1341 lines
35 KiB
C++
1341 lines
35 KiB
C++
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//========= Copyright <20> 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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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_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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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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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 = (char *)gEngfuncs.pEventAPI->EV_TraceTexture( ptr->ent, vecSrc, vecEnd );
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if ( pTextureName )
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{
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strcpy( texname, pTextureName );
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pTextureName = texname;
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// strip leading '-0' or '+0~' or '{' or '!'
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if (*pTextureName == '-' || *pTextureName == '+')
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{
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pTextureName += 2;
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}
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if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ')
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{
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pTextureName++;
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}
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// '}}'
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strcpy( szbuffer, pTextureName );
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szbuffer[ CBTEXTURENAMEMAX - 1 ] = 0;
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// get texture type
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chTextureType = PM_FindTextureType( szbuffer );
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}
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}
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switch (chTextureType)
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{
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default:
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case CHAR_TEX_CONCRETE: fvol = 0.9; 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: fvol = 0.9; 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: fvol = 0.9; 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: fvol = 0.5; 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: fvol = 0.9; 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: fvol = 0.8; 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: fvol = 0.9; 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: fvol = 0.9; 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; 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;
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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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char *EV_HLDM_RocketDamageDecal( void )
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{
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static char decalname[ 32 ];
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int idx;
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idx = gEngfuncs.pfnRandomLong( 1, 3 );
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sprintf( decalname, "{scorch%i", idx );
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return decalname;
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}
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char *EV_HLDM_DamageDecal( void )
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{
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static char decalname[ 32 ];
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int idx;
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idx = gEngfuncs.pfnRandomLong( 0, 4 );
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sprintf( decalname, "{shot%i", idx + 1 );
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return decalname;
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}
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char *EV_Lightning_DamageDecal( void )
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{
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int idx;
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static char decalname[ 32 ];
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//sprintf( decalname, "{smscorch1");
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idx = gEngfuncs.pfnRandomLong( 0, 2 );
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sprintf( decalname, "{smscorch%i", idx + 1 );
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return decalname;
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}
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char *EV_Quake_DamageDecalClub( void )
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{
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static char decalname[ 32 ];
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int idx;
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idx = gEngfuncs.pfnRandomLong( 0, 4 );
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sprintf( decalname, "{shot%i", idx + 1 );
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return decalname;
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}
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void EV_Quake_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName )
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{
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int iRand;
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physent_t *pe;
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gEngfuncs.pEfxAPI->R_BulletImpactParticles( pTrace->endpos );
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iRand = gEngfuncs.pfnRandomLong(0,0x7FFF);
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if ( iRand < (0x7fff/2) )// not every bullet makes a sound.
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{
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switch( iRand % 5)
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{
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case 0: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
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case 1: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
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case 2: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
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case 3: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
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case 4: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
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}
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}
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
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// Only decal brush models such as the world etc.
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if ( decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) )
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{
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if ( CVAR_GET_FLOAT( "r_decals" ) )
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{
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gEngfuncs.pEfxAPI->R_DecalShoot(
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gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ),
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gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 );
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}
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}
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}
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void EV_Quake_DecalTrace( pmtrace_t *pTrace, char *decalName )
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{
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physent_t *pe;
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
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// Only decal brush models such as the world etc.
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if ( decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) )
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{
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if ( CVAR_GET_FLOAT( "r_decals" ) )
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{
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gEngfuncs.pEfxAPI->R_DecalShoot(
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gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ),
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gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 );
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}
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}
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}
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void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType )
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{
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physent_t *pe;
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
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if ( pe && pe->solid == SOLID_BSP )
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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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|||
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FireBullets
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|||
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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 )
|
|||
|
{
|
|||
|
int i;
|
|||
|
pmtrace_t tr;
|
|||
|
int iShot;
|
|||
|
vec3_t vecRight, vecUp;
|
|||
|
|
|||
|
VectorCopy( right, vecRight );
|
|||
|
VectorCopy( up, vecUp );
|
|||
|
|
|||
|
for ( iShot = 1; iShot <= cShots; iShot++ )
|
|||
|
{
|
|||
|
vec3_t vecDir, vecEnd;
|
|||
|
|
|||
|
// get circular gaussian spread
|
|||
|
vec3_t spread;
|
|||
|
do {
|
|||
|
spread[0] = gEngfuncs.pfnRandomFloat(-1.0,1.0) + gEngfuncs.pfnRandomFloat(-1.0,1.0);
|
|||
|
spread[1] = gEngfuncs.pfnRandomFloat(-1.0,1.0) + gEngfuncs.pfnRandomFloat(-1.0,1.0);
|
|||
|
spread[2] = spread[0] * spread[0] + spread[1] *spread[1];
|
|||
|
} while (spread[2] > 1);
|
|||
|
|
|||
|
for ( i = 0 ; i < 3; i++ )
|
|||
|
{
|
|||
|
vecDir[i] = vecDirShooting[i] + spread[ 0 ] * vecSpread[ 0 ] * vecRight[ i ] + spread[ 1 ] * vecSpread[ 1 ] * up [ i ];
|
|||
|
vecEnd[i] = vecSrc[ i ] + 2048.0 * vecDir[ i ];
|
|||
|
}
|
|||
|
|
|||
|
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
|
|||
|
|
|||
|
// Store off the old count
|
|||
|
gEngfuncs.pEventAPI->EV_PushPMStates();
|
|||
|
|
|||
|
// Now add in all of the players.
