *pTextureName;
char szbuffer[64];
CBaseEntity *pEntity;
if( ptr->pHit == NULL )
return CHAR_TEX_FLESH;
pEntity = CBaseEntity::Instance(ptr->pHit);
if (pEntity && pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE)
return CHAR_TEX_FLESH;
vecSrc.CopyToArray(rgfl1);
vecEnd.CopyToArray(rgfl2);
if (pEntity)
pTextureName = TRACE_TEXTURE(ENT(pEntity->pev), rgfl1, rgfl2);
else
pTextureName = TRACE_TEXTURE(ENT(0), rgfl1, rgfl2);
if (pTextureName)
{
if (*pTextureName == '-' || *pTextureName == '+')
pTextureName += 2;
if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ')
pTextureName++;
strncpy(szbuffer, pTextureName, sizeof(szbuffer));
szbuffer[CBTEXTURENAMEMAX - 1] = 0;
chTextureType = PM_FindTextureType(szbuffer);
}
else
chTextureType = 0;
return chTextureType;
}
CBaseEntity *UTIL_PlayerByIndex(int playerIndex)
{
CBaseEntity *pPlayer = NULL;
if (playerIndex > 0 && playerIndex <= gpGlobals->maxClients)
{
edict_t *pPlayerEdict = INDEXENT(playerIndex);
if (pPlayerEdict && !pPlayerEdict->free)
pPlayer = CBaseEntity::Instance(pPlayerEdict);
}
return pPlayer;
}
void UTIL_MakeVectors( const Vector &vec )
{
gEngfuncs.pfnAngleVectors( vec, gpGlobals->v_forward, gpGlobals->v_right, gpGlobals->v_up );
}
/*
=====================
CBasePlayerWeapon::PrintState
For debugging, print out state variables to log file
=====================
*/
/*void CBasePlayerWeapon::PrintState( void )
{
COM_Log( "c:\\hl.log", "%.4f ", gpGlobals->time );
COM_Log( "c:\\hl.log", "%.4f ", m_pPlayer->m_flNextAttack );
COM_Log( "c:\\hl.log", "%.4f ", m_flNextPrimaryAttack );
COM_Log( "c:\\hl.log", "%.4f ", m_flTimeWeaponIdle - gpGlobals->time);
COM_Log( "c:\\hl.log", "%i ", m_iClip );
}*/
int RandomLong( int a, int b )
{
return gEngfuncs.pfnRandomLong( a, b );
}
/*
=====================
HUD_InitClientWeapons
Set up weapons, player and functions needed to run weapons code client-side.
=====================
*/
void HUD_InitClientWeapons( void )
{
static int initialized = 0;
if ( initialized )
return;
initialized = 1;
// Set up pointer ( dummy object )
gpGlobals = &Globals;
// Fill in current time ( probably not needed )
gpGlobals->time = gEngfuncs.GetClientTime();
// Fake functions
g_engfuncs.pfnPrecacheModel = stub_PrecacheModel;
g_engfuncs.pfnPrecacheSound = stub_PrecacheSound;
g_engfuncs.pfnPrecacheEvent = stub_PrecacheEvent;
g_engfuncs.pfnNameForFunction = stub_NameForFunction;
g_engfuncs.pfnSetModel = stub_SetModel;
g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed;
// Handled locally
g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent;
g_engfuncs.pfnAlertMessage = AlertMessage;
// Pass through to engine
g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent;
g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat;
g_engfuncs.pfnRandomLong = RandomLong;
// Allocate a slot for the local player
HUD_PrepEntity( &player , NULL );
// Allocate slot(s) for each weapon that we are going to be predicting
HUD_PrepEntity( &g_P228, &player);
