mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-21 17:36:18 +01:00
Alibek Omarov
20c7617926
This is mentioned in default delta.lst shipped with HL25: ``` DEFINE_DELTA( eflags, DT_INTEGER, 2, 1.0 ), // JoshA: Changed to 2 for EFLAG_FLESH_SOUND to fix flesh sounds on entities. If a mod ships updated DLLs and not this file, they just won't have that fix. ```
1821 lines
47 KiB
C++
1821 lines
47 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "hud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "entity_types.h"
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#include "usercmd.h"
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#include "pm_defs.h"
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#include "pm_materials.h"
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#include "eventscripts.h"
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#include "ev_hldm.h"
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#include "r_efx.h"
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#include "event_api.h"
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#include "event_args.h"
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#include "in_defs.h"
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#include <string.h>
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#include "r_studioint.h"
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#include "com_model.h"
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extern engine_studio_api_t IEngineStudio;
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static int g_tracerCount[32];
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extern "C" char PM_FindTextureType( char *name );
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void V_PunchAxis( int axis, float punch );
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void VectorAngles( const float *forward, float *angles );
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extern cvar_t *cl_lw;
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extern "C"
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{
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// HLDM
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void EV_FireGlock1( struct event_args_s *args );
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void EV_FireGlock2( struct event_args_s *args );
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void EV_FireShotGunSingle( struct event_args_s *args );
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void EV_FireShotGunDouble( struct event_args_s *args );
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void EV_FireMP5( struct event_args_s *args );
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void EV_FireMP52( struct event_args_s *args );
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void EV_FirePython( struct event_args_s *args );
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void EV_FireGauss( struct event_args_s *args );
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void EV_SpinGauss( struct event_args_s *args );
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void EV_Crowbar( struct event_args_s *args );
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void EV_FireCrossbow( struct event_args_s *args );
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void EV_FireCrossbow2( struct event_args_s *args );
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void EV_FireRpg( struct event_args_s *args );
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void EV_EgonFire( struct event_args_s *args );
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void EV_EgonStop( struct event_args_s *args );
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void EV_HornetGunFire( struct event_args_s *args );
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void EV_TripmineFire( struct event_args_s *args );
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void EV_SnarkFire( struct event_args_s *args );
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void EV_TrainPitchAdjust( struct event_args_s *args );
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void EV_VehiclePitchAdjust( event_args_t *args );
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}
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#define VECTOR_CONE_1DEGREES Vector( 0.00873f, 0.00873f, 0.00873f )
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#define VECTOR_CONE_2DEGREES Vector( 0.01745f, 0.01745f, 0.01745f )
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#define VECTOR_CONE_3DEGREES Vector( 0.02618f, 0.02618f, 0.02618f )
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#define VECTOR_CONE_4DEGREES Vector( 0.03490f, 0.03490f, 0.03490f )
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#define VECTOR_CONE_5DEGREES Vector( 0.04362f, 0.04362f, 0.04362f )
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#define VECTOR_CONE_6DEGREES Vector( 0.05234f, 0.05234f, 0.05234f )
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#define VECTOR_CONE_7DEGREES Vector( 0.06105f, 0.06105f, 0.06105f )
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#define VECTOR_CONE_8DEGREES Vector( 0.06976f, 0.06976f, 0.06976f )
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#define VECTOR_CONE_9DEGREES Vector( 0.07846f, 0.07846f, 0.07846f )
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#define VECTOR_CONE_10DEGREES Vector( 0.08716f, 0.08716f, 0.08716f )
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#define VECTOR_CONE_15DEGREES Vector( 0.13053f, 0.13053f, 0.13053f )
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#define VECTOR_CONE_20DEGREES Vector( 0.17365f, 0.17365f, 0.17365f )
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// play a strike sound based on the texture that was hit by the attack traceline. VecSrc/VecEnd are the
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// original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture.
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// returns volume of strike instrument (crowbar) to play
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float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, int iBulletType )
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{
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// hit the world, try to play sound based on texture material type
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char chTextureType = CHAR_TEX_CONCRETE;
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float fvol;
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float fvolbar;
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const char *rgsz[4];
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int cnt;
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float fattn = ATTN_NORM;
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int entity;
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cl_entity_t *ent;
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char *pTextureName;
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char texname[64];
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char szbuffer[64];
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entity = gEngfuncs.pEventAPI->EV_IndexFromTrace( ptr );
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// FIXME check if playtexture sounds movevar is set
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//
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chTextureType = 0;
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// Player
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if( ( entity >= 1 && entity <= gEngfuncs.GetMaxClients() )
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|| ( ( ent = gEngfuncs.GetEntityByIndex( entity )) && ( ent->curstate.eflags & EFLAG_FLESH_SOUND )))
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{
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// hit body
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chTextureType = CHAR_TEX_FLESH;
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}
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else if( entity == 0 )
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{
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// get texture from entity or world (world is ent(0))
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pTextureName = (char *)gEngfuncs.pEventAPI->EV_TraceTexture( ptr->ent, vecSrc, vecEnd );
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if ( pTextureName )
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{
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strcpy( texname, pTextureName );
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pTextureName = texname;
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// strip leading '-0' or '+0~' or '{' or '!'
