//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #include "hud.h" #include "cl_util.h" #include "const.h" #include "entity_state.h" #include "cl_entity.h" #include "entity_types.h" #include "usercmd.h" #include "pm_defs.h" #include "pm_materials.h" #include "eventscripts.h" #include "ev_hldm.h" #include "r_efx.h" #include "event_api.h" #include "event_args.h" #include "in_defs.h" #include // QUAKECLASSIC #define Q_SMALL_PUNCHANGLE_KICK -2 #define Q_BIG_PUNCHANGLE_KICK -4 extern "C" char PM_FindTextureType( char *name ); extern void EV_Quake_DecalTrace( pmtrace_t *pTrace, const char *decalName ); extern void V_PunchAxis( int axis, float punch ); extern vec3_t v_origin; extern "C" { // HLDM void EV_FireShotGunSingle( struct event_args_s *args ); void EV_FireShotGunDouble( struct event_args_s *args ); void EV_FireAxe( struct event_args_s *args ); void EV_FireAxeSwing( struct event_args_s *args ); void EV_FireRocket( struct event_args_s *args ); void EV_FireLightning( struct event_args_s *args ); void EV_FireSpike( struct event_args_s *args ); void EV_FireSuperSpike( struct event_args_s *args ); void EV_FireGrenade( struct event_args_s *args ); void EV_Gibbed( event_args_t *args ); void EV_Teleport( event_args_t *args ); void EV_Trail( event_args_t *args ); void EV_Explosion( event_args_t *args ); void EV_PlayerPowerup( struct event_args_s *args ); void EV_DMC_DoorGoUp( struct event_args_s *args ); void EV_DMC_DoorGoDown( struct event_args_s *args ); void EV_DMC_DoorHitTop( struct event_args_s *args ); void EV_DMC_DoorHitBottom( struct event_args_s *args ); void EV_Hook( event_args_t *args ); void EV_Cable( struct event_args_s *args ); void EV_FollowCarrier( struct event_args_s *args ); void EV_FlagSpawn( struct event_args_s *args ); void EV_TrainPitchAdjust( struct event_args_s *args ); } #define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 ) #define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 ) #define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 ) #define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 ) #define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 ) #define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 ) #define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 ) #define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 ) #define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 ) #define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 ) #define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 ) #define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 ) // play a strike sound based on the texture that was hit by the attack traceline. VecSrc/VecEnd are the // original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture. // returns volume of strike instrument (crowbar) to play float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, int iBulletType ) { // hit the world, try to play sound based on texture material type char chTextureType = CHAR_TEX_CONCRETE; float fvol; float fvolbar; const char *rgsz[4]; int cnt; float fattn = ATTN_NORM; int entity; const char *pTextureName; char texname[64]; char szbuffer[64]; entity = gEngfuncs.pEventAPI->EV_IndexFromTrace( ptr ); // FIXME check if playtexture sounds movevar is set // chTextureType = 0; // Player if( entity >= 1 && entity <= gEngfuncs.GetMaxClients() ) { // hit body chTextureType = CHAR_TEX_FLESH; } else if( entity == 0 ) { // get texture from entity or world (world is ent(0)) pTextureName = gEngfuncs.pEventAPI->EV_TraceTexture( ptr->ent, vecSrc, vecEnd ); if( pTextureName ) { strcpy( texname, pTextureName ); pTextureName = texname; // strip leading '-0' or '+0~' or '{' or '!' if(*pTextureName == '-' || *pTextureName == '+') { pTextureName += 2; } if(*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ') { pTextureName++; } // '}}' strcpy( szbuffer, pTextureName ); szbuffer[CBTEXTURENAMEMAX - 1] = 0; // get texture type chTextureType = PM_FindTextureType( szbuffer ); } } switch( chTextureType ) { default: case CHAR_TEX_CONCRETE: fvol = 0.9; fvolbar = 0.6; rgsz[0] = "player/pl_step1.wav"; rgsz[1] = "player/pl_step2.wav"; cnt = 2; break; case CHAR_TEX_METAL: fvol = 0.9; fvolbar = 0.3; rgsz[0] = "player/pl_metal1.wav"; rgsz[1] = "player/pl_metal2.wav"; cnt = 2; break; case CHAR_TEX_DIRT: fvol = 0.9; fvolbar = 0.1; rgsz[0] = "player/pl_dirt1.wav"; rgsz[1] = "player/pl_dirt2.wav"; rgsz[2] = "player/pl_dirt3.wav"; cnt = 3; break; case CHAR_TEX_VENT: fvol = 0.5; fvolbar = 0.3; rgsz[0] = "player/pl_duct1.wav"; rgsz[1] = "player/pl_duct1.wav"; cnt = 2; break; case CHAR_TEX_GRATE: fvol = 0.9; fvolbar = 0.5; rgsz[0] = "player/pl_grate1.wav"; rgsz[1] = "player/pl_grate4.wav"; cnt = 2; break; case CHAR_TEX_TILE: fvol = 0.8; fvolbar = 0.2; rgsz[0] = "player/pl_tile1.wav"; rgsz[1] = "player/pl_tile3.wav"; rgsz[2] = "player/pl_tile2.wav"; rgsz[3] = "player/pl_tile4.wav"; cnt = 4; break; case CHAR_TEX_SLOSH: fvol = 0.9; fvolbar = 0.0; rgsz[0] = "player/pl_slosh1.wav"; rgsz[1] = "player/pl_slosh3.wav"; rgsz[2] = "player/pl_slosh2.wav"; rgsz[3] = "player/pl_slosh4.wav"; cnt = 4; break; case CHAR_TEX_WOOD: fvol = 0.9; fvolbar = 0.2; rgsz[0] = "debris/wood1.wav"; rgsz[1] = "debris/wood2.wav"; rgsz[2] = "debris/wood3.wav"; cnt = 3; break; case CHAR_TEX_GLASS: case CHAR_TEX_COMPUTER: fvol = 0.8; fvolbar = 0.2; rgsz[0] = "debris/glass1.wav"; rgsz[1] = "debris/glass2.wav"; rgsz[2] = "debris/glass3.wav"; cnt = 3; break; case CHAR_TEX_FLESH: if (iBulletType == BULLET_PLAYER_CROWBAR) return 0.0; // crowbar already makes this sound fvol = 1.0; fvolbar = 0.2; rgsz[0] = "weapons/bullet_hit1.wav"; rgsz[1] = "weapons/bullet_hit2.wav"; fattn = 1.0; cnt = 2; break; } // play material hit sound gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, rgsz[gEngfuncs.pfnRandomLong( 0, cnt-1 )], fvol, fattn, 0, 96 + gEngfuncs.pfnRandomLong( 0, 0xf ) ); return fvolbar; } //CheckPVS see if playerIndex is in same PVS as localplayer bool CheckPVS( int playerIndex ) { //returns true if the player is in the same PVS cl_entity_t *localPlayer = gEngfuncs.GetLocalPlayer(); cl_entity_t *player = gEngfuncs.GetEntityByIndex( playerIndex ); if( !player || !localPlayer ) return false; if( player == localPlayer ) return true; if( player->curstate.messagenum < localPlayer->curstate.messagenum ) return false; return true; } const char *EV_HLDM_RocketDamageDecal() { const char *pszDecalName; int idx; idx = gEngfuncs.pfnRandomLong( 0, 2 ); switch( idx + 1 ) { case 1: pszDecalName = "{scorch1"; break; case 2: pszDecalName = "{scorch2"; break; case 3: pszDecalName = "{scorch3"; break; } return pszDecalName; } const char *EV_HLDM_DamageDecal() { const char *pszDecalName; int idx = gEngfuncs.pfnRandomLong( 0, 4 ); switch( idx + 1 ) { case 1: pszDecalName = "{shot1"; break; case 2: pszDecalName = "{shot2"; break; case 3: pszDecalName = "{shot3"; break; case 4: pszDecalName = "{shot4"; break; case 5: pszDecalName = "{shot5"; break; } return pszDecalName; } const char *EV_Lightning_DamageDecal( void ) { const char *pszDecalName; int idx; idx = gEngfuncs.pfnRandomLong( 0, 2 ); switch( idx + 1 ) { case 1: pszDecalName = "{smscorch1"; break; case 2: pszDecalName = "{smscorch2"; break; case 3: pszDecalName = "{smscorch3"; break; } return pszDecalName; } const char *EV_Quake_DamageDecalClub() { return EV_HLDM_DamageDecal(); } void EV_Quake_GunshotDecalTrace( pmtrace_t *pTrace, const char *decalName ) { int iRand; gEngfuncs.pEfxAPI->R_BulletImpactParticles( pTrace->endpos ); iRand = gEngfuncs.pfnRandomLong( 0, 0x7FFF ); if( iRand < ( 0x7fff / 2 ) )// not every bullet makes a sound. { const char *pszSound; switch( iRand % 5 ) { case 0: pszSound = "weapons/ric1.wav"; break; case 1: pszSound = "weapons/ric2.wav"; break; case 2: pszSound = "weapons/ric3.wav"; break; case 3: pszSound = "weapons/ric4.wav"; break; case 4: pszSound = "weapons/ric5.wav"; break; } gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, pszSound, 1.0, ATTN_NORM, 0, PITCH_NORM ); } EV_Quake_DecalTrace( pTrace, decalName ); } void EV_Quake_DecalTrace( pmtrace_t *pTrace, const char *decalName ) { physent_t *pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent ); // Only decal brush models such as the world etc. if( decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) ) { if( CVAR_GET_FLOAT( "r_decals" ) ) { gEngfuncs.pEfxAPI->R_DecalShoot( gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ), gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 ); } } } void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType ) { // physent_t *pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent ); // if( pe && pe->solid == SOLID_BSP ) { switch( iBulletType ) { case BULLET_PLAYER_CROWBAR: EV_Quake_DecalTrace( pTrace, EV_Quake_DamageDecalClub() ); break; case BULLET_PLAYER_9MM: case BULLET_MONSTER_9MM: case BULLET_PLAYER_MP5: case BULLET_MONSTER_MP5: case BULLET_PLAYER_BUCKSHOT: case BULLET_PLAYER_357: default: // smoke and decal EV_Quake_GunshotDecalTrace( pTrace, EV_HLDM_DamageDecal() ); break; } } } void EV_Quake_PlayQuadSound ( int idx, float *origin, int iFlag ) { const char *pszSound; switch( iFlag ) { case 1: pszSound = "items/damage3.wav"; break; case 2: pszSound = "rune/rune2.wav"; break; case 3: pszSound = "rune/rune22.wav"; break; case 4: pszSound = "rune/rune3.wav"; break; default: return; } gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, pszSound, 1, ATTN_NORM, 0, PITCH_NORM ); } /* ================ FireBullets Go to the trouble of combining multiple pellets into a single damage call. ================ */ void EV_Quake_FireBullets( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float *vecSpread ) { int i; pmtrace_t tr; int iShot; vec3_t vecRight, vecUp; VectorCopy( right, vecRight ); VectorCopy( up, vecUp ); for( iShot = 1; iShot <= cShots; iShot++ ) { vec3_t vecDir, vecEnd; // get circular gaussian spread vec3_t spread; do { spread[0] = gEngfuncs.pfnRandomFloat( -1.0, 1.0 ) + gEngfuncs.pfnRandomFloat( -1.0, 1.0 ); spread[1] = gEngfuncs.pfnRandomFloat( -1.0, 1.0 ) + gEngfuncs.pfnRandomFloat( -1.0, 1.0 ); spread[2] = spread[0] * spread[0] + spread[1] *spread[1]; }while( spread[2] > 1 ); for( i = 0; i < 3; i++ ) { vecDir[i] = vecDirShooting[i] + spread[0] * vecSpread[0] * vecRight[i] + spread[1] * vecSpread[1] * up [i]; vecEnd[i] = vecSrc[i] + 2048.0 * vecDir[i]; } gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); // Now add in all of the players. gEngfuncs.pEventAPI->EV_SetSolidPlayers( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); int iBulletType = BULLET_PLAYER_BUCKSHOT; // do damage, paint decals if( tr.fraction != 1.0 ) { switch( iBulletType ) { default: case BULLET_PLAYER_9MM: case BULLET_PLAYER_357: case BULLET_PLAYER_MP5: EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType ); break; case BULLET_PLAYER_BUCKSHOT: EV_HLDM_DecalGunshot( &tr, iBulletType ); break; } } gEngfuncs.pEventAPI->EV_PopPMStates(); } } void EV_FireShotGunDouble( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t velocity; int i; vec3_t vecSrc, vecAiming; vec3_t vecSpread; vec3_t up, right, forward; float flSpread = 0.01; idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); VectorCopy( args->velocity, velocity ); AngleVectors( angles, forward, right, up ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/shotgn2.wav", 1.0, ATTN_NORM, 0, 100 ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); vecSpread[0] = 0.04; vecSpread[1] = 0.04; vecSpread[2] = 0.00; EV_Quake_FireBullets( idx, forward, right, up, 14, vecSrc, vecAiming, vecSpread ); if( EV_IsLocal( idx ) ) { V_PunchAxis( 0, Q_BIG_PUNCHANGLE_KICK ); } } void EV_FireShotGunSingle( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t velocity; int i; vec3_t vecSrc, vecAiming; vec3_t vecSpread; vec3_t up, right, forward; float flSpread = 0.01; idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); VectorCopy( args->velocity, velocity ); int empty = args->bparam1; AngleVectors( angles, forward, right, up ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/guncock.wav", 1.0, ATTN_NORM, 0, 100 ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); vecSpread[0] = 0.04; vecSpread[1] = 0.04; vecSpread[2] = 0.00; EV_Quake_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, vecSpread ); if( EV_IsLocal( idx ) ) { V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK ); } } enum soundtypes_e { SOUND_MISS, SOUND_HIT_BODY, SOUND_HIT_WALL }; void EV_Quake_PlayAxeSound( int idx, float *origin, int iSoundType ) { const char *pszSound; switch( iSoundType ) { case SOUND_HIT_BODY: pszSound = "player/axhitbod.wav"; break; case SOUND_HIT_WALL: pszSound = "player/axhit2.wav"; break; default: return; } gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, pszSound, 1, ATTN_NORM, 0, PITCH_NORM ); } void