/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ 402 %{ #include "EntitiesMP/StdH/StdH.h" #include "GameMP/SEColors.h" #include #include "EntitiesMP/Player.h" #include "EntitiesMP/Bullet.h" #include "Models/Weapons/Knife/Knife.h" #include "Models/Weapons/Knife/KnifeItem.h" #include "Models/Weapons/Colt/colt.h" #include "Models/Weapons/Colt/ColtMain.h" #include "Models/Weapons/SingleShotgun/SingleShotGun.h" #include "Models/Weapons/SingleShotgun/Barrels.h" #include "Models/Weapons/DoubleShotgun/DoubleShotgun.h" #include "Models/Weapons/DoubleShotgun/Dshotgunbarrels.h" #include "Models/Weapons/DoubleShotgun/HandWithAmmo.h" #include "Models/Weapons/TommyGun/TommyGun.h" #include "Models/Weapons/TommyGun/Body.h" #include "Models/Weapons/MiniGun/minigun.h" #include "Models/Weapons/MiniGun/Body.h" #include "Models/Weapons/GrenadeLauncher/GrenadeLauncher.h" #include "Models/Weapons/RocketLauncher/RocketLauncher.h" #include "Models/Weapons/Laser/Laser.h" #include "Models/Weapons/Laser/Barrel.h" #include "Models/Weapons/Cannon/Cannon.h" #include "Models/Weapons/Cannon/Body.h" // Mission Pack weapons #include "ModelsMP/Weapons/Sniper/Sniper.h" #include "ModelsMP/Weapons/Sniper/Body.h" #include "ModelsMP/Weapons/Flamer/Flamer.h" #include "ModelsMP/Weapons/Flamer/Body.h" #include "ModelsMP/Weapons/Flamer/FuelReservoir.h" #include "ModelsMP/Weapons/Flamer/Flame.h" #include "ModelsMP/Weapons/ChainSaw/ChainSaw.h" #include "ModelsMP/Weapons/ChainSaw/ChainsawForPlayer.h" #include "ModelsMP/Weapons/ChainSaw/Body.h" #include "ModelsMP/Weapons/ChainSaw/Blade.h" #include "ModelsMP/Weapons/ChainSaw/Teeth.h" // Mission Pack player body instead of the old one #include "ModelsMP/Player/SeriousSam/Body.h" #include "ModelsMP/Player/SeriousSam/Player.h" #include "EntitiesMP/Switch.h" #include "EntitiesMP/PlayerView.h" #include "EntitiesMP/PlayerAnimator.h" #include "EntitiesMP/MovingBrush.h" #include "EntitiesMP/MessageHolder.h" #include "EntitiesMP/EnemyBase.h" extern INDEX hud_bShowWeapon; extern const INDEX aiWeaponsRemap[19] = { 0, 1, 10, 2, 3, 4, 5, 6, 7, 8, 9, 11, 13, 12, 14, 15, 16, 17, 18 }; %} uses "EntitiesMP/Player"; uses "EntitiesMP/PlayerWeaponsEffects"; uses "EntitiesMP/Projectile"; uses "EntitiesMP/Bullet"; uses "EntitiesMP/BasicEffects"; uses "EntitiesMP/WeaponItem"; uses "EntitiesMP/AmmoItem"; uses "EntitiesMP/AmmoPack"; uses "EntitiesMP/ModelHolder2"; //uses "EntitiesMP/Pipebomb"; //uses "EntitiesMP/GhostBusterRay"; uses "EntitiesMP/CannonBall"; // input parameter for weapons event EWeaponsInit { CEntityPointer penOwner, // who owns it }; // select weapon event ESelectWeapon { INDEX iWeapon, // weapon to select }; // boring weapon animations event EBoringWeapon {}; // fire weapon event EFireWeapon {}; // release weapon event EReleaseWeapon {}; // reload weapon event EReloadWeapon {}; // weapon changed - used to notify other entities event EWeaponChanged {}; // weapons (do not change order! - needed by HUD.cpp) enum WeaponType { 0 WEAPON_NONE "", // don't consider this in WEAPONS_ALLAVAILABLEMASK 1 WEAPON_KNIFE "", 2 WEAPON_COLT "", 3 WEAPON_DOUBLECOLT "", 4 WEAPON_SINGLESHOTGUN "", 5 WEAPON_DOUBLESHOTGUN "", 6 WEAPON_TOMMYGUN "", 7 WEAPON_MINIGUN "", 8 WEAPON_ROCKETLAUNCHER "", 9 WEAPON_GRENADELAUNCHER "", 10 WEAPON_CHAINSAW "", 11 WEAPON_FLAMER "", 12 WEAPON_LASER "", 13 WEAPON_SNIPER "", 14 WEAPON_IRONCANNON "", 15 WEAPON_LAST "", }; // see 'WEAPONS_ALLAVAILABLEMASK' -> (11111111111111 == 0x3FFF) %{ // AVAILABLE WEAPON MASK #define WEAPONS_ALLAVAILABLEMASK 0x3FFF /* #if BUILD_TEST #define WEAPONS_DISABLEDMASK (\ (1<<(WEAPON_TOMMYGUN -1))|\ (1<<(WEAPON_GRENADELAUNCHER-1))|\ (1<<(WEAPON_PIPEBOMB -1))|\ (1<<(WEAPON_FLAMER -1))|\ (1<<(WEAPON_LASER -1))|\ (1<<(WEAPON_GHOSTBUSTER -1))|\ (1<<(WEAPON_IRONCANNON -1))|\ (1<<(WEAPON_NUKECANNON -1))) #else #define WEAPONS_DISABLEDMASK (0) #endif */ #define MAX_WEAPONS 30 // MiniGun specific #define MINIGUN_STATIC 0 #define MINIGUN_FIRE 1 #define MINIGUN_SPINUP 2 #define MINIGUN_SPINDOWN 3 #define MINIGUN_SPINUPTIME 0.5f #define MINIGUN_SPINDNTIME 3.0f #define MINIGUN_SPINUPSOUND 0.5f #define MINIGUN_SPINDNSOUND 1.5f #define MINIGUN_FULLSPEED 500.0f #define MINIGUN_SPINUPACC (MINIGUN_FULLSPEED/MINIGUN_SPINUPTIME) #define MINIGUN_SPINDNACC (MINIGUN_FULLSPEED/MINIGUN_SPINDNTIME) #define MINIGUN_TICKTIME (_pTimer->TickQuantum) // chainsaw specific #define CHAINSAW_UPDATETIME 0.05f // fire flare specific #define FLARE_REMOVE 1 #define FLARE_ADD 2 // animation light specific #define LIGHT_ANIM_MINIGUN 2 #define LIGHT_ANIM_TOMMYGUN 3 #define LIGHT_ANIM_COLT_SHOTGUN 4 #define LIGHT_ANIM_NONE 5 // mana for ammo adjustment (multiplier) #define MANA_AMMO (0.1f) // position of weapon model -- weapon 0 is never used static FLOAT wpn_fH[MAX_WEAPONS+1]; static FLOAT wpn_fP[MAX_WEAPONS+1]; static FLOAT wpn_fB[MAX_WEAPONS+1]; static FLOAT wpn_fX[MAX_WEAPONS+1]; static FLOAT wpn_fY[MAX_WEAPONS+1]; static FLOAT wpn_fZ[MAX_WEAPONS+1]; static FLOAT wpn_fFOV[MAX_WEAPONS+1]; static FLOAT wpn_fClip[MAX_WEAPONS+1]; static FLOAT wpn_fFX[MAX_WEAPONS+1]; // firing source static FLOAT wpn_fFY[MAX_WEAPONS+1]; //static FLOAT wpn_fFZ[MAX_WEAPONS+1]; static INDEX wpn_iCurrent; extern FLOAT hud_tmWeaponsOnScreen; extern FLOAT wpn_fRecoilSpeed[17]; extern FLOAT wpn_fRecoilLimit[17]; extern FLOAT wpn_fRecoilDampUp[17]; extern FLOAT wpn_fRecoilDampDn[17]; extern FLOAT wpn_fRecoilOffset[17]; extern FLOAT wpn_fRecoilFactorP[17]; extern FLOAT wpn_fRecoilFactorZ[17]; // bullet positions static FLOAT afSingleShotgunPellets[] = { -0.3f,+0.1f, +0.0f,+0.1f, +0.3f,+0.1f, -0.4f,-0.1f, -0.1f,-0.1f, +0.1f,-0.1f, +0.4f,-0.1f }; static FLOAT afDoubleShotgunPellets[] = { -0.3f,+0.15f, +0.0f,+0.15f, +0.3f,+0.15f, -0.4f,+0.05f, -0.1f,+0.05f, +0.1f,+0.05f, +0.4f,+0.05f, -0.3f,-0.05f, +0.0f,-0.05f, +0.3f,-0.05f, -0.4f,-0.15f, -0.1f,-0.15f, +0.1f,-0.15f, +0.4f,-0.15f }; // sniper discrete zoom values - 4 (1x,2x,4x,6x) // synchronize this with sniper properties (properties 233-237) static INDEX iSniperDiscreteZoomLevels = 4; static FLOAT afSniperZoom[] = { 90.0f,1.0f, 53.1f, 2.0f, 28.0f,4.0f, 14.2f,6.0f, //7.2f,8.0f, 3.56f,10.0f ,1.8f,12.0f }; // crosshair console variables static INDEX hud_bCrosshairFixed = FALSE; static INDEX hud_bCrosshairColoring = TRUE; static FLOAT hud_fCrosshairScale = 1.0f; static FLOAT hud_fCrosshairOpacity = 1.0f; static FLOAT hud_fCrosshairRatio = 0.5f; // max distance size ratio // misc HUD vars static INDEX hud_bShowPlayerName = TRUE; static INDEX hud_bShowCoords = FALSE; static FLOAT plr_tmSnoopingDelay = 1.0f; // seconds FLOAT plr_tmSnoopingTime = 1.0f; // seconds // some static vars static INDEX _iLastCrosshairType=-1; static CTextureObject _toCrosshair; // must do this to keep dependency catcher happy CTFileName fn1 = CTFILENAME("Textures\\Interface\\Crosshairs\\Crosshair1.tex"); CTFileName fn2 = CTFILENAME("Textures\\Interface\\Crosshairs\\Crosshair2.tex"); CTFileName fn3 = CTFILENAME("Textures\\Interface\\Crosshairs\\Crosshair3.tex"); CTFileName fn4 = CTFILENAME("Textures\\Interface\\Crosshairs\\Crosshair4.tex"); CTFileName fn5 = CTFILENAME("Textures\\Interface\\Crosshairs\\Crosshair5.tex"); CTFileName fn6 = CTFILENAME("Textures\\Interface\\Crosshairs\\Crosshair6.tex"); CTFileName fn7 = CTFILENAME("Textures\\Interface\\Crosshairs\\Crosshair7.tex"); void CPlayerWeapons_Precache(ULONG ulAvailable) { CDLLEntityClass *pdec = &CPlayerWeapons_DLLClass; // precache general stuff always pdec->PrecacheTexture(TEX_REFL_BWRIPLES01 ); pdec->PrecacheTexture(TEX_REFL_BWRIPLES02 ); pdec->PrecacheTexture(TEX_REFL_LIGHTMETAL01 ); pdec->PrecacheTexture(TEX_REFL_LIGHTBLUEMETAL01); pdec->PrecacheTexture(TEX_REFL_DARKMETAL ); pdec->PrecacheTexture(TEX_REFL_PURPLE01 ); pdec->PrecacheTexture(TEX_SPEC_WEAK ); pdec->PrecacheTexture(TEX_SPEC_MEDIUM ); pdec->PrecacheTexture(TEX_SPEC_STRONG ); pdec->PrecacheTexture(TEXTURE_HAND ); pdec->PrecacheTexture(TEXTURE_FLARE01 ); pdec->PrecacheModel(MODEL_FLARE01); pdec->PrecacheClass(CLASS_BULLET); pdec->PrecacheSound(SOUND_SILENCE); // precache other weapons if available if ( ulAvailable&(1<<(WEAPON_KNIFE-1)) ) { pdec->PrecacheModel(MODEL_KNIFE ); pdec->PrecacheModel(MODEL_KNIFEITEM ); pdec->PrecacheTexture(TEXTURE_KNIFEITEM ); pdec->PrecacheSound(SOUND_KNIFE_BACK ); pdec->PrecacheSound(SOUND_KNIFE_HIGH ); pdec->PrecacheSound(SOUND_KNIFE_LONG ); pdec->PrecacheSound(SOUND_KNIFE_LOW ); } if ( ulAvailable&(1<<(WEAPON_COLT-1)) ) { pdec->PrecacheModel(MODEL_COLT ); pdec->PrecacheModel(MODEL_COLTCOCK ); pdec->PrecacheModel(MODEL_COLTMAIN ); pdec->PrecacheModel(MODEL_COLTBULLETS ); pdec->PrecacheTexture(TEXTURE_COLTMAIN ); pdec->PrecacheTexture(TEXTURE_COLTCOCK ); pdec->PrecacheTexture(TEXTURE_COLTBULLETS ); pdec->PrecacheSound(SOUND_COLT_FIRE ); pdec->PrecacheSound(SOUND_COLT_RELOAD ); } if ( ulAvailable&(1<<(WEAPON_SINGLESHOTGUN-1)) ) { pdec->PrecacheModel(MODEL_SINGLESHOTGUN ); pdec->PrecacheModel(MODEL_SS_SLIDER ); pdec->PrecacheModel(MODEL_SS_HANDLE ); pdec->PrecacheModel(MODEL_SS_BARRELS ); pdec->PrecacheTexture(TEXTURE_SS_HANDLE ); pdec->PrecacheTexture(TEXTURE_SS_BARRELS ); pdec->PrecacheSound(SOUND_SINGLESHOTGUN_FIRE); } if ( ulAvailable&(1<<(WEAPON_DOUBLESHOTGUN-1)) ) { pdec->PrecacheModel(MODEL_DOUBLESHOTGUN ); pdec->PrecacheModel(MODEL_DS_HANDLE ); pdec->PrecacheModel(MODEL_DS_BARRELS ); pdec->PrecacheModel(MODEL_DS_AMMO ); pdec->PrecacheModel(MODEL_DS_SWITCH ); pdec->PrecacheModel(MODEL_DS_HANDWITHAMMO ); pdec->PrecacheTexture(TEXTURE_DS_HANDLE ); pdec->PrecacheTexture(TEXTURE_DS_BARRELS ); pdec->PrecacheTexture(TEXTURE_DS_AMMO ); pdec->PrecacheTexture(TEXTURE_DS_SWITCH ); pdec->PrecacheSound(SOUND_DOUBLESHOTGUN_FIRE ); pdec->PrecacheSound(SOUND_DOUBLESHOTGUN_RELOAD ); } if ( ulAvailable&(1<<(WEAPON_TOMMYGUN-1)) ) { pdec->PrecacheModel(MODEL_TOMMYGUN ); pdec->PrecacheModel(MODEL_TG_BODY ); pdec->PrecacheModel(MODEL_TG_SLIDER ); pdec->PrecacheTexture(TEXTURE_TG_BODY ); pdec->PrecacheSound(SOUND_TOMMYGUN_FIRE ); } if ( ulAvailable&(1<<(WEAPON_SNIPER-1)) ) { pdec->PrecacheModel(MODEL_SNIPER ); pdec->PrecacheModel(MODEL_SNIPER_BODY ); pdec->PrecacheTexture(TEXTURE_SNIPER_BODY ); pdec->PrecacheSound(SOUND_SNIPER_FIRE ); } if ( ulAvailable&(1<<(WEAPON_MINIGUN-1)) ) { pdec->PrecacheModel(MODEL_MINIGUN ); pdec->PrecacheModel(MODEL_MG_BARRELS ); pdec->PrecacheModel(MODEL_MG_BODY ); pdec->PrecacheModel(MODEL_MG_ENGINE ); pdec->PrecacheTexture(TEXTURE_MG_BODY ); pdec->PrecacheTexture(TEXTURE_MG_BARRELS ); pdec->PrecacheSound(SOUND_MINIGUN_FIRE ); pdec->PrecacheSound(SOUND_MINIGUN_ROTATE ); pdec->PrecacheSound(SOUND_MINIGUN_SPINUP ); pdec->PrecacheSound(SOUND_MINIGUN_SPINDOWN ); pdec->PrecacheSound(SOUND_MINIGUN_CLICK ); } if ( ulAvailable&(1<<(WEAPON_ROCKETLAUNCHER-1)) ) { pdec->PrecacheModel(MODEL_ROCKETLAUNCHER ); pdec->PrecacheModel(MODEL_RL_BODY ); pdec->PrecacheModel(MODEL_RL_ROTATINGPART ); pdec->PrecacheModel(MODEL_RL_ROCKET ); pdec->PrecacheTexture(TEXTURE_RL_BODY ); pdec->PrecacheTexture(TEXTURE_RL_ROCKET ); pdec->PrecacheSound(SOUND_ROCKETLAUNCHER_FIRE); pdec->PrecacheClass(CLASS_PROJECTILE, PRT_ROCKET); } if ( ulAvailable&(1<<(WEAPON_GRENADELAUNCHER-1)) ) { pdec->PrecacheModel(MODEL_GRENADELAUNCHER ); pdec->PrecacheModel(MODEL_GL_BODY ); pdec->PrecacheModel(MODEL_GL_MOVINGPART ); pdec->PrecacheModel(MODEL_GL_GRENADE ); pdec->PrecacheTexture(TEXTURE_GL_BODY ); pdec->PrecacheTexture(TEXTURE_GL_MOVINGPART ); pdec->PrecacheSound(SOUND_GRENADELAUNCHER_FIRE ); pdec->PrecacheClass(CLASS_PROJECTILE, PRT_GRENADE); } /* if ( ulAvailable&(1<<(WEAPON_PIPEBOMB-1)) ) { pdec->PrecacheModel(MODEL_PIPEBOMB_STICK ); pdec->PrecacheModel(MODEL_PIPEBOMB_HAND ); pdec->PrecacheModel(MODEL_PB_BUTTON ); pdec->PrecacheModel(MODEL_PB_SHIELD ); pdec->PrecacheModel(MODEL_PB_STICK ); pdec->PrecacheModel(MODEL_PB_BOMB ); pdec->PrecacheTexture(TEXTURE_PB_STICK ); pdec->PrecacheTexture(TEXTURE_PB_BOMB ); pdec->PrecacheSound(SOUND_PIPEBOMB_FIRE ); pdec->PrecacheSound(SOUND_PIPEBOMB_OPEN ); pdec->PrecacheSound(SOUND_PIPEBOMB_THROW ); pdec->PrecacheClass(CLASS_PIPEBOMB); } */ if ( ulAvailable&(1<<(WEAPON_CHAINSAW-1))) { pdec->PrecacheModel(MODEL_CHAINSAW ); pdec->PrecacheModel(MODEL_CS_BODY ); pdec->PrecacheModel(MODEL_CS_BLADE ); pdec->PrecacheModel(MODEL_CS_TEETH ); pdec->PrecacheTexture(TEXTURE_CS_BODY ); pdec->PrecacheTexture(TEXTURE_CS_BLADE ); pdec->PrecacheTexture(TEXTURE_CS_TEETH ); pdec->PrecacheSound(SOUND_CS_FIRE ); pdec->PrecacheSound(SOUND_CS_BEGINFIRE ); pdec->PrecacheSound(SOUND_CS_ENDFIRE ); pdec->PrecacheSound(SOUND_CS_BRINGUP ); pdec->PrecacheSound(SOUND_CS_BRINGDOWN ); pdec->PrecacheSound(SOUND_CS_IDLE ); } if ( ulAvailable&(1<<(WEAPON_FLAMER-1)) ) { pdec->PrecacheModel(MODEL_FLAMER ); pdec->PrecacheModel(MODEL_FL_BODY ); pdec->PrecacheModel(MODEL_FL_RESERVOIR); pdec->PrecacheModel(MODEL_FL_FLAME ); pdec->PrecacheTexture(TEXTURE_FL_BODY ); pdec->PrecacheTexture(TEXTURE_FL_FLAME); pdec->PrecacheTexture(TEXTURE_FL_FUELRESERVOIR); pdec->PrecacheSound(SOUND_FL_FIRE ); pdec->PrecacheSound(SOUND_FL_START ); pdec->PrecacheSound(SOUND_FL_STOP ); pdec->PrecacheClass(CLASS_PROJECTILE, PRT_FLAME); } if ( ulAvailable&(1<<(WEAPON_LASER-1)) ) { pdec->PrecacheModel(MODEL_LASER ); pdec->PrecacheModel(MODEL_LS_BODY ); pdec->PrecacheModel(MODEL_LS_BARREL ); pdec->PrecacheTexture(TEXTURE_LS_BODY ); pdec->PrecacheTexture(TEXTURE_LS_BARREL); pdec->PrecacheSound(SOUND_LASER_FIRE); pdec->PrecacheClass(CLASS_PROJECTILE, PRT_LASER_RAY); } /* if ( ulAvailable&(1<<(WEAPON_GHOSTBUSTER-1)) ) { pdec->PrecacheModel(MODEL_GHOSTBUSTER ); pdec->PrecacheModel(MODEL_GB_BODY ); pdec->PrecacheModel(MODEL_GB_ROTATOR ); pdec->PrecacheModel(MODEL_GB_EFFECT1 ); pdec->PrecacheModel(MODEL_GB_EFFECT1FLARE ); pdec->PrecacheTexture(TEXTURE_GB_ROTATOR ); pdec->PrecacheTexture(TEXTURE_GB_BODY ); pdec->PrecacheTexture(TEXTURE_GB_LIGHTNING); pdec->PrecacheTexture(TEXTURE_GB_FLARE ); pdec->PrecacheSound(SOUND_GB_FIRE ); pdec->PrecacheClass(CLASS_GHOSTBUSTERRAY); } */ if ( ulAvailable&(1<<(WEAPON_IRONCANNON-1)) /*|| ulAvailable&(1<<(WEAPON_NUKECANNON-1))*/ ) { pdec->PrecacheModel(MODEL_CANNON ); pdec->PrecacheModel(MODEL_CN_BODY ); // pdec->PrecacheModel(MODEL_CN_NUKEBOX); pdec->PrecacheTexture(TEXTURE_CANNON); pdec->PrecacheSound(SOUND_CANNON ); pdec->PrecacheSound(SOUND_CANNON_PREPARE); pdec->PrecacheClass(CLASS_CANNONBALL); } // precache animator too extern void CPlayerAnimator_Precache(ULONG ulAvailable); CPlayerAnimator_Precache(ulAvailable); } void CPlayerWeapons_Init(void) { // declare weapon position controls _pShell->DeclareSymbol("user INDEX wpn_iCurrent;", &wpn_iCurrent); #include "Common/WeaponPositions.h" // declare crosshair and its coordinates _pShell->DeclareSymbol("persistent user INDEX hud_bCrosshairFixed;", &hud_bCrosshairFixed); _pShell->DeclareSymbol("persistent user INDEX hud_bCrosshairColoring;", &hud_bCrosshairColoring); _pShell->DeclareSymbol("persistent user FLOAT hud_fCrosshairScale;", &hud_fCrosshairScale); _pShell->DeclareSymbol("persistent user FLOAT hud_fCrosshairRatio;", &hud_fCrosshairRatio); _pShell->DeclareSymbol("persistent user FLOAT hud_fCrosshairOpacity;", &hud_fCrosshairOpacity); _pShell->DeclareSymbol("persistent user INDEX hud_bShowPlayerName;", &hud_bShowPlayerName); _pShell->DeclareSymbol("persistent user INDEX