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if( *pTextureName == '-' || *pTextureName == '+' )
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{
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pTextureName += 2;
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}
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if( *pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ' )
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{
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pTextureName++;
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}
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// '}}'
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strcpy( szbuffer, pTextureName );
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szbuffer[CBTEXTURENAMEMAX - 1] = 0;
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// get texture type
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chTextureType = PM_FindTextureType( szbuffer );
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}
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}
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switch (chTextureType)
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{
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default:
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case CHAR_TEX_CONCRETE:
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fvol = 0.9;
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fvolbar = 0.6;
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rgsz[0] = "player/pl_step1.wav";
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rgsz[1] = "player/pl_step2.wav";
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cnt = 2;
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break;
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case CHAR_TEX_METAL:
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fvol = 0.9;
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fvolbar = 0.3;
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rgsz[0] = "player/pl_metal1.wav";
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rgsz[1] = "player/pl_metal2.wav";
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cnt = 2;
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break;
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case CHAR_TEX_DIRT:
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fvol = 0.9;
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fvolbar = 0.1;
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rgsz[0] = "player/pl_dirt1.wav";
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rgsz[1] = "player/pl_dirt2.wav";
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rgsz[2] = "player/pl_dirt3.wav";
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cnt = 3;
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break;
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case CHAR_TEX_VENT:
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fvol = 0.5;
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fvolbar = 0.3;
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rgsz[0] = "player/pl_duct1.wav";
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rgsz[1] = "player/pl_duct1.wav";
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cnt = 2;
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break;
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case CHAR_TEX_GRATE:
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fvol = 0.9;
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fvolbar = 0.5;
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rgsz[0] = "player/pl_grate1.wav";
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rgsz[1] = "player/pl_grate4.wav";
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cnt = 2;
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break;
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case CHAR_TEX_TILE:
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fvol = 0.8;
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fvolbar = 0.2;
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rgsz[0] = "player/pl_tile1.wav";
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rgsz[1] = "player/pl_tile3.wav";
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rgsz[2] = "player/pl_tile2.wav";
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rgsz[3] = "player/pl_tile4.wav";
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cnt = 4;
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break;
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case CHAR_TEX_SLOSH:
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fvol = 0.9;
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fvolbar = 0.0;
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rgsz[0] = "player/pl_slosh1.wav";
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rgsz[1] = "player/pl_slosh3.wav";
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rgsz[2] = "player/pl_slosh2.wav";
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rgsz[3] = "player/pl_slosh4.wav";
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cnt = 4;
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break;
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case CHAR_TEX_WOOD:
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fvol = 0.9;
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fvolbar = 0.2;
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rgsz[0] = "debris/wood1.wav";
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rgsz[1] = "debris/wood2.wav";
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rgsz[2] = "debris/wood3.wav";
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cnt = 3;
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break;
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case CHAR_TEX_GLASS:
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case CHAR_TEX_COMPUTER:
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fvol = 0.8;
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fvolbar = 0.2;
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rgsz[0] = "debris/glass1.wav";
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rgsz[1] = "debris/glass2.wav";
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rgsz[2] = "debris/glass3.wav";
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cnt = 3;
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break;
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case CHAR_TEX_FLESH:
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if( iBulletType == BULLET_PLAYER_CROWBAR )
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return 0.0; // crowbar already makes this sound
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fvol = 1.0;
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fvolbar = 0.2;
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rgsz[0] = "weapons/bullet_hit1.wav";
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rgsz[1] = "weapons/bullet_hit2.wav";
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fattn = 1.0;
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cnt = 2;
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break;
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}
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// play material hit sound
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gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, rgsz[gEngfuncs.pfnRandomLong( 0, cnt - 1 )], fvol, fattn, 0, 96 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
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return fvolbar;
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}
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char *EV_HLDM_DamageDecal( physent_t *pe )
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{
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static char decalname[32];
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int idx;
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if( pe->classnumber == 1 )
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{
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idx = gEngfuncs.pfnRandomLong( 0, 2 );
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sprintf( decalname, "{break%i", idx + 1 );
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}
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else if( pe->rendermode != kRenderNormal )
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{
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strcpy( decalname, "{bproof1" );
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}
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else
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{
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idx = gEngfuncs.pfnRandomLong( 0, 4 );
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sprintf( decalname, "{shot%i", idx + 1 );
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}
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return decalname;
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}
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void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName )
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{
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int iRand;
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physent_t *pe;
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gEngfuncs.pEfxAPI->R_BulletImpactParticles( pTrace->endpos );
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iRand = gEngfuncs.pfnRandomLong( 0, 0x7FFF );
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if( iRand < ( 0x7fff / 2 ) )// not every bullet makes a sound.
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{
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switch( iRand % 5 )
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{
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case 0:
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
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break;
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case 1:
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
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break;
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case 2:
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
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break;
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case 3:
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
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break;
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case 4:
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
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break;
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}
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}
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
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// Only decal brush models such as the world etc.
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if( decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) )
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{
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if( CVAR_GET_FLOAT( "r_decals" ) )
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{
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gEngfuncs.pEfxAPI->R_DecalShoot(
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gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ),
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gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 );
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}
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}
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}
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void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType )
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{
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physent_t *pe;
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
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if( pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) )
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{
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switch( iBulletType )
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{
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case BULLET_PLAYER_9MM:
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case BULLET_MONSTER_9MM:
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case BULLET_PLAYER_MP5:
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case BULLET_MONSTER_MP5:
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case BULLET_PLAYER_BUCKSHOT:
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case BULLET_PLAYER_357:
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default:
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// smoke and decal
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EV_HLDM_GunshotDecalTrace( pTrace, EV_HLDM_DamageDecal( pe ) );
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break;
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}
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}
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}
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int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, float *right, int iBulletType, int iTracerFreq, int *tracerCount )
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{
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int tracer = 0;
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int i;
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qboolean player = idx >= 1 && idx <= gEngfuncs.GetMaxClients() ? true : false;
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if( iTracerFreq != 0 && ( (*tracerCount)++ % iTracerFreq ) == 0 )
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{
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vec3_t vecTracerSrc;
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if( player )
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{
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vec3_t offset( 0, 0, -4 );
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// adjust tracer position for player
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for( i = 0; i < 3; i++ )
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{
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vecTracerSrc[i] = vecSrc[i] + offset[i] + right[i] * 2 + forward[i] * 16;
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}
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}
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else
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{
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VectorCopy( vecSrc, vecTracerSrc );
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}
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if( iTracerFreq != 1 ) // guns that always trace also always decal
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tracer = 1;
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switch( iBulletType )
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{
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case BULLET_PLAYER_MP5:
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case BULLET_MONSTER_MP5:
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case BULLET_MONSTER_9MM:
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case BULLET_MONSTER_12MM:
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default:
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EV_CreateTracer( vecTracerSrc, end );
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break;
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}
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}
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return tracer;
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}
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/*
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================
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FireBullets
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Go to the trouble of combining multiple pellets into a single damage call.
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================
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*/
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void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float flDistance, int iBulletType, int iTracerFreq, int *tracerCount, float flSpreadX, float flSpreadY )
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{
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int i;
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pmtrace_t tr;
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int iShot;
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int tracer;
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for( iShot = 1; iShot <= cShots; iShot++ )
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{
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vec3_t vecDir, vecEnd;
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float x, y, z;
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//We randomize for the Shotgun.
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if( iBulletType == BULLET_PLAYER_BUCKSHOT )
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{
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do{
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x = gEngfuncs.pfnRandomFloat( -0.5, 0.5 ) + gEngfuncs.pfnRandomFloat( -0.5, 0.5 );
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y = gEngfuncs.pfnRandomFloat( -0.5, 0.5 ) + gEngfuncs.pfnRandomFloat( -0.5, 0.5 );
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z = x * x + y * y;
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}while( z > 1 );
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for( i = 0 ; i < 3; i++ )
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{
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vecDir[i] = vecDirShooting[i] + x * flSpreadX * right[i] + y * flSpreadY * up [i];
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vecEnd[i] = vecSrc[i] + flDistance * vecDir[i];
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}
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}//But other guns already have their spread randomized in the synched spread.
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else
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{
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for( i = 0 ; i < 3; i++ )
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{
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vecDir[i] = vecDirShooting[i] + flSpreadX * right[i] + flSpreadY * up [i];
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vecEnd[i] = vecSrc[i] + flDistance * vecDir[i];
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}
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}
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gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
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// Store off the old count
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gEngfuncs.pEventAPI->EV_PushPMStates();
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// Now add in all of the players.
