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

118 lines
3.3 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 elite_e
{
ELITE_IDLE,
ELITE_IDLE_LEFTEMPTY,
ELITE_SHOOTLEFT1,
ELITE_SHOOTLEFT2,
ELITE_SHOOTLEFT3,
ELITE_SHOOTLEFT4,
ELITE_SHOOTLEFT5,
ELITE_SHOOTLEFTLAST,
ELITE_SHOOTRIGHT1,
ELITE_SHOOTRIGHT2,
ELITE_SHOOTRIGHT3,
ELITE_SHOOTRIGHT4,
ELITE_SHOOTRIGHT5,
ELITE_SHOOTRIGHTLAST,
ELITE_RELOAD,
ELITE_DRAW
};
void EV_FireElite( event_args_s *args, int sequence )
{
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;
idx = args->entindex;
VectorCopy( args->origin, origin );
VectorCopy( args->angles, angles );
VectorCopy( args->velocity, velocity );
AngleVectors( angles, forward, right, up );
if ( EV_IsLocal( idx ) )
{
++g_iShotsFired;
EV_MuzzleFlash();
gEngfuncs.pEventAPI->EV_WeaponAnimation(sequence, 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);
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON,
"weapons/elite_fire.wav",
1, ATTN_NORM, 0,
94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
// don't draw Bullets and decals of elite
// TODO: fix it
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_9MM, 0, &tracerCount,
2 );
}
void EV_FireEliteLeft(event_args_s *args)
{
EV_FireElite( args, gEngfuncs.pfnRandomLong( ELITE_SHOOTLEFT1, ELITE_SHOOTLEFT4 ));
}
void EV_FireEliteRight( event_args_s *args )
{
EV_FireElite( args, gEngfuncs.pfnRandomLong( ELITE_SHOOTRIGHT1, ELITE_SHOOTRIGHT4 ));
}