hud_bShowCoords;", &hud_bShowCoords); _pShell->DeclareSymbol("persistent user FLOAT plr_tmSnoopingTime;", &plr_tmSnoopingTime); _pShell->DeclareSymbol("persistent user FLOAT plr_tmSnoopingDelay;", &plr_tmSnoopingDelay); // precache base weapons CPlayerWeapons_Precache(0x03); } // weapons positions for raycasting and firing /* static FLOAT afKnifePos[4] = { -0.01f, 0.25f, 0.0f}; static FLOAT afColtPos[4] = { -0.01f, 0.1f, 0.0f}; static FLOAT afDoubleColtPos[4] = { -0.01f, 0.1f, 0.0f}; static FLOAT afSingleShotgunPos[4] = { 0.0f, 0.1f, 0.0f}; static FLOAT afDoubleShotgunPos[4] = { 0.0f, 0.1f, 0.0f}; static FLOAT afTommygunPos[4] = { 0.0f, 0.1f, 0.0f}; static FLOAT afMinigunPos[4] = { 0.0f, -0.075f, 0.0f}; static FLOAT afRocketLauncherPos[4] = { -0.175f, 0.19f, -0.23f}; static FLOAT afGrenadeLauncherPos[4] = { 0.0f, 0.16f, -1.42f}; static FLOAT afPipebombPos[4] = { 0.01f, 0.04f, -0.44f}; static FLOAT afFlamerPos[4] = { 0.0f, 0.18f, -0.62f}; static FLOAT afLaserPos[4] = { 0.0f, -0.095f, -0.65f}; static FLOAT afGhostBusterPos[4] = { 0.0f, 0.0f, -0.74f}; static FLOAT afCannonPos[4] = { 0.0f, 0.0f, -0.74f}; */ // extra weapon positions for shells dropout static FLOAT afSingleShotgunShellPos[3] = { 0.2f, 0.0f, -0.31f}; static FLOAT afDoubleShotgunShellPos[3] = { 0.0f, 0.0f, -0.5f}; static FLOAT afTommygunShellPos[3] = { 0.2f, 0.0f, -0.31f}; static FLOAT afMinigunShellPos[3] = { 0.2f, 0.0f, -0.31f}; static FLOAT afMinigunShellPos3rdView[3] = { 0.2f, 0.2f, -0.31f}; static FLOAT afSniperShellPos[3] = { 0.2f, 0.0f, -0.15f}; static FLOAT afRightColtPipe[3] = { 0.07f, -0.05f, -0.26f}; static FLOAT afSingleShotgunPipe[3] = { 0.2f, 0.0f, -1.25f}; static FLOAT afDoubleShotgunPipe[3] = { 0.2f, 0.0f, -1.25f}; static FLOAT afTommygunPipe[3] = { -0.06f, 0.1f, -0.6f}; static FLOAT afMinigunPipe[3] = { -0.06f, 0.0f, -0.6f}; static FLOAT afMinigunPipe3rdView[3] = { 0.25f, 0.3f, -2.5f}; //static FLOAT afLaserPos[4] = { 0.0f, -0.095f, -0.65f}; //static FLOAT afLaser1Pos[4] = { -0.115f, -0.05f, -0.65f}; //static FLOAT afLaser2Pos[4] = { 0.115f, -0.05f, -0.65f}; //static FLOAT afLaser3Pos[4] = { -0.145f, -0.14f, -0.8f}; //static FLOAT afLaser4Pos[4] = { 0.145f, -0.14f, -0.8f}; #define TM_START m_aMiniGun #define F_OFFSET_CHG m_aMiniGunLast #define F_TEMP m_aMiniGunSpeed // decrement ammo taking infinite ammo options in account void DecAmmo(INDEX &ctAmmo, INDEX iDec = 1) { if (!GetSP()->sp_bInfiniteAmmo) { ctAmmo-=iDec; } } %} class export CPlayerWeapons : CRationalEntity { name "Player Weapons"; thumbnail ""; features "CanBePredictable"; properties: 1 CEntityPointer m_penPlayer, // player which owns it 2 BOOL m_bFireWeapon = FALSE, // weapon is firing 3 BOOL m_bHasAmmo = FALSE, // weapon has ammo 4 enum WeaponType m_iCurrentWeapon = WEAPON_KNIFE, // currently active weapon (internal) 5 enum WeaponType m_iWantedWeapon = WEAPON_KNIFE, // wanted weapon (internal) 6 enum WeaponType m_iPreviousWeapon = WEAPON_KNIFE, // previous active weapon (internal) 11 INDEX m_iAvailableWeapons = 0x01, // avaible weapons 12 BOOL m_bChangeWeapon = FALSE, // change current weapon 13 BOOL m_bReloadWeapon = FALSE, // reload weapon 14 BOOL m_bMirrorFire = FALSE, // fire with mirror model 15 INDEX m_iAnim = 0, // temporary anim variable 16 FLOAT m_fAnimWaitTime = 0.0f, // animation wait time 17 FLOAT m_tmRangeSoundSpawned = 0.0f, // for not spawning range sounds too often 23 BOOL m_bSniperZoom = FALSE, // zoom sniper 24 FLOAT m_fSniperFOV = 90.0f, // sniper FOV 28 FLOAT m_fSniperFOVlast = 90.0f, // sniper FOV for lerping 18 CTString m_strLastTarget = "", // string for last target 19 FLOAT m_tmTargetingStarted = -99.0f, // when targeting started 20 FLOAT m_tmLastTarget = -99.0f, // when last target was seen 21 FLOAT m_tmSnoopingStarted = -99.0f, // is player spying another player 22 CEntityPointer m_penTargeting, // who is the target 25 CModelObject m_moWeapon, // current weapon model 26 CModelObject m_moWeaponSecond, // current weapon second (additional) model 27 FLOAT m_tmWeaponChangeRequired = 0.0f, // time when weapon change was required 30 CEntityPointer m_penRayHit, // entity hit by ray 31 FLOAT m_fRayHitDistance = 100.0f, // distance from hit point 32 FLOAT m_fEnemyHealth = 0.0f, // normalized health of enemy in target (for coloring of crosshair) 33 FLOAT3D m_vRayHit = FLOAT3D(0,0,0), // coordinates where ray hit 34 FLOAT3D m_vRayHitLast = FLOAT3D(0,0,0), // for lerping 35 FLOAT3D m_vBulletSource = FLOAT3D(0,0,0), // bullet launch position remembered here 36 FLOAT3D m_vBulletTarget = FLOAT3D(0,0,0), // bullet hit (if hit) position remembered here // ammo for all weapons 40 INDEX m_iBullets = 0, 41 INDEX m_iMaxBullets = MAX_BULLETS, 42 INDEX m_iShells = 0, 43 INDEX m_iMaxShells = MAX_SHELLS, 44 INDEX m_iRockets = 0, 45 INDEX m_iMaxRockets = MAX_ROCKETS, 46 INDEX m_iGrenades = 0, 47 INDEX m_iMaxGrenades = MAX_GRENADES, 48 INDEX m_iNapalm = 0, 49 INDEX m_iMaxNapalm = MAX_NAPALM, 50 INDEX m_iElectricity = 0, 51 INDEX m_iMaxElectricity = MAX_ELECTRICITY, 52 INDEX m_iIronBalls = 0, 53 INDEX m_iMaxIronBalls = MAX_IRONBALLS, // 54 INDEX m_iNukeBalls = 0, // 55 INDEX m_iMaxNukeBalls = MAX_NUKEBALLS, 54 INDEX m_iSniperBullets = 0, 55 INDEX m_iMaxSniperBullets = MAX_SNIPERBULLETS, // weapons specific // knife 210 INDEX m_iKnifeStand = 1, // colt 215 INDEX m_iColtBullets = 6, // minigun 220 FLOAT m_aMiniGun = 0.0f, 221 FLOAT m_aMiniGunLast = 0.0f, 222 FLOAT m_aMiniGunSpeed = 0.0f, // lerped bullets fire 230 FLOAT3D m_iLastBulletPosition = FLOAT3D(32000.0f, 32000.0f, 32000.0f), 231 INDEX m_iBulletsOnFireStart = 0, // sniper 233 FLOAT m_fSniperMaxFOV = 90.0f, 234 FLOAT m_fSniperMinFOV = 14.2f, 235 FLOAT m_fSnipingZoomSpeed = 2.0f, 236 BOOL m_bSniping = FALSE, 237 FLOAT m_fMinimumZoomFOV = 53.1f, 238 FLOAT m_tmLastSniperFire = 0.0f, // pipebomb //235 CEntityPointer m_penPipebomb, //236 INDEX m_bPipeBombDropped = FALSE, // flamer 240 CEntityPointer m_penFlame, // laser 245 INDEX m_iLaserBarrel = 0, // ghostbuster //250 CEntityPointer m_penGhostBusterRay, // fire flare 251 INDEX m_iFlare = FLARE_REMOVE, // 0-none, 1-remove, 2-add 252 INDEX m_iSecondFlare = FLARE_REMOVE, // 0-none, 1-remove, 2-add // cannon 260 FLOAT m_fWeaponDrawPowerOld = 0, 261 FLOAT m_fWeaponDrawPower = 0, 262 FLOAT m_tmDrawStartTime = 0.0f, 270 FLOAT m_tmFlamerStart=1e6, 271 FLOAT m_tmFlamerStop=1e9, 272 FLOAT m_tmLastChainsawSpray = 0.0f, { CEntity *penBullet; CPlacement3D plBullet; FLOAT3D vBulletDestination; } components: 1 class CLASS_PROJECTILE "Classes\\Projectile.ecl", 2 class CLASS_BULLET "Classes\\Bullet.ecl", 3 class CLASS_WEAPONEFFECT "Classes\\PlayerWeaponsEffects.ecl", 4 class CLASS_PIPEBOMB "Classes\\Pipebomb.ecl", // 5 class CLASS_GHOSTBUSTERRAY "Classes\\GhostBusterRay.ecl", 6 class CLASS_CANNONBALL "Classes\\CannonBall.ecl", 7 class CLASS_WEAPONITEM "Classes\\WeaponItem.ecl", 8 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl", // ************** HAND ************** 10 texture TEXTURE_HAND "Models\\Weapons\\Hand.tex", // ************** KNIFE ************** 20 model MODEL_KNIFEITEM "Models\\Weapons\\Knife\\KnifeItem.mdl", 21 texture TEXTURE_KNIFEITEM "Models\\Weapons\\Knife\\KnifeItem.tex", 22 model MODEL_KNIFE "Models\\Weapons\\Knife\\Knife.mdl", 23 sound SOUND_KNIFE_BACK "Models\\Weapons\\Knife\\Sounds\\Back.wav", 24 sound SOUND_KNIFE_HIGH "Models\\Weapons\\Knife\\Sounds\\High.wav", 25 sound SOUND_KNIFE_LONG "Models\\Weapons\\Knife\\Sounds\\Long.wav", 26 sound SOUND_KNIFE_LOW "Models\\Weapons\\Knife\\Sounds\\Low.wav", // ************** COLT ************** 30 model MODEL_COLT "Models\\Weapons\\Colt\\Colt.mdl", 31 model MODEL_COLTCOCK "Models\\Weapons\\Colt\\ColtCock.mdl", 32 model MODEL_COLTMAIN "Models\\Weapons\\Colt\\ColtMain.mdl", 33 model MODEL_COLTBULLETS "Models\\Weapons\\Colt\\ColtBullets.mdl", 34 texture TEXTURE_COLTMAIN "Models\\Weapons\\Colt\\ColtMain.tex", 35 texture TEXTURE_COLTCOCK "Models\\Weapons\\Colt\\ColtCock.tex", 36 texture TEXTURE_COLTBULLETS "Models\\Weapons\\Colt\\ColtBullets.tex", 37 sound SOUND_COLT_FIRE "Models\\Weapons\\Colt\\Sounds\\Fire.wav", 38 sound SOUND_COLT_RELOAD "Models\\Weapons\\Colt\\Sounds\\Reload.wav", // ************** SINGLE SHOTGUN ************ 40 model MODEL_SINGLESHOTGUN "Models\\Weapons\\SingleShotgun\\SingleShotgun.mdl", 41 model MODEL_SS_SLIDER "Models\\Weapons\\SingleShotgun\\Slider.mdl", 42 model MODEL_SS_HANDLE "Models\\Weapons\\SingleShotgun\\Handle.mdl", 43 model MODEL_SS_BARRELS "Models\\Weapons\\SingleShotgun\\Barrels.mdl", 44 texture TEXTURE_SS_HANDLE "Models\\Weapons\\SingleShotgun\\Handle.tex", 45 texture TEXTURE_SS_BARRELS "Models\\Weapons\\SingleShotgun\\Barrels.tex", 46 sound SOUND_SINGLESHOTGUN_FIRE "Models\\Weapons\\SingleShotgun\\Sounds\\_Fire.wav", // ************** DOUBLE SHOTGUN ************** 50 model MODEL_DOUBLESHOTGUN "Models\\Weapons\\DoubleShotgun\\DoubleShotgun.mdl", 51 model MODEL_DS_HANDLE "Models\\Weapons\\DoubleShotgun\\Dshotgunhandle.mdl", 52 model MODEL_DS_BARRELS "Models\\Weapons\\DoubleShotgun\\Dshotgunbarrels.mdl", 53 model MODEL_DS_AMMO "Models\\Weapons\\DoubleShotgun\\Ammo.mdl", 54 model MODEL_DS_SWITCH "Models\\Weapons\\DoubleShotgun\\Switch.mdl", 55 model MODEL_DS_HANDWITHAMMO "Models\\Weapons\\DoubleShotgun\\HandWithAmmo.mdl", 56 texture TEXTURE_DS_HANDLE "Models\\Weapons\\DoubleShotgun\\Handle.tex", 57 texture TEXTURE_DS_BARRELS "Models\\Weapons\\DoubleShotgun\\Barrels.tex", 58 texture TEXTURE_DS_AMMO "Models\\Weapons\\DoubleShotgun\\Ammo.tex", 59 texture TEXTURE_DS_SWITCH "Models\\Weapons\\DoubleShotgun\\Switch.tex", 60 sound SOUND_DOUBLESHOTGUN_FIRE "Models\\Weapons\\DoubleShotgun\\Sounds\\Fire.wav", 61 sound SOUND_DOUBLESHOTGUN_RELOAD "Models\\Weapons\\DoubleShotgun\\Sounds\\Reload.wav", // ************** TOMMYGUN ************** 70 model MODEL_TOMMYGUN "Models\\Weapons\\TommyGun\\TommyGun.mdl", 71 model MODEL_TG_BODY "Models\\Weapons\\TommyGun\\Body.mdl", 72 model MODEL_TG_SLIDER "Models\\Weapons\\TommyGun\\Slider.mdl", 73 texture TEXTURE_TG_BODY "Models\\Weapons\\TommyGun\\Body.tex", 74 sound SOUND_TOMMYGUN_FIRE "Models\\Weapons\\TommyGun\\Sounds\\_Fire.wav", // ************** MINIGUN ************** 80 model MODEL_MINIGUN "Models\\Weapons\\MiniGun\\MiniGun.mdl", 81 model MODEL_MG_BARRELS "Models\\Weapons\\MiniGun\\Barrels.mdl", 82 model MODEL_MG_BODY "Models\\Weapons\\MiniGun\\Body.mdl", 83 model MODEL_MG_ENGINE "Models\\Weapons\\MiniGun\\Engine.mdl", 84 texture TEXTURE_MG_BODY "Models\\Weapons\\MiniGun\\Body.tex", 99 texture TEXTURE_MG_BARRELS "Models\\Weapons\\MiniGun\\Barrels.tex", 85 sound SOUND_MINIGUN_FIRE "Models\\Weapons\\MiniGun\\Sounds\\Fire.wav", 86 sound SOUND_MINIGUN_ROTATE "Models\\Weapons\\MiniGun\\Sounds\\Rotate.wav", 87 sound SOUND_MINIGUN_SPINUP "Models\\Weapons\\MiniGun\\Sounds\\RotateUp.wav", 88 sound SOUND_MINIGUN_SPINDOWN "Models\\Weapons\\MiniGun\\Sounds\\RotateDown.wav", 89 sound SOUND_MINIGUN_CLICK "Models\\Weapons\\MiniGun\\Sounds\\Click.wav", // ************** ROCKET LAUNCHER ************** 90 model MODEL_ROCKETLAUNCHER "Models\\Weapons\\RocketLauncher\\RocketLauncher.mdl", 91 model MODEL_RL_BODY "Models\\Weapons\\RocketLauncher\\Body.mdl", 92 texture TEXTURE_RL_BODY "Models\\Weapons\\RocketLauncher\\Body.tex", 93 model MODEL_RL_ROTATINGPART "Models\\Weapons\\RocketLauncher\\RotatingPart.mdl", 94 texture TEXTURE_RL_ROTATINGPART "Models\\Weapons\\RocketLauncher\\RotatingPart.tex", 95 model MODEL_RL_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.mdl", 96 texture TEXTURE_RL_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.tex", 97 sound SOUND_ROCKETLAUNCHER_FIRE "Models\\Weapons\\RocketLauncher\\Sounds\\_Fire.wav", // ************** GRENADE LAUNCHER ************** 100 model MODEL_GRENADELAUNCHER "Models\\Weapons\\GrenadeLauncher\\GrenadeLauncher.mdl", 101 model MODEL_GL_BODY "Models\\Weapons\\GrenadeLauncher\\Body.mdl", 102 model MODEL_GL_MOVINGPART "Models\\Weapons\\GrenadeLauncher\\MovingPipe.mdl", 103 model MODEL_GL_GRENADE "Models\\Weapons\\GrenadeLauncher\\GrenadeBack.mdl", 104 texture TEXTURE_GL_BODY "Models\\Weapons\\GrenadeLauncher\\Body.tex", 105 texture TEXTURE_GL_MOVINGPART "Models\\Weapons\\GrenadeLauncher\\MovingPipe.tex", 106 sound SOUND_GRENADELAUNCHER_FIRE "Models\\Weapons\\GrenadeLauncher\\Sounds\\_Fire.wav", // ************** SNIPER ************** 110 model MODEL_SNIPER "ModelsMP\\Weapons\\Sniper\\Sniper.mdl", 111 model MODEL_SNIPER_BODY "ModelsMP\\Weapons\\Sniper\\Body.mdl", 112 texture TEXTURE_SNIPER_BODY "ModelsMP\\Weapons\\Sniper\\Body.tex", 113 sound SOUND_SNIPER_FIRE "ModelsMP\\Weapons\\Sniper\\Sounds\\Fire.wav", //114 sound SOUND_SNIPER_RELOAD "ModelsMP\\Weapons\\Sniper\\Sounds\\Reload.wav", //115 sound SOUND_SNIPER_ZOOM "ModelsMP\\Weapons\\Sniper\\Sounds\\Zoom.wav", /* // ************** PIPEBOMB ************** 110 model MODEL_PIPEBOMB_STICK "Models\\Weapons\\Pipebomb\\HandWithStick.mdl", 111 model MODEL_PIPEBOMB_HAND "Models\\Weapons\\Pipebomb\\HandWithBomb.mdl", 112 model MODEL_PB_BUTTON "Models\\Weapons\\Pipebomb\\Button.mdl", 113 model MODEL_PB_SHIELD "Models\\Weapons\\Pipebomb\\Shield.mdl", 114 model MODEL_PB_STICK "Models\\Weapons\\Pipebomb\\Stick.mdl", 115 model MODEL_PB_BOMB "Models\\Weapons\\Pipebomb\\Bomb.mdl", 116 texture TEXTURE_PB_STICK "Models\\Weapons\\Pipebomb\\Stick.tex", 117 texture TEXTURE_PB_BOMB "Models\\Weapons\\Pipebomb\\Bomb.tex", 118 sound SOUND_PIPEBOMB_FIRE "Models\\Weapons\\Pipebomb\\Sounds\\Fire.wav", 119 sound SOUND_PIPEBOMB_OPEN "Models\\Weapons\\Pipebomb\\Sounds\\Open.wav", 120 sound SOUND_PIPEBOMB_THROW "Models\\Weapons\\Pipebomb\\Sounds\\Throw.wav", */ // ************** FLAMER ************** 130 model MODEL_FLAMER "ModelsMP\\Weapons\\Flamer\\Flamer.mdl", 131 model MODEL_FL_BODY "ModelsMP\\Weapons\\Flamer\\Body.mdl", 132 model MODEL_FL_RESERVOIR "ModelsMP\\Weapons\\Flamer\\FuelReservoir.mdl", 133 model MODEL_FL_FLAME "ModelsMP\\Weapons\\Flamer\\Flame.mdl", 134 texture TEXTURE_FL_BODY "ModelsMP\\Weapons\\Flamer\\Body.tex", 135 texture TEXTURE_FL_FLAME "ModelsMP\\Effects\\Flame\\Flame.tex", 136 sound SOUND_FL_FIRE "ModelsMP\\Weapons\\Flamer\\Sounds\\Fire.wav", 137 sound SOUND_FL_START "ModelsMP\\Weapons\\Flamer\\Sounds\\Start.wav", 138 sound SOUND_FL_STOP "ModelsMP\\Weapons\\Flamer\\Sounds\\Stop.wav", 139 texture TEXTURE_FL_FUELRESERVOIR "ModelsMP\\Weapons\\Flamer\\FuelReservoir.tex", // ************** LASER ************** 140 model MODEL_LASER "Models\\Weapons\\Laser\\Laser.mdl", 141 model MODEL_LS_BODY "Models\\Weapons\\Laser\\Body.mdl", 142 model MODEL_LS_BARREL "Models\\Weapons\\Laser\\Barrel.mdl", 144 texture TEXTURE_LS_BODY "Models\\Weapons\\Laser\\Body.tex", 145 texture TEXTURE_LS_BARREL "Models\\Weapons\\Laser\\Barrel.tex", 146 sound SOUND_LASER_FIRE "Models\\Weapons\\Laser\\Sounds\\_Fire.wav", // ************** CHAINSAW ************** 150 model MODEL_CHAINSAW "ModelsMP\\Weapons\\Chainsaw\\Chainsaw.mdl", 151 model MODEL_CS_BODY "ModelsMP\\Weapons\\Chainsaw\\Body.mdl", 152 model MODEL_CS_BLADE "ModelsMP\\Weapons\\Chainsaw\\Blade.mdl", 160 model MODEL_CS_TEETH "ModelsMP\\Weapons\\Chainsaw\\Teeth.mdl", 153 texture TEXTURE_CS_BODY "ModelsMP\\Weapons\\Chainsaw\\Body.tex", 154 texture TEXTURE_CS_BLADE "ModelsMP\\Weapons\\Chainsaw\\Blade.tex", 161 texture TEXTURE_CS_TEETH "ModelsMP\\Weapons\\Chainsaw\\Teeth.tex", 155 sound SOUND_CS_FIRE "ModelsMP\\Weapons\\Chainsaw\\Sounds\\Fire.wav", 