HUD_PrepEntity( &g_SCOUT, &player);
HUD_PrepEntity( &g_HEGrenade, &player);
HUD_PrepEntity( &g_XM1014, &player);
HUD_PrepEntity( &g_C4, &player);
HUD_PrepEntity( &g_MAC10, &player);
HUD_PrepEntity( &g_AUG, &player);
HUD_PrepEntity( &g_SmokeGrenade, &player);
HUD_PrepEntity( &g_ELITE, &player);
HUD_PrepEntity( &g_FiveSeven, &player);
HUD_PrepEntity( &g_UMP45, &player);
HUD_PrepEntity( &g_SG550, &player);
HUD_PrepEntity( &g_Galil, &player);
HUD_PrepEntity( &g_Famas, &player);
HUD_PrepEntity( &g_USP, &player);
HUD_PrepEntity( &g_GLOCK18, &player);
HUD_PrepEntity( &g_AWP, &player);
HUD_PrepEntity( &g_MP5N, &player);
HUD_PrepEntity( &g_M249, &player);
HUD_PrepEntity( &g_M4A1, &player);
HUD_PrepEntity( &g_M3, &player );
HUD_PrepEntity( &g_TMP, &player);
HUD_PrepEntity( &g_G3SG1, &player);
HUD_PrepEntity( &g_Flashbang, &player);
HUD_PrepEntity( &g_DEAGLE, &player);
HUD_PrepEntity( &g_SG552, &player);
HUD_PrepEntity( &g_AK47, &player);
HUD_PrepEntity( &g_Knife, &player);
HUD_PrepEntity( &g_P90, &player );
}
int GetWeaponAccuracyFlags( int weaponid )
{
int result = 0;
if( weaponid <= WEAPON_P90 )
{
switch( weaponid )
{
case WEAPON_AUG:
case WEAPON_GALIL:
case WEAPON_M249:
case WEAPON_SG552:
case WEAPON_AK47:
case WEAPON_P90:
result = ACCURACY_AIR | ACCURACY_SPEED;
break;
case WEAPON_P228:
case WEAPON_FIVESEVEN:
case WEAPON_DEAGLE:
result = ACCURACY_AIR | ACCURACY_SPEED | ACCURACY_DUCK;
break;
case WEAPON_GLOCK18:
if( g_iWeaponFlags & WPNSTATE_GLOCK18_BURST_MODE)
{
result = ACCURACY_AIR | ACCURACY_SPEED | ACCURACY_DUCK;
}
else
{
result = ACCURACY_AIR | ACCURACY_SPEED | ACCURACY_DUCK | ACCURACY_MULTIPLY_BY_14_2;
}
break;
case WEAPON_MAC10:
case WEAPON_UMP45:
case WEAPON_MP5N:
case WEAPON_TMP:
result = ACCURACY_AIR;
break;
case WEAPON_M4A1:
if(g_iWeaponFlags & WPNSTATE_USP_SILENCED)
{
result = ACCURACY_AIR | ACCURACY_SPEED;
}
else
{
result = ACCURACY_AIR | ACCURACY_SPEED | ACCURACY_MULTIPLY_BY_14;
}
break;
case WEAPON_FAMAS:
if(g_iWeaponFlags & WPNSTATE_FAMAS_BURST_MODE)
{
result = ACCURACY_AIR | ACCURACY_SPEED;
}
else
{
result = ACCURACY_AIR | ACCURACY_SPEED | (1<<4);
}
break;
case WEAPON_USP:
if(g_iWeaponFlags & WPNSTATE_USP_SILENCED)
{
result = ACCURACY_AIR | ACCURACY_SPEED | ACCURACY_DUCK;
}
else
{
result = ACCURACY_AIR | ACCURACY_SPEED | ACCURACY_DUCK | ACCURACY_MULTIPLY_BY_14;
}
break;
}
}
return result;
}
/*
=====================
HUD_WeaponsPostThink
Run Weapon firing code on client
=====================
*/
void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cmd, double time, unsigned int random_seed )
{
int i;
int buttonsChanged;
CBasePlayerWeapon *pWeapon = NULL;
CBasePlayerWeapon *pCurrent;
weapon_data_t nulldata, *pfrom, *pto;
static int lasthealth;
int flags;
memset( &nulldata, 0, sizeof( nulldata ) );
HUD_InitClientWeapons();
// Get current clock
gpGlobals->time = time;
// Fill in data based on selected weapon
// FIXME, make this a method in each weapon? where you pass in an entity_state_t *?
