mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-11 20:59:28 +01:00
1599 lines
37 KiB
C++
1599 lines
37 KiB
C++
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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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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// QUAKECLASSIC
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#define Q_SMALL_PUNCHANGLE_KICK -2
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#define Q_BIG_PUNCHANGLE_KICK -4
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extern "C" char PM_FindTextureType( char *name );
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extern void EV_Quake_DecalTrace( pmtrace_t *pTrace, const char *decalName );
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extern void V_PunchAxis( int axis, float punch );
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extern vec3_t v_origin;
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extern "C"
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{
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// HLDM
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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_FireAxe( struct event_args_s *args );
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void EV_FireAxeSwing( struct event_args_s *args );
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void EV_FireRocket( struct event_args_s *args );
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void EV_FireLightning( struct event_args_s *args );
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void EV_FireSpike( struct event_args_s *args );
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void EV_FireSuperSpike( struct event_args_s *args );
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void EV_FireGrenade( struct event_args_s *args );
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void EV_Gibbed( event_args_t *args );
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void EV_Teleport( event_args_t *args );
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void EV_Trail( event_args_t *args );
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void EV_Explosion( event_args_t *args );
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void EV_PlayerPowerup( struct event_args_s *args );
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void EV_DMC_DoorGoUp( struct event_args_s *args );
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void EV_DMC_DoorGoDown( struct event_args_s *args );
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void EV_DMC_DoorHitTop( struct event_args_s *args );
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void EV_DMC_DoorHitBottom( struct event_args_s *args );
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void EV_Hook( event_args_t *args );
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void EV_Cable( struct event_args_s *args );
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void EV_FollowCarrier( struct event_args_s *args );
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void EV_FlagSpawn( struct event_args_s *args );
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void EV_TrainPitchAdjust( struct event_args_s *args );
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}
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#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 )
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#define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 )
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#define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 )
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#define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 )
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#define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 )
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#define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 )
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#define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 )
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#define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 )
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#define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 )
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#define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 )
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#define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 )
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#define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 )
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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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const 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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{
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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 = 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; 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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//CheckPVS see if playerIndex is in same PVS as localplayer
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bool CheckPVS( int playerIndex )
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{
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//returns true if the player is in the same PVS
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cl_entity_t *localPlayer = gEngfuncs.GetLocalPlayer();
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cl_entity_t *player = gEngfuncs.GetEntityByIndex( playerIndex );
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if( !player || !localPlayer )
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return false;
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if( player == localPlayer )
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return true;
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if( player->curstate.messagenum < localPlayer->curstate.messagenum )
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return false;
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return true;
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}
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const char *EV_HLDM_RocketDamageDecal()
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{
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const char *pszDecalName;
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int idx;
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idx = gEngfuncs.pfnRandomLong( 0, 2 );
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switch( idx + 1 )
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{
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case 1:
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pszDecalName = "{scorch1";
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break;
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case 2:
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pszDecalName = "{scorch2";
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break;
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case 3:
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pszDecalName = "{scorch3";
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break;
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}
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return pszDecalName;
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}
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const char *EV_HLDM_DamageDecal()
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{
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const char *pszDecalName;
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int idx = gEngfuncs.pfnRandomLong( 0, 4 );
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switch( idx + 1 )
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{
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case 1:
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pszDecalName = "{shot1";
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break;
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case 2:
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pszDecalName = "{shot2";
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break;
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case 3:
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pszDecalName = "{shot3";
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break;
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case 4:
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pszDecalName = "{shot4";
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break;
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case 5:
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pszDecalName = "{shot5";
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break;
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}
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return pszDecalName;
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}
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const char *EV_Lightning_DamageDecal( void )
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{
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const char *pszDecalName;
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int idx;
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idx = gEngfuncs.pfnRandomLong( 0, 2 );
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switch( idx + 1 )
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{
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case 1:
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pszDecalName = "{smscorch1";
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break;
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case 2:
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pszDecalName = "{smscorch2";
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break;
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case 3:
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pszDecalName = "{smscorch3";
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break;
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}
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return pszDecalName;
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}
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const char *EV_Quake_DamageDecalClub()
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{
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return EV_HLDM_DamageDecal();
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}
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void EV_Quake_GunshotDecalTrace( pmtrace_t *pTrace, const char *decalName )
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{
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int iRand;
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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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const char *pszSound;
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switch( iRand % 5 )
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{
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case 0:
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pszSound = "weapons/ric1.wav";
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break;
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case 1:
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pszSound = "weapons/ric2.wav";
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break;
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case 2:
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pszSound = "weapons/ric3.wav";
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break;
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case 3:
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pszSound = "weapons/ric4.wav";
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break;
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case 4:
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pszSound = "weapons/ric5.wav";
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break;
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}
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gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, pszSound, 1.0, ATTN_NORM, 0, PITCH_NORM );
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}
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EV_Quake_DecalTrace( pTrace, decalName );
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}
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void EV_Quake_DecalTrace( pmtrace_t *pTrace, const char *decalName )
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{
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physent_t *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 = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
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// if( pe && pe->solid == SOLID_BSP )
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{
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switch( iBulletType )
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{
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case BULLET_PLAYER_CROWBAR:
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EV_Quake_DecalTrace( pTrace, EV_Quake_DamageDecalClub() );
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break;
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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_Quake_GunshotDecalTrace( pTrace, EV_HLDM_DamageDecal() );
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break;
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}
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}
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}
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void EV_Quake_PlayQuadSound ( int idx, float *origin, int iFlag )
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{
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if( iFlag == 1 )
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gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "items/damage3.wav", 1, ATTN_NORM, 0, PITCH_NORM);
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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_Quake_FireBullets( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float *vecSpread )
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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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vec3_t vecRight, vecUp;
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VectorCopy( right, vecRight );
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VectorCopy( up, vecUp );
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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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// get circular gaussian spread
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vec3_t spread;
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do
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{
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spread[0] = gEngfuncs.pfnRandomFloat( -1.0, 1.0 ) + gEngfuncs.pfnRandomFloat( -1.0, 1.0 );
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spread[1] = gEngfuncs.pfnRandomFloat( -1.0, 1.0 ) + gEngfuncs.pfnRandomFloat( -1.0, 1.0 );
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spread[2] = spread[0] * spread[0] + spread[1] *spread[1];
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}while( spread[2] > 1 );
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for( i = 0; i < 3; i++ )
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{
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vecDir[i] = vecDirShooting[i] + spread[0] * vecSpread[0] * vecRight[i] + spread[1] * vecSpread[1] * up [i];
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vecEnd[i] = vecSrc[i] + 2048.0 * vecDir[i];
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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_STUDIO_BOX, -1, &tr );
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int iBulletType = BULLET_PLAYER_BUCKSHOT;
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// do damage, paint decals
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if( tr.fraction != 1.0 )
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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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case BULLET_PLAYER_357:
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case BULLET_PLAYER_MP5:
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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_BUCKSHOT:
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EV_HLDM_DecalGunshot( &tr, iBulletType );
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break;
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}
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}
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gEngfuncs.pEventAPI->EV_PopPMStates();
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}
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}
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|
|
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 );
|
|
*/
|
|
}
|