|
|||
|
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
|
|||
|
|
|||
|
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
|||
|
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
|
|||
|
|
|||
|
int iBulletType = BULLET_PLAYER_BUCKSHOT;
|
|||
|
|
|||
|
// do damage, paint decals
|
|||
|
if ( tr.fraction != 1.0 )
|
|||
|
{
|
|||
|
switch(iBulletType)
|
|||
|
{
|
|||
|
default:
|
|||
|
case BULLET_PLAYER_9MM:
|
|||
|
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
|
|||
|
EV_HLDM_DecalGunshot( &tr, iBulletType );
|
|||
|
break;
|
|||
|
case BULLET_PLAYER_MP5:
|
|||
|
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
|
|||
|
EV_HLDM_DecalGunshot( &tr, iBulletType );
|
|||
|
break;
|
|||
|
case BULLET_PLAYER_BUCKSHOT:
|
|||
|
EV_HLDM_DecalGunshot( &tr, iBulletType );
|
|||
|
break;
|
|||
|
case BULLET_PLAYER_357:
|
|||
|
EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType );
|
|||
|
EV_HLDM_DecalGunshot( &tr, iBulletType );
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
gEngfuncs.pEventAPI->EV_PopPMStates();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void EV_FireShotGunDouble( event_args_t *args )
|
|||
|
{
|
|||
|
int idx;
|
|||
|
vec3_t origin;
|
|||
|
vec3_t angles;
|
|||
|
vec3_t velocity;
|
|||
|
|
|||
|
int i;
|
|||
|
vec3_t vecSrc, vecAiming;
|
|||
|
vec3_t vecSpread;
|
|||
|
vec3_t up, right, forward;
|
|||
|
float flSpread = 0.01;
|
|||
|
|
|||
|
idx = args->entindex;
|
|||
|
VectorCopy( args->origin, origin );
|
|||
|
VectorCopy( args->angles, angles );
|
|||
|
VectorCopy( args->velocity, velocity );
|
|||
|
|
|||
|
AngleVectors( angles, forward, right, up );
|
|||
|
|
|||
|
EV_Quake_PlayQuadSound( idx, origin, args->iparam1 );
|
|||
|
|
|||
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/shotgn2.wav", 1.0, ATTN_NORM, 0, 100 );
|
|||
|
|
|||
|
EV_GetGunPosition( args, vecSrc, origin );
|
|||
|
VectorCopy( forward, vecAiming );
|
|||
|
|
|||
|
for ( i = 0; i < 3; i++ )
|
|||
|
{
|
|||
|
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 );
|
|||
|
|
|||
|
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 );
|
|||
|
|
|||
|
for ( i = 0; i < 3; i++ )
|
|||
|
{
|
|||
|
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 )
|
|||
|
{
|
|||
|
switch ( iSoundType )
|
|||
|
{
|
|||
|
case SOUND_HIT_BODY:
|
|||
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "player/axhitbod.wav", 1, ATTN_NORM, 0, PITCH_NORM);
|
|||
|
break;
|
|||
|
|
|||
|
case SOUND_HIT_WALL:
|
|||
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM, 0, PITCH_NORM);
|
|||
|
break;
|
|||
|
|
|||
|
default:
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
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_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;
|
|||
|
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 vecEnd;
|
|||
|
vec3_t up, right, forward;
|
|||
|
int iShutDown;
|
|||
|
|
|||
|
cl_entity_t *player;
|
|||
|
|
|||
|
pmtrace_t tr;
|
|||
|
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 );
|
|||
|
|
|||
|
cl_entity_t *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, origin, angles, forward, right, up;
|
|||
|
pmtrace_t tr;
|
|||
|
|
|||
|
cl_entity_t *pl = gEngfuncs.GetEntityByIndex( idx );
|
|||
|
|
|||
|
if ( pl )
|
|||
|
{
|
|||
|
VectorCopy( gHUD.m_vecAngles, angles );
|
|||
|
|
|||
|
AngleVectors( angles, forward, right, up );
|
|||
|
|
|||
|
EV_GetGunPosition( args, vecSrc, pl->origin );
|
|||
|
|
|||
|
VectorMA( vecSrc, 2048, forward, vecEnd );
|
|||
|
|
|||
|
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
|
|||
|
|
|||
|
// Store off the old count
|
|||
|
gEngfuncs.pEventAPI->EV_PushPMStates();
|
|||
|
|
|||
|
// Now add in all of the players.
