320 lines
8.4 KiB
C++
320 lines
8.4 KiB
C++
/***
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*
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* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
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*
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* This product contains software technology from Valve Software, LLC,
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* Copyright © 1996-2001, Valve LLC, 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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* The Wastes Project. All other use, distribution, or modification is prohibited
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* without written permission from The Wastes Project.
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*
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***/
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//
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// studioevent.cpp -> Model Event code
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//
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#include <memory.h>
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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_types.h"
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#include "studio_event.h" // def. of mstudioevent_t
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#include "r_efx.h"
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#include "event_api.h"
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#include "pm_defs.h"
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#include "pmtrace.h"
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#include "twm.h"
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#include "twmmanager.h"
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extern "C"
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{
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#if 0
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// THE ORIGINAL HUD_StudioEvent declaration is
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void DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, const struct cl_entity_s *entity );
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// But we want to modify the cl_entity_s* parameter. Since C doesnt have the concept of const,
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// and to the best of my knowledge the HL code is still c, i Figured i'd remove it... if we
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// have problems with studio events dont hesitate to point at this.
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// Gage - July 02, 2002
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#else
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void DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, struct cl_entity_s *entity );
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#endif
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}
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void HUD_GetCurrentAmmoInfo(int &cur_ammo,int &max_ammo);
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extern int cam_thirdperson;
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extern vec3_t v_origin,v_angles;
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/*
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=========================
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STUDIO_SmokePuff
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=========================
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*/
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void STUDIO_SmokePuff(float *vecSrc,float scale,cl_entity_t *entity)
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{
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// create the puff
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TEMPENTITY *pTent = gEngfuncs.pEfxAPI->R_TempSprite(vecSrc,
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Vector(0,0,5),
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scale,
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gEngfuncs.pEventAPI->EV_FindModelIndex("sprites/smoke1.spr"),
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kRenderTransAlpha,
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0,
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25,
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5,
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FTENT_SPRANIMATE);
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// state settings
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if(pTent != NULL)
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{
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pTent->clientIndex = entity->index;
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//pTent->entity.curstate.rendercolor = Color;
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pTent->entity.curstate.framerate = 10;
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pTent->entity.curstate.renderamt = 128;
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}
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}
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/*
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=========================
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STUDIO_EjectModel
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=========================
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*/
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void STUDIO_EjectModel(int iEventId,const char *szEventOptions,struct cl_entity_s *entity,int count)
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{
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char szShellname[64];
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int shell_index;
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int attachment_num,velocity_type,sound_type,quality_check;
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float scaleR,scaleU;
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vec3_t shell_velocity;
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vec3_t shell_origin;
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vec3_t angles,forward,right,up;
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vec3_t endpos;
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// Read options from event parameters
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sscanf(szEventOptions,"%i,%i,%i,%i,%s",&attachment_num,&velocity_type,&sound_type,&quality_check,szShellname);
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// Finalize shellcase parameter (set high or low quality)
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if(quality_check)
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sprintf(szShellname,"%s%s",szShellname,CVAR_GET_FLOAT("cl_shellcase_quality") ? "_hi.mdl" : "_lo.mdl");
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#if 0
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gEngfuncs.pfnCenterPrint(szShellname);
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#endif
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// set up shell properties
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shell_index = gEngfuncs.pEventAPI->EV_FindModelIndex(szShellname);
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if(shell_index == 0)
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gEngfuncs.Con_DPrintf("STUDIO_EjectModel: invalid model %s\n",szShellname);
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// Get needed angles
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VectorCopy(entity->angles,angles);
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AngleVectors(angles,forward,right,up);
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for(int i = 0;i < count;i++)
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{
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switch(velocity_type)
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{
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case 1:
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// Pistols, Small arms ejection
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scaleR = gEngfuncs.pfnRandomFloat( 50, 70 );
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scaleU = gEngfuncs.pfnRandomFloat( 100, 150 );
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VectorClear(shell_origin);
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break;
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case 2:
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// No velocity, magazine dropping
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scaleR = gEngfuncs.pfnRandomFloat(0.0,0.0);
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scaleU = gEngfuncs.pfnRandomFloat(0.0,0.0);
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// Randomize the location a bit,
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// so events that call multiple times
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// (such as ruger reload) have shellcases
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// going everywhere
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VectorClear(shell_origin);
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shell_origin[0] = gEngfuncs.pfnRandomFloat(-1.0f,6.0f);
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shell_origin[1] = gEngfuncs.pfnRandomFloat(-1.0f,6.0f);
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shell_origin[2] = gEngfuncs.pfnRandomFloat(-1.0f,6.0f);
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break;
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}
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for(int i = 0;i< 3;i++)
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{
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shell_velocity[i] = right[i] * scaleR + up[i] * scaleU + forward[i] * 25;
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// go by ent origin, not attachment
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if(attachment_num == -1)
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{
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shell_origin[i] += entity->origin[i];
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// Spawn a bit lower
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if(i == 2)
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shell_origin[i] -= 16;
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}
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else
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shell_origin[i] += entity->attachment[attachment_num][i];
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}
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// Eject the shell