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gEngfuncs.pEventAPI->EV_SetSolidPlayers( idx - 1 );
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gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
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gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_NORMAL, -1, &tr );
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tracer = EV_HLDM_CheckTracer( idx, vecSrc, tr.endpos, forward, right, iBulletType, iTracerFreq, tracerCount );
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// do damage, paint decals
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if( tr.fraction != 1.0f )
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{
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switch( iBulletType )
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{
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default:
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case BULLET_PLAYER_9MM:
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EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
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EV_HLDM_DecalGunshot( &tr, iBulletType );
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break;
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case BULLET_PLAYER_MP5:
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if( !tracer )
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{
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EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
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EV_HLDM_DecalGunshot( &tr, iBulletType );
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}
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break;
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case BULLET_PLAYER_BUCKSHOT:
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|
EV_HLDM_DecalGunshot( &tr, iBulletType );
|
|
break;
|
|
case BULLET_PLAYER_357:
|
|
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
|
|
EV_HLDM_DecalGunshot( &tr, iBulletType );
|
|
break;
|
|
}
|
|
}
|
|
|
|
gEngfuncs.pEventAPI->EV_PopPMStates();
|
|
}
|
|
}
|
|
|
|
//======================
|
|
// GLOCK START
|
|
//======================
|
|
// Shared Glock fire implementation for EV_FireGlock1 and EV_FireGlock2.
|
|
static void EV_FireGlock_Impl( event_args_t *args )
|
|
{
|
|
int idx;
|
|
vec3_t origin;
|
|
vec3_t angles;
|
|
vec3_t velocity;
|
|
int empty;
|
|
|
|
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 );
|
|
|
|
empty = args->bparam1;
|
|
AngleVectors( angles, forward, right, up );
|
|
|
|
shell = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/shell.mdl" );// brass shell
|
|
|
|
if( EV_IsLocal( idx ) )
|
|
{
|
|
EV_MuzzleFlash();
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( empty ? GLOCK_SHOOT_EMPTY : GLOCK_SHOOT, 0 );
|
|
|
|
V_PunchAxis( 0, -2.0 );
|
|
}
|
|
|
|
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
|
|
|
|
EV_EjectBrass( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL );
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/pl_gun3.wav", gEngfuncs.pfnRandomFloat( 0.92, 1.0 ), ATTN_NORM, 0, 98 + gEngfuncs.pfnRandomLong( 0, 3 ) );
|
|
|
|
EV_GetGunPosition( args, vecSrc, origin );
|
|
|
|
VectorCopy( forward, vecAiming );
|
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_9MM, 0, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
|
|
}
|
|
|
|
void EV_FireGlock1( event_args_t *args )
|
|
{
|
|
EV_FireGlock_Impl( args );
|
|
}
|
|
|
|
void EV_FireGlock2( event_args_t *args )
|
|
{
|
|
EV_FireGlock_Impl( args );
|
|
}
|
|
//======================
|
|
// GLOCK END
|
|
//======================
|
|
|
|
//======================
|
|
// SHOTGUN START
|
|
//======================
|
|
void EV_FireShotGunDouble( event_args_t *args )
|
|
{
|
|
int idx;
|
|
vec3_t origin;
|
|
vec3_t angles;
|
|
vec3_t velocity;
|
|
|
|
int j;
|
|
vec3_t ShellVelocity;
|
|
vec3_t ShellOrigin;
|
|
int shell;
|
|
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 );
|
|
|
|
shell = gEngfuncs.pEventAPI->EV_FindModelIndex("models/shotgunshell.mdl");// brass shell
|
|
|
|
if( EV_IsLocal( idx ) )
|
|
{
|
|
// Add muzzle flash to current weapon model
|
|
EV_MuzzleFlash();
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE2, 0 );
|
|
V_PunchAxis( 0, -10.0 );
|
|
}
|
|
|
|
for( j = 0; j < 2; j++ )
|
|
{
|
|
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 32, -12, 6 );
|
|
|
|
EV_EjectBrass( ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHOTSHELL );
|
|
}
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/dbarrel1.wav", gEngfuncs.pfnRandomFloat( 0.98, 1.0 ), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
|
|
|
|
EV_GetGunPosition( args, vecSrc, origin );
|
|
VectorCopy( forward, vecAiming );
|
|
|
|
if( gEngfuncs.GetMaxClients() > 1 )
|
|
{
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.17365, 0.04362 );
|
|
}
|
|
else
|
|
{
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 12, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 );
|
|
}
|
|
}
|
|
|
|
void EV_FireShotGunSingle( 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 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 );
|
|
|
|
shell = gEngfuncs.pEventAPI->EV_FindModelIndex("models/shotgunshell.mdl");// brass shell
|
|
|
|
if( EV_IsLocal( idx ) )
|
|
{
|
|
// Add muzzle flash to current weapon model
|
|
EV_MuzzleFlash();
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( SHOTGUN_FIRE, 0 );
|
|
|
|
V_PunchAxis( 0, -5.0 );
|
|
}
|
|
|
|
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 32, -12, 6 );
|
|
|
|
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHOTSHELL );
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sbarrel1.wav", gEngfuncs.pfnRandomFloat( 0.95, 1.0 ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
|
|
|
|
EV_GetGunPosition( args, vecSrc, origin );
|
|
VectorCopy( forward, vecAiming );
|
|
|
|
if( gEngfuncs.GetMaxClients() > 1 )
|
|
{
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 4, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.04362 );
|
|
}
|
|
else
|
|
{
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 );
|
|
}
|
|
}
|
|
//======================
|
|
// SHOTGUN END
|
|
//======================
|
|
|
|
//======================
|
|
// MP5 START
|
|
//======================
|
|
void EV_FireMP5( 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;
|
|
//float flSpread = 0.01;
|
|
|
|
idx = args->entindex;
|
|
VectorCopy( args->origin, origin );
|
|
VectorCopy( args->angles, angles );
|
|
VectorCopy( args->velocity, velocity );
|
|
|
|
AngleVectors( angles, forward, right, up );
|
|
|
|
shell = gEngfuncs.pEventAPI->EV_FindModelIndex("models/shell.mdl");// brass shell
|
|
|
|
if( EV_IsLocal( idx ) )
|
|
{
|
|
// Add muzzle flash to current weapon model
|
|
EV_MuzzleFlash();
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_FIRE1 + gEngfuncs.pfnRandomLong( 0, 2 ), 0 );
|
|
|
|
V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) );
|
|
}
|
|
|
|
EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20, -12, 4 );
|
|
|
|
EV_EjectBrass ( ShellOrigin, ShellVelocity, angles[YAW], shell, TE_BOUNCE_SHELL );
|
|
|
|
switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
|
|
{
|
|
case 0:
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/hks1.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
|
|
break;
|
|
case 1:
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/hks2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
|
|
break;
|
|
}
|
|
|
|
EV_GetGunPosition( args, vecSrc, origin );
|
|
VectorCopy( forward, vecAiming );
|
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_MP5, 2, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
|
|
}
|
|
|
|
// We only predict the animation and sound
|
|
// The grenade is still launched from the server.