switch ( from->client.m_iId )
{
case WEAPON_P228:
pWeapon = &g_P228;
break;
case WEAPON_SCOUT:
pWeapon = &g_SCOUT;
break;
case WEAPON_HEGRENADE:
pWeapon = &g_HEGrenade;
break;
case WEAPON_XM1014:
pWeapon = &g_XM1014;
break;
case WEAPON_C4:
pWeapon = &g_C4;
break;
case WEAPON_MAC10:
pWeapon = &g_MAC10;
break;
case WEAPON_AUG:
pWeapon = &g_AUG;
break;
case WEAPON_SMOKEGRENADE:
pWeapon = &g_SmokeGrenade;
break;
case WEAPON_ELITE:
pWeapon = &g_ELITE;
break;
case WEAPON_FIVESEVEN:
pWeapon = &g_FiveSeven;
break;
case WEAPON_UMP45:
pWeapon = &g_UMP45;
break;
case WEAPON_SG550:
pWeapon = &g_SG550;
break;
case WEAPON_GALIL:
pWeapon = &g_Galil;
break;
case WEAPON_FAMAS:
pWeapon = &g_Famas;
break;
case WEAPON_USP:
pWeapon = &g_USP;
break;
case WEAPON_GLOCK18:
pWeapon = &g_GLOCK18;
break;
case WEAPON_AWP:
pWeapon = &g_AWP;
break;
case WEAPON_MP5N:
pWeapon = &g_MP5N;
break;
case WEAPON_M249:
pWeapon = &g_M249;
break;
case WEAPON_M3:
pWeapon = &g_M3;
break;
case WEAPON_M4A1:
pWeapon = &g_M4A1;
break;
case WEAPON_TMP:
pWeapon = &g_TMP;
break;
case WEAPON_G3SG1:
pWeapon = &g_G3SG1;
break;
case WEAPON_FLASHBANG:
pWeapon = &g_Flashbang;
break;
case WEAPON_DEAGLE:
pWeapon = &g_DEAGLE;
break;
case WEAPON_SG552:
pWeapon = &g_SG552;
break;
case WEAPON_AK47:
pWeapon = &g_AK47;
break;
case WEAPON_KNIFE:
pWeapon = &g_Knife;
break;
case WEAPON_P90:
pWeapon = &g_P90;
break;
/*case WEAPON_NONE:
break;
case WEAPON_GLOCK:
default:
gEngfuncs.Con_Printf("VALVEWHY: Unknown Weapon %i is active.\n", from->client.m_iId );
break;*/
}
// Store pointer to our destination entity_state_t so we can get our origin, etc. from it
// for setting up events on the client
g_finalstate = to;
// If we are running events/etc. go ahead and see if we
// managed to die between last frame and this one
// If so, run the appropriate player killed or spawn function
if ( g_runfuncs )
{
if ( to->client.health <= 0 && lasthealth > 0 )
{
player.Killed( NULL, 0 );
}
else if ( to->client.health > 0 && lasthealth <= 0 )
{
player.Spawn();
}
lasthealth = to->client.health;
}
// We are not predicting the current weapon, just bow out here.
