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

154 lines
4.0 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 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 );
}