mirror of https://github.com/FWGS/hlsdk-xash3d
970 lines
22 KiB
C++
970 lines
22 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 "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "usercmd.h"
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#include "entity_state.h"
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#include "demo_api.h"
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#include "pm_defs.h"
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#include "event_api.h"
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#include "r_efx.h"
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#include "../hud_iface.h"
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#include "../com_weapons.h"
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#include "../demo.h"
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extern globalvars_t *gpGlobals;
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extern int g_iUser1;
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// Pool of client side entities/entvars_t
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static entvars_t ev[32];
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static int num_ents = 0;
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// The entity we'll use to represent the local client
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static CBasePlayer player;
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// Local version of game .dll global variables ( time, etc. )
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static globalvars_t Globals;
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static CBasePlayerWeapon *g_pWpns[32];
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float g_flApplyVel = 0.0;
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int g_irunninggausspred = 0;
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vec3_t previousorigin;
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// HLDM Weapon placeholder entities.
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CHolster g_Holster;
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CTorch g_Torch;
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CGlock g_Glock;
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CCrowbar g_Crowbar;
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CMP5 g_Mp5;
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CShotgun g_Shotgun;
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/*
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======================
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AlertMessage
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Print debug messages to console
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======================
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*/
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void AlertMessage( ALERT_TYPE atype, const char *szFmt, ... )
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{
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va_list argptr;
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static char string[1024];
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va_start( argptr, szFmt );
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vsprintf( string, szFmt, argptr );
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va_end( argptr );
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gEngfuncs.Con_Printf( "cl: " );
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gEngfuncs.Con_Printf( string );
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}
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//Returns if it's multiplayer.
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//Mostly used by the client side weapons.
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bool bIsMultiplayer( void )
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{
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return gEngfuncs.GetMaxClients() == 1 ? 0 : 1;
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}
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//Just loads a v_ model.
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void LoadVModel( const char *szViewModel, CBasePlayer *m_pPlayer )
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{
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gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
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}
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/*
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=====================
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HUD_PrepEntity
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Links the raw entity to an entvars_s holder. If a player is passed in as the owner, then
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we set up the m_pPlayer field.
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=====================
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*/
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void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner )
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{
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memset( &ev[num_ents], 0, sizeof(entvars_t) );
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pEntity->pev = &ev[num_ents++];
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pEntity->Precache();
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pEntity->Spawn();
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if( pWeaponOwner )
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{
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ItemInfo info;
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( (CBasePlayerWeapon *)pEntity )->m_pPlayer = pWeaponOwner;
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( (CBasePlayerWeapon *)pEntity )->GetItemInfo( &info );
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g_pWpns[info.iId] = (CBasePlayerWeapon *)pEntity;
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}
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}
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/*
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=====================
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CBaseEntity::Killed
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If weapons code "kills" an entity, just set its effects to EF_NODRAW
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=====================
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*/
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void CBaseEntity::Killed( entvars_t *pevAttacker, int iGib )
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{
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pev->effects |= EF_NODRAW;
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}
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/*
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=====================
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CBasePlayerWeapon::DefaultReload
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=====================
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*/
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BOOL CBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay, int body )
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
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return FALSE;
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int j = Q_min( iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] );
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if( j == 0 )
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return FALSE;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
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//!!UNDONE -- reload sound goes here !!!
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SendWeaponAnim( iAnim, UseDecrement(), body );
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m_fInReload = TRUE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
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return TRUE;
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}
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/*
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=====================
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CBasePlayerWeapon::CanDeploy
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=====================
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*/
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BOOL CBasePlayerWeapon::CanDeploy( void )
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{
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BOOL bHasAmmo = 0;
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if( !pszAmmo1() )
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{
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// this weapon doesn't use ammo, can always deploy.