EV_FireAxe( event_args_t *args ) { int ent; int fDidHit = 0; int m_bHullHit = 1; vec3_t vecSrc, vecEnd; vec3_t up, right, forward; pmtrace_t tr; int idx; vec3_t origin; vec3_t angles; vec3_t velocity; idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); VectorCopy( args->velocity, velocity ); AngleVectors( angles, forward, right, up ); EV_GetGunPosition( args, vecSrc, origin ); VectorMA( vecSrc, 64, forward, vecEnd ); gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); // Now add in all of the players. gEngfuncs.pEventAPI->EV_SetSolidPlayers( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_NORMAL, -1, &tr ); if( tr.fraction < 1.0 ) { ent = gEngfuncs.pEventAPI->EV_IndexFromTrace( &tr ); if( !EV_IsPlayer( ent ) ) { EV_Quake_PlayAxeSound( idx, origin, SOUND_HIT_WALL ); EV_HLDM_DecalGunshot( &tr, BULLET_PLAYER_CROWBAR ); } EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); } gEngfuncs.pEventAPI->EV_PopPMStates(); } void EV_FireAxeSwing( event_args_t *args ) { int idx; vec3_t origin; idx = args->entindex; VectorCopy( args->origin, origin ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/ax1.wav", 1.0, ATTN_NORM, 0, 100 ); } void EV_Hook( event_args_t *args ) { return; } void EV_Cable( event_args_t *args ) { int idx, attached, team, modelIndex; float r, g, b; idx = args->entindex; attached = args->iparam1; team = args->iparam2; modelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/smoke.spr" ); if( !modelIndex ) return; if( team == 1 ) { r = 500; g = 0; b = 0; } else if( team == 2 ) { r = 0; g = 0; b = 500; } if( args->bparam1 == 1 ) gEngfuncs.pEfxAPI->R_BeamKill( attached ); else gEngfuncs.pEfxAPI->R_BeamEnts( idx, attached, modelIndex, 9999, 1, 0.001, 0.8, 0.0, 0.0, 0.0, r, g, b ); } void EV_GenericParticleCallback( struct particle_s *particle, float frametime ) { int i; for( i = 0; i < 3; i++ ) { particle->org[i] += particle->vel[i] * frametime; } } void EV_TrailCallback( struct tempent_s *ent, float frametime, float currenttime ) { // If the Player is not on our PVS, then go back if( !CheckPVS( ent->clientIndex ) ) return; dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight( 0 ); cl_entity_t *player = gEngfuncs.GetEntityByIndex( ent->clientIndex ); if( !player ) return; VectorCopy( player->origin, dl->origin ); dl->radius = 240; dl->die = gEngfuncs.GetClientTime() + 0.001; // Kill it right away if( ent->entity.baseline.movetype == 2 ) { dl->color.r = 240; dl->color.g = 25; dl->color.b = 25; } else { dl->color.r = 25; dl->color.g = 25; dl->color.b = 240; } // I know what you are thinking and yes, this was the only place I could find on where to put the timer // Hacky; Yes, Works; Yes!. if( ent->entity.baseline.animtime > gEngfuncs.GetClientTime() ) return; for( int i = 0; i < 4; i++ ) { particle_t *bPart = gEngfuncs.pEfxAPI->R_AllocParticle( EV_GenericParticleCallback ); if( bPart ) { VectorCopy( ent->entity.origin, bPart->org ); bPart->org[0] += gEngfuncs.pfnRandomFloat( -2, 2 ); bPart->org[1] += gEngfuncs.pfnRandomFloat( -2, 2 ); bPart->org[2] += gEngfuncs.pfnRandomFloat( -2, 2 ); bPart->vel[0] = gEngfuncs.pfnRandomFloat( -50, 50 ); bPart->vel[1] = gEngfuncs.pfnRandomFloat( -50, 50 ); bPart->vel[2] = gEngfuncs.pfnRandomFloat( 75, 80 ); //Check team and color the particle correctly if( ent->entity.baseline.movetype == 2 ) bPart->color = 70; else bPart->color = 43; bPart->type = pt_slowgrav; bPart->die = gEngfuncs.GetClientTime() + 0.5; } } ent->entity.baseline.animtime = gEngfuncs.GetClientTime() + 0.3; } void EV_FollowCarrier( event_args_t *args ) { int iEntIndex = args->iparam1; int iTeam = args->iparam2; float r, g, b; int modelIndex; const char *model = "sprites/smoke.spr"; modelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( model ); if( iTeam == 2 ) { r = 500; g = 0; b = 0; } else if( iTeam == 1 ) { r = 0; g = 0; b = 500; } if( args->bparam1 == 1 ) gEngfuncs.pEfxAPI->R_KillAttachedTents( iEntIndex ); else { TEMPENTITY *pTrailSpawner = NULL; pTrailSpawner = gEngfuncs.pEfxAPI->R_TempModel( args->origin, args->velocity, args->angles, 9999, modelIndex, TE_BOUNCE_NULL ); if( pTrailSpawner != NULL ) { pTrailSpawner->flags |= ( FTENT_PLYRATTACHMENT | FTENT_PERSIST | FTENT_NOMODEL | FTENT_CLIENTCUSTOM ); pTrailSpawner->clientIndex = iEntIndex; pTrailSpawner->entity.baseline.movetype = iTeam; // Hack to store the team number on this temp ent. pTrailSpawner->entity.baseline.animtime = gEngfuncs.GetClientTime() + 0.3; pTrailSpawner->callback = EV_TrailCallback; } } } void EV_FlagSpawn( event_args_t *args ) { vec3_t origin; VectorCopy( args->origin, origin ); gEngfuncs.pEfxAPI->R_Implosion( origin, 50, 20, 0.5 ); for( int i = 0; i < 20; i++ ) { particle_t *bPart = gEngfuncs.pEfxAPI->R_AllocParticle( EV_GenericParticleCallback ); if( bPart ) { VectorCopy ( args->origin, bPart->org); bPart->org[0] += gEngfuncs.pfnRandomFloat( -4, 4 ); bPart->org[1] += gEngfuncs.pfnRandomFloat( -4, 4 ); bPart->org[2] += gEngfuncs.pfnRandomFloat( -4, 4 ); bPart->vel[0] = gEngfuncs.pfnRandomFloat( -50, 50 ); bPart->vel[1] = gEngfuncs.pfnRandomFloat( -50, 50 ); bPart->vel[2] = gEngfuncs.pfnRandomFloat( 250, 350 ); //Check team and color the particle correctly if( args->iparam1 == 1 ) bPart->color = 70; else bPart->color = 43; bPart->type = pt_grav; bPart->die = gEngfuncs.GetClientTime() + 3; } } } void EV_PowerupCallback( struct tempent_s *ent, float frametime, float currenttime ) { //If the Player is not on our PVS, then go back if( !CheckPVS( ent->clientIndex ) ) return; dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight( 0 ); cl_entity_t *player = gEngfuncs.GetEntityByIndex( ent->clientIndex ); if( !player ) return; VectorCopy( player->origin, dl->origin ); dl->radius = 270; dl->dark = true; dl->die = gEngfuncs.GetClientTime() + 0.001; //Kill it right away if( ent->entity.baseline.iuser2 == 1 ) { if( ent->entity.baseline.iuser1 == 1 ) { dl->color.r = 255; dl->color.g = 128; dl->color.b = 128; } else { dl->color.r = 0; dl->color.g = 75; dl->color.b = 255; } } else if( ent->entity.baseline.iuser2 == 2 ) { if( ent->entity.baseline.iuser1 == 1 ) { dl->color.r = 255; dl->color.g = 128; dl->color.b = 0; } else if( ent->entity.baseline.iuser1 == 2 ) { dl->color.r = 0; dl->color.g = 128; dl->color.b = 250; } else { dl->color.r = 255; dl->color.g = 75; dl->color.b = 0; } } else if( ent->entity.baseline.iuser2 == 3 ) { dl->color.r = 255; dl->color.g = 125; dl->color.b = 255; } } void EV_PlayerPowerup( event_args_t *args ) { int iEntIndex = args->iparam1; int iTeam = args->iparam2; int iPowerUp = (int)args->fparam1; int modelIndex; const char *model = "sprites/smoke.spr"; modelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( model ); if( args->bparam1 == 1 ) gEngfuncs.pEfxAPI->R_KillAttachedTents( iEntIndex ); if( iPowerUp ) { TEMPENTITY *pTrailSpawner = NULL; pTrailSpawner = gEngfuncs.pEfxAPI->R_TempModel( args->origin, args->velocity, args->angles, 9999, modelIndex, TE_BOUNCE_NULL ); if( pTrailSpawner != NULL ) { pTrailSpawner->flags |= ( FTENT_PLYRATTACHMENT | FTENT_PERSIST | FTENT_NOMODEL | FTENT_CLIENTCUSTOM ); pTrailSpawner->clientIndex = iEntIndex; pTrailSpawner->entity.baseline.iuser1 = iTeam; pTrailSpawner->entity.baseline.iuser2 = iPowerUp; pTrailSpawner->callback = EV_PowerupCallback; } } } float g_flLightTime; BEAM *pBeam; void EV_FireLightning( event_args_t *args ) { int idx; vec3_t origin, endorigin; vec3_t angles; vec3_t up, right, forward; int iShutDown; cl_entity_t *player; int modelIndex; bool bSound = false; idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); bSound = args->bparam1 ? true : false; iShutDown = args->iparam2; modelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/laserbeam.spr" ); // Load it up with some bogus data player = gEngfuncs.GetLocalPlayer(); AngleVectors( angles, forward, right, up ); if( EV_IsLocal( idx ) ) { if ( g_flLightTime <= gEngfuncs.GetClientTime() ) { gEngfuncs.pfnWeaponAnim( 1, 0 ); g_flLightTime = gEngfuncs.GetClientTime() + 0.5; } V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK ); player = gEngfuncs.GetViewModel(); origin = player->attachment[0]; } else { origin = origin + Vector( 0, 0, 16 ); } if( bSound ) { gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/lhit.