Moved modified HL SDK to trunk

This commit is contained in:
Scott Ehlert
2006-08-27 02:22:59 +00:00
parent 28c4ea4fec
commit 30235e05e5
900 changed files with 344676 additions and 0 deletions

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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
==========================
This file contains "stubs" of class member implementations so that we can predict certain
weapons client side. From time to time you might find that you need to implement part of the
these functions. If so, cut it from here, paste it in hl_weapons.cpp or somewhere else and
add in the functionality you need.
==========================
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "weapons.h"
#include "nodes.h"
// Globals used by game logic
const Vector g_vecZero = Vector( 0, 0, 0 );
int gmsgWeapPickup = 0;
enginefuncs_t g_engfuncs;
globalvars_t *gpGlobals;
short g_sModelIndexLaser;
ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS];
void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch) { }
// CBaseEntity Stubs
int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType ) { return 1; }
int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { return 1; }
CBaseEntity *CBaseEntity::GetNextTarget( void ) { return NULL; }
int CBaseEntity::Save( CSave &save ) { return 1; }
int CBaseEntity::Restore( CRestore &restore ) { return 1; }
void CBaseEntity::SetObjectCollisionBox( void ) { }
int CBaseEntity :: Intersects( CBaseEntity *pOther ) { return 0; }
void CBaseEntity :: MakeDormant( void ) { }
int CBaseEntity :: IsDormant( void ) { return 0; }
BOOL CBaseEntity :: IsInWorld( void ) { return TRUE; }
int CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState ) { return 0; }
int CBaseEntity :: DamageDecal( int bitsDamageType ) { return -1; }
CBaseEntity * CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) { return NULL; }
void CBaseEntity::SUB_Remove( void ) { }
// CBaseDelay Stubs
void CBaseDelay :: KeyValue( struct KeyValueData_s * ) { }
int CBaseDelay::Restore( class CRestore & ) { return 1; }
int CBaseDelay::Save( class CSave & ) { return 1; }
// CBaseAnimating Stubs
int CBaseAnimating::Restore( class CRestore & ) { return 1; }
int CBaseAnimating::Save( class CSave & ) { return 1; }
// DEBUG Stubs
edict_t *DBG_EntOfVars( const entvars_t *pev ) { return NULL; }
void DBG_AssertFunction(BOOL fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage) { }
// UTIL_* Stubs
void UTIL_PrecacheOther( const char *szClassname ) { }
void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount ) { }
void UTIL_DecalTrace( TraceResult *pTrace, int decalNumber ) { }
void UTIL_GunshotDecalTrace( TraceResult *pTrace, int decalNumber ) { }
void UTIL_MakeVectors( const Vector &vecAngles ) { }
BOOL UTIL_IsValidEntity( edict_t *pent ) { return TRUE; }
void UTIL_SetOrigin( entvars_t *, const Vector &org ) { }
BOOL UTIL_GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) { return TRUE; }
void UTIL_LogPrintf(char *,...) { }
void UTIL_ClientPrintAll( int,char const *,char const *,char const *,char const *,char const *) { }
void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, const char *param1, const char *param2, const char *param3, const char *param4 ) { }
// CBaseToggle Stubs
int CBaseToggle::Restore( class CRestore & ) { return 1; }
int CBaseToggle::Save( class CSave & ) { return 1; }
void CBaseToggle :: KeyValue( struct KeyValueData_s * ) { }
// CGrenade Stubs
void CGrenade::BounceSound( void ) { }
void CGrenade::Explode( Vector, Vector ) { }
void CGrenade::Explode( TraceResult *, int ) { }
void CGrenade::Killed( entvars_t *, int ) { }
void CGrenade::Spawn( void ) { }
CBaseEntity* CBaseMonster :: CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ) { return NULL; }
void CBaseMonster :: Eat ( float flFullDuration ) { }
BOOL CBaseMonster :: FShouldEat ( void ) { return TRUE; }
void CBaseMonster :: BarnacleVictimBitten ( entvars_t *pevBarnacle ) { }
void CBaseMonster :: BarnacleVictimReleased ( void ) { }
void CBaseMonster :: Listen ( void ) { }
float CBaseMonster :: FLSoundVolume ( CSound *pSound ) { return 0.0; }
BOOL CBaseMonster :: FValidateHintType ( short sHint ) { return FALSE; }
void CBaseMonster :: Look ( int iDistance ) { }
int CBaseMonster :: ISoundMask ( void ) { return 0; }
CSound* CBaseMonster :: PBestSound ( void ) { return NULL; }
CSound* CBaseMonster :: PBestScent ( void ) { return NULL; }
float CBaseAnimating :: StudioFrameAdvance ( float flInterval ) { return 0.0; }
void CBaseMonster :: MonsterThink ( void ) { }
void CBaseMonster :: MonsterUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { }
int CBaseMonster :: IgnoreConditions ( void ) { return 0; }
void CBaseMonster :: RouteClear ( void ) { }
void CBaseMonster :: RouteNew ( void ) { }
BOOL CBaseMonster :: FRouteClear ( void ) { return FALSE; }
BOOL CBaseMonster :: FRefreshRoute ( void ) { return 0; }
BOOL CBaseMonster::MoveToEnemy( Activity movementAct, float waitTime ) { return FALSE; }