156 sound SOUND_CS_BEGINFIRE "ModelsMP\\Weapons\\Chainsaw\\Sounds\\BeginFire.wav", 157 sound SOUND_CS_ENDFIRE "ModelsMP\\Weapons\\Chainsaw\\Sounds\\EndFire.wav", 158 sound SOUND_CS_BRINGUP "ModelsMP\\Weapons\\Chainsaw\\Sounds\\BringUp.wav", 159 sound SOUND_CS_IDLE "ModelsMP\\Weapons\\Chainsaw\\Sounds\\Idle.wav", 162 sound SOUND_CS_BRINGDOWN "ModelsMP\\Weapons\\Chainsaw\\Sounds\\BringDown.wav", /* // ************** GHOSTBUSTER ************** 150 model MODEL_GHOSTBUSTER "Models\\Weapons\\GhostBuster\\GhostBuster.mdl", 151 model MODEL_GB_BODY "Models\\Weapons\\GhostBuster\\Body.mdl", 152 model MODEL_GB_ROTATOR "Models\\Weapons\\GhostBuster\\Rotator.mdl", 153 model MODEL_GB_EFFECT1 "Models\\Weapons\\GhostBuster\\Effect01.mdl", 154 model MODEL_GB_EFFECT1FLARE "Models\\Weapons\\GhostBuster\\EffectFlare01.mdl", 155 texture TEXTURE_GB_ROTATOR "Models\\Weapons\\GhostBuster\\Rotator.tex", 156 texture TEXTURE_GB_BODY "Models\\Weapons\\GhostBuster\\Body.tex", 157 texture TEXTURE_GB_LIGHTNING "Models\\Weapons\\GhostBuster\\Lightning.tex", 158 texture TEXTURE_GB_FLARE "Models\\Weapons\\GhostBuster\\EffectFlare.tex", 159 sound SOUND_GB_FIRE "Models\\Weapons\\GhostBuster\\Sounds\\_Fire.wav", */ // ************** CANNON ************** 170 model MODEL_CANNON "Models\\Weapons\\Cannon\\Cannon.mdl", 171 model MODEL_CN_BODY "Models\\Weapons\\Cannon\\Body.mdl", //172 model MODEL_CN_NUKEBOX "Models\\Weapons\\Cannon\\NukeBox.mdl", 173 texture TEXTURE_CANNON "Models\\Weapons\\Cannon\\Body.tex", 174 sound SOUND_CANNON "Models\\Weapons\\Cannon\\Sounds\\Fire.wav", 175 sound SOUND_CANNON_PREPARE "Models\\Weapons\\Cannon\\Sounds\\Prepare.wav", //175 model MODEL_CN_LIGHT "Models\\Weapons\\Cannon\\Light.mdl", // ************** REFLECTIONS ************** 200 texture TEX_REFL_BWRIPLES01 "Models\\ReflectionTextures\\BWRiples01.tex", 201 texture TEX_REFL_BWRIPLES02 "Models\\ReflectionTextures\\BWRiples02.tex", 202 texture TEX_REFL_LIGHTMETAL01 "Models\\ReflectionTextures\\LightMetal01.tex", 203 texture TEX_REFL_LIGHTBLUEMETAL01 "Models\\ReflectionTextures\\LightBlueMetal01.tex", 204 texture TEX_REFL_DARKMETAL "Models\\ReflectionTextures\\DarkMetal.tex", 205 texture TEX_REFL_PURPLE01 "Models\\ReflectionTextures\\Purple01.tex", // ************** SPECULAR ************** 210 texture TEX_SPEC_WEAK "Models\\SpecularTextures\\Weak.tex", 211 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex", 212 texture TEX_SPEC_STRONG "Models\\SpecularTextures\\Strong.tex", // ************** FLARES ************** 250 model MODEL_FLARE01 "Models\\Effects\\Weapons\\Flare01\\Flare.mdl", 251 texture TEXTURE_FLARE01 "Models\\Effects\\Weapons\\Flare01\\Flare.tex", 280 sound SOUND_SILENCE "Sounds\\Misc\\Silence.wav", functions: // add to prediction any entities that this entity depends on void AddDependentsToPrediction(void) { m_penPlayer->AddToPrediction(); //m_penPipebomb->AddToPrediction(); //m_penGhostBusterRay->AddToPrediction(); m_penFlame->AddToPrediction(); } void Precache(void) { CPlayerWeapons_Precache(m_iAvailableWeapons); } CPlayer *GetPlayer(void) { ASSERT(m_penPlayer!=NULL); return (CPlayer *)&*m_penPlayer; } CPlayerAnimator *GetAnimator(void) { ASSERT(m_penPlayer!=NULL); return ((CPlayerAnimator*)&*((CPlayer&)*m_penPlayer).m_penAnimator); } CModelObject *GetChainSawTeeth(void) { CPlayer *ppl=GetPlayer(); if(ppl==NULL) { return NULL;} CModelObject *pmoPlayer = ppl->GetModelObject(); if(pmoPlayer==NULL) { return NULL;} CAttachmentModelObject *pamoTorso = pmoPlayer->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO); if(pamoTorso==NULL) { return NULL;} CAttachmentModelObject *pamoChainSaw = pamoTorso->amo_moModelObject.GetAttachmentModel(BODY_ATTACHMENT_MINIGUN); if(pamoChainSaw==NULL) { return NULL;} CAttachmentModelObject *pamoBlade = pamoChainSaw->amo_moModelObject.GetAttachmentModel(CHAINSAWFORPLAYER_ATTACHMENT_BLADE); if(pamoBlade==NULL) { return NULL;} CAttachmentModelObject *pamoTeeth = pamoBlade->amo_moModelObject.GetAttachmentModel(BLADE_ATTACHMENT_TEETH); if(pamoTeeth==NULL) { return NULL;} return &pamoTeeth->amo_moModelObject; } // recoil void DoRecoil(void) { // CPlayerAnimator &plan = (CPlayerAnimator&)*((CPlayer&)*m_penPlayer).m_penAnimator; // plan.m_fRecoilSpeed += wpn_fRecoilSpeed[m_iCurrentWeapon]; } // BOOL HoldingFire(void) { return m_bFireWeapon && !m_bChangeWeapon; } // render weapon model(s) void RenderWeaponModel( CPerspectiveProjection3D &prProjection, CDrawPort *pdp, FLOAT3D vViewerLightDirection, COLOR colViewerLight, COLOR colViewerAmbient, BOOL bRender, INDEX iEye) { _mrpModelRenderPrefs.SetRenderType( RT_TEXTURE|RT_SHADING_PHONG); // flare attachment ControlFlareAttachment(); if( !bRender || m_iCurrentWeapon==WEAPON_NONE || GetPlayer()->GetSettings()->ps_ulFlags&PSF_HIDEWEAPON) { return; } // nuke and iron cannons have the same view settings INDEX iWeaponData = m_iCurrentWeapon; // store FOV for Crosshair const FLOAT fFOV = ((CPerspectiveProjection3D &)prProjection).FOVL(); CPlacement3D plView; plView = ((CPlayer&)*m_penPlayer).en_plViewpoint; plView.RelativeToAbsolute(m_penPlayer->GetPlacement()); // added: chainsaw shaking CPlacement3D plWeapon; if (m_iCurrentWeapon==WEAPON_CHAINSAW) { CPlayer *plPlayer = (CPlayer*)&*m_penPlayer; plWeapon = CPlacement3D ( FLOAT3D(wpn_fX[iWeaponData]+plPlayer->m_fChainsawShakeDX*0.35f, wpn_fY[iWeaponData]+plPlayer->m_fChainsawShakeDY*0.35f, wpn_fZ[iWeaponData]), ANGLE3D(AngleDeg(wpn_fH[iWeaponData]), AngleDeg(wpn_fP[iWeaponData]), AngleDeg(wpn_fB[iWeaponData]))); } else { plWeapon = CPlacement3D ( FLOAT3D(wpn_fX[iWeaponData], wpn_fY[iWeaponData], wpn_fZ[iWeaponData]), ANGLE3D(AngleDeg(wpn_fH[iWeaponData]), AngleDeg(wpn_fP[iWeaponData]), AngleDeg(wpn_fB[iWeaponData]))); } // make sure that weapon will be bright enough UBYTE ubLR,ubLG,ubLB, ubAR,ubAG,ubAB; ColorToRGB( colViewerLight, ubLR,ubLG,ubLB); ColorToRGB( colViewerAmbient, ubAR,ubAG,ubAB); INDEX iMinDL = Min( Min(ubLR,ubLG),ubLB) -32; INDEX iMinDA = Min( Min(ubAR,ubAG),ubAB) -32; if( iMinDL<0) { ubLR = ClampUp( ubLR-iMinDL, (INDEX)255); ubLG = ClampUp( ubLG-iMinDL, (INDEX)255); ubLB = ClampUp( ubLB-iMinDL, (INDEX)255); } if( iMinDA<0) { ubAR = ClampUp( ubAR-iMinDA, (INDEX)255); ubAG = ClampUp( ubAG-iMinDA, (INDEX)255); ubAB = ClampUp( ubAB-iMinDA, (INDEX)255); } const COLOR colLight = RGBToColor( ubLR,ubLG,ubLB); const COLOR colAmbient = RGBToColor( ubAR,ubAG,ubAB); const FLOAT tmNow = _pTimer->GetLerpedCurrentTick(); UBYTE ubBlend = INVISIBILITY_ALPHA_LOCAL; FLOAT tmInvisibility = ((CPlayer *)&*m_penPlayer)->m_tmInvisibility; //FLOAT tmSeriousDamage = ((CPlayer *)&*m_penPlayer)->m_tmSeriousDamage; //FLOAT tmInvulnerability = ((CPlayer *)&*m_penPlayer)->m_tmInvulnerability; if (tmInvisibility>tmNow) { FLOAT fIntensity=0.0f; if((tmInvisibility-tmNow)<3.0f) { fIntensity = 0.5f-0.5f*cos((tmInvisibility-tmNow)*(6.0f*3.1415927f/3.0f)); ubBlend =(INDEX)(INVISIBILITY_ALPHA_LOCAL+(FLOAT)(254-INVISIBILITY_ALPHA_LOCAL)*fIntensity); } } // DRAW WEAPON MODEL // Double colt - second colt in mirror // Double shotgun - hand with ammo if( iWeaponData==WEAPON_DOUBLECOLT|| iWeaponData==WEAPON_DOUBLESHOTGUN ) { // prepare render model structure and projection CRenderModel rmMain; CPerspectiveProjection3D prMirror = prProjection; prMirror.ViewerPlacementL() = plView; prMirror.FrontClipDistanceL() = wpn_fClip[iWeaponData]; prMirror.DepthBufferNearL() = 0.0f; prMirror.DepthBufferFarL() = 0.1f; // This line confuses gcc 2.95.3 unless split up. --ryan. //CPlacement3D plWeaponMirror( FLOAT3D(wpn_fX[iWeaponData], wpn_fY[iWeaponData], wpn_fZ[iWeaponData]), // ANGLE3D(AngleDeg(wpn_fH[iWeaponData]), AngleDeg(wpn_fP[iWeaponData]), // AngleDeg(wpn_fB[iWeaponData]))); FLOAT3D f3d(wpn_fX[iWeaponData], wpn_fY[iWeaponData], wpn_fZ[iWeaponData]); ANGLE3D a3d(AngleDeg(wpn_fH[iWeaponData]), AngleDeg(wpn_fP[iWeaponData]), AngleDeg(wpn_fB[iWeaponData])); CPlacement3D plWeaponMirror(f3d, a3d); if( iWeaponData==WEAPON_DOUBLECOLT /*|| iWeaponData==WEAPON_PIPEBOMB*/) { FLOATmatrix3D mRotation; MakeRotationMatrixFast(mRotation, plView.pl_OrientationAngle); plWeaponMirror.pl_PositionVector(1) = -plWeaponMirror.pl_PositionVector(1); plWeaponMirror.pl_OrientationAngle(1) = -plWeaponMirror.pl_OrientationAngle(1); plWeaponMirror.pl_OrientationAngle(3) = -plWeaponMirror.pl_OrientationAngle(3); } ((CPerspectiveProjection3D &)prMirror).FOVL() = AngleDeg(wpn_fFOV[iWeaponData]); CAnyProjection3D apr; apr = prMirror; Stereo_AdjustProjection(*apr, iEye, 0.1f); BeginModelRenderingView(apr, pdp); WeaponMovingOffset(plWeaponMirror.pl_PositionVector); plWeaponMirror.RelativeToAbsoluteSmooth(plView); rmMain.SetObjectPlacement(plWeaponMirror); rmMain.rm_colLight = colLight; rmMain.rm_colAmbient = colAmbient; rmMain.rm_vLightDirection = vViewerLightDirection; rmMain.rm_ulFlags |= RMF_WEAPON; // TEMP: for Truform if (tmInvisibility>tmNow) { rmMain.rm_colBlend = (rmMain.rm_colBlend&0xffffff00)|ubBlend; } m_moWeaponSecond.SetupModelRendering(rmMain); m_moWeaponSecond.RenderModel(rmMain); EndModelRenderingView(); } // minigun specific (update rotation) if( iWeaponData==WEAPON_MINIGUN) { RotateMinigun(); } // prepare render model structure CRenderModel rmMain; prProjection.ViewerPlacementL() = plView; prProjection.FrontClipDistanceL() = wpn_fClip[iWeaponData]; prProjection.DepthBufferNearL() = 0.0f; prProjection.DepthBufferFarL() = 0.1f; ((CPerspectiveProjection3D &)prProjection).FOVL() = AngleDeg(wpn_fFOV[iWeaponData]); CAnyProjection3D apr; apr = prProjection; Stereo_AdjustProjection(*apr, iEye, 0.1f); BeginModelRenderingView(apr, pdp); WeaponMovingOffset(plWeapon.pl_PositionVector); plWeapon.RelativeToAbsoluteSmooth(plView); rmMain.SetObjectPlacement(plWeapon); rmMain.rm_colLight = colLight; rmMain.rm_colAmbient = colAmbient; rmMain.rm_vLightDirection = vViewerLightDirection; rmMain.rm_ulFlags |= RMF_WEAPON; // TEMP: for Truform if (tmInvisibility>tmNow) { rmMain.rm_colBlend = (rmMain.rm_colBlend&0xffffff00)|ubBlend; } m_moWeapon.SetupModelRendering(rmMain); m_moWeapon.RenderModel(rmMain); /*if (tmSeriousDamage>tmNow && tmInvulnerability>tmNow) { Particle_PrepareSystem(pdp, apr); Particle_PrepareEntity( 1, 0, 0, NULL); Particles_ModelGlow2(&m_moWeapon, plWeapon, Max(tmSeriousDamage, tmInvulnerability),PT_STAR08, 0.025f, 2, 0.01f, 0xff00ff00); Particle_EndSystem(); } else if (tmInvulnerability>tmNow) { Particle_PrepareSystem(pdp, apr); Particle_PrepareEntity( 1, 0, 0, NULL); Particles_ModelGlow2(&m_moWeapon, plWeapon, tmInvulnerability, PT_STAR05, 0.025f, tmp_ai[1], 0.01f, 0x3333ff00); Particle_EndSystem(); } else if (tmSeriousDamage>tmNow) { Particle_PrepareSystem(pdp, apr); Particle_PrepareEntity( 1, 0, 0, NULL); Particles_ModelGlow2(&m_moWeapon, plWeapon, tmSeriousDamage, PT_STAR08, 0.025f, 2, 0.01f, 0xff777700); Particle_EndSystem(); }*/ EndModelRenderingView(); // restore FOV for Crosshair ((CPerspectiveProjection3D &)prProjection).FOVL() = fFOV; }; // Weapon moving offset void WeaponMovingOffset(FLOAT3D &plPos) { CPlayerAnimator &plan = (CPlayerAnimator&)*((CPlayer&)*m_penPlayer).m_penAnimator; FLOAT fXOffset = Lerp(plan.m_fMoveLastBanking, plan.m_fMoveBanking, _pTimer->GetLerpFactor()) * -0.02f; FLOAT fYOffset = Lerp(plan.m_fWeaponYLastOffset, plan.m_fWeaponYOffset, _pTimer->GetLerpFactor()) * 0.15f; fYOffset += (fXOffset * fXOffset) * 30.0f; plPos(1) += fXOffset; plPos(2) += fYOffset; // apply grenade launcher pumping if( m_iCurrentWeapon == WEAPON_GRENADELAUNCHER) { // obtain moving part attachment CAttachmentModelObject *amo = m_moWeapon.GetAttachmentModel(GRENADELAUNCHER_ATTACHMENT_MOVING_PART); FLOAT fLerpedMovement = Lerp(m_fWeaponDrawPowerOld, m_fWeaponDrawPower, _pTimer->GetLerpFactor()); amo->amo_plRelative.pl_PositionVector(3) = fLerpedMovement; plPos(3) += fLerpedMovement/2.0f; if( m_tmDrawStartTime != 0.0f) { FLOAT tmPassed = _pTimer->GetLerpedCurrentTick()-m_tmDrawStartTime; plPos(1) += Sin(tmPassed*360.0f*10)*0.0125f*tmPassed/6.0f; plPos(2) += Sin(tmPassed*270.0f*8)*0.01f*tmPassed/6.0f; } } // apply cannon draw else if( m_iCurrentWeapon == WEAPON_IRONCANNON /*|| (m_iCurrentWeapon == WEAPON_NUKECANNON) */) { FLOAT fLerpedMovement = Lerp(m_fWeaponDrawPowerOld, m_fWeaponDrawPower, _pTimer->GetLerpFactor()); plPos(3) += fLerpedMovement; if( m_tmDrawStartTime != 0.0f) { FLOAT tmPassed = _pTimer->GetLerpedCurrentTick()-m_tmDrawStartTime; plPos(1) += Sin(tmPassed*360.0f*10)*0.0125f*tmPassed/2.0f; plPos(2) += Sin(tmPassed*270.0f*8)*0.01f*tmPassed/2.0f; } } }; // check target for time prediction updating void CheckTargetPrediction(CEntity *penTarget) { // if target is not predictable if (!penTarget->IsPredictable()) { // do nothing return; } extern FLOAT cli_tmPredictFoe; extern FLOAT cli_tmPredictAlly; extern FLOAT cli_tmPredictEnemy; // get your and target's bases for prediction CEntity *penMe = GetPlayer(); if (IsPredictor()) { penMe = penMe->GetPredicted(); } CEntity *penYou = penTarget; if (penYou->IsPredictor()) { penYou = penYou->GetPredicted(); } // if player if (IsOfClass(penYou, "Player")) { // if ally player if (GetSP()->sp_bCooperative) { // if ally prediction is on and this player is local if (cli_tmPredictAlly>0 && _pNetwork->IsPlayerLocal(penMe)) { // predict the ally penYou->SetPredictionTime(cli_tmPredictAlly); } // if foe player } else { // if foe prediction is on if (cli_tmPredictFoe>0) { // if this player is local if (_pNetwork->IsPlayerLocal(penMe)) { // predict the foe penYou->SetPredictionTime(cli_tmPredictFoe); } // if the target is local if (_pNetwork->IsPlayerLocal(penYou)) { // predict self penMe->SetPredictionTime(cli_tmPredictFoe); } } } } else { // if enemy prediction is on an it is an enemy if( cli_tmPredictEnemy>0 && IsDerivedFromClass( penYou, "Enemy Base")) { // if this player is local if (_pNetwork->IsPlayerLocal(penMe)) { // set enemy prediction time penYou->SetPredictionTime(cli_tmPredictEnemy); } } } } // cast a ray from weapon void UpdateTargetingInfo(void) { // crosshair start position from weapon CPlacement3D plCrosshair; FLOAT fFX = wpn_fFX[m_iCurrentWeapon]; // get weapon firing position FLOAT fFY = wpn_fFY[m_iCurrentWeapon]; if (GetPlayer()->m_iViewState == PVT_3RDPERSONVIEW) { fFX = fFY = 0; } CalcWeaponPosition(FLOAT3D(fFX, fFY, 0), plCrosshair, FALSE); // cast ray CCastRay crRay( m_penPlayer, plCrosshair); crRay.cr_bHitTranslucentPortals = FALSE; crRay.cr_bPhysical = FALSE; crRay.cr_ttHitModels = CCastRay::TT_COLLISIONBOX; GetWorld()->CastRay(crRay); // store required cast ray results m_vRayHitLast = m_vRayHit; // for lerping purposes m_vRayHit = crRay.cr_vHit; m_penRayHit = crRay.cr_penHit; m_fRayHitDistance = crRay.cr_fHitDistance; m_fEnemyHealth = 0.0f; // set some targeting properties (snooping and such...) TIME tmNow = _pTimer->CurrentTick(); if( m_penRayHit!