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return TRUE;
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}
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if( pszAmmo1() )
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{
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bHasAmmo |= ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0 );
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}
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if( pszAmmo2() )
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{
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bHasAmmo |= ( m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0 );
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}
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if( m_iClip > 0 )
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{
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bHasAmmo |= 1;
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}
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if( !bHasAmmo )
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{
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return FALSE;
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}
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return TRUE;
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}
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/*
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=====================
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CBasePlayerWeapon::DefaultDeploy
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=====================
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*/
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BOOL CBasePlayerWeapon::DefaultDeploy( const char *szViewModel, const char *szWeaponModel, int iAnim, const char *szAnimExt, int skiplocal, int body )
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{
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if( !CanDeploy() )
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return FALSE;
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gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
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SendWeaponAnim( iAnim, skiplocal, body );
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g_irunninggausspred = false;
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m_pPlayer->m_flNextAttack = 0.5;
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m_flTimeWeaponIdle = 1.0;
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return TRUE;
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}
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/*
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=====================
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CBasePlayerWeapon::PlayEmptySound
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=====================
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*/
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BOOL CBasePlayerWeapon::PlayEmptySound( void )
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{
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if( m_iPlayEmptySound )
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{
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HUD_PlaySound( "weapons/357_cock1.wav", 0.8 );
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m_iPlayEmptySound = 0;
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return 0;
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}
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return 0;
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}
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/*
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=====================
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CBasePlayerWeapon::ResetEmptySound
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=====================
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*/
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void CBasePlayerWeapon::ResetEmptySound( void )
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{
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m_iPlayEmptySound = 1;
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}
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/*
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=====================
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CBasePlayerWeapon::Holster
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Put away weapon
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=====================
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*/
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void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ )
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{
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m_fInReload = FALSE; // cancel any reload in progress.
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g_irunninggausspred = false;
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m_pPlayer->pev->viewmodel = 0;
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}
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/*
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=====================
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CBasePlayerWeapon::SendWeaponAnim
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Animate weapon model
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=====================
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*/
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void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body )
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{
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m_pPlayer->pev->weaponanim = iAnim;
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HUD_SendWeaponAnim( iAnim, body, 0 );
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}
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/*
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=====================
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CBaseEntity::FireBulletsPlayer
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Only produces random numbers to match the server ones.
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=====================
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*/
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Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker, int shared_rand )
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{
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float x = 0.0f, y = 0.0f, z;
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for( ULONG iShot = 1; iShot <= cShots; iShot++ )
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{
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if( pevAttacker == NULL )
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{
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// get circular gaussian spread
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do {
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x = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 );
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y = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 );
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z = x * x + y * y;
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} while( z > 1 );
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}
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else
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{
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//Use player's random seed.
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// get circular gaussian spread
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x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 );
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y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 );
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z = x * x + y * y;
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}
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}
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return Vector( x * vecSpread.x, y * vecSpread.y, 0.0 );
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}
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/*
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=====================
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CBasePlayerWeapon::ItemPostFrame
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Handles weapon firing, reloading, etc.
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=====================
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*/
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void CBasePlayerWeapon::ItemPostFrame( void )
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{
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if( ( m_fInReload ) && ( m_pPlayer->m_flNextAttack <= 0.0 ) )
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{
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#if 0 // FIXME, need ammo on client to make this work right
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// complete the reload.
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int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] );
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// Add them to the clip
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m_iClip += j;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
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#else
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m_iClip += 10;
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#endif
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m_fInReload = FALSE;
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}
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if( ( m_pPlayer->pev->button & IN_ATTACK2 ) && ( m_flNextSecondaryAttack <= 0.0 ) )
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{
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if( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
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{
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m_fFireOnEmpty = TRUE;
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}
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SecondaryAttack();
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m_pPlayer->pev->button &= ~IN_ATTACK2;
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}
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else if( ( m_pPlayer->pev->button & IN_ATTACK ) && ( m_flNextPrimaryAttack <= 0.0 ) )
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{
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if( ( m_iClip == 0 && pszAmmo1() ) || ( iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
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{
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m_fFireOnEmpty = TRUE;
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}
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PrimaryAttack();
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}
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else if( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload )
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{
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// reload when reload is pressed, or if no buttons are down and weapon is empty.