BOOL CBaseMonster::MoveToLocation( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; }
BOOL CBaseMonster::MoveToTarget( Activity movementAct, float waitTime ) { return FALSE; }
BOOL CBaseMonster::MoveToNode( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; }
int ShouldSimplify( int routeType ) { return TRUE; }
void CBaseMonster :: RouteSimplify( CBaseEntity *pTargetEnt ) { }
BOOL CBaseMonster :: FBecomeProne ( void ) { return TRUE; }
BOOL CBaseMonster :: CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
BOOL CBaseMonster :: CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
BOOL CBaseMonster :: CheckMeleeAttack1 ( float flDot, float flDist ) { return FALSE; }
BOOL CBaseMonster :: CheckMeleeAttack2 ( float flDot, float flDist ) { return FALSE; }
void CBaseMonster :: CheckAttacks ( CBaseEntity *pTarget, float flDist ) { }
BOOL CBaseMonster :: FCanCheckAttacks ( void ) { return FALSE; }
int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) { return 0; }
void CBaseMonster :: PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ) { }
BOOL CBaseMonster :: PopEnemy( ) { return FALSE; }
void CBaseMonster :: SetActivity ( Activity NewActivity ) { }
void CBaseMonster :: SetSequenceByName ( char *szSequence ) { }
int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) { return 0; }
float CBaseMonster :: OpenDoorAndWait( entvars_t *pevDoor ) { return 0.0; }
void CBaseMonster :: AdvanceRoute ( float distance ) { }
int CBaseMonster :: RouteClassify( int iMoveFlag ) { return 0; }
BOOL CBaseMonster :: BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget ) { return FALSE; }
void CBaseMonster :: InsertWaypoint ( Vector vecLocation, int afMoveFlags ) { }
BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ) { return FALSE; }
void CBaseMonster :: Move ( float flInterval ) { }
BOOL CBaseMonster:: ShouldAdvanceRoute( float flWaypointDist ) { return FALSE; }
void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) { }
void CBaseMonster :: MonsterInit ( void ) { }
void CBaseMonster :: MonsterInitThink ( void ) { }
void CBaseMonster :: StartMonster ( void ) { }
void CBaseMonster :: MovementComplete( void ) { }
int CBaseMonster::TaskIsRunning( void ) { return 0; }
int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) { return 0; }
BOOL CBaseMonster :: FindCover ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; }
BOOL CBaseMonster :: BuildNearestRoute ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; }
CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void ) { return NULL; }
BOOL CBaseMonster :: FInViewCone ( CBaseEntity *pEntity ) { return FALSE; }
BOOL CBaseMonster :: FInViewCone ( Vector *pOrigin ) { return FALSE; }
BOOL CBaseEntity :: FVisible ( CBaseEntity *pEntity ) { return FALSE; }
BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin ) { return FALSE; }
void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) { }
float CBaseMonster::FlYawDiff ( void ) { return 0.0; }
float CBaseMonster::ChangeYaw ( int yawSpeed ) { return 0; }
float CBaseMonster::VecToYaw ( Vector vecDir ) { return 0.0; }
int CBaseAnimating :: LookupActivity ( int activity ) { return 0; }
int CBaseAnimating :: LookupActivityHeaviest ( int activity ) { return 0; }
void CBaseMonster :: SetEyePosition ( void ) { }
int CBaseAnimating :: LookupSequence ( const char *label ) { return 0; }
void CBaseAnimating :: ResetSequenceInfo ( ) { }
BOOL CBaseAnimating :: GetSequenceFlags( ) { return FALSE; }
void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) { }
void CBaseMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) { }
float CBaseAnimating :: SetBoneController ( int iController, float flValue ) { return 0.0; }
void CBaseAnimating :: InitBoneControllers ( void ) { }
float CBaseAnimating :: SetBlending ( int iBlender, float flValue ) { return 0; }
void CBaseAnimating :: GetBonePosition ( int iBone, Vector &origin, Vector &angles ) { }
void CBaseAnimating :: GetAttachment ( int iAttachment, Vector &origin, Vector &angles ) { }
int CBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, int *piDir ) { return -1; }
void CBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval ) { }
void CBaseAnimating :: SetBodygroup( int iGroup, int iValue ) { }
int CBaseAnimating :: GetBodygroup( int iGroup ) { return 0; }
Vector CBaseMonster :: GetGunPosition( void ) { return g_vecZero; }
void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker ) { }
void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { }
void CBaseMonster :: MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ) { }
BOOL CBaseMonster :: FGetNodeRoute ( Vector vecDest ) { return TRUE; }
int CBaseMonster :: FindHintNode ( void ) { return NO_NODE; }
void CBaseMonster::ReportAIState( void ) { }
void CBaseMonster :: KeyValue( KeyValueData *pkvd ) { }
BOOL CBaseMonster :: FCheckAITrigger ( void ) { return FALSE; }
