989 lines
23 KiB
C++
989 lines
23 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "usercmd.h"
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#include "entity_state.h"
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#include "demo_api.h"
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#include "pm_defs.h"
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#include "event_api.h"
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#include "r_efx.h"
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#include "../hud_iface.h"
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#include "../com_weapons.h"
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#include "../demo.h"
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#include "quake_gun.h"
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#include "../DMC_Teleporters.h"
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extern globalvars_t *gpGlobals;
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// Pool of client side entities/entvars_t
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static entvars_t ev[ 32 ];
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static int num_ents = 0;
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// The entity we'll use to represent the local client
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static CBasePlayer player;
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// Local version of game .dll global variables ( time, etc. )
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static globalvars_t Globals;
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static CBasePlayerWeapon *g_pWpns[ 32 ];
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extern int iCarriedWeapons;
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int g_iWaterLevel;
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// HLDM Weapon placeholder entities.
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CQuakeGun g_QuakeGun;
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extern BEAM *pBeam;
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/*
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======================
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AlertMessage
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Print debug messages to console
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======================
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*/
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void AlertMessage( ALERT_TYPE atype, char *szFmt, ... )
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{
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va_list argptr;
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static char string[1024];
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va_start (argptr, szFmt);
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vsprintf (string, szFmt,argptr);
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va_end (argptr);
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gEngfuncs.Con_Printf( "cl: " );
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gEngfuncs.Con_Printf( string );
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}
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/*
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=====================
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HUD_PrepEntity
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Links the raw entity to an entvars_s holder. If a player is passed in as the owner, then
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we set up the m_pPlayer field.
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=====================
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*/
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void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner )
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{
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memset( &ev[ num_ents ], 0, sizeof( entvars_t ) );
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pEntity->pev = &ev[ num_ents++ ];
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pEntity->Precache();
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pEntity->Spawn();
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if ( pWeaponOwner )
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{
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ItemInfo info;
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((CBasePlayerWeapon *)pEntity)->m_pPlayer = pWeaponOwner;
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((CBasePlayerWeapon *)pEntity)->GetItemInfo( &info );
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g_pWpns[ info.iId ] = (CBasePlayerWeapon *)pEntity;
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}
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}
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CQuakeRocket *CQuakeRocket::CreateRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner )
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{
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return NULL;
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}
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CQuakeRocket *CQuakeRocket::CreateGrenade( Vector vecOrigin, Vector vecVelocity, CBaseEntity *pOwner )
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{
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return NULL;
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}
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CQuakeNail *CQuakeNail::CreateSuperNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner )
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{
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return NULL;
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}
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CQuakeNail *CQuakeNail::CreateNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner )
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{
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return NULL;
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}
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void CBasePlayer :: Precache( void )
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{
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m_usShotgunSingle = PRECACHE_EVENT( 1, "events/shotgun1.sc" );
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m_usShotgunDouble = PRECACHE_EVENT( 1, "events/shotgun2.sc" );
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m_usAxe = PRECACHE_EVENT( 1, "events/axe.sc" );
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m_usAxeSwing = PRECACHE_EVENT( 1, "events/axeswing.sc" );
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m_usRocket = PRECACHE_EVENT( 1, "events/rocket.sc" );
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m_usGrenade = PRECACHE_EVENT( 1, "events/grenade.sc" );
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m_usLightning = PRECACHE_EVENT( 1, "events/lightning.sc" );
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m_usSpike = PRECACHE_EVENT( 1, "events/spike.sc" );
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m_usSuperSpike = PRECACHE_EVENT( 1, "events/superspike.sc" );
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}
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/*
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=====================
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CBaseEntity :: Killed
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If weapons code "kills" an entity, just set its effects to EF_NODRAW
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=====================
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*/
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void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib )
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{
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pev->effects |= EF_NODRAW;
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}
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/*
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=====================
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CBasePlayerWeapon :: DefaultReload
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=====================
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*/
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BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay )
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
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//!!UNDONE -- reload sound goes here !!!
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SendWeaponAnim( iAnim );
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m_fInReload = TRUE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
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return TRUE;
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}
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/*
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=====================
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CBasePlayerWeapon :: CanDeploy
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=====================
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*/
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BOOL CBasePlayerWeapon :: CanDeploy( void )
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{
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BOOL bHasAmmo = 0;
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if ( !pszAmmo1() )
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{
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// this weapon doesn't use ammo, can always deploy.