|
|
void EV_FireMP52( event_args_t *args )
|
|
{
|
|
int idx;
|
|
vec3_t origin;
|
|
|
|
idx = args->entindex;
|
|
VectorCopy( args->origin, origin );
|
|
|
|
if( EV_IsLocal( idx ) )
|
|
{
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_LAUNCH, 0 );
|
|
V_PunchAxis( 0, -10 );
|
|
}
|
|
|
|
switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
|
|
{
|
|
case 0:
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/glauncher.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
|
|
break;
|
|
case 1:
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/glauncher2.wav", 1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
|
|
break;
|
|
}
|
|
}
|
|
//======================
|
|
// MP5 END
|
|
//======================
|
|
|
|
//======================
|
|
// PHYTON START
|
|
// ( .357 )
|
|
//======================
|
|
void EV_FirePython( event_args_t *args )
|
|
{
|
|
int idx;
|
|
vec3_t origin;
|
|
vec3_t angles;
|
|
vec3_t velocity;
|
|
|
|
vec3_t vecSrc, vecAiming;
|
|
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 );
|
|
|
|
if( EV_IsLocal( idx ) )
|
|
{
|
|
// Python uses different body in multiplayer versus single player
|
|
int multiplayer = gEngfuncs.GetMaxClients() == 1 ? 0 : 1;
|
|
|
|
// Add muzzle flash to current weapon model
|
|
EV_MuzzleFlash();
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( PYTHON_FIRE1, multiplayer ? 1 : 0 );
|
|
|
|
V_PunchAxis( 0, -10.0 );
|
|
}
|
|
|
|
switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
|
|
{
|
|
case 0:
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot1.wav", gEngfuncs.pfnRandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM );
|
|
break;
|
|
case 1:
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/357_shot2.wav", gEngfuncs.pfnRandomFloat( 0.8, 0.9 ), ATTN_NORM, 0, PITCH_NORM );
|
|
break;
|
|
}
|
|
|
|
EV_GetGunPosition( args, vecSrc, origin );
|
|
|
|
VectorCopy( forward, vecAiming );
|
|
|
|
EV_HLDM_FireBullets( idx, forward, right, up, 1, vecSrc, vecAiming, 8192, BULLET_PLAYER_357, 0, &g_tracerCount[idx - 1], args->fparam1, args->fparam2 );
|
|
}
|
|
//======================
|
|
// PHYTON END
|
|
// ( .357 )
|
|
//======================
|
|
|
|
//======================
|
|
// GAUSS START
|
|
//======================
|
|
#define SND_STOP (1 << 5)
|
|
#define SND_CHANGE_PITCH (1 << 7) // duplicated in protocol.h change sound pitch
|
|
|
|
void EV_SpinGauss( event_args_t *args )
|
|
{
|
|
int idx;
|
|
vec3_t origin;
|
|
vec3_t angles;
|
|
vec3_t velocity;
|
|
int iSoundState = 0;
|
|
|
|
int pitch;
|
|
|
|
idx = args->entindex;
|
|
VectorCopy( args->origin, origin );
|
|
VectorCopy( args->angles, angles );
|
|
VectorCopy( args->velocity, velocity );
|
|
|
|
pitch = args->iparam1;
|
|
|
|
iSoundState = args->bparam1 ? SND_CHANGE_PITCH : 0;
|
|
iSoundState = args->bparam2 ? SND_STOP : iSoundState;
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "ambience/pulsemachine.wav", 1.0, ATTN_NORM, iSoundState, pitch );
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
EV_StopPreviousGauss
|
|
|
|
==============================
|
|
*/
|
|
void EV_StopPreviousGauss( int idx )
|
|
{
|
|
// Make sure we don't have a gauss spin event in the queue for this guy
|
|
gEngfuncs.pEventAPI->EV_KillEvents( idx, "events/gaussspin.sc" );
|
|
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_WEAPON, "ambience/pulsemachine.wav" );
|
|
}
|
|
|
|
extern float g_flApplyVel;
|
|
|
|
void EV_FireGauss( event_args_t *args )
|
|
{
|
|
int idx;
|
|
vec3_t origin;
|
|
vec3_t angles;
|
|
vec3_t velocity;
|
|
float flDamage = args->fparam1;
|
|
//int primaryfire = args->bparam1;
|
|
|
|
int m_fPrimaryFire = args->bparam1;
|
|
//int m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
|
|
vec3_t vecSrc;
|
|
vec3_t vecDest;
|
|
//edict_t *pentIgnore;
|
|
pmtrace_t tr, beam_tr;
|
|
float flMaxFrac = 1.0;
|
|
//int nTotal = 0;
|
|
int fHasPunched = 0;
|
|
int fFirstBeam = 1;
|
|
int nMaxHits = 10;
|
|
physent_t *pEntity;
|
|
int m_iBeam, m_iGlow, m_iBalls;
|
|
vec3_t up, right, forward;
|
|
|
|
idx = args->entindex;
|
|
VectorCopy( args->origin, origin );
|
|
VectorCopy( args->angles, angles );
|
|
VectorCopy( args->velocity, velocity );
|
|
|
|
if( args->bparam2 )
|
|
{
|
|
EV_StopPreviousGauss( idx );
|
|
return;
|
|
}
|
|
|
|
//Con_Printf( "Firing gauss with %f\n", flDamage );
|
|
EV_GetGunPosition( args, vecSrc, origin );
|
|
|
|
m_iBeam = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/smoke.spr" );
|
|
m_iBalls = m_iGlow = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/hotglow.spr" );
|
|
|
|
AngleVectors( angles, forward, right, up );
|
|
|
|
VectorMA( vecSrc, 8192, forward, vecDest );
|
|
|
|
if( EV_IsLocal( idx ) )
|
|
{
|
|
V_PunchAxis( 0.0f, -2.0f );
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( GAUSS_FIRE2, 0 );
|
|
|
|
if( m_fPrimaryFire == false )
|
|
g_flApplyVel = flDamage;
|
|
}
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/gauss2.wav", 0.5f + flDamage * ( 1.0f / 400.0f ), ATTN_NORM, 0, 85 + gEngfuncs.pfnRandomLong( 0, 0x1f ) );
|
|
|
|
while( flDamage > 10 && nMaxHits > 0 )
|
|
{
|
|
nMaxHits--;
|
|
|
|
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, vecDest, PM_NORMAL, -1, &tr );
|
|
|
|
gEngfuncs.pEventAPI->EV_PopPMStates();
|
|
|
|
if( tr.allsolid )
|
|
break;
|
|
|
|
if( fFirstBeam )
|
|
{
|
|
if( EV_IsLocal( idx ) )