|
|||
|
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
|
|||
|
|
|||
|
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
|||
|
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_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 )
|
|||
|
{
|
|||
|
char decalname[ 32 ];
|
|||
|
int idx;
|
|||
|
physent_t *pe;
|
|||
|
|
|||
|
pe = gEngfuncs.pEventAPI->EV_GetPhysent( ptr->ent );
|
|||
|
if ( pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) )
|
|||
|
{
|
|||
|
decalname[ 0 ] = '\0';
|
|||
|
idx = gEngfuncs.pfnRandomLong( 0, 4 );
|
|||
|
sprintf( decalname, "{shot%i", idx + 1 );
|
|||
|
EV_Quake_GunshotDecalTrace( ptr, decalname );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
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;
|
|||
|
|
|||
|
char sz[ 256 ];
|
|||
|
|
|||
|
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: strcpy( sz, "plats/ttrain1.wav"); break;
|
|||
|
case 2: strcpy( sz, "plats/ttrain2.wav"); break;
|
|||
|
case 3: strcpy( sz, "plats/ttrain3.wav"); break;
|
|||
|
case 4: strcpy( sz, "plats/ttrain4.wav"); break;
|
|||
|
case 5: strcpy( sz, "plats/ttrain6.wav"); break;
|
|||
|
case 6: strcpy( sz, "plats/ttrain7.wav"); break;
|
|||
|
default:
|
|||
|
// no sound
|
|||
|
strcpy( sz, "" );
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
if ( stop )
|
|||
|
{
|
|||
|
gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, sz );
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, sz, m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, pitch );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
char *DMC_BloodDecal (void)
|
|||
|
{
|
|||
|
static char blooddecal[ 32 ];
|
|||
|
int idx;
|
|||
|
|
|||
|
idx = gEngfuncs.pfnRandomLong( 0, 5 );
|
|||
|
|
|||
|
sprintf( blooddecal, "{blood%i", idx + 1 );
|
|||
|
|
|||
|
return blooddecal;
|
|||
|
}
|
|||
|
|
|||
|
void DMC_DecalTrace( pmtrace_t *pTrace, char *decalName )
|
|||
|
{
|
|||
|
physent_t *pe;
|
|||
|
|
|||
|
pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent );
|
|||
|
|
|||
|
// Only decal brush models such as the world etc.
|
|||
|
if ( decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) )
|
|||
|
{
|
|||
|
if ( CVAR_GET_FLOAT( "r_decals" ) )
|
|||
|
{
|
|||
|
gEngfuncs.pEfxAPI->R_DecalShoot(
|
|||
|
gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ),
|
|||
|
gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void EV_GibTouch ( struct tempent_s *ent, struct pmtrace_s *ptr )
|
|||
|
{
|
|||
|
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 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
|
|||
|
case 1 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
|
|||
|
case 2 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
|
|||
|
case 3 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
|
|||
|
case 4 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh6.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
|
|||
|
case 5 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh7.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void EV_GibParticleCallback( struct particle_s *particle, float frametime )
|
|||
|
{
|
|||
|
int i;
|
|||
|
|
|||
|
for ( 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;
|
|||
|
char *model1 = "models/gib_1.mdl";
|
|||
|
char *model2 = "models/gib_2.mdl";
|
|||
|
char *model3 = "models/gib_3.mdl";
|
|||
|
|
|||
|
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++)
|
|||
|
{
|
|||
|
switch ( gEngfuncs.pfnRandomLong( 1, 3 ) )
|
|||
|
{
|
|||
|
case 1: modelindex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model1 ); break;
|
|||
|
case 2: modelindex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model2 ); break;
|
|||
|
case 3: modelindex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model3 ); break;
|
|||
|
//Just in case
|
|||
|