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return TRUE;
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}
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if ( pszAmmo1() )
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{
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bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0);
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}
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if ( pszAmmo2() )
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{
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bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0);
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}
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if (m_iClip > 0)
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{
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bHasAmmo |= 1;
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}
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if (!bHasAmmo)
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{
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return FALSE;
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}
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return TRUE;
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}
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/*
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=====================
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CBasePlayerWeapon :: DefaultDeploy
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=====================
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*/
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BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal )
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{
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if ( !CanDeploy() )
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return FALSE;
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gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
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SendWeaponAnim( iAnim );
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m_bPlayedIdleAnim = FALSE;
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m_pPlayer->m_flNextAttack = 0.5;
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m_flTimeWeaponIdle = 1.0;
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return TRUE;
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}
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/*
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=====================
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CBasePlayerWeapon :: PlayEmptySound
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=====================
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*/
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BOOL CBasePlayerWeapon :: PlayEmptySound( void )
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{
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if (m_iPlayEmptySound)
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{
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HUD_PlaySound( "weapons/357_cock1.wav", 0.8 );
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m_iPlayEmptySound = 0;
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return 0;
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}
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return 0;
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}
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/*
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=====================
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CBasePlayerWeapon :: ResetEmptySound
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=====================
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*/
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void CBasePlayerWeapon :: ResetEmptySound( void )
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{
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m_iPlayEmptySound = 1;
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}
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/*
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=====================
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CBasePlayerWeapon::Holster
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Put away weapon
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=====================
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*/
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void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ )
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{
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m_fInReload = FALSE; // cancel any reload in progress.
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m_pPlayer->pev->viewmodel = 0;
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}
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/*
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=====================
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CBasePlayerWeapon::SendWeaponAnim
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Animate weapon model
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=====================
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*/
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void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal )
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{
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m_pPlayer->pev->weaponanim = iAnim;
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int body = 0;
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HUD_SendWeaponAnim( iAnim, body, 0 );
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}
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/*
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=====================
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CBasePlayerWeapon::ItemPostFrame
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Handles weapon firing, reloading, etc.
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=====================
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*/
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void CBasePlayerWeapon::ItemPostFrame( void )
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{
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if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0))
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{
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#if 0 // FIXME, need ammo on client to make this work right
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// complete the reload.
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int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
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// Add them to the clip
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m_iClip += j;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
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#else
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m_iClip += 10;
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#endif
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m_fInReload = FALSE;
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}
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if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0))
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{
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if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
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{
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m_fFireOnEmpty = TRUE;
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}
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SecondaryAttack();
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m_pPlayer->pev->button &= ~IN_ATTACK2;
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}
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else if ((m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0))
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{
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if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
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{
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m_fFireOnEmpty = TRUE;
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}
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PrimaryAttack();
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}
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else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload )
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{
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// reload when reload is pressed, or if no buttons are down and weapon is empty.
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Reload();
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}
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else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) )
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{
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// no fire buttons down
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m_fFireOnEmpty = FALSE;
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if ( !m_bPlayedIdleAnim )
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{
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m_bPlayedIdleAnim = TRUE;
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if ( m_pPlayer->m_iQuakeWeapon == IT_LIGHTNING )
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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 );
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}
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WeaponIdle( );
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return;
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}
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// catch all
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if ( ShouldWeaponIdle() )
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{
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WeaponIdle();
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}
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}
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/*
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=====================
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CBasePlayer::SelectItem
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Switch weapons
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=====================
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*/
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void CBasePlayer::SelectItem(const char *pstr)
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{
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if (!pstr)
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return;
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CBasePlayerItem *pItem = NULL;
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if (!pItem)
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return;
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if (pItem == m_pActiveItem)
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return;
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if (m_pActiveItem)
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m_pActiveItem->Holster( );
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m_pLastItem = m_pActiveItem;
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m_pActiveItem = pItem;