if ( !pWeapon )
return;
for ( i = 0; i < MAX_WEAPONS; i++ )
{
pCurrent = g_pWpns[ i ];
if ( !pCurrent )
{
continue;
}
pfrom = &from->weapondata[ i ];
pCurrent->m_fInReload = pfrom->m_fInReload;
pCurrent->m_fInSpecialReload = pfrom->m_fInSpecialReload;
pCurrent->m_iClip = pfrom->m_iClip;
pCurrent->m_flNextPrimaryAttack = pfrom->m_flNextPrimaryAttack;
pCurrent->m_flNextSecondaryAttack = pfrom->m_flNextSecondaryAttack;
pCurrent->m_flTimeWeaponIdle = pfrom->m_flTimeWeaponIdle;
pCurrent->m_flStartThrow = pfrom->fuser2;
pCurrent->m_flReleaseThrow = pfrom->fuser3;
pCurrent->m_iSwing = pfrom->iuser1;
pCurrent->m_iWeaponState = pfrom->m_iWeaponState;
pCurrent->m_flLastFire = pfrom->m_fAimedDamage;
pCurrent->m_iShotsFired = pfrom->m_fInZoom;
pCurrent->m_iSecondaryAmmoType = (int)from->client.vuser3[ 2 ];
pCurrent->m_iPrimaryAmmoType = (int)from->client.vuser4[ 0 ];
player.m_rgAmmo[ pCurrent->m_iPrimaryAmmoType ] = (int)from->client.vuser4[ 1 ];
}
if( pWeapon )
g_iWeaponFlags = pWeapon->m_iWeaponState;
// For random weapon events, use this seed to seed random # generator
player.random_seed = random_seed;
// Get old buttons from previous state.
player.m_afButtonLast = from->playerstate.oldbuttons;
// Which buttsons chave changed
buttonsChanged = (player.m_afButtonLast ^ cmd->buttons); // These buttons have changed this frame
// Debounced button codes for pressed/released
// The changed ones still down are "pressed"
player.m_afButtonPressed = buttonsChanged & cmd->buttons;
// The ones not down are "released"
player.m_afButtonReleased = buttonsChanged & (~cmd->buttons);
// Set player variables that weapons code might check/alter
player.pev->button = cmd->buttons;
player.pev->velocity = from->client.velocity;
g_iPlayerFlags = player.pev->flags = from->client.flags;
player.pev->deadflag = from->client.deadflag;
player.pev->waterlevel = from->client.waterlevel;
player.pev->maxspeed = from->client.maxspeed;
player.pev->punchangle = from->client.punchangle;
player.pev->fov = from->client.fov;
player.pev->weaponanim = from->client.weaponanim;
player.pev->viewmodel = from->client.viewmodel;
player.m_flNextAttack = from->client.m_flNextAttack;
g_vPlayerVelocity = from->client.velocity;
g_flPlayerSpeed = from->client.velocity.Length();
//Stores all our ammo info, so the client side weapons can use them.
player.ammo_9mm = (int)from->client.ammo_nails;
player.ammo_556nato = (int)from->client.ammo_cells;
player.ammo_buckshot = (int)from->client.ammo_shells;
player.ammo_556natobox = (int)from->client.ammo_rockets;
player.ammo_762nato = (int)from->client.vuser2.x;
player.ammo_45acp = (int)from->client.vuser2.y;
player.ammo_50ae = (int)from->client.vuser2.z;
player.ammo_338mag = (int)from->client.vuser3.x;
player.ammo_57mm = (int)from->client.vuser3.y;
player.ammo_357sig = (int)from->client.vuser3.z;
cl_entity_t *pplayer = gEngfuncs.GetLocalPlayer();
if( pplayer )
{
player.pev->origin = from->client.origin;
player.pev->angles = pplayer->angles;
player.pev->v_angle = v_angles;
}
flags = from->client.iuser3;
g_bHoldingKnife = pWeapon->m_iId == WEAPON_KNIFE;
player.m_bCanShoot = (flags & PLAYER_CAN_SHOOT) != 0;
g_iFreezeTimeOver = !(flags & PLAYER_FREEZE_TIME_OVER);
g_bInBombZone = (flags & PLAYER_IN_BOMB_ZONE) != 0;
g_bHoldingShield = (flags & PLAYER_HOLDING_SHIELD) != 0;
// Point to current weapon object
if ( pWeapon )
{
player.m_pActiveItem = pWeapon;
}
// Don't go firing anything if we have died.