int CBaseMonster :: CanPlaySequence( BOOL fDisregardMonsterState, int interruptLevel ) { return FALSE; }
BOOL CBaseMonster :: FindLateralCover ( const Vector &vecThreat, const Vector &vecViewOffset ) { return FALSE; }
Vector CBaseMonster :: ShootAtEnemy( const Vector &shootOrigin ) { return g_vecZero; }
BOOL CBaseMonster :: FacingIdeal( void ) { return FALSE; }
BOOL CBaseMonster :: FCanActiveIdle ( void ) { return FALSE; }
void CBaseMonster::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ) { }
void CBaseMonster::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) { }
void CBaseMonster::SentenceStop( void ) { }
void CBaseMonster::CorpseFallThink( void ) { }
void CBaseMonster :: MonsterInitDead( void ) { }
BOOL CBaseMonster :: BBoxFlat ( void ) { return TRUE; }
BOOL CBaseMonster :: GetEnemy ( void ) { return FALSE; }
void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
CBaseEntity* CBaseMonster :: DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng ) { return NULL; }
BOOL CBaseMonster :: ShouldFadeOnDeath( void ) { return FALSE; }
void CBaseMonster :: RadiusDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
void CBaseMonster :: RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
void CBaseMonster::FadeMonster( void ) { }
void CBaseMonster :: GibMonster( void ) { }
BOOL CBaseMonster :: HasHumanGibs( void ) { return FALSE; }
BOOL CBaseMonster :: HasAlienGibs( void ) { return FALSE; }
Activity CBaseMonster :: GetDeathActivity ( void ) { return ACT_DIE_HEADSHOT; }
MONSTERSTATE CBaseMonster :: GetIdealState ( void ) { return MONSTERSTATE_ALERT; }
Schedule_t* CBaseMonster :: GetScheduleOfType ( int Type ) { return NULL; }
Schedule_t *CBaseMonster :: GetSchedule ( void ) { return NULL; }
void CBaseMonster :: RunTask ( Task_t *pTask ) { }
void CBaseMonster :: StartTask ( Task_t *pTask ) { }
Schedule_t *CBaseMonster::ScheduleFromName( const char *pName ) { return NULL;}
void CBaseMonster::BecomeDead( void ) {}
void CBaseMonster :: RunAI ( void ) {}
void CBaseMonster :: Killed( entvars_t *pevAttacker, int iGib ) {}
int CBaseMonster :: TakeHealth (float flHealth, int bitsDamageType) { return 0; }
int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
int CBaseMonster::Restore( class CRestore & ) { return 1; }
int CBaseMonster::Save( class CSave & ) { return 1; }
int TrainSpeed(int iSpeed, int iMax) { return 0; }
void CBasePlayer::CheckAmmo(void) { }
void CBasePlayer :: DeathSound( void ) { }
int CBasePlayer :: TakeHealth( float flHealth, int bitsDamageType ) { return 0; }
void CBasePlayer :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
void CBasePlayer::RemoveAllItems( BOOL removeSuit ) { }
void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) { }
void CBasePlayer::WaterMove() { }
BOOL CBasePlayer::IsOnLadder( void ) { return FALSE; }
void CBasePlayer::PlayerDeathThink(void) { }
void CBasePlayer::StartDeathCam( void ) { }
void CBasePlayer::StartObserver( Vector vecPosition, Vector vecViewAngle ) { }
void CBasePlayer::PlayerUse ( void ) { }
void CBasePlayer::Jump() { }
void CBasePlayer::Duck( ) { }
int CBasePlayer::Classify ( void ) { return 0; }
void CBasePlayer :: PlayStepSound(int step, float fvol) { }
void CBasePlayer :: UpdateStepSound( void ) { }
void CBasePlayer::PreThink(void) { }
void CBasePlayer::CheckTimeBasedDamage() { }
void CBasePlayer :: UpdateGeigerCounter( void ) { }
void CBasePlayer::CheckSuitUpdate() { }
void CBasePlayer::SetSuitUpdate(char *name, int fgroup, int iNoRepeatTime) { }
void CBasePlayer::PostThink() { }
int CBasePlayer::Save( CSave &save ) { return 0; }
void CBasePlayer::RenewItems(void) { }
int CBasePlayer::Restore( CRestore &restore ) { return 0; }
void CBasePlayer::SelectNextItem( int iItem ) { }
BOOL CBasePlayer::HasWeapons( void ) { return FALSE; }
void CBasePlayer::SelectPrevItem( int iItem ) { }
CBaseEntity *FindEntityForward( CBaseEntity *pMe ) { return NULL; }
BOOL CBasePlayer :: FlashlightIsOn( void ) { return FALSE; }
void CBasePlayer :: FlashlightTurnOn( void ) { }
void CBasePlayer :: FlashlightTurnOff( void ) { }
void CBasePlayer :: ForceClientDllUpdate( void ) { }
void CBasePlayer::ImpulseCommands( ) { }
void CBasePlayer::CheatImpulseCommands( int iImpulse ) { }
int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem ) { return FALSE; }
int CBasePlayer::RemovePlayerItem( CBasePlayerItem *pItem ) { return FALSE; }
void CBasePlayer::ItemPreFrame() { }
void CBasePlayer::ItemPostFrame() { }
int CBasePlayer::AmmoInventory( int iAmmoIndex ) { return -1; }
int CBasePlayer::GetAmmoIndex(const char *psz) { return -1; }
void CBasePlayer::SendAmmoUpdate(void) { }
void CBasePlayer :: UpdateClientData( void ) { }
BOOL CBasePlayer :: FBecomeProne ( void ) { return TRUE; }
void CBasePlayer :: BarnacleVictimBitten ( entvars_t *pevBarnacle ) { }
void CBasePlayer :: BarnacleVictimReleased ( void ) { }
int CBasePlayer :: Illumination( void ) { return 0; }
void CBasePlayer :: EnableControl(BOOL fControl) { }
Vector CBasePlayer :: GetAutoaimVector( float flDelta ) { return g_vecZero; }
Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta ) { return g_vecZero; }
void CBasePlayer :: ResetAutoaim( ) { }
void CBasePlayer :: SetCustomDecalFrames( int nFrames ) { }
int CBasePlayer :: GetCustomDecalFrames( void ) { return -1; }
void CBasePlayer::DropPlayerItem ( char *pszItemName ) { }
BOOL CBasePlayer::HasPlayerItem( CBasePlayerItem *pCheckItem ) { return FALSE; }
BOOL CBasePlayer :: SwitchWeapon( CBasePlayerItem *pWeapon ) { return FALSE; }
Vector CBasePlayer :: GetGunPosition( void ) { return g_vecZero; }
const char *CBasePlayer::TeamID( void ) { return ""; }
int CBasePlayer :: GiveAmmo( int iCount, char *szName, int iMax ) { return 0; }
void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore ) { }
void CBasePlayer::AddPointsToTeam( int score, BOOL bAllowNegativeScore ) { }
void ClearMultiDamage(void) { }
void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker ) { }
void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType) { }
void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage) { }
int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ) { return 0; }
void DecalGunshot( TraceResult *pTrace, int iBulletType ) { }
void EjectBrass ( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ) { }
void AddAmmoNameToAmmoRegistry( const char *szAmmoname ) { }
int CBasePlayerItem::Restore( class CRestore & ) { return 1; }
int CBasePlayerItem::Save( class CSave & ) { return 1; }
int CBasePlayerWeapon::Restore( class CRestore & ) { return 1; }
int CBasePlayerWeapon::Save( class CSave & ) { return 1; }
void CBasePlayerItem :: SetObjectCollisionBox( void ) { }
void CBasePlayerItem :: FallInit( void ) { }
void CBasePlayerItem::FallThink ( void ) { }
void CBasePlayerItem::Materialize( void ) { }
void CBasePlayerItem::AttemptToMaterialize( void ) { }
void CBasePlayerItem :: CheckRespawn ( void ) { }
CBaseEntity* CBasePlayerItem::Respawn( void ) { return NULL; }
void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther ) { }
void CBasePlayerItem::DestroyItem( void ) { }
int CBasePlayerItem::AddToPlayer( CBasePlayer *pPlayer ) { return TRUE; }
void CBasePlayerItem::Drop( void ) { }
void CBasePlayerItem::Kill( void ) { }
void CBasePlayerItem::Holster( int skiplocal ) { }
void CBasePlayerItem::AttachToPlayer ( CBasePlayer *pPlayer ) { }
int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal ) { return 0; }
int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) { return FALSE; }
int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) { return 0; }
BOOL CBasePlayerWeapon :: AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry ) { return TRUE; }
BOOL CBasePlayerWeapon :: AddSecondaryAmmo( int iCount, char *szName, int iMax ) { return TRUE; }
BOOL CBasePlayerWeapon :: IsUseable( void ) { return TRUE; }
int CBasePlayerWeapon::PrimaryAmmoIndex( void ) { return -1; }
int CBasePlayerWeapon::SecondaryAmmoIndex( void ) { return -1; }
void CBasePlayerAmmo::Spawn( void ) { }
CBaseEntity* CBasePlayerAmmo::Respawn( void ) { return this; }
void CBasePlayerAmmo::Materialize( void ) { }
void CBasePlayerAmmo :: DefaultTouch( CBaseEntity *pOther ) { }
int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon ) { return 0; }
int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon ) { return 0; }
void CBasePlayerWeapon::RetireWeapon( void ) { }

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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "../hud.h"
#include "../cl_util.h"
#include "event_api.h"
extern "C"
{
// Deathmatch Classic
void EV_FireShotGunSingle( struct event_args_s *args );
void EV_FireShotGunDouble( struct event_args_s *args );
void EV_FireAxe( struct event_args_s *args );
void EV_FireAxeSwing( struct event_args_s *args );
void EV_FireRocket( struct event_args_s *args );
void EV_FireLightning( struct event_args_s *args );
void EV_FireSpike( struct event_args_s *args );
void EV_FireSuperSpike( struct event_args_s *args );
void EV_FireGrenade( struct event_args_s *args );
void EV_Gibbed (struct event_args_s *args );
void EV_Teleport (struct event_args_s *args );
void EV_Trail (struct event_args_s *args );
void EV_Explosion (struct event_args_s *args );
void EV_PlayerPowerup ( struct event_args_s *args );
void EV_DMC_DoorGoUp( struct event_args_s *args );
void EV_DMC_DoorGoDown( struct event_args_s *args );
void EV_DMC_DoorHitTop( struct event_args_s *args );
void EV_DMC_DoorHitBottom( struct event_args_s *args );
// HLDM
void EV_TrainPitchAdjust( struct event_args_s *args );
}
/*
======================
Game_HookEvents
Associate script file name with callback functions. Callback's must be extern "C" so
the engine doesn't get confused about name mangling stuff. Note that the format is
always the same. Of course, a clever mod team could actually embed parameters, behavior
into the actual .sc files and create a .sc file parser and hook their functionality through
that.. i.e., a scripting system.