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); } if( iShutDown == 0 && EV_IsLocal( idx ) && pBeam == NULL ) { vec3_t vecSrc, vecEnd; pmtrace_t tr; cl_entity_t *pl = gEngfuncs.GetEntityByIndex( idx ); if( pl ) { VectorCopy( gHUD.m_vecAngles, angles ); AngleVectors( angles, forward, right, up ); EV_GetGunPosition( args, vecSrc, pl->origin ); VectorMA( vecSrc, 2048, forward, vecEnd ); gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); // Now add in all of the players. gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); gEngfuncs.pEventAPI->EV_PopPMStates(); pBeam = gEngfuncs.pEfxAPI->R_BeamEntPoint ( idx | 0x1000, tr.endpos, modelIndex, 99999, 5.0, 0.15, 2.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0 ); } } else if( iShutDown == 1 ) { if( EV_IsLocal( idx ) ) { if( pBeam ) { pBeam->die = 0.0; pBeam = NULL; } } } } void EV_FireRocket( event_args_t *args ) { int idx; vec3_t origin; idx = args->entindex; VectorCopy( args->origin, origin ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sgun1.wav", 1.0, ATTN_NORM, 0, 100 ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); if( EV_IsLocal( idx ) ) { V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK ); } } void EV_FireGrenade( event_args_t *args ) { int idx; vec3_t origin; idx = args->entindex; VectorCopy( args->origin, origin ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/grenade.wav", 1.0, ATTN_NORM, 0, 100 ); if( EV_IsLocal( idx ) ) { V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK ); } } void EV_Quake_NailTouch( struct tempent_s *ent, pmtrace_t *ptr ) { //physent_t *pe = gEngfuncs.pEventAPI->EV_GetPhysent( ptr->ent ); //if( pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) ) { EV_Quake_GunshotDecalTrace( ptr, EV_HLDM_DamageDecal() ); } } void EV_Quake_ClientProjectile( float *vecOrigin, float *vecVelocity, short sModelIndex, int iOwnerIndex, int iLife, void (*hitcallback)( struct tempent_s *ent, pmtrace_t *ptr ) ) { gEngfuncs.pEfxAPI->R_Projectile( vecOrigin, vecVelocity, sModelIndex, iLife, iOwnerIndex, hitcallback ); } void EV_FireSpike( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t up, right, forward; vec3_t vecVelocity; float offset = args->bparam1 ? 2.0 : -2.0; int shell; // gEngfuncs.Con_NPrintf( 22, "offset %f", offset ); idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); shell = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/spike.mdl" ); AngleVectors( angles, forward, right, up ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/rocket1i.wav", 1.0, ATTN_NORM, 0, 100 ); // make nails VectorScale( forward, 1000, vecVelocity ); EV_Quake_ClientProjectile( origin + Vector( 0, 0, 10 ) + ( right * offset ), vecVelocity, (short)shell, idx, 6, EV_Quake_NailTouch ); if( EV_IsLocal( idx ) ) { V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK ); } } void EV_FireSuperSpike( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t up, right, forward; vec3_t vecVelocity; int shell; idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); shell = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/spike.mdl" ); AngleVectors( angles, forward, right, up ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/spike2.wav", 1.0, ATTN_NORM, 0, 100 ); // make nails VectorScale( forward, 1000, vecVelocity ); EV_Quake_ClientProjectile( origin + Vector( 0, 0, 16 ), vecVelocity, (short)shell, idx, 6, EV_Quake_NailTouch ); if( EV_IsLocal( idx ) ) { V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK ); } } #define SND_CHANGE_PITCH ( 1 << 7 ) void EV_TrainPitchAdjust( event_args_t *args ) { int idx; vec3_t origin; unsigned short us_params; int noise; float m_flVolume; int pitch; int stop; const char *pszSound; idx = args->entindex; VectorCopy( args->origin, origin ); us_params = (unsigned short)args->iparam1; stop = args->bparam1; m_flVolume = (float)(us_params & 0x003f)/40.0; noise = (int)(((us_params) >> 12 ) & 0x0007); pitch = (int)( 10.0 * (float)( ( us_params >> 6 ) & 0x003f ) ); switch( noise ) { case 1: pszSound = "plats/ttrain1.wav"; break; case 2: pszSound = "plats/ttrain2.wav"; break; case 3: pszSound = "plats/ttrain3.wav"; break; case 4: pszSound = "plats/ttrain4.wav"; break; case 5: pszSound = "plats/ttrain6.wav"; break; case 6: pszSound = "plats/ttrain7.wav"; break; default: // no sound return; } if( stop ) { gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, pszSound ); } else { gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, pszSound, m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, pitch ); } } const char *DMC_BloodDecal() { const