=NULL) { CEntity *pen = m_penRayHit; // if alive if( pen->GetFlags()&ENF_ALIVE) { // check the target for time prediction updating CheckTargetPrediction(pen); // if player if( IsOfClass( pen, "Player")) { // rememer when targeting begun if( m_tmTargetingStarted==0) { m_penTargeting = pen; m_tmTargetingStarted = tmNow; } // keep player name, mana and health for eventual printout or coloring m_fEnemyHealth = ((CPlayer*)pen)->GetHealth() / ((CPlayer*)pen)->m_fMaxHealth; m_strLastTarget.PrintF( "%s", (const char *) ((CPlayer*)pen)->GetPlayerName()); if( GetSP()->sp_gmGameMode==CSessionProperties::GM_SCOREMATCH) { // add mana to player name CTString strMana=""; strMana.PrintF( " (%d)", ((CPlayer*)pen)->m_iMana); m_strLastTarget += strMana; } if( hud_bShowPlayerName) { m_tmLastTarget = tmNow+1.5f; } } // not targeting player else { // reset targeting m_tmTargetingStarted = 0; } // keep enemy health for eventual crosshair coloring if( IsDerivedFromClass( pen, "Enemy Base")) { m_fEnemyHealth = ((CEnemyBase*)pen)->GetHealth() / ((CEnemyBase*)pen)->m_fMaxHealth; } // cannot snoop while firing if( m_bFireWeapon) { m_tmTargetingStarted = 0; } } // if not alive else { // not targeting player m_tmTargetingStarted = 0; // check switch relaying by moving brush if( IsOfClass( pen, "Moving Brush") && ((CMovingBrush&)*pen).m_penSwitch!=NULL) { pen = ((CMovingBrush&)*pen).m_penSwitch; } // if switch and near enough if( IsOfClass( pen, "Switch") && m_fRayHitDistance<2.0f) { CSwitch &enSwitch = (CSwitch&)*pen; // if switch is useable if( enSwitch.m_bUseable) { // show switch message if( enSwitch.m_strMessage!="") { m_strLastTarget = enSwitch.m_strMessage; } else { m_strLastTarget = TRANS("Use"); } m_tmLastTarget = tmNow+0.5f; } } // if analyzable if( IsOfClass( pen, "MessageHolder") && m_fRayHitDistance < ((CMessageHolder*)&*pen)->m_fDistance && ((CMessageHolder*)&*pen)->m_bActive) { const CTFileName &fnmMessage = ((CMessageHolder*)&*pen)->m_fnmMessage; // if player doesn't have that message it database CPlayer &pl = (CPlayer&)*m_penPlayer; if( !pl.HasMessage(fnmMessage)) { // show analyse message m_strLastTarget = TRANS("Analyze"); m_tmLastTarget = tmNow+0.5f; } } } } // if didn't hit anything else { // not targeting player m_tmTargetingStarted = 0; // remember position ahead FLOAT3D vDir = crRay.cr_vTarget-crRay.cr_vOrigin; vDir.Normalize(); m_vRayHit = crRay.cr_vOrigin+vDir*50.0f; } // determine snooping time TIME tmDelta = tmNow - m_tmTargetingStarted; if( m_tmTargetingStarted>0 && plr_tmSnoopingDelay>0 && tmDelta>plr_tmSnoopingDelay) { m_tmSnoopingStarted = tmNow; } } // Render Crosshair void RenderCrosshair( CProjection3D &prProjection, CDrawPort *pdp, CPlacement3D &plViewSource) { INDEX iCrossHair = GetPlayer()->GetSettings()->ps_iCrossHairType+1; // adjust crosshair type if( iCrossHair<=0) { iCrossHair = 0; _iLastCrosshairType = 0; } // create new crosshair texture (if needed) if( _iLastCrosshairType != iCrossHair) { _iLastCrosshairType = iCrossHair; CTString fnCrosshair; fnCrosshair.PrintF( "Textures\\Interface\\Crosshairs\\Crosshair%d.tex", iCrossHair); try { // load new crosshair texture _toCrosshair.SetData_t( fnCrosshair); } catch( char *strError) { // didn't make it! - reset crosshair CPrintF( strError); iCrossHair = 0; return; } } COLOR colCrosshair = C_WHITE; TIME tmNow = _pTimer->CurrentTick(); // if hit anything FLOAT3D vOnScreen; FLOAT fDistance = m_fRayHitDistance; //const FLOAT3D vRayHit = Lerp( m_vRayHitLast, m_vRayHit, _pTimer->GetLerpFactor()); const FLOAT3D vRayHit = m_vRayHit; // lerping doesn't seem to work ??? // if hit anything if( m_penRayHit!=NULL) { CEntity *pen = m_penRayHit; // do screen projection prProjection.ViewerPlacementL() = plViewSource; prProjection.ObjectPlacementL() = CPlacement3D( FLOAT3D(0.0f, 0.0f, 0.0f), ANGLE3D( 0, 0, 0)); prProjection.Prepare(); prProjection.ProjectCoordinate( vRayHit, vOnScreen); // if required, show enemy health thru crosshair color if( hud_bCrosshairColoring && m_fEnemyHealth>0) { if( m_fEnemyHealth<0.25f) { colCrosshair = C_RED; } else if( m_fEnemyHealth<0.60f) { colCrosshair = C_YELLOW; } else { colCrosshair = C_GREEN; } } } // if didn't hit anything else { // far away in screen center vOnScreen(1) = (FLOAT)pdp->GetWidth() *0.5f; vOnScreen(2) = (FLOAT)pdp->GetHeight() *0.5f; fDistance = 100.0f; } // if croshair should be of fixed position if( hud_bCrosshairFixed || GetPlayer()->m_iViewState == PVT_3RDPERSONVIEW) { // reset it to screen center vOnScreen(1) = (FLOAT)pdp->GetWidth() *0.5f; vOnScreen(2) = (FLOAT)pdp->GetHeight() *0.5f; //fDistance = 100.0f; } // clamp console variables hud_fCrosshairScale = Clamp( hud_fCrosshairScale, 0.1f, 2.0f); hud_fCrosshairRatio = Clamp( hud_fCrosshairRatio, 0.1f, 1.0f); hud_fCrosshairOpacity = Clamp( hud_fCrosshairOpacity, 0.1f, 1.0f); const ULONG ulAlpha = NormFloatToByte( hud_fCrosshairOpacity); // draw crosshair if needed if( iCrossHair>0) { // determine crosshair size const FLOAT fMinD = 1.0f; const FLOAT fMaxD = 100.0f; fDistance = Clamp( fDistance, fMinD, fMaxD); const FLOAT fRatio = (fDistance-fMinD) / (fMaxD-fMinD); const FLOAT fMaxSize = (FLOAT)pdp->GetWidth() / 640.0f; const FLOAT fMinSize = fMaxSize * hud_fCrosshairRatio; const FLOAT fSize = 16 * Lerp( fMaxSize, fMinSize, fRatio) * hud_fCrosshairScale; // draw crosshair const FLOAT fI0 = + (PIX)vOnScreen(1) - fSize; const FLOAT fI1 = + (PIX)vOnScreen(1) + fSize; const FLOAT fJ0 = - (PIX)vOnScreen(2) - fSize +pdp->GetHeight(); const FLOAT fJ1 = - (PIX)vOnScreen(2) + fSize +pdp->GetHeight(); pdp->InitTexture( &_toCrosshair); pdp->AddTexture( fI0, fJ0, fI1, fJ1, colCrosshair|ulAlpha); pdp->FlushRenderingQueue(); } // if there is still time TIME tmDelta = m_tmLastTarget - tmNow; if( tmDelta>0) { // printout current target info SLONG slDPWidth = pdp->GetWidth(); SLONG slDPHeight = pdp->GetHeight(); FLOAT fScaling = (FLOAT)slDPWidth/640.0f; // set font and scale pdp->SetFont( _pfdDisplayFont); pdp->SetTextScaling( fScaling); pdp->SetTextAspect( 1.0f); // do faded printout ULONG ulA = (ULONG) ((FLOAT)ulAlpha * Clamp( 2*tmDelta, 0.0f, 1.0f)); pdp->PutTextC( m_strLastTarget, slDPWidth*0.5f, slDPHeight*0.75f, SE_COL_BLUE_NEUTRAL|ulA); } // printout crosshair world coordinates if needed if( hud_bShowCoords) { CTString strCoords; SLONG slDPWidth = pdp->GetWidth(); SLONG slDPHeight = pdp->GetHeight(); // set font and scale pdp->SetFont( _pfdDisplayFont); pdp->SetTextAspect( 1.0f); pdp->SetTextScaling( (FLOAT)slDPWidth/640.0f); // do printout only if coordinates are valid const FLOAT fMax = Max( Max( vRayHit(1), vRayHit(2)), vRayHit(3)); const FLOAT fMin = Min( Min( vRayHit(1), vRayHit(2)), vRayHit(3)); if( fMax<+100000 && fMin>-100000) { strCoords.PrintF( "%.0f,%.0f,%.0f", vRayHit(1), vRayHit(2), vRayHit(3)); pdp->PutTextC( strCoords, slDPWidth*0.5f, slDPHeight*0.10f, C_WHITE|CT_OPAQUE); } } }; /************************************************************ * FIRE FLARE * ************************************************************/ // show flare void ShowFlare(CModelObject &moWeapon, INDEX iAttachObject, INDEX iAttachFlare, FLOAT fSize) { CModelObject *pmo = &(moWeapon.GetAttachmentModel(iAttachObject)->amo_moModelObject); CAttachmentModelObject *pamo = pmo->GetAttachmentModel(iAttachFlare); pamo->amo_plRelative.pl_OrientationAngle(3) = (rand()*360.0f)/RAND_MAX; pmo = &(pamo->amo_moModelObject); pmo->StretchModel(FLOAT3D(fSize, fSize, fSize)); }; // hide flare void HideFlare(CModelObject &moWeapon, INDEX iAttachObject, INDEX iAttachFlare) { CModelObject *pmo = &(moWeapon.GetAttachmentModel(iAttachObject)->amo_moModelObject); pmo = &(pmo->GetAttachmentModel(iAttachFlare)->amo_moModelObject); pmo->StretchModel(FLOAT3D(0, 0, 0)); }; void SetFlare(INDEX iFlare, INDEX iAction) { // if not a prediction head if (!IsPredictionHead()) { // do nothing return; } // get your prediction tail CPlayerWeapons *pen = (CPlayerWeapons*)GetPredictionTail(); if (iFlare==0) { pen->m_iFlare = iAction; pen->GetPlayer()->GetPlayerAnimator()->m_iFlare = iAction; } else { pen->m_iSecondFlare = iAction; pen->GetPlayer()->GetPlayerAnimator()->m_iSecondFlare = iAction; } } // flare attachment void ControlFlareAttachment(void) { // if not a prediction head /* if (!IsPredictionHead()) { // do nothing return; } */ // get your prediction tail CPlayerWeapons *pen = (CPlayerWeapons *)GetPredictionTail(); // second colt only if (m_iCurrentWeapon==WEAPON_DOUBLECOLT) { // add flare if (pen->m_iSecondFlare==FLARE_ADD) { pen->m_iSecondFlare = FLARE_REMOVE; ShowFlare(m_moWeaponSecond, COLT_ATTACHMENT_COLT, COLTMAIN_ATTACHMENT_FLARE, 1.0f); // remove flare } else if (pen->m_iSecondFlare==FLARE_REMOVE) { HideFlare(m_moWeaponSecond, COLT_ATTACHMENT_COLT, COLTMAIN_ATTACHMENT_FLARE); } } // add flare if (pen->m_iFlare==FLARE_ADD) { pen->m_iFlare = FLARE_REMOVE; switch(m_iCurrentWeapon) { case WEAPON_DOUBLECOLT: case WEAPON_COLT: ShowFlare(m_moWeapon, COLT_ATTACHMENT_COLT, COLTMAIN_ATTACHMENT_FLARE, 0.75f); break; case WEAPON_SINGLESHOTGUN: ShowFlare(m_moWeapon, SINGLESHOTGUN_ATTACHMENT_BARRELS, BARRELS_ATTACHMENT_FLARE, 1.0f); break; case WEAPON_DOUBLESHOTGUN: ShowFlare(m_moWeapon, DOUBLESHOTGUN_ATTACHMENT_BARRELS, DSHOTGUNBARRELS_ATTACHMENT_FLARE, 1.75f); break; case WEAPON_TOMMYGUN: ShowFlare(m_moWeapon, TOMMYGUN_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE, 0.5f); break; case WEAPON_SNIPER: ShowFlare(m_moWeapon, SNIPER_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE, 0.5f); break; case WEAPON_MINIGUN: ShowFlare(m_moWeapon, MINIGUN_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE, 1.25f); break; } // remove } else if (pen->m_iFlare==FLARE_REMOVE) { switch(m_iCurrentWeapon) { case WEAPON_DOUBLECOLT: case WEAPON_COLT: HideFlare(m_moWeapon, COLT_ATTACHMENT_COLT, COLTMAIN_ATTACHMENT_FLARE); break; case WEAPON_SINGLESHOTGUN: HideFlare(m_moWeapon, SINGLESHOTGUN_ATTACHMENT_BARRELS, BARRELS_ATTACHMENT_FLARE); break; case WEAPON_DOUBLESHOTGUN: HideFlare(m_moWeapon, DOUBLESHOTGUN_ATTACHMENT_BARRELS, DSHOTGUNBARRELS_ATTACHMENT_FLARE); break; case WEAPON_TOMMYGUN: HideFlare(m_moWeapon, TOMMYGUN_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE); break; case WEAPON_SNIPER: HideFlare(m_moWeapon, SNIPER_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE); break; case WEAPON_MINIGUN: HideFlare(m_moWeapon, MINIGUN_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE); break; } } else { ASSERT(FALSE); } }; // play light animation void PlayLightAnim(INDEX iAnim, ULONG ulFlags) { CPlayer &pl = (CPlayer&)*m_penPlayer; if (pl.m_aoLightAnimation.GetData()!=NULL) { pl.m_aoLightAnimation.PlayAnim(iAnim, ulFlags); } }; // Set weapon model for current weapon. void SetCurrentWeaponModel(void) { // WARNING !!! ---> Order of attachment must be the same with order in RenderWeaponModel() switch (m_iCurrentWeapon) { case WEAPON_NONE: break; // knife case WEAPON_KNIFE: SetComponents(this, m_moWeapon, MODEL_KNIFE, TEXTURE_HAND, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, KNIFE_ATTACHMENT_KNIFEITEM, MODEL_KNIFEITEM, TEXTURE_KNIFEITEM, TEX_REFL_BWRIPLES02, TEX_SPEC_WEAK, 0); m_moWeapon.PlayAnim(KNIFE_ANIM_WAIT1, 0); break; // colt case WEAPON_DOUBLECOLT: { SetComponents(this, m_moWeaponSecond, MODEL_COLT, TEXTURE_HAND, 0, 0, 0); AddAttachmentToModel(this, m_moWeaponSecond, COLT_ATTACHMENT_BULLETS, MODEL_COLTBULLETS, TEXTURE_COLTBULLETS, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeaponSecond, COLT_ATTACHMENT_COCK, MODEL_COLTCOCK, TEXTURE_COLTCOCK, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeaponSecond, COLT_ATTACHMENT_COLT, MODEL_COLTMAIN, TEXTURE_COLTMAIN, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); CModelObject &mo = m_moWeaponSecond.GetAttachmentModel(COLT_ATTACHMENT_COLT)->amo_moModelObject; AddAttachmentToModel(this, mo, COLTMAIN_ATTACHMENT_FLARE, MODEL_FLARE01, TEXTURE_FLARE01, 0, 0, 0); } m_moWeaponSecond.StretchModel(FLOAT3D(-1,1,1)); m_moWeaponSecond.PlayAnim(COLT_ANIM_WAIT1, 0); case WEAPON_COLT: { SetComponents(this, m_moWeapon, MODEL_COLT, TEXTURE_HAND, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, COLT_ATTACHMENT_BULLETS, MODEL_COLTBULLETS, TEXTURE_COLTBULLETS, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, COLT_ATTACHMENT_COCK, MODEL_COLTCOCK, TEXTURE_COLTCOCK, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, COLT_ATTACHMENT_COLT, MODEL_COLTMAIN, TEXTURE_COLTMAIN, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); CModelObject &mo = m_moWeapon.GetAttachmentModel(COLT_ATTACHMENT_COLT)->amo_moModelObject; AddAttachmentToModel(this, mo, COLTMAIN_ATTACHMENT_FLARE, MODEL_FLARE01, TEXTURE_FLARE01, 0, 0, 0); m_moWeapon.PlayAnim(COLT_ANIM_WAIT1, 0); break; } case WEAPON_SINGLESHOTGUN: { SetComponents(this, m_moWeapon, MODEL_SINGLESHOTGUN, TEXTURE_HAND, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, SINGLESHOTGUN_ATTACHMENT_BARRELS, MODEL_SS_BARRELS, TEXTURE_SS_BARRELS, TEX_REFL_DARKMETAL, TEX_SPEC_WEAK, 0); AddAttachmentToModel(this, m_moWeapon, SINGLESHOTGUN_ATTACHMENT_HANDLE, MODEL_SS_HANDLE, TEXTURE_SS_HANDLE, TEX_REFL_DARKMETAL, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, SINGLESHOTGUN_ATTACHMENT_SLIDER, MODEL_SS_SLIDER, TEXTURE_SS_BARRELS, TEX_REFL_DARKMETAL, TEX_SPEC_MEDIUM, 0); CModelObject &mo = m_moWeapon.GetAttachmentModel(SINGLESHOTGUN_ATTACHMENT_BARRELS)->amo_moModelObject; AddAttachmentToModel(this, mo, BARRELS_ATTACHMENT_FLARE, MODEL_FLARE01, TEXTURE_FLARE01, 0, 0, 0); m_moWeapon.PlayAnim(SINGLESHOTGUN_ANIM_WAIT1, 0); break; } case WEAPON_DOUBLESHOTGUN: { SetComponents(this, m_moWeapon, MODEL_DOUBLESHOTGUN, TEXTURE_HAND, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, DOUBLESHOTGUN_ATTACHMENT_BARRELS, MODEL_DS_BARRELS, TEXTURE_DS_BARRELS, TEX_REFL_BWRIPLES01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, DOUBLESHOTGUN_ATTACHMENT_HANDLE, MODEL_DS_HANDLE, TEXTURE_DS_HANDLE, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, DOUBLESHOTGUN_ATTACHMENT_SWITCH, MODEL_DS_SWITCH, TEXTURE_DS_SWITCH, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, DOUBLESHOTGUN_ATTACHMENT_AMMO, MODEL_DS_AMMO, TEXTURE_DS_AMMO, 0 ,0, 0); SetComponents(this, m_moWeaponSecond, MODEL_DS_HANDWITHAMMO, TEXTURE_HAND, 0, 0, 0); CModelObject &mo = m_moWeapon.GetAttachmentModel(DOUBLESHOTGUN_ATTACHMENT_BARRELS)->amo_moModelObject; AddAttachmentToModel(this, mo, DSHOTGUNBARRELS_ATTACHMENT_FLARE, MODEL_FLARE01, TEXTURE_FLARE01, 0, 0, 0); m_moWeaponSecond.StretchModel(FLOAT3D(1,1,1)); m_moWeapon.PlayAnim(DOUBLESHOTGUN_ANIM_WAIT1, 0); break; } case WEAPON_TOMMYGUN: { SetComponents(this, m_moWeapon, MODEL_TOMMYGUN, TEXTURE_HAND, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, TOMMYGUN_ATTACHMENT_BODY, MODEL_TG_BODY, TEXTURE_TG_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, TOMMYGUN_ATTACHMENT_SLIDER, MODEL_TG_SLIDER, TEXTURE_TG_BODY, 0, TEX_SPEC_MEDIUM, 0); CModelObject &mo = m_moWeapon.GetAttachmentModel(TOMMYGUN_ATTACHMENT_BODY)->amo_moModelObject; AddAttachmentToModel(this, mo, BODY_ATTACHMENT_FLARE, MODEL_FLARE01, TEXTURE_FLARE01, 0, 0, 0); break; } case WEAPON_SNIPER: { SetComponents(this, m_moWeapon, MODEL_SNIPER, TEXTURE_SNIPER_BODY, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, SNIPER_ATTACHMENT_BODY, MODEL_SNIPER_BODY, TEXTURE_SNIPER_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); CModelObject &mo = m_moWeapon.GetAttachmentModel(SNIPER_ATTACHMENT_BODY)->amo_moModelObject; AddAttachmentToModel(this, mo, BODY_ATTACHMENT_FLARE, MODEL_FLARE01, TEXTURE_FLARE01, 0, 0, 0); break; } case WEAPON_MINIGUN: { SetComponents(this, m_moWeapon, MODEL_MINIGUN, TEXTURE_HAND, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, MINIGUN_ATTACHMENT_BARRELS, MODEL_MG_BARRELS, TEXTURE_MG_BARRELS, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, MINIGUN_ATTACHMENT_BODY, MODEL_MG_BODY, TEXTURE_MG_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, MINIGUN_ATTACHMENT_ENGINE, MODEL_MG_ENGINE, TEXTURE_MG_BARRELS, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); CModelObject &mo = m_moWeapon.GetAttachmentModel(MINIGUN_ATTACHMENT_BODY)->amo_moModelObject; AddAttachmentToModel(this, mo, BODY_ATTACHMENT_FLARE, MODEL_FLARE01, TEXTURE_FLARE01, 0, 0, 0); break; } case WEAPON_ROCKETLAUNCHER: SetComponents(this, m_moWeapon, MODEL_ROCKETLAUNCHER, TEXTURE_RL_BODY, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, ROCKETLAUNCHER_ATTACHMENT_BODY, MODEL_RL_BODY, TEXTURE_RL_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, ROCKETLAUNCHER_ATTACHMENT_ROTATINGPART, MODEL_RL_ROTATINGPART, TEXTURE_RL_ROTATINGPART, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, ROCKETLAUNCHER_ATTACHMENT_ROCKET1, MODEL_RL_ROCKET, TEXTURE_RL_ROCKET, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, ROCKETLAUNCHER_ATTACHMENT_ROCKET2, MODEL_RL_ROCKET, TEXTURE_RL_ROCKET, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, ROCKETLAUNCHER_ATTACHMENT_ROCKET3, MODEL_RL_ROCKET, TEXTURE_RL_ROCKET, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); break; case WEAPON_GRENADELAUNCHER: SetComponents(this, m_moWeapon, MODEL_GRENADELAUNCHER, TEXTURE_GL_BODY, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, GRENADELAUNCHER_ATTACHMENT_BODY, MODEL_GL_BODY, TEXTURE_GL_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, GRENADELAUNCHER_ATTACHMENT_MOVING_PART, MODEL_GL_MOVINGPART, TEXTURE_GL_MOVINGPART, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, GRENADELAUNCHER_ATTACHMENT_GRENADE, MODEL_GL_GRENADE, TEXTURE_GL_MOVINGPART, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); break; /* case WEAPON_PIPEBOMB: SetComponents(this, m_moWeapon, MODEL_PIPEBOMB_HAND, TEXTURE_HAND, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, HANDWITHBOMB_ATTACHMENT_BOMB, MODEL_PB_BOMB, TEXTURE_PB_BOMB, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); SetComponents(this, m_moWeaponSecond, MODEL_PIPEBOMB_STICK, TEXTURE_HAND, 0, 0, 0); AddAttachmentToModel(this, m_moWeaponSecond, HANDWITHSTICK_ATTACHMENT_STICK, MODEL_PB_STICK, TEXTURE_PB_STICK, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeaponSecond, HANDWITHSTICK_ATTACHMENT_SHIELD, MODEL_PB_SHIELD, TEXTURE_PB_STICK, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeaponSecond, HANDWITHSTICK_ATTACHMENT_BUTTON, MODEL_PB_BUTTON, TEXTURE_PB_STICK, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); m_moWeaponSecond.StretchModel(FLOAT3D(1,1,1)); break; */ case WEAPON_FLAMER: SetComponents(this, m_moWeapon, MODEL_FLAMER, TEXTURE_HAND, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, FLAMER_ATTACHMENT_BODY, MODEL_FL_BODY, TEXTURE_FL_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, FLAMER_ATTACHMENT_FUEL, MODEL_FL_RESERVOIR, TEXTURE_FL_FUELRESERVOIR, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, FLAMER_ATTACHMENT_FLAME, MODEL_FL_FLAME, TEXTURE_FL_FLAME, 0, 0, 0); break; case WEAPON_CHAINSAW: { SetComponents(this, m_moWeapon, MODEL_CHAINSAW, TEXTURE_HAND, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, CHAINSAW_ATTACHMENT_CHAINSAW, MODEL_CS_BODY, TEXTURE_CS_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, CHAINSAW_ATTACHMENT_BLADE, MODEL_CS_BLADE, TEXTURE_CS_BLADE, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); CModelObject *pmo; pmo = &(m_moWeapon.GetAttachmentModel(CHAINSAW_ATTACHMENT_BLADE)->amo_moModelObject); AddAttachmentToModel(this, *pmo, BLADE_ATTACHMENT_TEETH, MODEL_CS_TEETH, TEXTURE_CS_TEETH, 0, 0, 0); break; } case WEAPON_LASER: SetComponents(this, m_moWeapon, MODEL_LASER, TEXTURE_HAND, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, LASER_ATTACHMENT_BODY, MODEL_LS_BODY, TEXTURE_LS_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, LASER_ATTACHMENT_LEFTUP, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, LASER_ATTACHMENT_LEFTDOWN, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, LASER_ATTACHMENT_RIGHTUP, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, LASER_ATTACHMENT_RIGHTDOWN, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); break; /* case WEAPON_GHOSTBUSTER: SetComponents(this, m_moWeapon, MODEL_GHOSTBUSTER, TEXTURE_HAND, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, GHOSTBUSTER_ATTACHMENT_BODY, MODEL_GB_BODY, TEXTURE_GB_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, GHOSTBUSTER_ATTACHMENT_ROTATOR, MODEL_GB_ROTATOR, TEXTURE_GB_ROTATOR, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddAttachmentToModel(this, m_moWeapon, GHOSTBUSTER_ATTACHMENT_EFFECT01, MODEL_GB_EFFECT1, TEXTURE_GB_LIGHTNING, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, GHOSTBUSTER_ATTACHMENT_EFFECT02, MODEL_GB_EFFECT1, TEXTURE_GB_LIGHTNING, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, GHOSTBUSTER_ATTACHMENT_EFFECT03, MODEL_GB_EFFECT1, TEXTURE_GB_LIGHTNING, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, GHOSTBUSTER_ATTACHMENT_EFFECT04, MODEL_GB_EFFECT1, TEXTURE_GB_LIGHTNING, 0, 0, 0); CModelObject *pmo; pmo = &(m_moWeapon.GetAttachmentModel(GHOSTBUSTER_ATTACHMENT_EFFECT01)->amo_moModelObject); AddAttachmentToModel(this, *pmo, EFFECT01_ATTACHMENT_FLARE, MODEL_GB_EFFECT1FLARE, TEXTURE_GB_FLARE, 0, 0, 0); pmo = &(m_moWeapon.GetAttachmentModel(GHOSTBUSTER_ATTACHMENT_EFFECT02)->amo_moModelObject); AddAttachmentToModel(this, *pmo, EFFECT01_ATTACHMENT_FLARE, MODEL_GB_EFFECT1FLARE, TEXTURE_GB_FLARE, 0, 0, 0); pmo = &(m_moWeapon.GetAttachmentModel(GHOSTBUSTER_ATTACHMENT_EFFECT03)->amo_moModelObject); AddAttachmentToModel(this, *pmo, EFFECT01_ATTACHMENT_FLARE, MODEL_GB_EFFECT1FLARE, TEXTURE_GB_FLARE, 0, 0, 0); pmo = &(m_moWeapon.GetAttachmentModel(GHOSTBUSTER_ATTACHMENT_EFFECT04)->amo_moModelObject); AddAttachmentToModel(this, *pmo, EFFECT01_ATTACHMENT_FLARE, MODEL_GB_EFFECT1FLARE, TEXTURE_GB_FLARE, 0, 0, 0); break; */ case WEAPON_IRONCANNON: // case WEAPON_NUKECANNON: SetComponents(this, m_moWeapon, MODEL_CANNON, TEXTURE_CANNON, 0, 0, 0); AddAttachmentToModel(this, m_moWeapon, CANNON_ATTACHMENT_BODY, MODEL_CN_BODY, TEXTURE_CANNON, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); // AddAttachmentToModel(this, m_moWeapon, CANNON_ATTACHMENT_NUKEBOX, MODEL_CN_NUKEBOX, TEXTURE_CANNON, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); // AddAttachmentToModel(this, m_moWeapon, CANNON_ATTACHMENT_LIGHT, MODEL_CN_LIGHT, TEXTURE_CANNON, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); break; } }; /* * >>>--- ROTATE MINIGUN ---<<< */ void RotateMinigun(void) { ANGLE aAngle = Lerp(m_aMiniGunLast, m_aMiniGun, _pTimer->GetLerpFactor()); // rotate minigun barrels CAttachmentModelObject *amo = m_moWeapon.GetAttachmentModel(MINIGUN_ATTACHMENT_BARRELS); amo->amo_plRelative.pl_OrientationAngle(3) = aAngle; }; /* * >>>--- SUPPORT (COMMON) FUNCTIONS ---<<< */ // calc weapon position for 3rd person view void CalcWeaponPosition3rdPersonView(FLOAT3D vPos, CPlacement3D &plPos, BOOL bResetZ) { plPos.pl_OrientationAngle = ANGLE3D(0, 0, 0); // weapon handle if (!m_bMirrorFire) { plPos.pl_PositionVector = FLOAT3D( wpn_fX[m_iCurrentWeapon], wpn_fY[m_iCurrentWeapon], wpn_fZ[m_iCurrentWeapon]); } else { plPos.pl_PositionVector = FLOAT3D( -wpn_fX[m_iCurrentWeapon], wpn_fY[m_iCurrentWeapon], wpn_fZ[m_iCurrentWeapon]); } // weapon offset if (!m_bMirrorFire) { plPos.RelativeToAbsoluteSmooth(CPlacement3D(vPos, ANGLE3D(0, 0, 0))); } else { plPos.RelativeToAbsoluteSmooth(CPlacement3D(vPos, ANGLE3D(0, 0, 0))); } plPos.pl_PositionVector(1) *= SinFast(wpn_fFOV[m_iCurrentWeapon]/2) / SinFast(90.0f/2); plPos.pl_PositionVector(2) *= SinFast(wpn_fFOV[m_iCurrentWeapon]/2) / SinFast(90.0f/2); plPos.pl_PositionVector(3) *= SinFast(wpn_fFOV[m_iCurrentWeapon]/2) / SinFast(90.0f/2); if (bResetZ) { plPos.pl_PositionVector(3) = 0.0f; } // player view and absolute position CPlacement3D plView = ((CPlayer &)*m_penPlayer).en_plViewpoint; plView.pl_PositionVector(2)= 1.25118f; plPos.RelativeToAbsoluteSmooth(plView); plPos.RelativeToAbsoluteSmooth(m_penPlayer->GetPlacement()); }; // calc weapon position void CalcWeaponPosition(FLOAT3D vPos, CPlacement3D &plPos, BOOL bResetZ) { plPos.pl_OrientationAngle = ANGLE3D(0, 0, 0); // weapon handle if (!m_bMirrorFire) { plPos.pl_PositionVector = FLOAT3D( wpn_fX[m_iCurrentWeapon], wpn_fY[m_iCurrentWeapon], wpn_fZ[m_iCurrentWeapon]); if (m_bSniping) { plPos.pl_PositionVector = FLOAT3D( 0.0f, 0.0f, 0.0f ); } } else { plPos.pl_PositionVector = FLOAT3D( -wpn_fX[m_iCurrentWeapon], wpn_fY[m_iCurrentWeapon], wpn_fZ[m_iCurrentWeapon]); } // weapon offset if (!m_bMirrorFire) { plPos.RelativeToAbsoluteSmooth(CPlacement3D(vPos, ANGLE3D(0, 0, 0))); } else { plPos.RelativeToAbsoluteSmooth(CPlacement3D(vPos, ANGLE3D(0, 0, 0))); } plPos.pl_PositionVector(1) *= SinFast(wpn_fFOV[m_iCurrentWeapon]/2) / SinFast(90.0f/2); plPos.pl_PositionVector(2) *= SinFast(wpn_fFOV[m_iCurrentWeapon]/2) / SinFast(90.0f/2); plPos.pl_PositionVector(3) *= SinFast(wpn_fFOV[m_iCurrentWeapon]/2) / SinFast(90.0f/2); if (bResetZ) { plPos.pl_PositionVector(3) = 0.0f; } // player view and absolute position CPlacement3D plView = ((CPlayer &)*m_penPlayer).en_plViewpoint; plView.pl_PositionVector(2)+= ((CPlayerAnimator&)*((CPlayer &)*m_penPlayer).m_penAnimator). m_fEyesYOffset; plPos.RelativeToAbsoluteSmooth(plView); plPos.RelativeToAbsoluteSmooth(m_penPlayer->GetPlacement()); }; // calc lerped weapon position void CalcLerpedWeaponPosition(FLOAT3D vPos, CPlacement3D &plPos, BOOL bResetZ) { plPos.pl_OrientationAngle = ANGLE3D(0, 0, 0); // weapon handle if (!m_bMirrorFire) { plPos.pl_PositionVector = FLOAT3D( wpn_fX[m_iCurrentWeapon], wpn_fY[m_iCurrentWeapon], wpn_fZ[m_iCurrentWeapon]); if (m_bSniping) { plPos.pl_PositionVector = FLOAT3D( 0.0f, 0.0f, 0.0f ); } } else { plPos.pl_PositionVector = FLOAT3D( -wpn_fX[m_iCurrentWeapon], wpn_fY[m_iCurrentWeapon], wpn_fZ[m_iCurrentWeapon]); } // weapon offset if (!m_bMirrorFire) { plPos.RelativeToAbsoluteSmooth(CPlacement3D(vPos, ANGLE3D(0, 0, 0))); } else { plPos.RelativeToAbsoluteSmooth(CPlacement3D(vPos, ANGLE3D(0, 0, 0))); } plPos.pl_PositionVector(1) *= SinFast(wpn_fFOV[m_iCurrentWeapon]/2) / SinFast(90.0f/2); plPos.pl_PositionVector(2) *= SinFast(wpn_fFOV[m_iCurrentWeapon]/2) / SinFast(90.0f/2); plPos.pl_PositionVector(3) *= SinFast(wpn_fFOV[m_iCurrentWeapon]/2) / SinFast(90.0f/2); if (bResetZ) { plPos.pl_PositionVector(3) = 0.0f; } // player view and absolute position CPlacement3D plRes; GetPlayer()->GetLerpedWeaponPosition( plPos.pl_PositionVector, plRes); plPos=plRes; }; // calc weapon position void CalcWeaponPositionImprecise (FLOAT3D vPos, CPlacement3D &plPos, BOOL bResetZ, FLOAT fImprecissionAngle) { plPos.pl_OrientationAngle = ANGLE3D((FRnd()-0.5f)*fImprecissionAngle, (FRnd()-0.5f)*fImprecissionAngle, 0); // weapon handle if (!m_bMirrorFire) { plPos.pl_PositionVector = FLOAT3D( wpn_fX[m_iCurrentWeapon], wpn_fY[m_iCurrentWeapon], wpn_fZ[m_iCurrentWeapon]); if (m_bSniping) { plPos.pl_PositionVector = FLOAT3D( 0.0f, 0.0f, 0.0f ); } } else { plPos.pl_PositionVector = FLOAT3D( -wpn_fX[m_iCurrentWeapon], wpn_fY[m_iCurrentWeapon], wpn_fZ[m_iCurrentWeapon]); } // weapon offset if (!m_bMirrorFire) { plPos.RelativeToAbsoluteSmooth(CPlacement3D(vPos, ANGLE3D(0, 0, 0))); } else { plPos.RelativeToAbsoluteSmooth(CPlacement3D(vPos, ANGLE3D(0, 0, 0))); } plPos.pl_PositionVector(1) *= SinFast(wpn_fFOV[m_iCurrentWeapon]/2) / SinFast(90.0f/2); plPos.pl_PositionVector(2) *= SinFast(wpn_fFOV[m_iCurrentWeapon]/2) / SinFast(90.0f/2); plPos.pl_PositionVector(3) *= SinFast(wpn_fFOV[m_iCurrentWeapon]/2) / SinFast(90.0f/2); if (bResetZ) { plPos.pl_PositionVector(3) = 0.0f; } // player view and absolute position CPlacement3D plView = ((CPlayer &)*m_penPlayer).en_plViewpoint; plView.pl_PositionVector(2)+= ((CPlayerAnimator&)*((CPlayer &)*m_penPlayer).m_penAnimator). m_fEyesYOffset; plPos.RelativeToAbsoluteSmooth(plView); plPos.RelativeToAbsoluteSmooth(m_penPlayer->GetPlacement()); }; // setup 3D sound parameters void Setup3DSoundParameters(void) { CPlayer &pl = (CPlayer&)*m_penPlayer; // initialize sound 3D parameters pl.m_soWeapon0.Set3DParameters(50.0f, 5.0f, 1.0f, 1.0f); pl.m_soWeapon1.Set3DParameters(50.0f, 5.0f, 1.0f, 1.0f); pl.m_soWeapon2.Set3DParameters(50.0f, 5.0f, 1.0f, 1.0f); pl.m_soWeapon3.Set3DParameters(50.0f, 5.0f, 1.0f, 1.0f); pl.m_soWeaponAmbient.Set3DParameters(30.0f, 3.0f, 0.0f, 1.0f); }; /* * >>>--- FIRE FUNCTIONS ---<<< */ // cut in front of you with knife BOOL CutWithKnife(FLOAT fX, FLOAT fY, FLOAT fRange, FLOAT fWide, FLOAT fThickness, FLOAT fDamage) { // knife start position CPlacement3D plKnife; CalcWeaponPosition(FLOAT3D(fX, fY, 0), plKnife, TRUE); // create a set of rays to test const FLOAT3D &vBase = plKnife.pl_PositionVector; FLOATmatrix3D m; MakeRotationMatrixFast(m, plKnife.pl_OrientationAngle); FLOAT3D vRight = m.GetColumn(1)*fWide; FLOAT3D vUp = m.GetColumn(2)*fWide; FLOAT3D vFront = -m.GetColumn(3)*fRange; FLOAT3D vDest[5]; vDest[0] = vBase+vFront; vDest[1] = vBase+vFront+vUp; vDest[2] = vBase+vFront-vUp; vDest[3] = vBase+vFront+vRight; vDest[4] = vBase+vFront-vRight; CEntity *penClosest = NULL; FLOAT fDistance = UpperLimit(0.0f); FLOAT3D vHit; FLOAT3D vDir; // for each ray for (INDEX i=0; i<5; i++) { // cast a ray to find if any model CCastRay crRay( m_penPlayer, vBase, vDest[i]); crRay.cr_bHitTranslucentPortals = FALSE; crRay.cr_fTestR = fThickness; crRay.cr_ttHitModels = CCastRay::TT_COLLISIONBOX; GetWorld()->CastRay(crRay); // if hit something if (crRay.cr_penHit!=NULL /*&& crRay.cr_penHit->GetRenderType()==RT_MODEL*/ && crRay.cr_fHitDistanceGetRenderType()==RT_BRUSH) { INDEX iSurfaceType=crRay.cr_pbpoBrushPolygon->bpo_bppProperties.bpp_ubSurfaceType; EffectParticlesType eptType=GetParticleEffectTypeForSurface(iSurfaceType); FLOAT3D vNormal=crRay.cr_pbpoBrushPolygon->bpo_pbplPlane->bpl_plAbsolute; FLOAT3D vReflected = vDir-vNormal*(2.0f*(vNormal%vDir)); ((CPlayer&)*m_penPlayer).AddBulletSpray( vBase+vFront, eptType, vReflected); } else if(crRay.cr_penHit->GetRenderType()==RT_MODEL) { BOOL bRender=TRUE; FLOAT3D vSpillDir=-((CPlayer&)*m_penPlayer).en_vGravityDir*0.5f; SprayParticlesType sptType=SPT_NONE; COLOR colParticles=C_WHITE|CT_OPAQUE; FLOAT fPower=4.0f; if( IsOfClass(crRay.cr_penHit, "ModelHolder2")) { bRender=FALSE; CModelDestruction *penDestruction = ((CModelHolder2&)*crRay.cr_penHit).GetDestruction(); if( penDestruction!=NULL) { bRender=TRUE; sptType= penDestruction->m_sptType; } CModelHolder2 *pmh2=(CModelHolder2*)crRay.cr_penHit; colParticles=pmh2->m_colBurning; } FLOATaabbox3D boxCutted=FLOATaabbox3D(FLOAT3D(0,0,0),FLOAT3D(1,1,1)); if(bRender) { crRay.cr_penHit->en_pmoModelObject->GetCurrentFrameBBox( boxCutted); ((CPlayer&)*m_penPlayer).AddGoreSpray( vBase+vFront, vHit, sptType, vSpillDir, boxCutted, fPower, colParticles); } } // don't search any more break; } } } // if any model hit if (penClosest!=NULL) { // in deathmatches check for backstab if (!