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Reload();
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}
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else if( !( m_pPlayer->pev->button & ( IN_ATTACK | IN_ATTACK2 ) ) )
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{
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// no fire buttons down
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m_fFireOnEmpty = FALSE;
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// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
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if( m_iClip == 0 && !( iFlags() & ITEM_FLAG_NOAUTORELOAD ) && m_flNextPrimaryAttack < 0.0 )
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{
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Reload();
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return;
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}
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WeaponIdle( );
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return;
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}
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// catch all
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if( ShouldWeaponIdle() )
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{
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WeaponIdle();
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}
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}
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/*
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=====================
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CBasePlayer::SelectItem
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Switch weapons
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=====================
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*/
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void CBasePlayer::SelectItem( const char *pstr )
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{
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if( !pstr )
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return;
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CBasePlayerItem *pItem = NULL;
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if( !pItem )
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return;
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if( pItem == m_pActiveItem )
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return;
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if( m_pActiveItem )
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m_pActiveItem->Holster();
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m_pLastItem = m_pActiveItem;
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m_pActiveItem = pItem;
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if( m_pActiveItem )
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{
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m_pActiveItem->Deploy();
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}
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}
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/*
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=====================
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CBasePlayer::SelectLastItem
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=====================
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*/
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void CBasePlayer::SelectLastItem( void )
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{
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if( !m_pLastItem )
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{
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return;
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}
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if( m_pActiveItem && !m_pActiveItem->CanHolster() )
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{
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return;
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}
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if( m_pActiveItem )
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m_pActiveItem->Holster();
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CBasePlayerItem *pTemp = m_pActiveItem;
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m_pActiveItem = m_pLastItem;
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m_pLastItem = pTemp;
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m_pActiveItem->Deploy( );
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}
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/*
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=====================
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CBasePlayer::Killed
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=====================
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*/
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void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
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{
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// Holster weapon immediately, to allow it to cleanup
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if( m_pActiveItem )
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m_pActiveItem->Holster();
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g_irunninggausspred = false;
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}
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/*
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=====================
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CBasePlayer::Spawn
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=====================
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*/
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void CBasePlayer::Spawn( void )
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{
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if( m_pActiveItem )
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m_pActiveItem->Deploy( );
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g_irunninggausspred = false;
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}
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/*
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=====================
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UTIL_TraceLine
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Don't actually trace, but act like the trace didn't hit anything.
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=====================
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*/
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void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr )
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{
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memset( ptr, 0, sizeof(*ptr) );
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ptr->flFraction = 1.0;
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}
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/*
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=====================
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UTIL_ParticleBox
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For debugging, draw a box around a player made out of particles
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=====================
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*/
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void UTIL_ParticleBox( CBasePlayer *player, float *mins, float *maxs, float life, unsigned char r, unsigned char g, unsigned char b )
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{
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int i;
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vec3_t mmin, mmax;
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for( i = 0; i < 3; i++ )
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{
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mmin[i] = player->pev->origin[i] + mins[i];
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mmax[i] = player->pev->origin[i] + maxs[i];
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}
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gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mmin, (float *)&mmax, 5.0, 0, 255, 0 );
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}
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/*
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=====================
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UTIL_ParticleBoxes
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For debugging, draw boxes for other collidable players
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=====================
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*/
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void UTIL_ParticleBoxes( void )
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{
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int idx;
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physent_t *pe;
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cl_entity_t *player;
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vec3_t mins, maxs;
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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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player = gEngfuncs.GetLocalPlayer();
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// Now add in all of the players.
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gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 );
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for( idx = 1; idx < 100; idx++ )
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{
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( idx );
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if( !pe )
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break;
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if( pe->info >= 1 && pe->info <= gEngfuncs.GetMaxClients() )
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{
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mins = pe->origin + pe->mins;
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maxs = pe->origin + pe->maxs;
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gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mins, (float *)&maxs, 0, 0, 255, 2.0 );
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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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=====================
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UTIL_ParticleLine
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For debugging, draw a line made out of particles
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=====================
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*/
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void UTIL_ParticleLine( CBasePlayer *player, float *start, float *end, float life, unsigned char r, unsigned char g, unsigned char b )
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{
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gEngfuncs.pEfxAPI->R_ParticleLine( start, end, r, g, b, life );
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}
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/*
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=====================
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HUD_InitClientWeapons
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Set up weapons, player and functions needed to run weapons code client-side.
