mirror of
https://github.com/alliedmodders/amxmodx.git
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205 lines
4.3 KiB
C++
205 lines
4.3 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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// shared event functions
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#include "hud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "r_efx.h"
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#include "eventscripts.h"
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#include "event_api.h"
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#include "pm_shared.h"
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#define IS_FIRSTPERSON_SPEC ( g_iUser1 == OBS_IN_EYE || (g_iUser1 && (gHUD.m_Spectator.m_pip->value == INSET_IN_EYE)) )
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/*
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=================
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GetEntity
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Return's the requested cl_entity_t
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=================
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*/
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struct cl_entity_s *GetEntity( int idx )
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{
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return gEngfuncs.GetEntityByIndex( idx );
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}
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/*
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=================
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GetViewEntity
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Return's the current weapon/view model
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=================
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*/
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struct cl_entity_s *GetViewEntity( void )
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{
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return gEngfuncs.GetViewModel();
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}
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/*
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=================
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EV_CreateTracer
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Creates a tracer effect
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=================
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*/
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void EV_CreateTracer( float *start, float *end )
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{
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gEngfuncs.pEfxAPI->R_TracerEffect( start, end );
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}
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/*
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=================
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EV_IsPlayer
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Is the entity's index in the player range?
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=================
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*/
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qboolean EV_IsPlayer( int idx )
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{
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if ( idx >= 1 && idx <= gEngfuncs.GetMaxClients() )
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return true;
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return false;
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}
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/*
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=================
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EV_IsLocal
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Is the entity == the local player
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=================
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*/
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qboolean EV_IsLocal( int idx )
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{
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// check if we are in some way in first person spec mode
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if ( IS_FIRSTPERSON_SPEC )
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return (g_iUser2 == idx);
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else
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return gEngfuncs.pEventAPI->EV_IsLocal( idx - 1 ) ? true : false;
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}
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/*
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=================
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EV_GetGunPosition
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Figure out the height of the gun
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=================
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*/
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void EV_GetGunPosition( event_args_t *args, float *pos, float *origin )
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{
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int idx;
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vec3_t view_ofs;
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idx = args->entindex;
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VectorClear( view_ofs );
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view_ofs[2] = DEFAULT_VIEWHEIGHT;
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if ( EV_IsPlayer( idx ) )
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{
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// in spec mode use entity viewheigh, not own
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if ( EV_IsLocal( idx ) && !IS_FIRSTPERSON_SPEC )
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{
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// Grab predicted result for local player
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gEngfuncs.pEventAPI->EV_LocalPlayerViewheight( view_ofs );
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}
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else if ( args->ducking == 1 )
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{
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view_ofs[2] = VEC_DUCK_VIEW;
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}
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}
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VectorAdd( origin, view_ofs, pos );
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}
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/*
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=================
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EV_EjectBrass
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Bullet shell casings
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=================
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*/
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void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, int soundtype )
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{
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vec3_t endpos;
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VectorClear( endpos );
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endpos[1] = rotation;
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gEngfuncs.pEfxAPI->R_TempModel( origin, velocity, endpos, 2.5, model, soundtype );
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}
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/*
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=================
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EV_GetDefaultShellInfo
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Determine where to eject shells from
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=================
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*/
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void EV_GetDefaultShellInfo( event_args_t *args, float *origin, float *velocity, float *ShellVelocity, float *ShellOrigin, float *forward, float *right, float *up, float forwardScale, float upScale, float rightScale )
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{
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int i;
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vec3_t view_ofs;
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float fR, fU;
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int idx;
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idx = args->entindex;
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VectorClear( view_ofs );
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view_ofs[2] = DEFAULT_VIEWHEIGHT;
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if ( EV_IsPlayer( idx ) )
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{
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if ( EV_IsLocal( idx ) )
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{
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gEngfuncs.pEventAPI->EV_LocalPlayerViewheight( view_ofs );
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}
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else if ( args->ducking == 1 )
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{
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view_ofs[2] = VEC_DUCK_VIEW;
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}
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}
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fR = gEngfuncs.pfnRandomFloat( 50, 70 );
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fU = gEngfuncs.pfnRandomFloat( 100, 150 );
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for ( i = 0; i < 3; i++ )
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{
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ShellVelocity[i] = velocity[i] + right[i] * fR + up[i] * fU + forward[i] * 25;
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ShellOrigin[i] = origin[i] + view_ofs[i] + up[i] * upScale + forward[i] * forwardScale + right[i] * rightScale;
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}
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}
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/*
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=================
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EV_MuzzleFlash
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Flag weapon/view model for muzzle flash
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=================
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*/
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void EV_MuzzleFlash( void )
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{
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// Add muzzle flash to current weapon model
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cl_entity_t *ent = GetViewEntity();
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if ( !ent )
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{
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return;
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}
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// Or in the muzzle flash
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ent->curstate.effects |= EF_MUZZLEFLASH;
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} |