// Or if we don't have a weapon model deployed
if ( ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) &&
!CL_IsDead() && player.pev->viewmodel && !g_iUser1 )
{
/*if( g_bHoldingKnife && pWeapon->m_iClientWeaponState &&
player.pev->button & IN_FORWARD )
player.m_flNextAttack = 0;
else if( player.m_flNextAttack > 0 )
{
}*/
if ( player.m_flNextAttack <= 0 )
{
pWeapon->ItemPostFrame();
}
}
// Assume that we are not going to switch weapons
to->client.m_iId = from->client.m_iId;
// Now see if we issued a changeweapon command ( and we're not dead )
if ( cmd->weaponselect && ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) )
{
// Switched to a different weapon?
if ( from->weapondata[ cmd->weaponselect ].m_iId == cmd->weaponselect )
{
CBasePlayerWeapon *pNew = g_pWpns[ cmd->weaponselect ];
if ( pNew && ( pNew != pWeapon ) )
{
// Put away old weapon
if (player.m_pActiveItem)
player.m_pActiveItem->Holster( );
player.m_pLastItem = player.m_pActiveItem;
player.m_pActiveItem = pNew;
// Deploy new weapon
if (player.m_pActiveItem)
{
player.m_pActiveItem->Deploy( );
}
// Update weapon id so we can predict things correctly.
to->client.m_iId = cmd->weaponselect;
}
}
}
// Copy in results of prediction code
to->client.viewmodel = player.pev->viewmodel;
to->client.fov = player.pev->fov;
to->client.weaponanim = player.pev->weaponanim;
to->client.m_flNextAttack = player.m_flNextAttack;
to->client.maxspeed = player.pev->maxspeed;
to->client.punchangle = player.pev->punchangle;
to->client.ammo_nails = player.ammo_9mm;
to->client.ammo_cells = player.ammo_556nato;
to->client.ammo_shells = player.ammo_buckshot;
to->client.ammo_rockets = player.ammo_556natobox;
to->client.vuser2.x = player.ammo_762nato;
to->client.vuser2.y = player.ammo_45acp;
to->client.vuser2.z = player.ammo_50ae;
to->client.vuser3.x = player.ammo_338mag;
to->client.vuser3.y = player.ammo_57mm;
to->client.vuser3.z = player.ammo_357sig;
to->client.iuser3 = flags;
// Make sure that weapon animation matches what the game .dll is telling us
// over the wire ( fixes some animation glitches )
if ( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) && ( HUD_GetWeapon() != to->client.m_iId ))
// Force a fixed anim down to viewmodel
HUD_SendWeaponAnim( to->client.weaponanim, to->client.m_iId, 2, 1 );
if (pWeapon->m_iPrimaryAmmoType < MAX_AMMO_TYPES)
{
to->client.vuser4.x = pWeapon->m_iPrimaryAmmoType;
to->client.vuser4.y = player.m_rgAmmo[ pWeapon->m_iPrimaryAmmoType ];
}
else
{
to->client.vuser4.x = -1.0;
to->client.vuser4.y = 0;
}
for ( i = 0; i < MAX_WEAPONS; i++ )
{
pCurrent = g_pWpns[ i ];
pto = &to->weapondata[ i ];
if ( !pCurrent )
{
memset( pto, 0, sizeof( weapon_data_t ) );
continue;
}
pto->m_fInReload = pCurrent->m_fInReload;
pto->m_fInSpecialReload = pCurrent->m_fInSpecialReload;
pto->m_iClip = pCurrent->m_iClip;
pto->m_flNextPrimaryAttack = pCurrent->m_flNextPrimaryAttack;
pto->m_flNextSecondaryAttack = pCurrent->m_flNextSecondaryAttack;
pto->m_flTimeWeaponIdle = pCurrent->m_flTimeWeaponIdle;