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if (m_pActiveItem)
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{
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m_pActiveItem->Deploy( );
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}
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}
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/*
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=====================
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CBasePlayer::SelectLastItem
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=====================
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*/
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void CBasePlayer::SelectLastItem(void)
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{
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if (!m_pLastItem)
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{
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return;
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}
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if ( m_pActiveItem && !m_pActiveItem->CanHolster() )
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{
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return;
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}
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if (m_pActiveItem)
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m_pActiveItem->Holster( );
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CBasePlayerItem *pTemp = m_pActiveItem;
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m_pActiveItem = m_pLastItem;
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m_pLastItem = pTemp;
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m_pActiveItem->Deploy( );
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}
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/*
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=====================
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CBasePlayer::Killed
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=====================
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*/
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void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
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{
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if ( m_iQuakeWeapon == IT_LIGHTNING )
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{
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, (float *)&pev->origin, (float *)&pev->angles, 0.0, 0.0, 0, 1, 0, 0 );
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}
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// Holster weapon immediately, to allow it to cleanup
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if (m_pActiveItem)
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m_pActiveItem->Holster( );
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}
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/*
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=====================
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CBasePlayer::Spawn
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=====================
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*/
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void CBasePlayer::Spawn( void )
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{
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if (m_pActiveItem)
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m_pActiveItem->Deploy( );
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}
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BOOL CQuakeGun::Deploy( )
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{
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gEngfuncs.CL_LoadModel( "models/v_axe.mdl", &m_pPlayer->pev->viewmodel );
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strcpy( m_pPlayer->m_szAnimExtention, "onehanded" );
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return TRUE;
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}
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int HUD_GetModelIndex( char *modelname )
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{
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int retval = 0;
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gEngfuncs.CL_LoadModel( modelname, &retval );
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return retval;
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}
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/*
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=====================
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UTIL_TraceLine
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Don't actually trace, but act like the trace didn't hit anything.
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=====================
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*/
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void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr )
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{
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memset( ptr, 0, sizeof( *ptr ) );
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ptr->flFraction = 1.0;
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}
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/*
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=====================
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UTIL_ParticleBox
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For debugging, draw a box around a player made out of particles
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=====================
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*/
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void UTIL_ParticleBox( CBasePlayer *player, float *mins, float *maxs, float life, unsigned char r, unsigned char g, unsigned char b )
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{
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int i;
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vec3_t mmin, mmax;
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for ( i = 0; i < 3; i++ )
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{
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mmin[ i ] = player->pev->origin[ i ] + mins[ i ];
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mmax[ i ] = player->pev->origin[ i ] + maxs[ i ];
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}
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gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mmin, (float *)&mmax, 5.0, 0, 255, 0 );
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}
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/*
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=====================
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UTIL_ParticleBoxes
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For debugging, draw boxes for other collidable players
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=====================
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*/
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void UTIL_ParticleBoxes( void )
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{
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int idx;
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physent_t *pe;
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cl_entity_t *player;
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vec3_t mins, maxs;
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gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
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// Store off the old count
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gEngfuncs.pEventAPI->EV_PushPMStates();
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player = gEngfuncs.GetLocalPlayer();
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// Now add in all of the players.
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gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 );
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for ( idx = 1; idx < 100; idx++ )
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{
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pe = gEngfuncs.pEventAPI->EV_GetPhysent( idx );
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if ( !pe )
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break;
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if ( pe->info >= 1 && pe->info <= gEngfuncs.GetMaxClients() )
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{
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mins = pe->origin + pe->mins;
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maxs = pe->origin + pe->maxs;
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gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mins, (float *)&maxs, 0, 0, 255, 2.0 );
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}
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}
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gEngfuncs.pEventAPI->EV_PopPMStates();
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}
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/*
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=====================
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UTIL_ParticleLine
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For debugging, draw a line made out of particles
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=====================
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*/
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void UTIL_ParticleLine( CBasePlayer *player, float *start, float *end, float life, unsigned char r, unsigned char g, unsigned char b )
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{
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gEngfuncs.pEfxAPI->R_ParticleLine( start, end, r, g, b, life );
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}
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/*
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=====================
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CBasePlayerWeapon::PrintState
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For debugging, print out state variables to log file
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=====================
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*/
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void CBasePlayerWeapon::PrintState( void )
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{
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COM_Log( "c:\\hl.log", "%.4f ", gpGlobals->time );
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COM_Log( "c:\\hl.log", "%.4f ", m_pPlayer->m_flNextAttack );
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COM_Log( "c:\\hl.log", "%.4f ", m_flNextPrimaryAttack );
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COM_Log( "c:\\hl.log", "%.4f ", m_flTimeWeaponIdle - gpGlobals->time);
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COM_Log( "c:\\hl.log", "%i ", m_iClip );
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}
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vec3_t previousorigin;
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/*
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=====================
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HUD_GetLastOrg
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Retruns the last position that we stored for egon beam endpoint.
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|
=====================
|
|
*/
|
|
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;
|
|
}
|