That was what we were going to do, but we ran out of time...oh well.
======================
*/
void Game_HookEvents( void )
{
gEngfuncs.pfnHookEvent( "events/shotgun1.sc", EV_FireShotGunSingle );
gEngfuncs.pfnHookEvent( "events/shotgun2.sc", EV_FireShotGunDouble );
gEngfuncs.pfnHookEvent( "events/axe.sc", EV_FireAxe );
gEngfuncs.pfnHookEvent( "events/axeswing.sc", EV_FireAxeSwing );
gEngfuncs.pfnHookEvent( "events/rocket.sc", EV_FireRocket );
gEngfuncs.pfnHookEvent( "events/lightning.sc", EV_FireLightning );
gEngfuncs.pfnHookEvent( "events/grenade.sc", EV_FireGrenade );
gEngfuncs.pfnHookEvent( "events/spike.sc", EV_FireSpike );
gEngfuncs.pfnHookEvent( "events/superspike.sc", EV_FireSuperSpike );
gEngfuncs.pfnHookEvent( "events/gibs.sc", EV_Gibbed );
gEngfuncs.pfnHookEvent( "events/teleport.sc", EV_Teleport );
gEngfuncs.pfnHookEvent( "events/trail.sc", EV_Trail );
gEngfuncs.pfnHookEvent( "events/explosion.sc", EV_Explosion );
gEngfuncs.pfnHookEvent( "events/powerup.sc", EV_PlayerPowerup );
gEngfuncs.pfnHookEvent( "events/door/doorgoup.sc", EV_DMC_DoorGoUp );
gEngfuncs.pfnHookEvent( "events/door/doorgodown.sc", EV_DMC_DoorGoDown );
gEngfuncs.pfnHookEvent( "events/door/doorhittop.sc", EV_DMC_DoorHitTop );
gEngfuncs.pfnHookEvent( "events/door/doorhitbottom.sc", EV_DMC_DoorHitBottom );
gEngfuncs.pfnHookEvent( "events/train.sc", EV_TrainPitchAdjust );
}

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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "../hud.h"
#include "../cl_util.h"
#include "../demo.h"
#include "demo_api.h"
#include "const.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "pm_defs.h"
#include "event_api.h"
#include "entity_types.h"
#include "r_efx.h"
extern BEAM *pBeam;
void HUD_GetLastOrg( float *org );
void UpdateBeams ( void )
{
vec3_t forward, vecSrc, vecEnd, origin, angles, right, up;
vec3_t view_ofs;
pmtrace_t tr;
cl_entity_t *pthisplayer = gEngfuncs.GetLocalPlayer();
int idx = pthisplayer->index;
// Get our exact viewangles from engine
gEngfuncs.GetViewAngles( (float *)angles );
// Determine our last predicted origin
HUD_GetLastOrg( (float *)&origin );
AngleVectors( angles, forward, right, up );
VectorCopy( origin, vecSrc );
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->target = tr.endpos;
pBeam->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case.
}
/*
=====================
Game_AddObjects
Add game specific, client-side objects here
=====================
*/
void Game_AddObjects( void )
{
if ( pBeam )
UpdateBeams();
}

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@ -0,0 +1,988 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "usercmd.h"
#include "entity_state.h"
#include "demo_api.h"
#include "pm_defs.h"
#include "event_api.h"
#include "r_efx.h"
#include "../hud_iface.h"
#include "../com_weapons.h"
#include "../demo.h"
#include "quake_gun.h"
#include "../DMC_Teleporters.h"
extern globalvars_t *gpGlobals;
// Pool of client side entities/entvars_t
static entvars_t ev[ 32 ];
static int num_ents = 0;
// The entity we'll use to represent the local client
static CBasePlayer player;
// Local version of game .dll global variables ( time, etc. )
static globalvars_t Globals;
static CBasePlayerWeapon *g_pWpns[ 32 ];
extern int iCarriedWeapons;
int g_iWaterLevel;
// HLDM Weapon placeholder entities.
CQuakeGun g_QuakeGun;
extern BEAM *pBeam;
/*
======================
AlertMessage
Print debug messages to console
======================
*/
void AlertMessage( ALERT_TYPE atype, char *szFmt, ... )
{
va_list argptr;
static char string[1024];
va_start (argptr, szFmt);
vsprintf (string, szFmt,argptr);
va_end (argptr);
gEngfuncs.Con_Printf( "cl: " );
gEngfuncs.Con_Printf( string );
}
/*
=====================
HUD_PrepEntity
Links the raw entity to an entvars_s holder. If a player is passed in as the owner, then
we set up the m_pPlayer field.