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=====================
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*/
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void HUD_InitClientWeapons( void )
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{
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static int initialized = 0;
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if( initialized )
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return;
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initialized = 1;
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// Set up pointer ( dummy object )
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gpGlobals = &Globals;
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|
|
// Fill in current time ( probably not needed )
|
|
gpGlobals->time = gEngfuncs.GetClientTime();
|
|
|
|
// Fake functions
|
|
g_engfuncs.pfnPrecacheModel = stub_PrecacheModel;
|
|
g_engfuncs.pfnPrecacheSound = stub_PrecacheSound;
|
|
g_engfuncs.pfnPrecacheEvent = stub_PrecacheEvent;
|
|
g_engfuncs.pfnNameForFunction = stub_NameForFunction;
|
|
g_engfuncs.pfnSetModel = stub_SetModel;
|
|
g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed;
|
|
|
|
// Handled locally
|
|
g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent;
|
|
g_engfuncs.pfnAlertMessage = AlertMessage;
|
|
|
|
// Pass through to engine
|
|
g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent;
|
|
g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat;
|
|
g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong;
|
|
|
|
// Allocate a slot for the local player
|
|
HUD_PrepEntity( &player, NULL );
|
|
|
|
// Allocate slot(s) for each weapon that we are going to be predicting
|
|
HUD_PrepEntity( &g_Holster, &player );
|
|
HUD_PrepEntity( &g_Torch, &player );
|
|
HUD_PrepEntity( &g_Glock, &player );
|
|
HUD_PrepEntity( &g_Crowbar, &player );
|
|
HUD_PrepEntity( &g_Mp5, &player );
|
|
HUD_PrepEntity( &g_Shotgun, &player );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
HUD_GetLastOrg
|
|
|
|
Retruns the last position that we stored for egon beam endpoint.
|
|
=====================
|
|
*/
|
|
void HUD_GetLastOrg( float *org )
|
|
{
|
|
int i;
|
|
|
|
// Return last origin
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
org[i] = previousorigin[i];
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
HUD_SetLastOrg
|
|
|
|
Remember our exact predicted origin so we can draw the egon to the right position.
|
|
=====================
|
|
*/
|
|
void HUD_SetLastOrg( void )
|
|
{
|
|
int i;
|
|
|
|
// Offset final origin by view_offset
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
previousorigin[i] = g_finalstate->playerstate.origin[i] + g_finalstate->client.view_ofs[i];
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
HUD_WeaponsPostThink
|
|
|
|
Run Weapon firing code on client
|
|
=====================
|
|
*/
|
|
void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cmd, double time, unsigned int random_seed )
|
|
{
|
|
int i;
|
|
int buttonsChanged;
|
|
CBasePlayerWeapon *pWeapon = NULL;
|
|
CBasePlayerWeapon *pCurrent;
|
|
weapon_data_t nulldata = {0}, *pfrom, *pto;
|
|
static int lasthealth;
|
|
|
|
HUD_InitClientWeapons();
|
|
|
|
// Get current clock
|
|
gpGlobals->time = time;
|
|
|
|
// Fill in data based on selected weapon
|
|
// FIXME, make this a method in each weapon? where you pass in an entity_state_t *?