char *pszDecalName; int idx = gEngfuncs.pfnRandomLong( 0, 5 ); switch( idx + 1 ) { case 1: pszDecalName = "{blood1"; break; case 2: pszDecalName = "{blood2"; break; case 3: pszDecalName = "{blood3"; break; case 4: pszDecalName = "{blood4"; break; case 5: pszDecalName = "{blood5"; break; case 6: pszDecalName = "{blood6"; break; } return pszDecalName; } void DMC_DecalTrace( pmtrace_t *pTrace, const char *decalName ) { EV_Quake_DecalTrace( pTrace, decalName ); } void EV_GibTouch( struct tempent_s *ent, struct pmtrace_s *ptr ) { const char *pszSound; DMC_DecalTrace( ptr, DMC_BloodDecal() ); // 1 in 5 chance of squishy sound if( gEngfuncs.pfnRandomLong( 0, 4 ) > 0 ) return; switch( gEngfuncs.pfnRandomLong( 0, 5 ) ) { case 0: pszSound = "debris/flesh1.wav"; break; case 1: pszSound = "debris/flesh2.wav"; break; case 2: pszSound = "debris/flesh3.wav"; break; case 3: pszSound = "debris/flesh5.wav"; break; case 4: pszSound = "debris/flesh6.wav"; break; case 5: pszSound = "debris/flesh7.wav"; break; } gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, pszSound, 1.0, ATTN_NORM, 0, PITCH_NORM ); } void EV_GibParticleCallback( struct particle_s *particle, float frametime ) { for( int i = 0; i < 3; i++ ) { particle->org[i] += particle->vel[i] * frametime; } } void EV_Gibbed( event_args_t *args ) { vec3_t origin, velocity, angles, rotate; int modelindex, i; TEMPENTITY *pGib = NULL; int gibs = 5; VectorCopy( args->origin, origin ); gEngfuncs.pEventAPI->EV_PlaySound( 0, origin, CHAN_STATIC, "player/gib.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); rotate[0] = gEngfuncs.pfnRandomLong( -100, 100 ); rotate[1] = gEngfuncs.pfnRandomLong( -100, 100 ); rotate[2] = gEngfuncs.pfnRandomLong( -100, 100 ); for( i = 0; i < gibs; i++ ) { const char *pszModel; switch( gEngfuncs.pfnRandomLong( 1, 3 ) ) { //Just in case default: case 1: pszModel = "models/gib_1.mdl"; break; case 2: pszModel = "models/gib_2.mdl"; break; case 3: pszModel = "models/gib_3.mdl"; break; } modelindex = gEngfuncs.pEventAPI->EV_FindModelIndex( pszModel ); if( !modelindex ) return; VectorCopy( args->angles, angles ); VectorScale( angles, -1.0, angles ); angles[0] += gEngfuncs.pfnRandomFloat( -0.30, 0.30 ); angles[1] += gEngfuncs.pfnRandomFloat( -0.30, 0.30 ); angles[2] += gEngfuncs.pfnRandomFloat( -0.30, 0.30 ); VectorScale( angles, gEngfuncs.pfnRandomFloat( 500, 1200 ), velocity ); velocity[2] += 600; pGib = gEngfuncs.pEfxAPI->R_TempModel( origin, velocity, rotate, 15, modelindex, TE_BOUNCE_NULL ); if( pGib ) { pGib->flags |= ( FTENT_COLLIDEWORLD | FTENT_ROTATE | FTENT_FADEOUT | FTENT_CLIENTCUSTOM | FTENT_SMOKETRAIL ); pGib->hitcallback = EV_GibTouch; } } } //Spawns the teleport effect. void EV_Teleport( event_args_t *args ) { const char *pszSound; vec3_t vecOrg; VectorCopy( args->origin, vecOrg ); switch( gEngfuncs.pfnRandomLong( 0, 4 ) ) { case 0: pszSound = "misc/r_tele1.wav"; break; case 1: pszSound = "misc/r_tele2.wav"; break; case 2: pszSound = "misc/r_tele3.wav"; break; case 3: pszSound = "misc/r_tele4.wav"; break; case 4: pszSound = "misc/r_tele5.wav"; break; } gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, pszSound, 1.0, ATTN_NORM, 0, PITCH_NORM ); gEngfuncs.pEfxAPI->R_TeleportSplash( vecOrg ); } int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3}; void EV_RocketTrailCallback( struct tempent_s *ent, float frametime, float currenttime ) { if( currenttime < ent->entity.baseline.fuser1 ) return; if( ent->entity.origin == ent->entity.attachment[0] ) ent->die = gEngfuncs.GetClientTime(); else VectorCopy( ent->entity.origin, ent->entity.attachment[0] ); //Make the Rocket light up. ( And only rockets, no Grenades ). if( ent->entity.baseline.sequence == 70 ) { dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight( 0 ); VectorCopy( ent->entity.origin, dl->origin ); dl->radius = 160; dl->dark = true; dl->die = gEngfuncs.GetClientTime() + 0.001; //Kill it right away dl->color.r = 255; dl->color.g = 255; dl->color.b = 255; } } #define GRENADE_TRAIL 1 #define ROCKET_TRAIL 2 void EV_Trail( event_args_t *args ) { int iEntIndex = args->iparam1; TEMPENTITY *pTrailSpawner = NULL; pTrailSpawner = gEngfuncs.pEfxAPI->CL_TempEntAllocNoModel( args->origin ); if( pTrailSpawner != NULL ) { pTrailSpawner->flags |= ( FTENT_PLYRATTACHMENT | FTENT_COLLIDEKILL | FTENT_CLIENTCUSTOM | FTENT_SMOKETRAIL | FTENT_COLLIDEWORLD ); pTrailSpawner->callback = EV_RocketTrailCallback; pTrailSpawner->clientIndex = iEntIndex; if( args->iparam2 == GRENADE_TRAIL ) pTrailSpawner->entity.baseline.sequence = 69; else if ( args->iparam2 == ROCKET_TRAIL ) pTrailSpawner->entity.baseline.sequence = 70; pTrailSpawner->die = gEngfuncs.GetClientTime() + 10; // Just in case pTrailSpawner->entity.baseline.fuser1 = gEngfuncs.GetClientTime() + 0.5; // Don't try to die till 500ms ahead } } void EV_Explosion( event_args_t *args ) { vec3_t origin, scorch_origin, velocity, forward, right, up; int modelIndex; const char *model = "sprites/zerogxplode.spr"; modelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( model ); pmtrace_t tr; //Make decals and Explosions //Might not work for grenades. VectorCopy( args->origin, origin ); VectorCopy( args->angles, velocity ); //Velocity scorch_origin = origin - velocity.Normalize() * 32; gEngfuncs.pEfxAPI->R_Explosion( origin, modelIndex, 2.5, 15, TE_EXPLFLAG_NONE ); gEngfuncs.pEfxAPI->R_ParticleExplosion2( origin, 111, 8 ); gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); gEngfuncs.pEventAPI->EV_PushPMStates(); gEngfuncs.pEventAPI->EV_SetSolidPlayers( -1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( scorch_origin, scorch_origin + velocity.Normalize() * 64, PM_STUDIO_BOX | PM_WORLD_ONLY , -1, &tr ); gEngfuncs.pEventAPI->EV_PopPMStates(); DMC_DecalTrace( &tr, EV_HLDM_RocketDamageDecal() ); } #define EV_DMC_MOVE_SOUND 0 #define EV_DMC_STOP_SOUND 1 const char *EV_DMC_LookupDoorSound( int type, int index ) { const char *pszSound; int idx; // Assume the worst pszSound = "common/null.wav"; if( type == EV_DMC_MOVE_SOUND ) { idx = ( index >> 8 ) & 0xff; switch( idx ) { default: case 0: pszSound = "common/null.wav"; break; case 1: pszSound = "doors/doormove1.wav"; break; case 2: pszSound = "doors/doormove2.wav"; break; case 3: pszSound = "doors/doormove3.wav"; break; case 4: pszSound = "doors/doormove4.wav"; break; case 5: pszSound = "doors/doormove5.wav"; break; case 6: pszSound = "doors/doormove6.wav"; break; case 7: pszSound = "doors/doormove7.wav"; break; case 8: pszSound = "doors/doormove8.wav"; break; case 9: pszSound = "doors/doormove9.wav"; break; case 10: pszSound = "doors/doormove10.wav"; break; } } else if( type == EV_DMC_STOP_SOUND ) { idx = ( index & 0xff ); // set the door's 'reached destination' stop sound switch( idx ) { default: case 0: pszSound = "common/null.wav"; break; case 1: pszSound = "doors/doorstop1.wav"; break; case 2: pszSound = "doors/doorstop2.wav"; break; case 3: pszSound = "doors/doorstop3.wav"; break; case 4: pszSound = "doors/doorstop4.wav"; break; case 5: pszSound = "doors/doorstop5.wav"; break; case 6: pszSound = "doors/doorstop6.wav"; break; case 7: pszSound = "doors/doorstop7.wav"; break; case 8: pszSound = "doors/doorstop8.wav"; break; } } return pszSound; } void EV_DMC_DoorGoUp( event_args_t *args ) { int idx = -1; int soundindex = args->iparam1; gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex )); gEngfuncs.pEventAPI->EV_PlaySound( idx, args->origin, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex ), 1.0, ATTN_NORM, 0, PITCH_NORM ); } void EV_DMC_DoorGoDown( event_args_t *args ) { EV_DMC_DoorGoUp( args ); /* int idx = -1; int soundindex = args->iparam1; gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex )); gEngfuncs.pEventAPI->EV_PlaySound( idx, args->origin, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex ), 1.0, ATTN_NORM, 0, PITCH_NORM ); */ } void EV_DMC_DoorHitTop( event_args_t *args ) { int idx = -1; int soundindex = args->iparam1; gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex ) ); gEngfuncs.pEventAPI->EV_PlaySound( idx, args->origin, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_STOP_SOUND, soundindex ), 1.0, ATTN_NORM, 0, PITCH_NORM ); } void EV_DMC_DoorHitBottom( event_args_t *args ) { EV_DMC_DoorHitTop( args ); /* int idx = -1; int soundindex = args->iparam1; gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex ) ); gEngfuncs.pEventAPI->EV_PlaySound( idx, args->origin, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_STOP_SOUND, soundindex ), 1.0, ATTN_NORM, 0, PITCH_NORM ); */ }