(GetSP()->sp_bCooperative) && IsOfClass(penClosest, "Player")) { FLOAT3D vToTarget = penClosest->GetPlacement().pl_PositionVector - m_penPlayer->GetPlacement().pl_PositionVector; FLOAT3D vTargetHeading = FLOAT3D(0.0, 0.0, -1.0f)*penClosest->GetRotationMatrix(); vToTarget.Normalize(); vTargetHeading.Normalize(); if (vToTarget%vTargetHeading>0.64279f) //CosFast(50.0f) { PrintCenterMessage(this, m_penPlayer, TRANS("Backstab!"), 4.0f, MSS_NONE); fDamage *= 4.0f; } } const FLOAT fDamageMul = GetSeriousDamageMultiplier(m_penPlayer); InflictDirectDamage(penClosest, m_penPlayer, DMT_CLOSERANGE, fDamage*fDamageMul, vHit, vDir); return TRUE; } return FALSE; }; // cut in front of you with the chainsaw BOOL CutWithChainsaw(FLOAT fX, FLOAT fY, FLOAT fRange, FLOAT fWide, FLOAT fThickness, FLOAT fDamage) { // knife start position CPlacement3D plKnife; CalcWeaponPosition(FLOAT3D(fX, fY, 0), plKnife, TRUE); // create a set of rays to test const FLOAT3D &vBase = plKnife.pl_PositionVector; FLOATmatrix3D m; MakeRotationMatrixFast(m, plKnife.pl_OrientationAngle); FLOAT3D vRight = m.GetColumn(1)*fWide; //FLOAT3D vUp = m.GetColumn(2)*fWide; FLOAT3D vFront = -m.GetColumn(3)*fRange; FLOAT3D vDest[3]; vDest[0] = vBase+vFront; vDest[1] = vBase+vFront+vRight; vDest[2] = vBase+vFront-vRight; CEntity *penClosest = NULL; FLOAT fDistance = UpperLimit(0.0f); FLOAT3D vHit; FLOAT3D vDir; // for each ray for (INDEX i=0; i<3; i++) { // cast a ray to find if any model CCastRay crRay( m_penPlayer, vBase, vDest[i]); crRay.cr_bHitTranslucentPortals = FALSE; crRay.cr_fTestR = fThickness; crRay.cr_ttHitModels = CCastRay::TT_COLLISIONBOX; GetWorld()->CastRay(crRay); // if hit something if (crRay.cr_penHit!=NULL) { penClosest = crRay.cr_penHit; fDistance = crRay.cr_fHitDistance; vDir = vDest[i]-vBase; vDir.Normalize(); vHit = crRay.cr_vHit; if(i==0) { if(crRay.cr_penHit->GetRenderType()==RT_BRUSH) { INDEX iSurfaceType=crRay.cr_pbpoBrushPolygon->bpo_bppProperties.bpp_ubSurfaceType; EffectParticlesType eptType=GetParticleEffectTypeForSurface(iSurfaceType); FLOAT3D vNormal=crRay.cr_pbpoBrushPolygon->bpo_pbplPlane->bpl_plAbsolute; FLOAT3D vReflected = vDir-vNormal*(2.0f*(vNormal%vDir)); ((CPlayer&)*m_penPlayer).AddBulletSpray( vBase+vFront, eptType, vReflected); // shake view ((CPlayer&)*m_penPlayer).m_fChainShakeStrength = 0.85f; ((CPlayer&)*m_penPlayer).m_fChainShakeFreqMod = 1.0f; ((CPlayer&)*m_penPlayer).m_tmChainShakeEnd = _pTimer->CurrentTick() + CHAINSAW_UPDATETIME*1.5f; } else if(crRay.cr_penHit->GetRenderType()==RT_MODEL) { BOOL bRender=TRUE; FLOAT3D vSpillDir=-((CPlayer&)*m_penPlayer).en_vGravityDir*0.5f; SprayParticlesType sptType=SPT_BLOOD; COLOR colParticles=C_WHITE|CT_OPAQUE; if (!IsDerivedFromClass(crRay.cr_penHit, "Enemy Base")) { sptType=SPT_NONE; } FLOAT fPower=4.0f; if( IsOfClass(crRay.cr_penHit, "Boneman")) {sptType=SPT_BONES; fPower=6.0f;} if( IsOfClass(crRay.cr_penHit, "Gizmo") || IsOfClass(crRay.cr_penHit, "Beast")) {sptType=SPT_SLIME; fPower=4.0f;} if( IsOfClass(crRay.cr_penHit, "Woman")) {sptType=SPT_FEATHER; fPower=3.0f;} if( IsOfClass(crRay.cr_penHit, "Elemental")) {sptType=SPT_LAVA_STONES; fPower=3.0f;} if( IsOfClass(crRay.cr_penHit, "Walker")) {sptType=SPT_ELECTRICITY_SPARKS; fPower=30.0f;} if( IsOfClass(crRay.cr_penHit, "AirElemental")) {sptType=SPT_AIRSPOUTS; fPower=6.0f;} if( IsOfClass(crRay.cr_penHit, "CannonRotating") || IsOfClass(crRay.cr_penHit, "CannonStatic")) {sptType=SPT_WOOD;} if( IsOfClass(crRay.cr_penHit, "ModelHolder2")) { bRender=FALSE; CModelDestruction *penDestruction = ((CModelHolder2&)*crRay.cr_penHit).GetDestruction(); CModelHolder2 *pmh2=(CModelHolder2*)crRay.cr_penHit; colParticles=pmh2->m_colBurning; if( penDestruction!=NULL) { bRender=TRUE; sptType= penDestruction->m_sptType; if(sptType==SPT_COLOREDSTONE) { colParticles=MulColors(colParticles,penDestruction->m_colParticles); } } } FLOATaabbox3D boxCutted=FLOATaabbox3D(FLOAT3D(0,0,0),FLOAT3D(1,1,1)); if(bRender && m_tmLastChainsawSpray+0.2f<_pTimer->CurrentTick()) { crRay.cr_penHit->en_pmoModelObject->GetCurrentFrameBBox( boxCutted); ((CPlayer&)*m_penPlayer).AddGoreSpray( vBase+vFront, vHit, sptType, vSpillDir, boxCutted, fPower, colParticles); m_tmLastChainsawSpray = _pTimer->CurrentTick(); } // shake view ((CPlayer&)*m_penPlayer).m_fChainShakeStrength = 1.1f; ((CPlayer&)*m_penPlayer).m_fChainShakeFreqMod = 1.0f; ((CPlayer&)*m_penPlayer).m_tmChainShakeEnd = _pTimer->CurrentTick() + CHAINSAW_UPDATETIME*1.5f; } } if(crRay.cr_penHit->GetRenderType()==RT_MODEL && crRay.cr_fHitDistance<=fDistance) { // if this is primary ray if (i==0) { // don't search any more break; } } } else { // because we're firing, add just a slight shake ((CPlayer&)*m_penPlayer).m_fChainShakeStrength = 0.1f; ((CPlayer&)*m_penPlayer).m_fChainShakeFreqMod = 1.0f; ((CPlayer&)*m_penPlayer).m_tmChainShakeEnd = _pTimer->CurrentTick() + CHAINSAW_UPDATETIME*1.5f; } } // if any model hit if (penClosest!=NULL) { InflictDirectDamage(penClosest, m_penPlayer, DMT_CHAINSAW, fDamage, vHit, vDir); return TRUE; } return FALSE; }; // prepare Bullet void PrepareSniperBullet(FLOAT fX, FLOAT fY, FLOAT fDamage, FLOAT fImprecission) { // bullet start position CalcWeaponPositionImprecise(FLOAT3D(fX, fY, 0), plBullet, TRUE, fImprecission); // create bullet penBullet = CreateEntity(plBullet, CLASS_BULLET); m_vBulletSource = plBullet.pl_PositionVector; // init bullet EBulletInit eInit; eInit.penOwner = m_penPlayer; eInit.fDamage = fDamage; penBullet->Initialize(eInit); }; // prepare Bullet void PrepareBullet(FLOAT fX, FLOAT fY, FLOAT fDamage) { // bullet start position CalcWeaponPosition(FLOAT3D(fX, fY, 0), plBullet, TRUE); // create bullet penBullet = CreateEntity(plBullet, CLASS_BULLET); // init bullet EBulletInit eInit; eInit.penOwner = m_penPlayer; eInit.fDamage = fDamage; penBullet->Initialize(eInit); }; // fire one bullet void FireSniperBullet(FLOAT fX, FLOAT fY, FLOAT fRange, FLOAT fDamage, FLOAT fImprecission) { PrepareSniperBullet(fX, fY, fDamage, fImprecission); ((CBullet&)*penBullet).CalcTarget(fRange); ((CBullet&)*penBullet).m_fBulletSize = 0.1f; // launch bullet ((CBullet&)*penBullet).LaunchBullet(TRUE, FALSE, TRUE); if (((CBullet&)*penBullet).m_vHitPoint != FLOAT3D(0.0f, 0.0f, 0.0f)) { m_vBulletTarget = ((CBullet&)*penBullet).m_vHitPoint; } else if (TRUE) { m_vBulletTarget = m_vBulletSource + FLOAT3D(0.0f, 0.0f, -500.0f)*((CBullet&)*penBullet).GetRotationMatrix(); } // spawn bullet effect /*ESpawnEffect ese; ese.colMuliplier = C_WHITE|CT_OPAQUE; ese.betType = BET_SNIPER_RESIDUE; ese.vStretch = FLOAT3D(1.0f, 1.0f, 1.0f); ese.vNormal = m_vBulletSource; ese.vDirection = ((CBullet&)*penBullet).m_vHitPoint; CPlacement3D pl = CPlacement3D(GetPlacement().pl_PositionVector, ANGLE3D(0.0f, 0.0f, 0.0f)); CEntityPointer penFX = CreateEntity(pl, CLASS_BASIC_EFFECT); penFX->Initialize(ese);*/ // bullet no longer needed ((CBullet&)*penBullet).DestroyBullet(); }; // fire one bullet void FireOneBullet(FLOAT fX, FLOAT fY, FLOAT fRange, FLOAT fDamage) { PrepareBullet(fX, fY, fDamage); ((CBullet&)*penBullet).CalcTarget(fRange); ((CBullet&)*penBullet).m_fBulletSize = 0.1f; // launch bullet ((CBullet&)*penBullet).LaunchBullet(TRUE, FALSE, TRUE); ((CBullet&)*penBullet).DestroyBullet(); }; // fire bullets (x offset is used for double shotgun) void FireBullets(FLOAT fX, FLOAT fY, FLOAT fRange, FLOAT fDamage, INDEX iBullets, FLOAT *afPositions, FLOAT fStretch, FLOAT fJitter) { PrepareBullet(fX, fY, fDamage); ((CBullet&)*penBullet).CalcTarget(fRange); ((CBullet&)*penBullet).m_fBulletSize = GetSP()->sp_bCooperative ? 0.1f : 0.3f; // launch slugs INDEX iSlug; for (iSlug=0; iSlugInitialize(eLaunch); }; // fire rocket void FireRocket(void) { // rocket start position CPlacement3D plRocket; CalcWeaponPosition( FLOAT3D(wpn_fFX[WEAPON_ROCKETLAUNCHER],wpn_fFY[WEAPON_ROCKETLAUNCHER], 0), plRocket, TRUE); // create rocket CEntityPointer penRocket= CreateEntity(plRocket, CLASS_PROJECTILE); // init and launch rocket ELaunchProjectile eLaunch; eLaunch.penLauncher = m_penPlayer; eLaunch.prtType = PRT_ROCKET; penRocket->Initialize(eLaunch); }; /* // drop pipebomb void DropPipebomb(void) { // pipebomb start position CPlacement3D plPipebomb; CalcWeaponPosition( FLOAT3D(wpn_fFX[WEAPON_PIPEBOMB],wpn_fFY[WEAPON_PIPEBOMB], 0), plPipebomb, TRUE); // create pipebomb CEntityPointer penPipebomb = CreateEntity(plPipebomb, CLASS_PIPEBOMB); // init and drop pipebomb EDropPipebomb eDrop; eDrop.penLauncher = m_penPlayer; if (((CPlayer&)*m_penPlayer).en_plViewpoint.pl_OrientationAngle(2) > 10.0f) { eDrop.fSpeed = 30.0f; } else if (((CPlayer&)*m_penPlayer).en_plViewpoint.pl_OrientationAngle(2) > -20.0f) { eDrop.fSpeed = 20.0f; } else { eDrop.fSpeed = 5.0f; } penPipebomb->Initialize(eDrop); m_penPipebomb = penPipebomb; };*/ // flamer source void GetFlamerSourcePlacement(CPlacement3D &plSource, CPlacement3D &plInFrontOfPipe) { CalcLerpedWeaponPosition( FLOAT3D(wpn_fFX[WEAPON_FLAMER],wpn_fFY[WEAPON_FLAMER], -0.15f), plSource, FALSE); plInFrontOfPipe=plSource; FLOAT3D vFront; AnglesToDirectionVector( plSource.pl_OrientationAngle, vFront); plInFrontOfPipe.pl_PositionVector=plSource.pl_PositionVector+vFront*1.0f; }; // fire flame void FireFlame(void) { // flame start position CPlacement3D plFlame; CalcWeaponPosition(FLOAT3D(wpn_fFX[WEAPON_FLAMER],wpn_fFY[WEAPON_FLAMER], -0.15f), plFlame, TRUE); // create flame CEntityPointer penFlame = CreateEntity(plFlame, CLASS_PROJECTILE); // init and launch flame ELaunchProjectile eLaunch; eLaunch.penLauncher = m_penPlayer; eLaunch.prtType = PRT_FLAME; penFlame->Initialize(eLaunch); // link last flame with this one (if not NULL or deleted) if (m_penFlame!=NULL && !(m_penFlame->GetFlags()&ENF_DELETED)) { ((CProjectile&)*m_penFlame).m_penParticles = penFlame; } // link to player weapons ((CProjectile&)*penFlame).m_penParticles = this; // store last flame m_penFlame = penFlame; }; // fire laser ray void FireLaserRay(void) { // laser start position CPlacement3D plLaserRay; FLOAT fFX = wpn_fFX[WEAPON_LASER]; // get laser center position FLOAT fFY = wpn_fFY[WEAPON_LASER]; FLOAT fLUX = 0.0f; FLOAT fRUX = 0.8f; FLOAT fLUY = 0.0f; FLOAT fRUY = 0.0f; FLOAT fLDX = -0.1f; FLOAT fRDX = 0.9f; FLOAT fLDY = -0.3f; FLOAT fRDY = -0.3f; if (((CPlayer *)&*m_penPlayer)->m_pstState==PST_CROUCH) { fLDY = -0.1f; fRDY = -0.1f; } switch(m_iLaserBarrel) { case 0: // barrel lu (*o-oo) CalcWeaponPosition(FLOAT3D(fFX+fLUX, fFY+fLUY, 0), plLaserRay, TRUE); break; case 1: // barrel ld (oo-*o) CalcWeaponPosition(FLOAT3D(fFX+fLDX, fFY+fLDY, 0), plLaserRay, TRUE); break; case 2: // barrel ru (o*-oo) CalcWeaponPosition(FLOAT3D(fFX+fRUX, fFY+fRUY, 0), plLaserRay, TRUE); break; case 3: // barrel rd (oo-o*) CalcWeaponPosition(FLOAT3D(fFX+fRDX, fFY+fRDY, 0), plLaserRay, TRUE); break; } // create laser projectile CEntityPointer penLaser = CreateEntity(plLaserRay, CLASS_PROJECTILE); // init and launch laser projectile ELaunchProjectile eLaunch; eLaunch.penLauncher = m_penPlayer; eLaunch.prtType = PRT_LASER_RAY; penLaser->Initialize(eLaunch); }; /* // ghostbuster source void GetGhostBusterSourcePlacement(CPlacement3D &plSource) { CalcWeaponPosition( FLOAT3D(wpn_fFX[WEAPON_GHOSTBUSTER],wpn_fFY[WEAPON_GHOSTBUSTER], 0), plSource, TRUE); }; // fire ghost buster ray void FireGhostBusterRay(void) { // ray start position CPlacement3D plRay; GetGhostBusterSourcePlacement(plRay); // fire ray ((CGhostBusterRay&)*m_penGhostBusterRay).Fire(plRay); }; */ // fire cannon ball void FireCannonBall(INDEX iPower) { // cannon ball start position CPlacement3D plBall; CalcWeaponPosition( FLOAT3D(wpn_fFX[WEAPON_IRONCANNON],wpn_fFY[WEAPON_IRONCANNON], 0), plBall, TRUE); // create cannon ball CEntityPointer penBall = CreateEntity(plBall, CLASS_CANNONBALL); // init and launch cannon ball ELaunchCannonBall eLaunch; eLaunch.penLauncher = m_penPlayer; eLaunch.fLaunchPower = 60.0f+iPower*4.0f; // ranges from 60-140 (since iPower can be max 20) eLaunch.fSize = 3.0f; /*if( m_iCurrentWeapon == WEAPON_NUKECANNON) { eLaunch.cbtType = CBT_NUKE; } else { */ eLaunch.cbtType = CBT_IRON; // } penBall->Initialize(eLaunch); }; // weapon sound when firing void SpawnRangeSound( FLOAT fRange) { if( _pTimer->CurrentTick()>m_tmRangeSoundSpawned+0.5f) { m_tmRangeSoundSpawned = _pTimer->CurrentTick(); ::SpawnRangeSound( m_penPlayer, m_penPlayer, SNDT_PLAYER, fRange); } }; /* * >>>--- WEAPON INTERFACE FUNCTIONS ---<<< */ // clear weapons void ClearWeapons(void) { // give/take weapons m_iAvailableWeapons = 0x03; m_iColtBullets = 6; m_iBullets = 0; m_iShells = 0; m_iRockets = 0; m_iGrenades = 0; m_iNapalm = 0; m_iElectricity = 0; m_iIronBalls = 0; // m_iNukeBalls = 0; m_iSniperBullets = 0; }; void ResetWeaponMovingOffset(void) { // reset weapon draw offset m_fWeaponDrawPowerOld = m_fWeaponDrawPower = m_tmDrawStartTime = 0; } // initialize weapons void InitializeWeapons(INDEX iGiveWeapons, INDEX iTakeWeapons, INDEX iTakeAmmo, FLOAT fMaxAmmoRatio) { ResetWeaponMovingOffset(); // remember old weapons ULONG ulOldWeapons = m_iAvailableWeapons; // give/take weapons m_iAvailableWeapons &= ~iTakeWeapons; m_iAvailableWeapons |= 0x03|iGiveWeapons; m_iAvailableWeapons &= WEAPONS_ALLAVAILABLEMASK; // m_iAvailableWeapons &= ~WEAPONS_DISABLEDMASK; // find which weapons are new ULONG ulNewWeapons = m_iAvailableWeapons&~ulOldWeapons; // for each new weapon for(INDEX iWeapon=WEAPON_KNIFE; iWeaponsp_fAmmoQuantity, 1.0f); m_iMaxBullets = ClampUp((INDEX) ceil(MAX_BULLETS*fModifier), INDEX(999)); m_iMaxShells = ClampUp((INDEX) ceil(MAX_SHELLS*fModifier), INDEX(999)); m_iMaxRockets = ClampUp((INDEX) ceil(MAX_ROCKETS*fModifier), INDEX(999)); m_iMaxGrenades = ClampUp((INDEX) ceil(MAX_GRENADES*fModifier), INDEX(999)); m_iMaxNapalm = ClampUp((INDEX) ceil(MAX_NAPALM*fModifier), INDEX(999)); m_iMaxElectricity = ClampUp((INDEX) ceil(MAX_ELECTRICITY*fModifier), INDEX(999)); // m_iMaxNukeBalls = ClampUp((INDEX) ceil(MAX_NUKEBALLS*fModifier), INDEX(999)); m_iMaxIronBalls = ClampUp((INDEX) ceil(MAX_IRONBALLS*fModifier), INDEX(999)); m_iMaxSniperBullets = ClampUp((INDEX) ceil(MAX_SNIPERBULLETS*fModifier), INDEX(999)); // take away ammo if( iTakeAmmo & (1<SendEvent(ETrigger()); } } // cheat give all void CheatGiveAll(void) { // all weapons m_iAvailableWeapons = WEAPONS_ALLAVAILABLEMASK; // m_iAvailableWeapons &= ~WEAPONS_DISABLEDMASK; // ammo for all weapons m_iBullets = m_iMaxBullets; m_iShells = m_iMaxShells; m_iRockets = m_iMaxRockets; m_iGrenades = m_iMaxGrenades; m_iNapalm = m_iMaxNapalm; m_iElectricity = m_iMaxElectricity; m_iIronBalls = m_iMaxIronBalls; //m_iNukeBalls = m_iMaxNukeBalls; // precache eventual new weapons m_iSniperBullets = m_iMaxSniperBullets; Precache(); }; // add a given amount of mana to the player void AddManaToPlayer(INDEX iMana) { ((CPlayer&)*m_penPlayer).m_iMana += iMana; ((CPlayer&)*m_penPlayer).m_fPickedMana += iMana; } /* * >>>--- RECEIVE FUNCTIONS ---<<< */ // clamp ammounts of all ammunition to maximum values void ClampAllAmmo(void) { m_iBullets = ClampUp(m_iBullets, m_iMaxBullets); m_iShells = ClampUp(m_iShells, m_iMaxShells); m_iRockets = ClampUp(m_iRockets, m_iMaxRockets); m_iGrenades = ClampUp(m_iGrenades, m_iMaxGrenades); m_iNapalm = ClampUp(m_iNapalm, m_iMaxNapalm); m_iElectricity = ClampUp(m_iElectricity, m_iMaxElectricity); m_iIronBalls = ClampUp(m_iIronBalls, m_iMaxIronBalls); // m_iNukeBalls = ClampUp(m_iNukeBalls, m_iMaxNukeBalls); m_iSniperBullets = ClampUp(m_iSniperBullets, m_iMaxSniperBullets); } // add default ammount of ammunition when receiving a weapon void AddDefaultAmmoForWeapon(INDEX iWeapon, FLOAT fMaxAmmoRatio) { INDEX iAmmoPicked; // add ammo switch (iWeapon) { // unlimited ammo case WEAPON_KNIFE: case WEAPON_COLT: case WEAPON_DOUBLECOLT: break; // shells case WEAPON_SINGLESHOTGUN: iAmmoPicked = (INDEX) Max(10.0f, m_iMaxShells*fMaxAmmoRatio); m_iShells += iAmmoPicked; AddManaToPlayer(iAmmoPicked*70.0f*MANA_AMMO); break; case WEAPON_DOUBLESHOTGUN: iAmmoPicked = (INDEX) Max(20.0f, m_iMaxShells*fMaxAmmoRatio); m_iShells += iAmmoPicked; AddManaToPlayer(iAmmoPicked*70.0f*MANA_AMMO); break; // bullets case WEAPON_TOMMYGUN: iAmmoPicked = (INDEX) Max(50.0f, m_iMaxBullets*fMaxAmmoRatio); m_iBullets += iAmmoPicked; AddManaToPlayer( iAmmoPicked*10.0f*MANA_AMMO); break; case WEAPON_SNIPER: iAmmoPicked = (INDEX) Max(15.0f, m_iMaxSniperBullets*fMaxAmmoRatio); m_iSniperBullets += iAmmoPicked; AddManaToPlayer( iAmmoPicked*10.0f*MANA_AMMO); break; case WEAPON_MINIGUN: iAmmoPicked = (INDEX) Max(100.0f, m_iMaxBullets*fMaxAmmoRatio); m_iBullets += iAmmoPicked; AddManaToPlayer( iAmmoPicked*10.0f*MANA_AMMO); break; // rockets case WEAPON_ROCKETLAUNCHER: iAmmoPicked = (INDEX) Max(5.0f, m_iMaxRockets*fMaxAmmoRatio); m_iRockets += iAmmoPicked; AddManaToPlayer( iAmmoPicked*150.0f*MANA_AMMO); break; // grenades case WEAPON_GRENADELAUNCHER: iAmmoPicked = (INDEX) Max(5.0f, m_iMaxGrenades*fMaxAmmoRatio); m_iGrenades += iAmmoPicked; AddManaToPlayer( iAmmoPicked*100.0f*MANA_AMMO); break; /* case WEAPON_PIPEBOMB: iAmmoPicked = (INDEX) Max(5.0f, m_iMaxGrenades*fMaxAmmoRatio); m_iGrenades += iAmmoPicked; AddManaToPlayer( iAmmoPicked*100.0f*MANA_AMMO); break; case WEAPON_GHOSTBUSTER: iAmmoPicked = (INDEX) Max(100.0f, m_iMaxElectricity*fMaxAmmoRatio); m_iElectricity += iAmmoPicked; AddManaToPlayer( iAmmoPicked*15.0f*MANA_AMMO); break; */ // electricity case WEAPON_LASER: iAmmoPicked = (INDEX) Max(50.0f, m_iMaxElectricity*fMaxAmmoRatio); m_iElectricity += iAmmoPicked; AddManaToPlayer( iAmmoPicked*15.0f*MANA_AMMO); break; // cannon balls case WEAPON_IRONCANNON: // for iron ball iAmmoPicked = (INDEX) Max(1.0f, m_iMaxIronBalls*fMaxAmmoRatio); m_iIronBalls += iAmmoPicked; AddManaToPlayer( iAmmoPicked*700.0f*MANA_AMMO); break; /* // for nuke ball case WEAPON_NUKECANNON: iAmmoPicked = (INDEX) Max(1.0f, m_iMaxNukeBalls*fMaxAmmoRatio); m_iNukeBalls += iAmmoPicked; AddManaToPlayer( iAmmoPicked*1000.0f*MANA_AMMO); break;*/ // flamer // !!!! how much mana exactly? case WEAPON_FLAMER: iAmmoPicked = (INDEX) Max(50.0f, m_iMaxNapalm*fMaxAmmoRatio); m_iNapalm += iAmmoPicked; AddManaToPlayer( iAmmoPicked*15.0f*MANA_AMMO); break; case WEAPON_CHAINSAW: /*iAmmoPicked = (INDEX) Max(50.0f, m_iMaxNapalm*fMaxAmmoRatio); m_iNapalm += iAmmoPicked; AddManaToPlayer( iAmmoPicked*15.0f*MANA_AMMO);*/ break; // error default: ASSERTALWAYS("Unknown weapon type"); break; } // make sure we don't have more ammo than maximum ClampAllAmmo(); } // drop current weapon (in deathmatch) void DropWeapon(void) { CEntityPointer penWeapon = CreateEntity(GetPlayer()->GetPlacement(), CLASS_WEAPONITEM); CWeaponItem *pwi = (CWeaponItem*)&*penWeapon; WeaponItemType wit = WIT_COLT; switch (m_iCurrentWeapon) { default: ASSERT(FALSE); case WEAPON_KNIFE: case WEAPON_COLT: case WEAPON_DOUBLECOLT: NOTHING; break; case WEAPON_SINGLESHOTGUN: wit = WIT_SINGLESHOTGUN; break; case WEAPON_DOUBLESHOTGUN: wit = WIT_DOUBLESHOTGUN; break; case WEAPON_TOMMYGUN: wit = WIT_TOMMYGUN; break; case WEAPON_SNIPER: wit = WIT_SNIPER; break; case WEAPON_MINIGUN: wit = WIT_MINIGUN; break; case WEAPON_ROCKETLAUNCHER: wit = WIT_ROCKETLAUNCHER; break; case WEAPON_GRENADELAUNCHER: wit = WIT_GRENADELAUNCHER; break; case WEAPON_FLAMER: wit = WIT_FLAMER; break; case WEAPON_CHAINSAW: wit = WIT_CHAINSAW; break; case WEAPON_LASER : wit = WIT_LASER; break; case WEAPON_IRONCANNON : wit = WIT_CANNON; break; } pwi->m_EwitType = wit; pwi->m_bDropped = TRUE; pwi->CEntity::Initialize(); const FLOATmatrix3D &m = GetPlayer()->GetRotationMatrix(); FLOAT3D vSpeed = FLOAT3D( 5.0f, 10.0f, -7.5f); pwi->GiveImpulseTranslationAbsolute(vSpeed*m); } // receive weapon BOOL ReceiveWeapon(const CEntityEvent &ee) { ASSERT(ee.ee_slEvent == EVENTCODE_EWeaponItem); EWeaponItem &Ewi = (EWeaponItem&)ee; INDEX wit = Ewi.iWeapon; switch (Ewi.iWeapon) { case WIT_COLT: Ewi.iWeapon = WEAPON_COLT; break; case WIT_SINGLESHOTGUN: Ewi.iWeapon = WEAPON_SINGLESHOTGUN; break; case WIT_DOUBLESHOTGUN: Ewi.iWeapon = WEAPON_DOUBLESHOTGUN; break; case WIT_TOMMYGUN: Ewi.iWeapon = WEAPON_TOMMYGUN; break; case WIT_SNIPER: Ewi.iWeapon = WEAPON_SNIPER; break; case WIT_MINIGUN: Ewi.iWeapon = WEAPON_MINIGUN; break; case WIT_ROCKETLAUNCHER: Ewi.iWeapon = WEAPON_ROCKETLAUNCHER; break; case WIT_GRENADELAUNCHER: Ewi.iWeapon = WEAPON_GRENADELAUNCHER; break; case WIT_FLAMER: Ewi.iWeapon = WEAPON_FLAMER; break; case WIT_CHAINSAW: Ewi.iWeapon = WEAPON_CHAINSAW; break; case WIT_LASER: Ewi.iWeapon = WEAPON_LASER; break; case WIT_CANNON: Ewi.iWeapon = WEAPON_IRONCANNON; break; default: ASSERTALWAYS("Uknown weapon type"); } // add weapon if (Ewi.iWeapon==WEAPON_COLT && (m_iAvailableWeapons&(1<<(WEAPON_COLT-1)))) { Ewi.iWeapon = WEAPON_DOUBLECOLT; } ULONG ulOldWeapons = m_iAvailableWeapons; m_iAvailableWeapons |= 1<<(Ewi.iWeapon-1); // m_iAvailableWeapons &= ~WEAPONS_DISABLEDMASK; /* if( Ewi.iWeapon == WEAPON_IRONCANNON) { m_iAvailableWeapons |= 1<<(WEAPON_NUKECANNON-1); m_iAvailableWeapons &= ~WEAPONS_DISABLEDMASK; } */ // precache eventual new weapons Precache(); CTFileName fnmMsg; switch (wit) { case WIT_COLT: ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("Shofield .45 w/ TMAR"), 0); fnmMsg = CTFILENAME("Data\\Messages\\Weapons\\colt.txt"); break; case WIT_SINGLESHOTGUN: ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("12 Gauge Pump Action Shotgun"), 0); fnmMsg = CTFILENAME("Data\\Messages\\Weapons\\singleshotgun.txt"); break; case WIT_DOUBLESHOTGUN: ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("Double Barrel Coach Gun"), 0); fnmMsg = CTFILENAME("Data\\Messages\\Weapons\\doubleshotgun.txt"); break; case WIT_TOMMYGUN: ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("M1-A2 Tommygun"), 0); fnmMsg = CTFILENAME("Data\\Messages\\Weapons\\tommygun.txt"); break; case WIT_SNIPER: ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("RAPTOR 16mm Sniper"), 0); fnmMsg = CTFILENAME("DataMP\\Messages\\Weapons\\sniper.txt"); break; case WIT_MINIGUN: ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("XM214-A Minigun"), 0); fnmMsg = CTFILENAME("Data\\Messages\\Weapons\\minigun.txt"); break; case WIT_ROCKETLAUNCHER: ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("XPML21 Rocket Launcher"), 0); fnmMsg = CTFILENAME("Data\\Messages\\Weapons\\rocketlauncher.txt"); break; case WIT_GRENADELAUNCHER: ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("MKIII Grenade Launcher"), 0); fnmMsg = CTFILENAME("Data\\Messages\\Weapons\\grenadelauncher.txt"); break; // case WIT_PIPEBOMB: // fnmMsg = CTFILENAME("Data\\Messages\\Weapons\\pipebomb.txt"); // break; case WIT_FLAMER: ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("XOP Flamethrower"), 0); fnmMsg = CTFILENAME("DataMP\\Messages\\Weapons\\flamer.txt"); break; case WIT_CHAINSAW: ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("'Bonecracker' P-LAH Chainsaw"), 0); fnmMsg = CTFILENAME("DataMP\\Messages\\Weapons\\chainsaw.txt"); break; case WIT_LASER: ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("XL2 Lasergun"), 0); fnmMsg = CTFILENAME("Data\\Messages\\Weapons\\laser.txt"); break; // case WIT_GHOSTBUSTER: // fnmMsg = CTFILENAME("Data\\Messages\\Weapons\\ghostbuster.txt"); // break; case WIT_CANNON: ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("SBC Cannon"), 0); fnmMsg = CTFILENAME("Data\\Messages\\Weapons\\cannon.txt"); break; default: ASSERTALWAYS("Uknown weapon type"); } // send computer message if (GetSP()->sp_bCooperative) { EComputerMessage eMsg; eMsg.fnmMessage = fnmMsg; m_penPlayer->SendEvent(eMsg); } // must be -1 for default (still have to implement dropping weapons in deathmatch !!!!) ASSERT(Ewi.iAmmo==-1); // add the ammunition AddDefaultAmmoForWeapon(Ewi.iWeapon, 0); // if this weapon should be auto selected BOOL bAutoSelect = FALSE; INDEX iSelectionSetting = GetPlayer()->GetSettings()->ps_iWeaponAutoSelect; if (iSelectionSetting==PS_WAS_ALL) { bAutoSelect = TRUE; } else if (iSelectionSetting==PS_WAS_ONLYNEW) { if (m_iAvailableWeapons&~ulOldWeapons) { bAutoSelect = TRUE; } } else if (iSelectionSetting==PS_WAS_BETTER) { if (FindRemapedPos(m_iCurrentWeapon)sp_bInfiniteAmmo) { // pick all items anyway (items that exist in this mode are only those that // trigger something when picked - so they must be picked) return TRUE; } EAmmoItem &Eai = (EAmmoItem&)ee; // add ammo switch (Eai.EaitType) { // shells case AIT_SHELLS: if (m_iShells>=m_iMaxShells) { m_iShells = m_iMaxShells; return FALSE; } m_iShells += Eai.iQuantity; ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("Shells"), Eai.iQuantity); AddManaToPlayer(Eai.iQuantity*AV_SHELLS*MANA_AMMO); break; // bullets case AIT_BULLETS: if (m_iBullets>=m_iMaxBullets) { m_iBullets = m_iMaxBullets; return FALSE; } m_iBullets += Eai.iQuantity; ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("Bullets"), Eai.iQuantity); AddManaToPlayer(Eai.iQuantity*AV_BULLETS *MANA_AMMO); break; // rockets case AIT_ROCKETS: if (m_iRockets>=m_iMaxRockets) { m_iRockets = m_iMaxRockets; return FALSE; } m_iRockets += Eai.iQuantity; ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("Rockets"), Eai.iQuantity); AddManaToPlayer(Eai.iQuantity*AV_ROCKETS *MANA_AMMO); break; // grenades case AIT_GRENADES: if (m_iGrenades>=m_iMaxGrenades) { m_iGrenades = m_iMaxGrenades; return FALSE; } m_iGrenades += Eai.iQuantity; ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("Grenades"), Eai.iQuantity); AddManaToPlayer(Eai.iQuantity*AV_GRENADES *MANA_AMMO); break; // electicity case AIT_ELECTRICITY: if (m_iElectricity>=m_iMaxElectricity) { m_iElectricity = m_iMaxElectricity; return FALSE; } m_iElectricity += Eai.iQuantity; ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("Cells"), Eai.iQuantity); AddManaToPlayer(Eai.iQuantity*AV_ELECTRICITY *MANA_AMMO); break; /* // cannon balls case AIT_NUKEBALL: if (m_iNukeBalls>=m_iMaxNukeBalls) { m_iNukeBalls = m_iMaxNukeBalls; return FALSE; } m_iNukeBalls+= Eai.iQuantity; ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("Nuke ball"), Eai.iQuantity); AddManaToPlayer(Eai.iQuantity*AV_NUKEBALLS *MANA_AMMO); break;*/ case AIT_IRONBALLS: if (m_iIronBalls>=m_iMaxIronBalls) { m_iIronBalls = m_iMaxIronBalls; return FALSE; } m_iIronBalls+= Eai.iQuantity; ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("Cannonballs"), Eai.iQuantity); AddManaToPlayer(Eai.iQuantity*AV_IRONBALLS *MANA_AMMO); break; case AIT_NAPALM: if (m_iNapalm>=m_iMaxNapalm) { m_iNapalm = m_iMaxNapalm; return FALSE; } m_iNapalm+= Eai.iQuantity; ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("Napalm"), Eai.iQuantity); AddManaToPlayer(Eai.iQuantity*AV_NAPALM*MANA_AMMO); break; case AIT_BACKPACK: m_iShells += (INDEX) (20*GetSP()->sp_fAmmoQuantity); m_iBullets += (INDEX) (200*GetSP()->sp_fAmmoQuantity); m_iRockets += (INDEX) (5*GetSP()->sp_fAmmoQuantity); ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("Ammo pack"), 0); AddManaToPlayer(100000000.0f *MANA_AMMO); // adjust mana value!!!! break; case AIT_SERIOUSPACK: m_iShells += (INDEX) (MAX_SHELLS*GetSP()->sp_fAmmoQuantity); m_iBullets += (INDEX) (MAX_BULLETS*GetSP()->sp_fAmmoQuantity); m_iGrenades += (INDEX) (MAX_GRENADES*GetSP()->sp_fAmmoQuantity); m_iRockets += (INDEX) (MAX_ROCKETS*GetSP()->sp_fAmmoQuantity); m_iElectricity += (INDEX) (MAX_ELECTRICITY*GetSP()->sp_fAmmoQuantity); m_iIronBalls += (INDEX) (MAX_IRONBALLS*GetSP()->sp_fAmmoQuantity); // m_iNukeBalls += (INDEX) (MAX_NUKEBALLS*GetSP()->sp_fAmmoQuantity); case AIT_SNIPERBULLETS: if (m_iSniperBullets>=m_iMaxSniperBullets) { m_iSniperBullets = m_iMaxSniperBullets; return FALSE; } m_iSniperBullets+= Eai.iQuantity; ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("Sniper bullets"), Eai.iQuantity); AddManaToPlayer(Eai.iQuantity*AV_SNIPERBULLETS*MANA_AMMO); break; ((CPlayer&)*m_penPlayer).ItemPicked(TRANS("All Ammo"), 0); AddManaToPlayer(100000000.0f *MANA_AMMO); // adjust mana value!!!! break; // error default: ASSERTALWAYS("Uknown ammo type"); } // make sure we don't have more ammo than maximum ClampAllAmmo(); return TRUE; }; // receive ammo BOOL ReceivePackAmmo(const CEntityEvent &ee) { // if infinite ammo is on if (GetSP()->sp_bInfiniteAmmo) { // pick all items anyway (items that exist in this mode are only those that // trigger something when picked - so they must be picked) return TRUE; } ASSERT(ee.ee_slEvent == EVENTCODE_EAmmoPackItem); EAmmoPackItem &eapi = (EAmmoPackItem &)ee; if( (eapi.iShells>0 && m_iShells0 && m_iBullets0 && m_iRockets0 && m_iGrenades0 && m_iNapalm0 && m_iElectricity0 && m_iIronBalls0 && m_iSniperBullets0 && strMessage[iLen-1]==',') { strMessage.DeleteChar(iLen-1); }; if( iAmmoTypes>4 ) { strMessage.PrintF(TRANSV("Ammo pack")); }; ((CPlayer&)*m_penPlayer).ItemPicked(strMessage, 0); return TRUE; } return FALSE; } /* * >>>--- WEAPON CHANGE FUNCTIONS ---<<< */ // get weapon from selected number WeaponType GetStrongerWeapon(INDEX iWeapon) { switch(iWeapon) { case 1: return WEAPON_CHAINSAW; case 2: return WEAPON_DOUBLECOLT; case 3: return WEAPON_DOUBLESHOTGUN; case 4: return WEAPON_MINIGUN; case 5: return WEAPON_ROCKETLAUNCHER; case 6: return WEAPON_FLAMER; case 7: return WEAPON_LASER; case 8: return WEAPON_IRONCANNON; } return WEAPON_NONE; }; // get selected number for weapon INDEX GetSelectedWeapon(WeaponType EwtSelectedWeapon) { switch(EwtSelectedWeapon) { case WEAPON_KNIFE: case WEAPON_CHAINSAW: return 1; case WEAPON_COLT: case WEAPON_DOUBLECOLT: return 2; case WEAPON_SINGLESHOTGUN: case WEAPON_DOUBLESHOTGUN: return 3; case WEAPON_TOMMYGUN: case WEAPON_MINIGUN: return 4; case WEAPON_ROCKETLAUNCHER: case WEAPON_GRENADELAUNCHER: return 5; case WEAPON_FLAMER: case WEAPON_SNIPER: return 6; case WEAPON_LASER: return 7; case WEAPON_IRONCANNON: return 8; } return 0; }; // get secondary weapon from selected one WeaponType GetAltWeapon(WeaponType EwtWeapon) { switch (EwtWeapon) { case WEAPON_KNIFE: return WEAPON_CHAINSAW; case WEAPON_CHAINSAW: return WEAPON_KNIFE; case WEAPON_COLT: return WEAPON_DOUBLECOLT; case WEAPON_DOUBLECOLT: return WEAPON_COLT; case WEAPON_SINGLESHOTGUN: return WEAPON_DOUBLESHOTGUN; case WEAPON_DOUBLESHOTGUN: return WEAPON_SINGLESHOTGUN; case WEAPON_TOMMYGUN: return WEAPON_MINIGUN; case WEAPON_MINIGUN: return WEAPON_TOMMYGUN; case WEAPON_ROCKETLAUNCHER: return WEAPON_GRENADELAUNCHER; case WEAPON_GRENADELAUNCHER: return WEAPON_ROCKETLAUNCHER; case WEAPON_FLAMER: return WEAPON_SNIPER; case WEAPON_SNIPER: return WEAPON_FLAMER; case WEAPON_LASER: return WEAPON_LASER; case WEAPON_IRONCANNON: return WEAPON_IRONCANNON; } return WEAPON_NONE; }; // select new weapon if possible BOOL WeaponSelectOk(WeaponType wtToTry) { // if player has weapon and has enough ammo if (((1<<(INDEX(wtToTry)-1))&m_iAvailableWeapons) &&HasAmmo(wtToTry)) { // if different weapon if (wtToTry!