|
|
switch( from->client.m_iId )
|
|
{
|
|
case WEAPON_HOLSTER:
|
|
pWeapon = &g_Holster;
|
|
break;
|
|
case WEAPON_TORCH:
|
|
pWeapon = &g_Torch;
|
|
break;
|
|
case WEAPON_CROWBAR:
|
|
pWeapon = &g_Crowbar;
|
|
break;
|
|
case WEAPON_GLOCK:
|
|
pWeapon = &g_Glock;
|
|
break;
|
|
case WEAPON_MP5:
|
|
pWeapon = &g_Mp5;
|
|
break;
|
|
case WEAPON_SHOTGUN:
|
|
pWeapon = &g_Shotgun;
|
|
break;
|
|
}
|
|
|
|
// Store pointer to our destination entity_state_t so we can get our origin, etc. from it
|
|
// for setting up events on the client
|
|
g_finalstate = to;
|
|
|
|
// If we are running events/etc. go ahead and see if we
|
|
// managed to die between last frame and this one
|
|
// If so, run the appropriate player killed or spawn function
|
|
if( g_runfuncs )
|
|
{
|
|
if( to->client.health <= 0 && lasthealth > 0 )
|
|
{
|
|
player.Killed( NULL, 0 );
|
|
}
|
|
else if( to->client.health > 0 && lasthealth <= 0 )
|
|
{
|
|
player.Spawn();
|
|
}
|
|
|
|
lasthealth = to->client.health;
|
|
}
|
|
|
|
// We are not predicting the current weapon, just bow out here.
|
|
if( !pWeapon )
|
|
return;
|
|
|
|
for( i = 0; i < 32; i++ )
|
|
{
|
|
pCurrent = g_pWpns[i];
|
|
if( !pCurrent )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
pfrom = &from->weapondata[i];
|
|
|
|
pCurrent->m_fInReload = pfrom->m_fInReload;
|
|
pCurrent->m_fInSpecialReload = pfrom->m_fInSpecialReload;
|
|
//pCurrent->m_flPumpTime = pfrom->m_flPumpTime;
|
|
pCurrent->m_iClip = pfrom->m_iClip;
|
|
pCurrent->m_flNextPrimaryAttack = pfrom->m_flNextPrimaryAttack;
|
|
pCurrent->m_flNextSecondaryAttack = pfrom->m_flNextSecondaryAttack;
|
|
pCurrent->m_flTimeWeaponIdle = pfrom->m_flTimeWeaponIdle;
|
|
pCurrent->pev->fuser1 = pfrom->fuser1;
|
|
|
|
pCurrent->m_iSecondaryAmmoType = (int)from->client.vuser3[2];
|
|
pCurrent->m_iPrimaryAmmoType = (int)from->client.vuser4[0];
|
|
player.m_rgAmmo[pCurrent->m_iPrimaryAmmoType] = (int)from->client.vuser4[1];
|
|
player.m_rgAmmo[pCurrent->m_iSecondaryAmmoType] = (int)from->client.vuser4[2];
|
|
}
|
|
|
|
// For random weapon events, use this seed to seed random # generator
|
|
player.random_seed = random_seed;
|
|
|
|
// Get old buttons from previous state.
|
|
player.m_afButtonLast = from->playerstate.oldbuttons;
|
|
|
|
// Which buttsons chave changed
|
|
buttonsChanged = ( player.m_afButtonLast ^ cmd->buttons ); // These buttons have changed this frame
|
|
|
|
// Debounced button codes for pressed/released
|
|
// The changed ones still down are "pressed"
|
|
player.m_afButtonPressed = buttonsChanged & cmd->buttons;
|
|
// The ones not down are "released"
|
|
player.m_afButtonReleased = buttonsChanged & ( ~cmd->buttons );
|
|
|
|
// Set player variables that weapons code might check/alter
|
|
player.pev->button = cmd->buttons;
|
|
|
|
player.pev->velocity = from->client.velocity;
|
|
player.pev->flags = from->client.flags;
|
|
|
|
player.pev->deadflag = from->client.deadflag;
|
|
player.pev->waterlevel = from->client.waterlevel;
|
|
player.pev->maxspeed = from->client.maxspeed;
|
|
player.pev->fov = from->client.fov;
|
|
player.pev->weaponanim = from->client.weaponanim;
|
|
player.pev->viewmodel = from->client.viewmodel;
|
|
player.m_flNextAttack = from->client.m_flNextAttack;
|
|
player.m_flNextAmmoBurn = from->client.fuser2;
|
|
player.m_flAmmoStartCharge = from->client.fuser3;
|
|
|
|
|
|
// Point to current weapon object
|
|
if( from->client.m_iId )
|
|
{
|
|
player.m_pActiveItem = g_pWpns[from->client.m_iId];
|
|
}
|
|
|
|
// Don't go firing anything if we have died.