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VectorClear( endpos );
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endpos[1] = angles[1];
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// sound type, we do a
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// switch in the unlikely event
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// that these macros change on us
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switch(sound_type)
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{
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case 0: sound_type = TE_BOUNCE_NULL; break;
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case 1: sound_type = TE_BOUNCE_SHELL; break;
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case 2: sound_type = TE_BOUNCE_SHOTSHELL; break;
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}
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gEngfuncs.pEfxAPI->R_TempModel(shell_origin,shell_velocity,endpos,CVAR_GET_FLOAT("cl_shellcase_lifetime"),shell_index,sound_type);
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}
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}
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void STUDIO_TwmMuzzleFlash(int iEventId,const char *szEventOptions,struct cl_entity_s *entity)
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{
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CTwmModel *pTwm;
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twm_clientinfo_t *clientinfo = NULL;
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int attachment_num;
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float fadetime;
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// sanity check
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if(g_iNumMuzzleflashModels > 64)
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{
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gEngfuncs.Con_Printf("STUDIO_TwmMuzzleFlash: too many muzzle flashes!\n");
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return;
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}
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g_iNumMuzzleflashModels++;
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// TODO: use szEventOptions for this stuff
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pTwm = g_TwmManager.GetModelByName("models/muz_test.twm");
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attachment_num = 0;
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fadetime = 2.5f;
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// end of array
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clientinfo = &g_MuzzleflashModels[g_iNumMuzzleflashModels - 1];
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// We go through the current muzzleflash
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// array, if this entity has a
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// muzzleflash for it, put in our new data
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for(int i = 0;i < g_iNumMuzzleflashModels;i++)
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{
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twm_clientinfo_t *cur_info = &g_MuzzleflashModels[i];
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if(cur_info->attached_ent == entity)
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{
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clientinfo = &g_MuzzleflashModels[i];
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g_iNumMuzzleflashModels--; // reset value
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break;
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}
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}
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clientinfo->twm_info = &pTwm->twminfo;
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clientinfo->attached_ent = entity;
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clientinfo->attachment_num = attachment_num;
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clientinfo->fadetime = fadetime;
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// triAPI information
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clientinfo->render_mode = kRenderTransAdd;
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clientinfo->sprite_frame = 0; // TODO: make a random frame
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clientinfo->brightness = gEngfuncs.pfnRandomFloat(0.8f,1.0f);
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// RGBA
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clientinfo->color[0] = 1.0f;
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clientinfo->color[1] = 1.0f;
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clientinfo->color[2] = 1.0f;
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clientinfo->color[3] = gEngfuncs.pfnRandomFloat(0.5f,1.0f);
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}
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/*
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=========================
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HUD_StudioEvent
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The entity's studio model description indicated an event was
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fired during this frame, handle the event by it's tag ( e.g., muzzleflash, sound )
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=========================
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*/
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void DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, struct cl_entity_s *entity )
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{
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switch( event->event )
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{
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/*******************
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* muzzle flashes *
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*******************/
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case 5001:
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// STUDIO_TwmMuzzleFlash(event->event,event->options,entity);
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gEngfuncs.pEfxAPI->R_MuzzleFlash((float *)&entity->attachment[0], atoi( event->options) );
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break;
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case 5011:
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// STUDIO_TwmMuzzleFlash(event->event,event->options,entity);
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gEngfuncs.pEfxAPI->R_MuzzleFlash((float *)&entity->attachment[1], atoi( event->options) );
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break;
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case 5021:
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// STUDIO_TwmMuzzleFlash(event->event,event->options,entity);
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gEngfuncs.pEfxAPI->R_MuzzleFlash((float *)&entity->attachment[2], atoi( event->options) );
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break;
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case 5031:
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// STUDIO_TwmMuzzleFlash(event->event,event->options,entity);
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gEngfuncs.pEfxAPI->R_MuzzleFlash((float *)&entity->attachment[3], atoi( event->options) );
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break;
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/*******************
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* smoke puffs *
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*******************/
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case 5041:
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STUDIO_SmokePuff((float *)&entity->attachment[1],0.5f,entity);
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break;
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/*******************
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* sparks *
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*******************/
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case 5002:
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gEngfuncs.pEfxAPI->R_SparkEffect((float *)&entity->attachment[0], atoi( event->options), -100, 100 );
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break;
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/*******************
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* sound *
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*******************/
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case 5004:
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gEngfuncs.pfnPlaySoundByNameAtLocation((char*)event->options,1.0,(float*)&entity->attachment[0]);
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break;
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/*******************
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* skin change *
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*******************/
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case 5005:
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entity->curstate.skin = atoi(event->options);
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break;
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/*******************
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* model ejection *
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*******************/
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case 5006:
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STUDIO_EjectModel(event->event,event->options,entity,1);
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break;
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// Ruger reload
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case 5007:
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STUDIO_EjectModel(event->event,event->options,entity,5 - gHUD.m_Ammo.GetCurWeapon()->iClip);
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break;
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// Sawed off reload
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case 5008:
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STUDIO_EjectModel(event->event,event->options,entity,2 - gHUD.m_Ammo.GetCurWeapon()->iClip);
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break;
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default:
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break;
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}
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}
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