default: modelindex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model1 ); break;
|
|||
|
}
|
|||
|
|
|||
|
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 != NULL)
|
|||
|
{
|
|||
|
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 )
|
|||
|
{
|
|||
|
vec3_t vecOrg;
|
|||
|
|
|||
|
VectorCopy( args->origin, vecOrg );
|
|||
|
|
|||
|
switch (gEngfuncs.pfnRandomLong(0, 4))
|
|||
|
{
|
|||
|
case 0 : gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, "misc/r_tele1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
|
|||
|
case 1 : gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, "misc/r_tele2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
|
|||
|
case 2 : gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, "misc/r_tele3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
|
|||
|
case 3 : gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, "misc/r_tele4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
|
|||
|
case 4 : gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, "misc/r_tele5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break;
|
|||
|
}
|
|||
|
|
|||
|
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;
|
|||
|
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
|
|||
|
char *EV_DMC_LookupDoorSound( int type, int index )
|
|||
|
{
|
|||
|
static char sound[ 128 ];
|
|||
|
int idx;
|
|||
|
|
|||
|
// Assume the worst
|
|||
|
strcpy( sound, "common/null.wav");
|
|||
|
|
|||
|
if ( type == EV_DMC_MOVE_SOUND )
|
|||
|
{
|
|||
|
idx = ( index >> 8 ) & 0xff;
|
|||
|
|
|||
|
switch (idx)
|
|||
|
{
|
|||
|
case 0:
|
|||
|
strcpy( sound, "common/null.wav");
|
|||
|
break;
|
|||
|
case 1:
|
|||
|
strcpy( sound, "doors/doormove1.wav");
|
|||
|
break;
|
|||
|
case 2:
|
|||
|
strcpy( sound, "doors/doormove2.wav");
|
|||
|
break;
|
|||
|
case 3:
|
|||
|
strcpy( sound, "doors/doormove3.wav");
|
|||
|
break;
|
|||
|
case 4:
|
|||
|
strcpy( sound, "doors/doormove4.wav");
|
|||
|
break;
|
|||
|
case 5:
|
|||
|
strcpy( sound, "doors/doormove5.wav");
|
|||
|
break;
|
|||
|
case 6:
|
|||
|
strcpy( sound, "doors/doormove6.wav");
|
|||
|
break;
|
|||
|
case 7:
|
|||
|
strcpy( sound, "doors/doormove7.wav");
|
|||
|
break;
|
|||
|
case 8:
|
|||
|
strcpy( sound, "doors/doormove8.wav");
|
|||
|
break;
|
|||
|
case 9:
|
|||
|
strcpy( sound, "doors/doormove9.wav");
|
|||
|
break;
|
|||
|
case 10:
|
|||
|
strcpy( sound, "doors/doormove10.wav");
|
|||
|
break;
|
|||
|
default:
|
|||
|
strcpy( sound, "common/null.wav");
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
else if ( type == EV_DMC_STOP_SOUND )
|
|||
|
{
|
|||
|
idx = ( index & 0xff );
|
|||
|
|
|||
|
// set the door's 'reached destination' stop sound
|
|||
|
switch ( idx )
|
|||
|
{
|
|||
|
case 0:
|
|||
|
strcpy( sound, "common/null.wav");
|
|||
|
break;
|
|||
|
case 1:
|
|||
|
strcpy( sound, "doors/doorstop1.wav");
|
|||
|
break;
|
|||
|
case 2:
|
|||
|
strcpy( sound, "doors/doorstop2.wav");
|
|||
|
break;
|
|||
|
case 3:
|
|||
|
strcpy( sound, "doors/doorstop3.wav");
|
|||
|
break;
|
|||
|
case 4:
|
|||
|
strcpy( sound, "doors/doorstop4.wav");
|
|||
|
break;
|
|||
|
case 5:
|
|||
|
strcpy( sound, "doors/doorstop5.wav");
|
|||
|
break;
|
|||
|
case 6:
|
|||
|
strcpy( sound, "doors/doorstop6.wav");
|
|||
|
break;
|
|||
|
case 7:
|
|||
|
strcpy( sound, "doors/doorstop7.wav");
|
|||
|
break;
|
|||
|
case 8:
|
|||
|
strcpy( sound, "doors/doorstop8.wav");
|
|||
|
break;
|
|||
|
default:
|
|||
|
strcpy( sound, "common/null.wav");
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
return sound;
|
|||
|
}
|
|||
|
|
|||
|
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 )
|
|||
|
{
|
|||
|
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 )
|
|||
|
{
|
|||
|
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 );
|
|||
|
}
|
|||
|
|
|||
|
|