=====================
*/
void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner )
{
memset( &ev[ num_ents ], 0, sizeof( entvars_t ) );
pEntity->pev = &ev[ num_ents++ ];
pEntity->Precache();
pEntity->Spawn();
if ( pWeaponOwner )
{
ItemInfo info;
((CBasePlayerWeapon *)pEntity)->m_pPlayer = pWeaponOwner;
((CBasePlayerWeapon *)pEntity)->GetItemInfo( &info );
g_pWpns[ info.iId ] = (CBasePlayerWeapon *)pEntity;
}
}
CQuakeRocket *CQuakeRocket::CreateRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner )
{
return NULL;
}
CQuakeRocket *CQuakeRocket::CreateGrenade( Vector vecOrigin, Vector vecVelocity, CBaseEntity *pOwner )
{
return NULL;
}
CQuakeNail *CQuakeNail::CreateSuperNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner )
{
return NULL;
}
CQuakeNail *CQuakeNail::CreateNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner )
{
return NULL;
}
void CBasePlayer :: Precache( void )
{
m_usShotgunSingle = PRECACHE_EVENT( 1, "events/shotgun1.sc" );
m_usShotgunDouble = PRECACHE_EVENT( 1, "events/shotgun2.sc" );
m_usAxe = PRECACHE_EVENT( 1, "events/axe.sc" );
m_usAxeSwing = PRECACHE_EVENT( 1, "events/axeswing.sc" );
m_usRocket = PRECACHE_EVENT( 1, "events/rocket.sc" );
m_usGrenade = PRECACHE_EVENT( 1, "events/grenade.sc" );
m_usLightning = PRECACHE_EVENT( 1, "events/lightning.sc" );
m_usSpike = PRECACHE_EVENT( 1, "events/spike.sc" );
m_usSuperSpike = PRECACHE_EVENT( 1, "events/superspike.sc" );
}
/*
=====================
CBaseEntity :: Killed
If weapons code "kills" an entity, just set its effects to EF_NODRAW
=====================
*/
void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib )
{
pev->effects |= EF_NODRAW;
}
/*
=====================
CBasePlayerWeapon :: DefaultReload
=====================
*/
BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
//!!UNDONE -- reload sound goes here !!!
SendWeaponAnim( iAnim );
m_fInReload = TRUE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
return TRUE;
}
/*
=====================
CBasePlayerWeapon :: CanDeploy
=====================
*/
BOOL CBasePlayerWeapon :: CanDeploy( void )
{
BOOL bHasAmmo = 0;
if ( !pszAmmo1() )
{
// this weapon doesn't use ammo, can always deploy.
return TRUE;
}
if ( pszAmmo1() )
{
bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0);
}
if ( pszAmmo2() )
{
bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0);
}
if (m_iClip > 0)
{
bHasAmmo |= 1;
}
if (!bHasAmmo)
{
return FALSE;
}
return TRUE;
}
/*
=====================
CBasePlayerWeapon :: DefaultDeploy
=====================
*/
BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal )
{
if ( !CanDeploy() )
return FALSE;
gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
SendWeaponAnim( iAnim );
m_bPlayedIdleAnim = FALSE;
m_pPlayer->m_flNextAttack = 0.5;
m_flTimeWeaponIdle = 1.0;
return TRUE;
}
/*
=====================
CBasePlayerWeapon :: PlayEmptySound
=====================
*/
BOOL CBasePlayerWeapon :: PlayEmptySound( void )
{
if (m_iPlayEmptySound)
{
HUD_PlaySound( "weapons/357_cock1.wav", 0.8 );
m_iPlayEmptySound = 0;
return 0;
}
return 0;
}
/*
=====================
CBasePlayerWeapon :: ResetEmptySound
=====================
*/
void CBasePlayerWeapon :: ResetEmptySound( void )
{
m_iPlayEmptySound = 1;
}
/*
=====================
CBasePlayerWeapon::Holster
Put away weapon
=====================
*/
void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE; // cancel any reload in progress.
m_pPlayer->pev->viewmodel = 0;
}
/*
=====================
CBasePlayerWeapon::SendWeaponAnim
Animate weapon model
=====================
*/
void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal )
{
m_pPlayer->pev->weaponanim = iAnim;
int body = 0;
HUD_SendWeaponAnim( iAnim, body, 0 );
}
/*
=====================
CBasePlayerWeapon::ItemPostFrame
Handles weapon firing, reloading, etc.
=====================
*/
void CBasePlayerWeapon::ItemPostFrame( void )
{
if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0))
{
#if 0 // FIXME, need ammo on client to make this work right
// complete the reload.
int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
// Add them to the clip
m_iClip += j;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
#else
m_iClip += 10;
#endif
m_fInReload = FALSE;
}
if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0))
{
if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
{
m_fFireOnEmpty = TRUE;
}
SecondaryAttack();
m_pPlayer->pev->button &= ~IN_ATTACK2;
}
else if ((m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0))
{
if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
{
m_fFireOnEmpty = TRUE;
}
PrimaryAttack();
}
else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload )
{
// reload when reload is pressed, or if no buttons are down and weapon is empty.