pto->m_flNextReload = pCurrent->m_flNextReload;
pto->fuser2 = pCurrent->m_flStartThrow;
pto->fuser3 = pCurrent->m_flReleaseThrow;
pto->iuser1 = pCurrent->m_iSwing;
pto->m_iWeaponState = pCurrent->m_iWeaponState;
pto->m_fInZoom = pCurrent->m_iShotsFired;
pto->m_fAimedDamage = pCurrent->m_flLastFire;
// Decrement weapon counters, server does this at same time ( during post think, after doing everything else )
pto->m_flNextReload -= cmd->msec / 1000.0f;
pto->m_fNextAimBonus -= cmd->msec / 1000.0f;
pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0f;
pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0f;
pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0f;
if( pto->m_flPumpTime != -9999.0f )
{
pto->m_flPumpTime -= cmd->msec / 1000.0f;
if( pto->m_flPumpTime < -1.0f )
pto->m_flPumpTime = 1.0f;
}
if ( pto->m_fNextAimBonus < -1.0 )
{
pto->m_fNextAimBonus = -1.0;
}
if ( pto->m_flNextPrimaryAttack < -1.0 )
{
pto->m_flNextPrimaryAttack = -1.0;
}
if ( pto->m_flNextSecondaryAttack < -0.001 )
{
pto->m_flNextSecondaryAttack = -0.001;
}
if ( pto->m_flTimeWeaponIdle < -0.001 )
{
pto->m_flTimeWeaponIdle = -0.001;
}
if ( pto->m_flNextReload < -0.001 )
{
pto->m_flNextReload = -0.001;
}
/*if ( pto->fuser1 < -0.001 )
{
pto->fuser1 = -0.001;
}*/
}
// m_flNextAttack is now part of the weapons, but is part of the player instead
to->client.m_flNextAttack -= cmd->msec / 1000.0f;
if ( to->client.m_flNextAttack < -0.001 )
{
to->client.m_flNextAttack = -0.001;
}
// Wipe it so we can't use it after this frame
g_finalstate = NULL;
}
/*
=====================
HUD_PostRunCmd
Client calls this during prediction, after it has moved the player and updated any info changed into to->
time is the current client clock based on prediction
cmd is the command that caused the movement, etc
runfuncs is 1 if this is the first time we've predicted this command. If so, sounds and effects should play, otherwise, they should
be ignored
=====================
*/
void _DLLEXPORT HUD_PostRunCmd( local_state_t *from, local_state_t *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed )
{
g_runfuncs = runfuncs;
//g_curstate = from;
//#if defined( CLIENT_WEAPONS )
/*if ( cl_lw && cl_lw->value )
{
HUD_WeaponsPostThink( from, to, cmd, time, random_seed );
}
else
#endif
{
to->client.fov = g_lastFOV;
g_iWeaponFlags = from->weapondata[ from->client.m_iId ].m_iWeaponState;
g_iPlayerFlags = from->client.flags;
g_iFreezeTimeOver = !(from->client.iuser3 & PLAYER_FREEZE_TIME_OVER);
g_bInBombZone = (from->client.iuser3 & PLAYER_IN_BOMB_ZONE) != 0;
g_bHoldingShield = (from->client.iuser3 & PLAYER_HOLDING_SHIELD) != 0;
g_bGlockBurstMode = false; // will be taken from g_iWeaponFlags
}*/
HUD_WeaponsPostThink( from, to, cmd, time, random_seed );
if ( g_runfuncs )
{
g_gaitseq = to->playerstate.gaitsequence;
g_rseq = to->playerstate.sequence;
g_clang = cmd->viewangles;
g_clorg = to->playerstate.origin;
}
// All games can use FOV state
g_lastFOV = to->client.fov;
}