|
|
{
|
|
// Add muzzle flash to current weapon model
|
|
EV_MuzzleFlash();
|
|
}
|
|
fFirstBeam = 0;
|
|
|
|
gEngfuncs.pEfxAPI->R_BeamEntPoint(
|
|
idx | 0x1000,
|
|
tr.endpos,
|
|
m_iBeam,
|
|
0.1f,
|
|
m_fPrimaryFire ? 1.0f : 2.5f,
|
|
0.0f,
|
|
(m_fPrimaryFire ? 128.0f : flDamage) / 255.0f,
|
|
0,
|
|
0,
|
|
0,
|
|
(m_fPrimaryFire ? 255 : 255) / 255.0f,
|
|
(m_fPrimaryFire ? 128 : 255) / 255.0f,
|
|
(m_fPrimaryFire ? 0 : 255) / 255.0f
|
|
);
|
|
}
|
|
else
|
|
{
|
|
gEngfuncs.pEfxAPI->R_BeamPoints( vecSrc,
|
|
tr.endpos,
|
|
m_iBeam,
|
|
0.1f,
|
|
m_fPrimaryFire ? 1.0f : 2.5f,
|
|
0.0f,
|
|
(m_fPrimaryFire ? 128.0f : flDamage) / 255.0f,
|
|
0,
|
|
0,
|
|
0,
|
|
(m_fPrimaryFire ? 255 : 255) / 255.0f,
|
|
(m_fPrimaryFire ? 128 : 255) / 255.0f,
|
|
(m_fPrimaryFire ? 0 : 255) / 255.0f
|
|
);
|
|
}
|
|
|
|
pEntity = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent );
|
|
if( pEntity == NULL )
|
|
break;
|
|
|
|
if( pEntity->solid == SOLID_BSP )
|
|
{
|
|
float n;
|
|
|
|
//pentIgnore = NULL;
|
|
|
|
n = -DotProduct( tr.plane.normal, forward );
|
|
|
|
if( n < 0.5f ) // 60 degrees
|
|
{
|
|
// ALERT( at_console, "reflect %f\n", n );
|
|
// reflect
|
|
vec3_t r;
|
|
|
|
VectorMA( forward, 2.0f * n, tr.plane.normal, r );
|
|
|
|
flMaxFrac = flMaxFrac - tr.fraction;
|
|
|
|
VectorCopy( r, forward );
|
|
|
|
VectorMA( tr.endpos, 8.0, forward, vecSrc );
|
|
VectorMA( vecSrc, 8192.0, forward, vecDest );
|
|
|
|
gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 0.2, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage * n / 255.0f, flDamage * n * 0.5f * 0.1f, FTENT_FADEOUT );
|
|
|
|
vec3_t fwd;
|
|
VectorAdd( tr.endpos, tr.plane.normal, fwd );
|
|
|
|
gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 3, 0.1, gEngfuncs.pfnRandomFloat( 10.0f, 20.0f ) / 100.0f, 100,
|
|
255, 100 );
|
|
|
|
// lose energy
|
|
if( n == 0.0f )
|
|
{
|
|
n = 0.1f;
|
|
}
|
|
|
|
flDamage = flDamage * ( 1 - n );
|
|
}
|
|
else
|
|
{
|
|
// tunnel
|
|
EV_HLDM_DecalGunshot( &tr, BULLET_MONSTER_12MM );
|
|
|
|
gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 1.0, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage / 255.0f, 6.0f, FTENT_FADEOUT );
|
|
|
|
// limit it to one hole punch
|
|
if( fHasPunched )
|
|
{
|
|
break;
|
|
}
|
|
fHasPunched = 1;
|
|
|
|
// try punching through wall if secondary attack (primary is incapable of breaking through)
|
|
if( !m_fPrimaryFire )
|
|
{
|
|
vec3_t start;
|
|
|
|
VectorMA( tr.endpos, 8.0, forward, start );
|
|
|
|
// 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( start, vecDest, PM_NORMAL, -1, &beam_tr );
|
|
|
|
if( !beam_tr.allsolid )
|
|
{
|
|
vec3_t delta;
|
|
|
|
// trace backwards to find exit point
|
|
gEngfuncs.pEventAPI->EV_PlayerTrace( beam_tr.endpos, tr.endpos, PM_NORMAL, -1, &beam_tr );
|
|
|
|
VectorSubtract( beam_tr.endpos, tr.endpos, delta );
|
|
|
|
n = Length( delta );
|
|
|
|
if( n < flDamage )
|
|
{
|
|
if( n == 0 )
|
|
n = 1;
|
|
flDamage -= n;
|
|
|
|
// absorption balls
|
|
{
|
|
vec3_t fwd;
|
|
VectorSubtract( tr.endpos, forward, fwd );
|
|
gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 3, 0.1, gEngfuncs.pfnRandomFloat( 10.0f, 20.0f ) / 100.0f, 100,
|
|
255, 100 );
|
|
}
|
|
|
|
//////////////////////////////////// WHAT TO DO HERE
|
|
// CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
|
|
|
|
EV_HLDM_DecalGunshot( &beam_tr, BULLET_MONSTER_12MM );
|
|
|
|
gEngfuncs.pEfxAPI->R_TempSprite( beam_tr.endpos, vec3_origin, 0.1, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage / 255.0f, 6.0f, FTENT_FADEOUT );
|
|
|
|
// balls
|
|
{
|
|
vec3_t fwd;
|
|
VectorSubtract( beam_tr.endpos, forward, fwd );
|
|
gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, beam_tr.endpos, fwd, m_iBalls, (int)( flDamage * 0.3f ), 0.1, gEngfuncs.pfnRandomFloat( 10.0f, 20.0f ) / 100.0f, 200,
|
|
255, 40 );
|
|
}
|
|
|
|
VectorAdd( beam_tr.endpos, forward, vecSrc );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
flDamage = 0;
|
|
}
|
|
|
|
gEngfuncs.pEventAPI->EV_PopPMStates();
|
|
}
|
|
else
|
|
{
|
|
if( m_fPrimaryFire )
|
|
{
|
|
// slug doesn't punch through ever with primary
|
|
// fire, so leave a little glowy bit and make some balls
|
|
gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 0.2, m_iGlow, kRenderGlow, kRenderFxNoDissipation, 200.0f / 255.0f, 0.3, FTENT_FADEOUT );
|
|
{
|
|
vec3_t fwd;
|
|
VectorAdd( tr.endpos, tr.plane.normal, fwd );
|
|
gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 8, 0.6, gEngfuncs.pfnRandomFloat( 10.0f, 20.0f ) / 100.0f, 100,
|
|
255, 200 );
|
|
}
|
|
}
|
|
|
|
flDamage = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorAdd( tr.endpos, forward, vecSrc );
|
|
}
|
|
}
|
|
}
|
|
//======================
|
|
// GAUSS END
|
|
//======================
|
|
|
|
//======================
|
|
// CROWBAR START
|
|
//======================
|
|
enum crowbar_e
|
|
{
|
|
CROWBAR_IDLE = 0,
|
|
CROWBAR_DRAW,
|
|
CROWBAR_HOLSTER,
|
|
CROWBAR_ATTACK1HIT,
|
|
CROWBAR_ATTACK1MISS,
|
|
CROWBAR_ATTACK2MISS,
|
|
CROWBAR_ATTACK2HIT,
|
|
CROWBAR_ATTACK3MISS,
|
|
#if !CROWBAR_IDLE_ANIM
|
|
CROWBAR_ATTACK3HIT
|
|
#else
|
|
CROWBAR_ATTACK3HIT,
|
|
CROWBAR_IDLE2,
|
|
CROWBAR_IDLE3
|
|
#endif
|
|
};
|
|
|
|
int g_iSwing;
|
|
|
|
//Only predict the miss sounds, hit sounds are still played
|
|
//server side, so players don't get the wrong idea.