|
|
// Or if we don't have a weapon model deployed
|
|
if( ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) &&
|
|
!CL_IsDead() && player.pev->viewmodel && !g_iUser1 )
|
|
{
|
|
if( player.m_flNextAttack <= 0 )
|
|
{
|
|
pWeapon->ItemPostFrame();
|
|
}
|
|
}
|
|
|
|
// Assume that we are not going to switch weapons
|
|
to->client.m_iId = from->client.m_iId;
|
|
|
|
// Now see if we issued a changeweapon command ( and we're not dead )
|
|
if( cmd->weaponselect && ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) )
|
|
{
|
|
// Switched to a different weapon?
|
|
if( from->weapondata[cmd->weaponselect].m_iId == cmd->weaponselect )
|
|
{
|
|
CBasePlayerWeapon *pNew = g_pWpns[cmd->weaponselect];
|
|
if( pNew && ( pNew != pWeapon ) )
|
|
{
|
|
// Put away old weapon
|
|
if( player.m_pActiveItem )
|
|
player.m_pActiveItem->Holster();
|
|
|
|
player.m_pLastItem = player.m_pActiveItem;
|
|
player.m_pActiveItem = pNew;
|
|
|
|
// Deploy new weapon
|
|
if( player.m_pActiveItem )
|
|
{
|
|
player.m_pActiveItem->Deploy();
|
|
}
|
|
|
|
// Update weapon id so we can predict things correctly.
|
|
to->client.m_iId = cmd->weaponselect;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Copy in results of prediction code
|
|
to->client.viewmodel = player.pev->viewmodel;
|
|
to->client.fov = player.pev->fov;
|
|
to->client.weaponanim = player.pev->weaponanim;
|
|
to->client.m_flNextAttack = player.m_flNextAttack;
|
|
to->client.fuser2 = player.m_flNextAmmoBurn;
|
|
to->client.fuser3 = player.m_flAmmoStartCharge;
|
|
to->client.maxspeed = player.pev->maxspeed;
|
|
|
|
// Make sure that weapon animation matches what the game .dll is telling us
|
|
// over the wire ( fixes some animation glitches )
|
|
if( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) )
|
|
{
|
|
int body = 2;
|
|
|
|
// Force a fixed anim down to viewmodel
|
|
HUD_SendWeaponAnim( to->client.weaponanim, body, 1 );
|
|
}
|
|
|
|
for( i = 0; i < 32; i++ )
|
|
{
|
|
pCurrent = g_pWpns[i];
|
|
|
|
pto = &to->weapondata[i];
|
|
|
|
if( !pCurrent )
|
|
{
|
|
memset( pto, 0, sizeof(weapon_data_t) );
|
|
continue;
|
|
}
|
|
|
|
pto->m_fInReload = pCurrent->m_fInReload;
|
|
pto->m_fInSpecialReload = pCurrent->m_fInSpecialReload;
|
|
//pto->m_flPumpTime = pCurrent->m_flPumpTime;
|
|
pto->m_iClip = pCurrent->m_iClip;
|
|
pto->m_flNextPrimaryAttack = pCurrent->m_flNextPrimaryAttack;
|
|
pto->m_flNextSecondaryAttack = pCurrent->m_flNextSecondaryAttack;
|
|
pto->m_flTimeWeaponIdle = pCurrent->m_flTimeWeaponIdle;
|
|
pto->fuser1 = pCurrent->pev->fuser1;
|
|
|
|
// Decrement weapon counters, server does this at same time ( during post think, after doing everything else )
|
|
pto->m_flNextReload -= cmd->msec / 1000.0;
|
|
pto->m_fNextAimBonus -= cmd->msec / 1000.0;
|
|
pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0;
|
|
pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0;