Reload();
}
else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) )
{
// no fire buttons down
m_fFireOnEmpty = FALSE;
if ( !m_bPlayedIdleAnim )
{
m_bPlayedIdleAnim = TRUE;
if ( m_pPlayer->m_iQuakeWeapon == IT_LIGHTNING )
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_pPlayer->m_usLightning, 0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 1, 0, 0 );
}
WeaponIdle( );
return;
}
// catch all
if ( ShouldWeaponIdle() )
{
WeaponIdle();
}
}
/*
=====================
CBasePlayer::SelectItem
Switch weapons
=====================
*/
void CBasePlayer::SelectItem(const char *pstr)
{
if (!pstr)
return;
CBasePlayerItem *pItem = NULL;
if (!pItem)
return;
if (pItem == m_pActiveItem)
return;
if (m_pActiveItem)
m_pActiveItem->Holster( );
m_pLastItem = m_pActiveItem;
m_pActiveItem = pItem;
if (m_pActiveItem)
{
m_pActiveItem->Deploy( );
}
}
/*
=====================
CBasePlayer::SelectLastItem
=====================
*/
void CBasePlayer::SelectLastItem(void)
{
if (!m_pLastItem)
{
return;
}
if ( m_pActiveItem && !m_pActiveItem->CanHolster() )
{
return;
}
if (m_pActiveItem)
m_pActiveItem->Holster( );
CBasePlayerItem *pTemp = m_pActiveItem;
m_pActiveItem = m_pLastItem;
m_pLastItem = pTemp;
m_pActiveItem->Deploy( );
}
/*
=====================
CBasePlayer::Killed
=====================
*/
void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
{
if ( m_iQuakeWeapon == IT_LIGHTNING )
{
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, (float *)&pev->origin, (float *)&pev->angles, 0.0, 0.0, 0, 1, 0, 0 );
}
// Holster weapon immediately, to allow it to cleanup
if (m_pActiveItem)
m_pActiveItem->Holster( );
}
/*
=====================
CBasePlayer::Spawn
=====================
*/
void CBasePlayer::Spawn( void )
{
if (m_pActiveItem)
m_pActiveItem->Deploy( );
}
BOOL CQuakeGun::Deploy( )
{
gEngfuncs.CL_LoadModel( "models/v_axe.mdl", &m_pPlayer->pev->viewmodel );
strcpy( m_pPlayer->m_szAnimExtention, "onehanded" );
return TRUE;
}
int HUD_GetModelIndex( char *modelname )
{
int retval = 0;
gEngfuncs.CL_LoadModel( modelname, &retval );
return retval;
}
/*
=====================
UTIL_TraceLine
Don't actually trace, but act like the trace didn't hit anything.
=====================
*/
void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr )
{
memset( ptr, 0, sizeof( *ptr ) );
ptr->flFraction = 1.0;
}
/*
=====================
UTIL_ParticleBox
For debugging, draw a box around a player made out of particles
=====================
*/
void UTIL_ParticleBox( CBasePlayer *player, float *mins, float *maxs, float life, unsigned char r, unsigned char g, unsigned char b )
{
int i;
vec3_t mmin, mmax;
for ( i = 0; i < 3; i++ )
{
mmin[ i ] = player->pev->origin[ i ] + mins[ i ];
mmax[ i ] = player->pev->origin[ i ] + maxs[ i ];
}
gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mmin, (float *)&mmax, 5.0, 0, 255, 0 );
}
/*
=====================
UTIL_ParticleBoxes
For debugging, draw boxes for other collidable players
=====================
*/
void UTIL_ParticleBoxes( void )
{
int idx;
physent_t *pe;
cl_entity_t *player;
vec3_t mins, maxs;
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
player = gEngfuncs.GetLocalPlayer();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 );
for ( idx = 1; idx < 100; idx++ )
{
pe = gEngfuncs.pEventAPI->EV_GetPhysent( idx );
if ( !pe )
break;
if ( pe->info >= 1 && pe->info <= gEngfuncs.GetMaxClients() )
{
mins = pe->origin + pe->mins;
maxs = pe->origin + pe->maxs;
gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mins, (float *)&maxs, 0, 0, 255, 2.0 );
}
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
/*
=====================
UTIL_ParticleLine
For debugging, draw a line made out of particles
=====================
*/
void UTIL_ParticleLine( CBasePlayer *player, float *start, float *end, float life, unsigned char r, unsigned char g, unsigned char b )
{
gEngfuncs.pEfxAPI->R_ParticleLine( start, end, r, g, b, life );
}
/*
=====================
CBasePlayerWeapon::PrintState
For debugging, print out state variables to log file
=====================
*/
void CBasePlayerWeapon::PrintState( void )
{
COM_Log( "c:\\hl.log", "%.4f ", gpGlobals->time );
COM_Log( "c:\\hl.log", "%.4f ", m_pPlayer->m_flNextAttack );
COM_Log( "c:\\hl.log", "%.4f ", m_flNextPrimaryAttack );
COM_Log( "c:\\hl.log", "%.4f ", m_flTimeWeaponIdle - gpGlobals->time);
COM_Log( "c:\\hl.log", "%i ", m_iClip );
}
vec3_t previousorigin;
/*
=====================
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_InitClientWeapons
Set up weapons, player and functions needed to run weapons code client-side.