|
|
void EV_Crowbar( event_args_t *args )
|
|
{
|
|
int idx;
|
|
vec3_t origin;
|
|
//vec3_t angles;
|
|
//vec3_t velocity;
|
|
|
|
idx = args->entindex;
|
|
VectorCopy( args->origin, origin );
|
|
|
|
//Play Swing sound
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/cbar_miss1.wav", 1, ATTN_NORM, 0, PITCH_NORM );
|
|
|
|
if( EV_IsLocal( idx ) )
|
|
{
|
|
switch( (g_iSwing++) % 3 )
|
|
{
|
|
case 0:
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK1MISS, 0 );
|
|
break;
|
|
case 1:
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK2MISS, 0 );
|
|
break;
|
|
case 2:
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROWBAR_ATTACK3MISS, 0 );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
//======================
|
|
// CROWBAR END
|
|
//======================
|
|
|
|
//======================
|
|
// CROSSBOW START
|
|
//======================
|
|
enum crossbow_e
|
|
{
|
|
CROSSBOW_IDLE1 = 0, // full
|
|
CROSSBOW_IDLE2, // empty
|
|
CROSSBOW_FIDGET1, // full
|
|
CROSSBOW_FIDGET2, // empty
|
|
CROSSBOW_FIRE1, // full
|
|
CROSSBOW_FIRE2, // reload
|
|
CROSSBOW_FIRE3, // empty
|
|
CROSSBOW_RELOAD, // from empty
|
|
CROSSBOW_DRAW1, // full
|
|
CROSSBOW_DRAW2, // empty
|
|
CROSSBOW_HOLSTER1, // full
|
|
CROSSBOW_HOLSTER2 // empty
|
|
};
|
|
|
|
//=====================
|
|
// EV_BoltCallback
|
|
// This function is used to correct the origin and angles
|
|
// of the bolt, so it looks like it's stuck on the wall.
|
|
//=====================
|
|
void EV_BoltCallback( struct tempent_s *ent, float frametime, float currenttime )
|
|
{
|
|
ent->entity.origin = ent->entity.baseline.vuser1;
|
|
ent->entity.angles = ent->entity.baseline.vuser2;
|
|
}
|
|
|
|
void EV_FireCrossbow2( event_args_t *args )
|
|
{
|
|
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, 8192, forward, vecEnd );
|
|
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/xbow_fire1.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) );
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/xbow_reload1.wav", gEngfuncs.pfnRandomFloat( 0.95f, 1.0f ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) );
|
|
|
|
if( EV_IsLocal( idx ) )
|
|
{
|
|
if( args->iparam1 )
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 0 );
|
|
else
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 0 );
|
|
}
|
|
|
|
// 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 );
|
|
|
|
//We hit something
|
|
if( tr.fraction < 1.0f )
|
|
{
|
|
physent_t *pe = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent );
|
|
|
|
//Not the world, let's assume we hit something organic ( dog, cat, uncle joe, etc ).
|
|
if( pe->solid != SOLID_BSP )
|
|
{
|
|
switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
|
|
{
|
|
case 0:
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, tr.endpos, CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM, 0, PITCH_NORM );
|
|
break;
|
|
case 1:
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, tr.endpos, CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM, 0, PITCH_NORM );
|
|
break;
|
|
}
|
|
}
|
|
//Stick to world but don't stick to glass, it might break and leave the bolt floating. It can still stick to other non-transparent breakables though.
|
|
else if( pe->rendermode == kRenderNormal )
|
|
{
|
|
gEngfuncs.pEventAPI->EV_PlaySound( 0, tr.endpos, CHAN_BODY, "weapons/xbow_hit1.wav", gEngfuncs.pfnRandomFloat( 0.95f, 1.0f ), ATTN_NORM, 0, PITCH_NORM );
|
|
|
|
//Not underwater, do some sparks...
|
|
if( gEngfuncs.PM_PointContents( tr.endpos, NULL ) != CONTENTS_WATER )
|
|
gEngfuncs.pEfxAPI->R_SparkShower( tr.endpos );
|
|
|
|
vec3_t vBoltAngles;
|
|
int iModelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/crossbow_bolt.mdl" );
|
|
|
|
VectorAngles( forward, vBoltAngles );
|
|
|
|
TEMPENTITY *bolt = gEngfuncs.pEfxAPI->R_TempModel( tr.endpos - forward * 10, Vector( 0, 0, 0 ), vBoltAngles , 5, iModelIndex, TE_BOUNCE_NULL );
|
|
|
|
if( bolt )
|
|
{
|
|
bolt->flags |= ( FTENT_CLIENTCUSTOM ); //So it calls the callback function.
|
|
bolt->entity.baseline.vuser1 = tr.endpos - forward * 10; // Pull out a little bit
|
|
bolt->entity.baseline.vuser2 = vBoltAngles; //Look forward!
|
|
bolt->callback = EV_BoltCallback; //So we can set the angles and origin back. (Stick the bolt to the wall)
|
|
}
|
|
}
|
|
}
|
|
|
|
gEngfuncs.pEventAPI->EV_PopPMStates();
|
|
}
|
|
|
|
//TODO: Fully predict the fliying bolt.
|
|
void EV_FireCrossbow( 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/xbow_fire1.wav", 1, ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) );
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/xbow_reload1.wav", gEngfuncs.pfnRandomFloat( 0.95f, 1.0f ), ATTN_NORM, 0, 93 + gEngfuncs.pfnRandomLong( 0, 0xF ) );
|
|
|
|
//Only play the weapon anims if I shot it.
|
|
if( EV_IsLocal( idx ) )
|
|
{
|
|
if( args->iparam1 )
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE1, 0 );
|
|
else
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( CROSSBOW_FIRE3, 0 );
|
|
|
|
V_PunchAxis( 0.0f, -2.0f );
|
|
}
|
|
}
|
|
//======================
|
|
// CROSSBOW END
|
|
//======================
|
|
|
|
//======================
|
|
// RPG START
|
|
//======================
|
|
enum rpg_e
|
|
{
|
|
RPG_IDLE = 0,
|
|
RPG_FIDGET,
|
|
RPG_RELOAD, // to reload
|
|
RPG_FIRE2, // to empty
|
|
RPG_HOLSTER1, // loaded
|
|
RPG_DRAW1, // loaded
|
|
RPG_HOLSTER2, // unloaded
|
|
RPG_DRAW_UL, // unloaded
|
|
RPG_IDLE_UL, // unloaded idle
|
|
RPG_FIDGET_UL // unloaded fidget
|
|
};
|
|
|
|
void EV_FireRpg( 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/rocketfire1.wav", 0.9, ATTN_NORM, 0, PITCH_NORM );
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "weapons/glauncher.wav", 0.7, ATTN_NORM, 0, PITCH_NORM );
|
|
|
|
//Only play the weapon anims if I shot it.