|
|
pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0;
|
|
pto->fuser1 -= cmd->msec / 1000.0;
|
|
|
|
to->client.vuser3[2] = pCurrent->m_iSecondaryAmmoType;
|
|
to->client.vuser4[0] = pCurrent->m_iPrimaryAmmoType;
|
|
to->client.vuser4[1] = player.m_rgAmmo[pCurrent->m_iPrimaryAmmoType];
|
|
to->client.vuser4[2] = player.m_rgAmmo[pCurrent->m_iSecondaryAmmoType];
|
|
|
|
/* if( pto->m_flPumpTime != -9999 )
|
|
{
|
|
pto->m_flPumpTime -= cmd->msec / 1000.0;
|
|
if( pto->m_flPumpTime < -0.001 )
|
|
pto->m_flPumpTime = -0.001;
|
|
}*/
|
|
|
|
if( pto->m_fNextAimBonus < -1.0 )
|
|
{
|
|
pto->m_fNextAimBonus = -1.0;
|
|
}
|
|
|
|
if( pto->m_flNextPrimaryAttack < -1.0 )
|
|
{
|
|
pto->m_flNextPrimaryAttack = -1.0;
|
|
}
|
|
|
|
if( pto->m_flNextSecondaryAttack < -0.001 )
|
|
{
|
|
pto->m_flNextSecondaryAttack = -0.001;
|
|
}
|
|
|
|
if( pto->m_flTimeWeaponIdle < -0.001 )
|
|
{
|
|
pto->m_flTimeWeaponIdle = -0.001;
|
|
}
|
|
|
|
if( pto->m_flNextReload < -0.001 )
|
|
{
|
|
pto->m_flNextReload = -0.001;
|
|
}
|
|
|
|
if( pto->fuser1 < -0.001 )
|
|
{
|
|
pto->fuser1 = -0.001;
|
|
}
|
|
}
|
|
|
|
// m_flNextAttack is now part of the weapons, but is part of the player instead
|
|
to->client.m_flNextAttack -= cmd->msec / 1000.0;
|
|
if( to->client.m_flNextAttack < -0.001 )
|
|
{
|
|
to->client.m_flNextAttack = -0.001;
|
|
}
|
|
|
|
to->client.fuser2 -= cmd->msec / 1000.0;
|
|
if( to->client.fuser2 < -0.001 )
|
|
{
|
|
to->client.fuser2 = -0.001;
|
|
}
|
|
|
|
to->client.fuser3 -= cmd->msec / 1000.0;
|
|
if( to->client.fuser3 < -0.001 )
|
|
{
|
|
to->client.fuser3 = -0.001;
|
|
}
|
|
|
|
// Store off the last position from the predicted state.
|
|
HUD_SetLastOrg();
|
|
|
|
// Wipe it so we can't use it after this frame
|
|
g_finalstate = NULL;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
HUD_PostRunCmd
|
|
|
|
Client calls this during prediction, after it has moved the player and updated any info changed into to->
|
|
time is the current client clock based on prediction
|
|
cmd is the command that caused the movement, etc
|
|
runfuncs is 1 if this is the first time we've predicted this command. If so, sounds and effects should play, otherwise, they should
|
|
be ignored
|
|
=====================
|
|
*/
|
|
void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed )
|
|
{
|
|
g_runfuncs = runfuncs;
|
|
|
|
#if defined( CLIENT_WEAPONS )
|
|
if( cl_lw && cl_lw->value )
|
|
{
|
|
HUD_WeaponsPostThink( from, to, cmd, time, random_seed );
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
to->client.fov = g_lastFOV;
|
|
}
|
|
|
|
if( g_irunninggausspred == 1 )
|
|
{
|
|
Vector forward;
|
|
gEngfuncs.pfnAngleVectors( v_angles, forward, NULL, NULL );
|
|
to->client.velocity = to->client.velocity - forward * g_flApplyVel * 5;
|
|
g_irunninggausspred = false;
|
|
}
|
|
|
|
// All games can use FOV state
|
|
g_lastFOV = to->client.fov;
|
|
}
|