=====================
*/
void HUD_InitClientWeapons( void )
{
static int initialized = 0;
if ( initialized )
return;
initialized = 1;
// Set up pointer ( dummy object )
gpGlobals = &Globals;
// 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_QuakeGun , &player );
}
int Quake_NumForWeaponItem( int quakeitem )
{
int retval = 1;
switch ( quakeitem )
{
default:
case IT_AXE:
retval = 1;
break;
case IT_SHOTGUN:
retval = 2;
break;
case IT_SUPER_SHOTGUN:
retval = 3;
break;
case IT_NAILGUN:
retval = 4;
break;
case IT_SUPER_NAILGUN:
retval = 5;
break;
case IT_GRENADE_LAUNCHER:
retval = 6;
break;
case IT_ROCKET_LAUNCHER:
retval = 7;
break;
case IT_LIGHTNING:
retval = 8;
break;
}
return retval;
}
/*
=====================
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, *pfrom, *pto;
static int lasthealth;
memset( &nulldata, 0, sizeof( nulldata ) );
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_GLOCK:
pWeapon = &g_QuakeGun;
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;
gpGlobals->deathmatch = from->client.iuser4;
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_iClip = pfrom->m_iClip;
pCurrent->m_flNextPrimaryAttack = pfrom->m_flNextPrimaryAttack;
pCurrent->m_flNextSecondaryAttack = pfrom->m_flNextSecondaryAttack;
pCurrent->m_flTimeWeaponIdle = pfrom->m_flTimeWeaponIdle;
}
// 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;
g_iWaterLevel = 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_iQuakeWeapon = (int)from->client.fuser1;
iCarriedWeapons = player.m_iQuakeItems = from->client.iuser3;
player.m_iAmmoShells = from->client.ammo_shells;
player.m_iAmmoCells = from->client.ammo_cells;
player.m_iAmmoRockets = from->client.ammo_rockets;
player.m_iAmmoNails = from->client.ammo_nails;
player.m_iNailOffset = (int)from->client.fuser2 != 0.0 ? 4.0 : -4.0;
// REally useful for debugging prediction
/* if ( player.m_iQuakeWeapon > 0 )
{
gEngfuncs.Con_NPrintf( 9, "got qw %i", player.m_iQuakeWeapon );
char items[33];
for ( int i = 0; i < 32; i++ )
{
if ( player.m_iQuakeItems & (1<<i) )
{
items[i] = '1';
}
else
{
items[i] = '0';
}
}
items[32] = 0;
gEngfuncs.Con_NPrintf( 10, "got qi %s", items );
gEngfuncs.Con_NPrintf( 11, "shells %i", player.m_iAmmoShells );
gEngfuncs.Con_NPrintf( 12, "cells %i", player.m_iAmmoCells );
gEngfuncs.Con_NPrintf( 13, "rockets %i", player.m_iAmmoRockets );
gEngfuncs.Con_NPrintf( 14, "nails %i", player.m_iAmmoNails );
gEngfuncs.Con_NPrintf( 15, "viewmodel %i", player.pev->viewmodel );
gEngfuncs.Con_NPrintf( 16, "dm == %i", gpGlobals->deathmatch );
}*/
// Point to current weapon object
if ( from->client.m_iId )
{
player.m_pActiveItem = g_pWpns[ from->client.m_iId ];
}
// Set ammo, but don't change anim
player.W_SetCurrentAmmo( 0 );
// 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 )
{
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 ( Quake_NumForWeaponItem( player.m_iQuakeWeapon ) != cmd->weaponselect )
{
player.W_ChangeWeapon( cmd->weaponselect );
}
}
if ( player.m_iQuakeWeapon != IT_LIGHTNING && pBeam != NULL )
{
pBeam->die = 0.0;
pBeam = NULL;
}
// Copy in results of predcition 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.maxspeed = player.pev->maxspeed;
to->client.iuser3 = player.m_iQuakeItems;
to->client.fuser1 = (float)player.m_iQuakeWeapon;
to->client.fuser2 = (float)player.m_iNailOffset > 0.0 ? 1.0 : 0.0;
to->client.ammo_shells = player.m_iAmmoShells;
to->client.ammo_cells = player.m_iAmmoCells;
to->client.ammo_rockets = player.m_iAmmoRockets;
to->client.ammo_nails = player.m_iAmmoNails;
// 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_iClip = pCurrent->m_iClip;
pto->m_flNextPrimaryAttack = pCurrent->m_flNextPrimaryAttack;
pto->m_flNextSecondaryAttack = pCurrent->m_flNextSecondaryAttack;
pto->m_flTimeWeaponIdle = pCurrent->m_flTimeWeaponIdle;
// 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;
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;
}
}
// 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;
}
// 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;
// Only run post think stuff for glock for the sample
// implementation
if ( cl_lw && cl_lw->value )
{
HUD_WeaponsPostThink( from, to, cmd, time, random_seed );
}
else
{
to->client.fov = g_lastFOV;
}
Dmc_CheckTeleporters( from, to ); // See if we stepped on a jump pad
// All games can use FOV state
g_lastFOV = to->client.fov;
}