|
|
if( EV_IsLocal( idx ) )
|
|
{
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( RPG_FIRE2, 0 );
|
|
|
|
V_PunchAxis( 0, -5.0 );
|
|
}
|
|
}
|
|
//======================
|
|
// RPG END
|
|
//======================
|
|
|
|
//======================
|
|
// EGON START
|
|
//======================
|
|
enum egon_e
|
|
{
|
|
EGON_IDLE1 = 0,
|
|
EGON_FIDGET1,
|
|
EGON_ALTFIREON,
|
|
EGON_ALTFIRECYCLE,
|
|
EGON_ALTFIREOFF,
|
|
EGON_FIRE1,
|
|
EGON_FIRE2,
|
|
EGON_FIRE3,
|
|
EGON_FIRE4,
|
|
EGON_DRAW,
|
|
EGON_HOLSTER
|
|
};
|
|
|
|
int g_fireAnims1[] = { EGON_FIRE1, EGON_FIRE2, EGON_FIRE3, EGON_FIRE4 };
|
|
int g_fireAnims2[] = { EGON_ALTFIRECYCLE };
|
|
|
|
enum EGON_FIRESTATE
|
|
{
|
|
FIRE_OFF,
|
|
FIRE_CHARGE
|
|
};
|
|
|
|
enum EGON_FIREMODE
|
|
{
|
|
FIRE_NARROW,
|
|
FIRE_WIDE
|
|
};
|
|
|
|
#define EGON_PRIMARY_VOLUME 450
|
|
#define EGON_BEAM_SPRITE "sprites/xbeam1.spr"
|
|
#define EGON_FLARE_SPRITE "sprites/XSpark1.spr"
|
|
#define EGON_SOUND_OFF "weapons/egon_off1.wav"
|
|
#define EGON_SOUND_RUN "weapons/egon_run3.wav"
|
|
#define EGON_SOUND_STARTUP "weapons/egon_windup2.wav"
|
|
|
|
#if !defined(ARRAYSIZE)
|
|
#define ARRAYSIZE(p) ( sizeof(p) /sizeof(p[0]) )
|
|
#endif
|
|
|
|
BEAM *pBeam;
|
|
BEAM *pBeam2;
|
|
TEMPENTITY *pFlare; // Vit_amiN: egon's beam flare
|
|
|
|
void EV_EgonFlareCallback( struct tempent_s *ent, float frametime, float currenttime )
|
|
{
|
|
float delta = currenttime - ent->tentOffset.z; // time past since the last scale
|
|
if( delta >= ent->tentOffset.y )
|
|
{
|
|
ent->entity.curstate.scale += ent->tentOffset.x * delta;
|
|
ent->tentOffset.z = currenttime;
|
|
}
|
|
}
|
|
|
|
void EV_EgonFire( event_args_t *args )
|
|
{
|
|
int idx, /*iFireState,*/ iFireMode;
|
|
vec3_t origin;
|
|
|
|
idx = args->entindex;
|
|
VectorCopy( args->origin, origin );
|
|
//iFireState = args->iparam1;
|
|
iFireMode = args->iparam2;
|
|
int iStartup = args->bparam1;
|
|
|
|
if( iStartup )
|
|
{
|
|
if( iFireMode == FIRE_WIDE )
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_STARTUP, 0.98, ATTN_NORM, 0, 125 );
|
|
else
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_STARTUP, 0.9, ATTN_NORM, 0, 100 );
|
|
}
|
|
else
|
|
{
|
|
// If there is any sound playing already, kill it. - Solokiller
|
|
// This is necessary because multiple sounds can play on the same channel at the same time.
|
|
// In some cases, more than 1 run sound plays when the egon stops firing, in which case only the earliest entry in the list is stopped.
|
|
// This ensures no more than 1 of those is ever active at the same time.
|
|
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EGON_SOUND_RUN );
|
|
|
|
if( iFireMode == FIRE_WIDE )
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, EGON_SOUND_RUN, 0.98, ATTN_NORM, 0, 125 );
|
|
else
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, EGON_SOUND_RUN, 0.9, ATTN_NORM, 0, 100 );
|
|
}
|
|
|
|
//Only play the weapon anims if I shot it.
|
|
if( EV_IsLocal( idx ) )
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( g_fireAnims1[gEngfuncs.pfnRandomLong( 0, 3 )], 0 );
|
|
|
|
if( iStartup == 1 && EV_IsLocal( idx ) && !( pBeam || pBeam2 || pFlare ) && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction.
|
|
{
|
|
vec3_t vecSrc, vecEnd, angles, forward, right, up;
|
|
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_NORMAL, -1, &tr );
|
|
|
|
gEngfuncs.pEventAPI->EV_PopPMStates();
|
|
|
|
int iBeamModelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( EGON_BEAM_SPRITE );
|
|
|
|
float r = 50.0f;
|
|
float g = 50.0f;
|
|
float b = 125.0f;
|
|
|
|
// if( IEngineStudio.IsHardware() )
|
|
{
|
|
r /= 255.0f;
|
|
g /= 255.0f;
|
|
b /= 255.0f;
|
|
}
|
|
|
|
pBeam = gEngfuncs.pEfxAPI->R_BeamEntPoint( idx | 0x1000, tr.endpos, iBeamModelIndex, 99999, 3.5, 0.2, 0.7, 55, 0, 0, r, g, b );
|
|
|
|
if( pBeam )
|
|
pBeam->flags |= ( FBEAM_SINENOISE );
|
|
|
|
pBeam2 = gEngfuncs.pEfxAPI->R_BeamEntPoint( idx | 0x1000, tr.endpos, iBeamModelIndex, 99999, 5.0, 0.08, 0.7, 25, 0, 0, r, g, b );
|
|
|
|
// Vit_amiN: egon beam flare
|
|
pFlare = gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 1.0, gEngfuncs.pEventAPI->EV_FindModelIndex( EGON_FLARE_SPRITE ), kRenderGlow, kRenderFxNoDissipation, 1.0, 99999, FTENT_SPRCYCLE | FTENT_PERSIST );
|
|
}
|
|
}
|
|
|
|
if( pFlare ) // Vit_amiN: store the last mode for EV_EgonStop()
|
|
{
|
|
pFlare->tentOffset.x = ( iFireMode == FIRE_WIDE ) ? 1.0f : 0.0f;
|
|
}
|
|
}
|
|
|
|
void EV_EgonStop( event_args_t *args )
|
|
{
|
|
int idx;
|
|
vec3_t origin;
|
|
|
|
idx = args->entindex;
|
|
VectorCopy( args->origin, origin );
|
|
|
|
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EGON_SOUND_RUN );
|
|
|
|
if( args->iparam1 )
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_OFF, 0.98, ATTN_NORM, 0, 100 );
|
|
|
|
if( EV_IsLocal( idx ) )
|
|
{
|
|
if( pBeam )
|
|
{
|
|
pBeam->die = 0.0f;
|
|
pBeam = NULL;
|
|
}
|
|
|
|
if( pBeam2 )
|
|
{
|
|
pBeam2->die = 0.0f;
|
|
pBeam2 = NULL;
|
|
}
|
|
|
|
if( pFlare ) // Vit_amiN: egon beam flare
|
|
{
|
|
pFlare->die = gEngfuncs.GetClientTime();
|
|
|
|
if( gEngfuncs.GetMaxClients() == 1 || !(pFlare->flags & FTENT_NOMODEL) )
|
|
{
|
|
if( pFlare->tentOffset.x != 0.0f ) // true for iFireMode == FIRE_WIDE
|
|
{
|
|
pFlare->callback = &EV_EgonFlareCallback;
|
|
pFlare->fadeSpeed = 2.0; // fade out will take 0.5 sec
|
|
pFlare->tentOffset.x = 10.0; // scaling speed per second
|
|
pFlare->tentOffset.y = 0.1; // min time between two scales
|
|
pFlare->tentOffset.z = pFlare->die; // the last callback run time
|
|
pFlare->flags = FTENT_FADEOUT | FTENT_CLIENTCUSTOM;
|
|
}
|
|
}
|
|
|
|
pFlare = NULL;
|
|
}
|
|
}
|
|
}
|
|
//======================
|
|
// EGON END
|
|
//======================
|
|
|
|
//======================
|
|
// HORNET START
|
|
//======================
|
|
enum hgun_e
|
|
{
|
|
HGUN_IDLE1 = 0,
|
|
HGUN_FIDGETSWAY,
|
|
HGUN_FIDGETSHAKE,
|
|
HGUN_DOWN,
|
|
HGUN_UP,
|
|
HGUN_SHOOT
|
|
};
|
|
|
|
void EV_HornetGunFire( event_args_t *args )
|
|
{
|
|
int idx; //, iFireMode;
|
|
vec3_t origin, angles; //, vecSrc, forward, right, up;
|
|
|
|
idx = args->entindex;
|
|
VectorCopy( args->origin, origin );
|
|
VectorCopy( args->angles, angles );
|
|
//iFireMode = args->iparam1;
|
|
|
|
//Only play the weapon anims if I shot it.
|
|
if( EV_IsLocal( idx ) )
|
|
{
|
|
V_PunchAxis( 0, gEngfuncs.pfnRandomLong( 0, 2 ) );
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( HGUN_SHOOT, 0 );
|
|
}
|
|
|
|
switch( gEngfuncs.pfnRandomLong( 0, 2 ) )
|
|
{
|
|
case 0:
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire1.wav", 1, ATTN_NORM, 0, 100 );
|
|
break;
|
|
case 1:
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire2.wav", 1, ATTN_NORM, 0, 100 );
|
|
break;
|
|
case 2:
|
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "agrunt/ag_fire3.wav", 1, ATTN_NORM, 0, 100 );
|
|
break;
|
|
}
|
|
}
|
|
//======================
|
|
// HORNET END
|
|
//======================
|
|
|
|
//======================
|
|
// TRIPMINE START
|
|
//======================
|
|
enum tripmine_e
|
|
{
|
|
TRIPMINE_IDLE1 = 0,
|
|
TRIPMINE_IDLE2,
|
|
TRIPMINE_ARM1,
|
|
TRIPMINE_ARM2,
|
|
TRIPMINE_FIDGET,
|
|
TRIPMINE_HOLSTER,
|
|
TRIPMINE_DRAW,
|
|
TRIPMINE_WORLD,
|
|
TRIPMINE_GROUND
|
|
};
|
|
|
|
//We only check if it's possible to put a trip mine
|
|
//and if it is, then we play the animation. Server still places it.
|
|
void EV_TripmineFire( event_args_t *args )
|
|
{
|
|
int idx;
|
|
vec3_t vecSrc, angles, view_ofs, forward;
|
|
pmtrace_t tr;
|
|
|
|
idx = args->entindex;
|
|
const bool last = args->bparam1 != 0;
|
|
VectorCopy( args->origin, vecSrc );
|
|
VectorCopy( args->angles, angles );
|
|
|
|
AngleVectors( angles, forward, NULL, NULL );
|
|
|
|
if( !EV_IsLocal ( idx ) )
|
|
return;
|
|
|
|
// Grab predicted result for local player
|
|
gEngfuncs.pEventAPI->EV_LocalPlayerViewheight( view_ofs );
|
|
|
|
vecSrc = vecSrc + view_ofs;
|
|
|
|
// 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, vecSrc + forward * 128.0f, PM_NORMAL, -1, &tr );
|
|
|
|
//Hit something solid
|
|
if( tr.fraction < 1.0f && !last )
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation ( TRIPMINE_DRAW, 0 );
|
|
|
|
gEngfuncs.pEventAPI->EV_PopPMStates();
|
|
}
|
|
//======================
|
|
// TRIPMINE END
|
|
//======================
|
|
|
|
//======================
|
|
// SQUEAK START
|
|
//======================
|
|
enum squeak_e
|
|
{
|
|
SQUEAK_IDLE1 = 0,
|
|
SQUEAK_FIDGETFIT,
|
|
SQUEAK_FIDGETNIP,
|
|
SQUEAK_DOWN,
|
|
SQUEAK_UP,
|
|
SQUEAK_THROW
|
|
};
|
|
|
|
#define VEC_HULL_MIN Vector( -16, -16, -36 )
|
|
#define VEC_DUCK_HULL_MIN Vector( -16, -16, -18 )
|
|
|
|
void EV_SnarkFire( event_args_t *args )
|
|
{
|
|
int idx;
|
|
vec3_t vecSrc, angles, /*view_ofs,*/ forward;
|
|
pmtrace_t tr;
|
|
|
|
idx = args->entindex;
|
|
VectorCopy( args->origin, vecSrc );
|
|
VectorCopy( args->angles, angles );
|
|
|
|
AngleVectors( angles, forward, NULL, NULL );
|
|
|
|
if( !EV_IsLocal ( idx ) )
|
|
return;
|
|
|
|
if( args->ducking )
|
|
vecSrc = vecSrc - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN );
|
|
|
|
// 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 + forward * 20, vecSrc + forward * 64, PM_NORMAL, -1, &tr );
|
|
|
|
//Find space to drop the thing.
|
|
if( tr.allsolid == 0 && tr.startsolid == 0 && tr.fraction > 0.25f )
|
|
gEngfuncs.pEventAPI->EV_WeaponAnimation( SQUEAK_THROW, 0 );
|
|
|
|
gEngfuncs.pEventAPI->EV_PopPMStates();
|
|
}
|
|
//======================
|
|
// SQUEAK END
|
|
//======================
|
|
|
|
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 ) / 40.0f;
|
|
noise = (int)( ( ( us_params ) >> 12 ) & 0x0007 );
|
|
pitch = (int)( 10.0f * (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 );
|
|
}
|
|
}
|
|
|
|
void EV_VehiclePitchAdjust( 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 ) / 40.0f;
|
|
noise = (int)( ( ( us_params ) >> 12 ) & 0x0007 );
|
|
pitch = (int)( 10.0f * (float)( ( us_params >> 6 ) & 0x003f ) );
|
|
|
|
switch( noise )
|
|
{
|
|
case 1:
|
|
pszSound = "plats/vehicle1.wav";
|
|
break;
|
|
case 2:
|
|
pszSound = "plats/vehicle2.wav";
|
|
break;
|
|
case 3:
|
|
pszSound = "plats/vehicle3.wav";
|
|
break;
|
|
case 4:
|
|
pszSound = "plats/vehicle4.wav";
|
|
break;
|
|
case 5:
|
|
pszSound = "plats/vehicle6.wav";
|
|
break;
|
|
case 6:
|
|
pszSound = "plats/vehicle7.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 );
|
|
}
|
|
}
|
|
|
|
int EV_TFC_IsAllyTeam( int iTeam1, int iTeam2 )
|
|
{
|
|
return 0;
|
|
}
|