=m_iCurrentWeapon) { // initiate change //m_bHasAmmo = FALSE; m_iWantedWeapon = wtToTry; m_bChangeWeapon = TRUE; } // selection ok return TRUE; // if no weapon or not enough ammo } else { // selection not ok return FALSE; } } // select new weapon when no more ammo void SelectNewWeapon() { switch (m_iCurrentWeapon) { case WEAPON_NONE: case WEAPON_KNIFE: case WEAPON_COLT: case WEAPON_DOUBLECOLT: case WEAPON_SINGLESHOTGUN: case WEAPON_DOUBLESHOTGUN: case WEAPON_TOMMYGUN: case WEAPON_MINIGUN: case WEAPON_SNIPER: WeaponSelectOk(WEAPON_MINIGUN)|| WeaponSelectOk(WEAPON_TOMMYGUN)|| WeaponSelectOk(WEAPON_DOUBLESHOTGUN)|| WeaponSelectOk(WEAPON_SINGLESHOTGUN)|| WeaponSelectOk(WEAPON_DOUBLECOLT)|| WeaponSelectOk(WEAPON_COLT)|| WeaponSelectOk(WEAPON_KNIFE); break; case WEAPON_IRONCANNON: WeaponSelectOk(WEAPON_ROCKETLAUNCHER)|| WeaponSelectOk(WEAPON_GRENADELAUNCHER)|| WeaponSelectOk(WEAPON_MINIGUN)|| WeaponSelectOk(WEAPON_TOMMYGUN)|| WeaponSelectOk(WEAPON_DOUBLESHOTGUN)|| WeaponSelectOk(WEAPON_SINGLESHOTGUN)|| WeaponSelectOk(WEAPON_DOUBLECOLT)|| WeaponSelectOk(WEAPON_COLT)|| WeaponSelectOk(WEAPON_KNIFE); break; case WEAPON_ROCKETLAUNCHER: case WEAPON_GRENADELAUNCHER: WeaponSelectOk(WEAPON_ROCKETLAUNCHER)|| WeaponSelectOk(WEAPON_GRENADELAUNCHER)|| WeaponSelectOk(WEAPON_MINIGUN)|| WeaponSelectOk(WEAPON_TOMMYGUN)|| WeaponSelectOk(WEAPON_DOUBLESHOTGUN)|| WeaponSelectOk(WEAPON_SINGLESHOTGUN)|| WeaponSelectOk(WEAPON_DOUBLECOLT)|| WeaponSelectOk(WEAPON_COLT)|| WeaponSelectOk(WEAPON_KNIFE); break; case WEAPON_LASER: case WEAPON_FLAMER: case WEAPON_CHAINSAW: WeaponSelectOk(WEAPON_LASER)|| WeaponSelectOk(WEAPON_FLAMER)|| WeaponSelectOk(WEAPON_MINIGUN)|| WeaponSelectOk(WEAPON_TOMMYGUN)|| WeaponSelectOk(WEAPON_DOUBLESHOTGUN)|| WeaponSelectOk(WEAPON_SINGLESHOTGUN)|| WeaponSelectOk(WEAPON_DOUBLECOLT)|| WeaponSelectOk(WEAPON_COLT)|| WeaponSelectOk(WEAPON_KNIFE); break; default: WeaponSelectOk(WEAPON_KNIFE); ASSERT(FALSE); } }; // does weapon have ammo BOOL HasAmmo(WeaponType EwtWeapon) { switch (EwtWeapon) { case WEAPON_KNIFE: case WEAPON_COLT: case WEAPON_DOUBLECOLT: return TRUE; case WEAPON_SINGLESHOTGUN: return (m_iShells>0); case WEAPON_DOUBLESHOTGUN: return (m_iShells>1); case WEAPON_TOMMYGUN: return (m_iBullets>0); case WEAPON_SNIPER: return (m_iSniperBullets>0); case WEAPON_MINIGUN: return (m_iBullets>0); case WEAPON_ROCKETLAUNCHER: return (m_iRockets>0); case WEAPON_GRENADELAUNCHER: return (m_iGrenades>0); case WEAPON_FLAMER: return (m_iNapalm>0); case WEAPON_CHAINSAW: return TRUE; case WEAPON_LASER: return (m_iElectricity>0); case WEAPON_IRONCANNON: return (m_iIronBalls>0); } return FALSE; }; /* * >>>--- DEFAULT ANIM ---<<< */ void PlayDefaultAnim(void) { switch(m_iCurrentWeapon) { case WEAPON_NONE: break; case WEAPON_KNIFE: switch (m_iKnifeStand) { case 1: m_moWeapon.PlayAnim(KNIFE_ANIM_WAIT1, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; case 3: m_moWeapon.PlayAnim(KNIFE_ANIM_WAIT1, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; default: ASSERTALWAYS("Unknown knife stand."); } break; case WEAPON_DOUBLECOLT: m_moWeaponSecond.PlayAnim(COLT_ANIM_WAIT1, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); case WEAPON_COLT: m_moWeapon.PlayAnim(COLT_ANIM_WAIT1, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; case WEAPON_SINGLESHOTGUN: m_moWeapon.PlayAnim(SINGLESHOTGUN_ANIM_WAIT1, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; case WEAPON_DOUBLESHOTGUN: m_moWeapon.PlayAnim(DOUBLESHOTGUN_ANIM_WAIT1, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; case WEAPON_TOMMYGUN: m_moWeapon.PlayAnim(TOMMYGUN_ANIM_WAIT1, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; case WEAPON_SNIPER: m_moWeapon.PlayAnim(SNIPER_ANIM_WAIT01, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; case WEAPON_MINIGUN: m_moWeapon.PlayAnim(MINIGUN_ANIM_WAIT1, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; case WEAPON_ROCKETLAUNCHER: m_moWeapon.PlayAnim(ROCKETLAUNCHER_ANIM_WAIT1, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; case WEAPON_GRENADELAUNCHER: m_moWeapon.PlayAnim(GRENADELAUNCHER_ANIM_WAIT1, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; /* case WEAPON_PIPEBOMB: if (m_bPipeBombDropped) { m_moWeaponSecond.PlayAnim(HANDWITHSTICK_ANIM_STICKTHROWWAIT1, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; } else { m_moWeapon.PlayAnim(HANDWITHBOMB_ANIM_BOMBWAIT2, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); m_moWeaponSecond.PlayAnim(HANDWITHSTICK_ANIM_STICKWAIT1, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; }*/ case WEAPON_FLAMER: m_moWeapon.PlayAnim(FLAMER_ANIM_WAIT01, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; case WEAPON_CHAINSAW: m_moWeapon.PlayAnim(CHAINSAW_ANIM_WAIT1, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; case WEAPON_LASER: m_moWeapon.PlayAnim(LASER_ANIM_WAIT01, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; /* case WEAPON_GHOSTBUSTER: m_moWeapon.PlayAnim(GHOSTBUSTER_ANIM_WAIT03, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; */ case WEAPON_IRONCANNON: // case WEAPON_NUKECANNON: m_moWeapon.PlayAnim(CANNON_ANIM_WAIT01, AOF_LOOPING|AOF_NORESTART|AOF_SMOOTHCHANGE); break; default: ASSERTALWAYS("Unknown weapon."); } }; /* * >>>--- WEAPON BORING ---<<< */ FLOAT KnifeBoring(void) { // play boring anim INDEX iAnim; switch (m_iKnifeStand) { case 1: iAnim = KNIFE_ANIM_WAIT1; break; case 3: iAnim = KNIFE_ANIM_WAIT1; break; } m_moWeapon.PlayAnim(iAnim, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(iAnim); }; FLOAT ColtBoring(void) { // play boring anim INDEX iAnim; switch (IRnd()%2) { case 0: iAnim = COLT_ANIM_WAIT3; break; case 1: iAnim = COLT_ANIM_WAIT4; break; } m_moWeapon.PlayAnim(iAnim, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(iAnim); }; FLOAT DoubleColtBoring(void) { // play boring anim for one colt INDEX iAnim; switch (IRnd()%2) { case 0: iAnim = COLT_ANIM_WAIT3; break; case 1: iAnim = COLT_ANIM_WAIT4; break; } if (IRnd()&1) { m_moWeapon.PlayAnim(iAnim, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(iAnim); } else { m_moWeaponSecond.PlayAnim(iAnim, AOF_SMOOTHCHANGE); return m_moWeaponSecond.GetAnimLength(iAnim); } }; FLOAT SingleShotgunBoring(void) { // play boring anim INDEX iAnim; switch (IRnd()%2) { case 0: iAnim = SINGLESHOTGUN_ANIM_WAIT2; break; case 1: iAnim = SINGLESHOTGUN_ANIM_WAIT3; break; } m_moWeapon.PlayAnim(iAnim, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(iAnim); }; FLOAT DoubleShotgunBoring(void) { // play boring anim INDEX iAnim; switch (IRnd()%3) { case 0: iAnim = DOUBLESHOTGUN_ANIM_WAIT2; break; case 1: iAnim = DOUBLESHOTGUN_ANIM_WAIT3; break; case 2: iAnim = DOUBLESHOTGUN_ANIM_WAIT4; break; } m_moWeapon.PlayAnim(iAnim, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(iAnim); }; FLOAT TommyGunBoring(void) { // play boring anim INDEX iAnim; switch (IRnd()%2) { case 0: iAnim = TOMMYGUN_ANIM_WAIT2; break; case 1: iAnim = TOMMYGUN_ANIM_WAIT3; break; } m_moWeapon.PlayAnim(iAnim, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(iAnim); }; FLOAT SniperBoring(void) { // play boring anim INDEX iAnim; iAnim = SNIPER_ANIM_WAIT01; m_moWeapon.PlayAnim(iAnim, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(iAnim); }; FLOAT MiniGunBoring(void) { // play boring anim INDEX iAnim; switch (IRnd()%3) { case 0: iAnim = MINIGUN_ANIM_WAIT2; break; case 1: iAnim = MINIGUN_ANIM_WAIT3; break; case 2: iAnim = MINIGUN_ANIM_WAIT4; break; } m_moWeapon.PlayAnim(iAnim, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(iAnim); }; FLOAT RocketLauncherBoring(void) { // play boring anim m_moWeapon.PlayAnim(ROCKETLAUNCHER_ANIM_WAIT2, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(ROCKETLAUNCHER_ANIM_WAIT2); }; FLOAT GrenadeLauncherBoring(void) { // play boring anim m_moWeapon.PlayAnim(GRENADELAUNCHER_ANIM_WAIT2, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(GRENADELAUNCHER_ANIM_WAIT2); }; /* FLOAT PipeBombBoring(void) { if (IRnd()&1 && !m_bPipeBombDropped) { // play boring anim for hand with bomb INDEX iAnim; switch (IRnd()%4) { case 0: iAnim = HANDWITHBOMB_ANIM_BOMBWAIT1; break; case 1: iAnim = HANDWITHBOMB_ANIM_BOMBWAIT3; break; case 2: iAnim = HANDWITHBOMB_ANIM_BOMBWAIT4; break; case 3: iAnim = HANDWITHBOMB_ANIM_BOMBWAIT5; break; } m_moWeapon.PlayAnim(iAnim, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(iAnim); } else { // play boring anim for hand with stick INDEX iAnimSecond; if (m_bPipeBombDropped) { switch (IRnd()%2) { case 0: iAnimSecond = HANDWITHSTICK_ANIM_STICKTHROWWAIT2; break; case 1: iAnimSecond = HANDWITHSTICK_ANIM_STICKTHROWWAIT3; break; } } else { switch (IRnd()%3) { case 0: iAnimSecond = HANDWITHSTICK_ANIM_STICKWAIT2; break; case 1: iAnimSecond = HANDWITHSTICK_ANIM_STICKWAIT3; break; case 2: iAnimSecond = HANDWITHSTICK_ANIM_STICKWAIT4; break; } } m_moWeaponSecond.PlayAnim(iAnimSecond, AOF_SMOOTHCHANGE); return m_moWeaponSecond.GetAnimLength(iAnimSecond); } };*/ FLOAT FlamerBoring(void) { // play boring anim INDEX iAnim; switch (IRnd()%4) { case 0: iAnim = FLAMER_ANIM_WAIT02; break; case 1: iAnim = FLAMER_ANIM_WAIT03; break; case 2: iAnim = FLAMER_ANIM_WAIT04; break; case 3: iAnim = FLAMER_ANIM_WAIT05; break; } m_moWeapon.PlayAnim(iAnim, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(iAnim); }; FLOAT ChainsawBoring(void) { // play boring anim INDEX iAnim; switch (IRnd()%3) { case 0: iAnim = CHAINSAW_ANIM_WAIT2; break; case 1: iAnim = CHAINSAW_ANIM_WAIT3; break; case 2: iAnim = CHAINSAW_ANIM_WAIT4; break; } m_moWeapon.PlayAnim(iAnim, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(iAnim); }; FLOAT LaserBoring(void) { // play boring anim INDEX iAnim; iAnim = LASER_ANIM_WAIT02; m_moWeapon.PlayAnim(iAnim, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(iAnim); }; /* FLOAT GhostBusterBoring(void) { // play boring anim INDEX iAnim; switch (IRnd()%3) { case 0: iAnim = GHOSTBUSTER_ANIM_WAIT01; break; case 1: iAnim = GHOSTBUSTER_ANIM_WAIT02; break; case 2: iAnim = GHOSTBUSTER_ANIM_WAIT04; break; } m_moWeapon.PlayAnim(iAnim, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(iAnim); }; */ FLOAT CannonBoring(void) { // play boring anim INDEX iAnim; switch (IRnd()%3) { case 0: iAnim = CANNON_ANIM_WAIT02; break; case 1: iAnim = CANNON_ANIM_WAIT03; break; case 2: iAnim = CANNON_ANIM_WAIT04; break; } m_moWeapon.PlayAnim(iAnim, AOF_SMOOTHCHANGE); return m_moWeapon.GetAnimLength(iAnim); }; // find the weapon position in the remap array WeaponType FindRemapedPos(WeaponType wt) { for (INDEX i=0; i<18; i++) { if (aiWeaponsRemap[i]==wt) { return (WeaponType)i; } } ASSERTALWAYS("Non-existant weapon in remap array!"); return (WeaponType)0; } // get secondary weapon for a given primary weapon WeaponType PrimaryToSecondary(WeaponType wt) { if (wt==WEAPON_CHAINSAW) { return WEAPON_KNIFE; } else if (wt==WEAPON_DOUBLECOLT) { return WEAPON_COLT; } else if (wt==WEAPON_DOUBLESHOTGUN) { return WEAPON_SINGLESHOTGUN; } else if (wt==WEAPON_MINIGUN) { return WEAPON_TOMMYGUN; } else if (wt==WEAPON_ROCKETLAUNCHER) { return WEAPON_GRENADELAUNCHER; } else if (wt==WEAPON_SNIPER) { return WEAPON_FLAMER; } else { return wt; } } // get primary weapon for a given secondary weapon WeaponType SecondaryToPrimary(WeaponType wt) { if (wt==WEAPON_KNIFE) { return WEAPON_CHAINSAW; } else if (wt==WEAPON_COLT) { return WEAPON_DOUBLECOLT; } else if (wt==WEAPON_SINGLESHOTGUN) { return WEAPON_DOUBLESHOTGUN; } else if (wt==WEAPON_TOMMYGUN) { return WEAPON_MINIGUN; } else if (wt==WEAPON_GRENADELAUNCHER) { return WEAPON_ROCKETLAUNCHER; } else if (wt==WEAPON_FLAMER) { return WEAPON_SNIPER; } else { return wt; } } /* * >>>--- WEAPON CHANGE FUNCTIONS ---<<< */ // find first possible weapon in given direction /* WeaponType FindWeaponInDirection(INDEX iDir) { WeaponType wtOrg = (WeaponType)m_iWantedWeapon; WeaponType wt = wtOrg; FOREVER { (INDEX&)wt += iDir; if (wtWEAPON_IRONCANNON) { wt = WEAPON_KNIFE; } if (wt==wtOrg) { break; } if ( ( ((1<<(wt-1))&m_iAvailableWeapons) && HasAmmo(wt)) ) { return wt; } } return m_iWantedWeapon; }*/ WeaponType FindWeaponInDirection(INDEX iDir) { INDEX wtOrg = FindRemapedPos(m_iWantedWeapon); INDEX wti = wtOrg; FOREVER { (INDEX&)wti += iDir; if (wti<1) { wti = WEAPON_IRONCANNON; } if (wti>14) { wti = WEAPON_KNIFE; } if (wti==wtOrg) { break; } WeaponType wt = (WeaponType) aiWeaponsRemap[wti]; if ( ( ((1<<(wt-1))&m_iAvailableWeapons) && HasAmmo(wt)) ) { return wt; } } return m_iWantedWeapon; } // select new weapon void SelectWeaponChange(INDEX iSelect) { WeaponType EwtTemp; // mark that weapon change is required m_tmWeaponChangeRequired = _pTimer->CurrentTick(); // if storing current weapon if (iSelect==0) { m_bChangeWeapon = TRUE; m_iWantedWeapon = WEAPON_NONE; return; } // if restoring best weapon if (iSelect==-4) { SelectNewWeapon() ; return; } // if flipping weapon if (iSelect==-3) { EwtTemp = GetAltWeapon(m_iWantedWeapon); // if selecting previous weapon } else if (iSelect==-2) { EwtTemp = FindWeaponInDirection(-1); // if selecting next weapon } else if (iSelect==-1) { EwtTemp = FindWeaponInDirection(+1); // if selecting directly } else { // flip current weapon if (iSelect == GetSelectedWeapon(m_iWantedWeapon)) { EwtTemp = GetAltWeapon(m_iWantedWeapon); // change to wanted weapon } else { EwtTemp = GetStrongerWeapon(iSelect); // if weapon don't exist or don't have ammo flip it if ( !((1<<(EwtTemp-1))&m_iAvailableWeapons) || !HasAmmo(EwtTemp)) { EwtTemp = GetAltWeapon(EwtTemp); } } } // wanted weapon exist and has ammo BOOL bChange = ( ((1<<(EwtTemp-1))&m_iAvailableWeapons) && HasAmmo(EwtTemp)); if (bChange) { m_iWantedWeapon = EwtTemp; m_bChangeWeapon = TRUE; } }; void MinigunSmoke() { if( !hud_bShowWeapon) { return; } // smoke CPlayer &pl = (CPlayer&)*m_penPlayer; if( pl.m_pstState!=PST_DIVE) { BOOL b3rdPersonView = TRUE; if(pl.m_penCamera==NULL && pl.m_pen3rdPersonView==NULL) { b3rdPersonView = FALSE; } INDEX ctBulletsFired = ClampUp(m_iBulletsOnFireStart-m_iBullets, INDEX(200)); for( INDEX iSmoke=0; iSmokesld_vPos = plPipe.pl_PositionVector+pl.en_vCurrentTranslationAbsolute*iSmoke*_pTimer->TickQuantum; FLOAT3D vUp( m(1,2), m(2,2), m(3,2)); psldSmoke->sld_vUp = vUp; psldSmoke->sld_tmLaunch = _pTimer->CurrentTick()+iSmoke*_pTimer->TickQuantum; psldSmoke->sld_estType = ESL_BULLET_SMOKE; psldSmoke->sld_fSize = 0.75f+ctBulletsFired/50.0f; FLOAT3D vSpeedRelative = FLOAT3D(-0.06f, FRnd()/4.0f, -0.06f); psldSmoke->sld_vSpeed = vSpeedRelative*m+pl.en_vCurrentTranslationAbsolute; pl.m_iFirstEmptySLD = (pl.m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; } } }; BOOL SniperZoomDiscrete(INDEX iDirection, BOOL &bZoomChanged) { bZoomChanged = FALSE; // zoom in one zoom level if (iDirection>0) { for (INDEX i=0; i0; i--) { if (afSniperZoom[2*i]>m_fSniperFOV) { m_fSniperFOV=afSniperZoom[2*i]; m_fSniperFOVlast=m_fSniperFOV; bZoomChanged = TRUE; break; } } } if (m_fSniperFOV<90.0f) { m_bSniping = TRUE; } else { m_bSniping = FALSE; } return m_bSniping; }; procedures: /* * >>>--- WEAPON CHANGE PROCEDURE ---<<< */ ChangeWeapon() { // if really changing weapon, make sure sniping is off and notify owner of the change if (m_iCurrentWeapon!=m_iWantedWeapon) { m_fSniperFOV = m_fSniperFOVlast = m_fSniperMaxFOV; m_bSniping = FALSE; m_penPlayer->SendEvent(EWeaponChanged()); } // weapon is changed m_bChangeWeapon = FALSE; // if this is not current weapon change it if (m_iCurrentWeapon!=m_iWantedWeapon) { /* // iron/nuke cannon changing is special if( (m_iCurrentWeapon == WEAPON_IRONCANNON) && (m_iWantedWeapon == WEAPON_NUKECANNON) ) { autocall ChangeToNukeCannon() EEnd; // mark that weapon change has ended m_tmWeaponChangeRequired = 0.0f; jump Idle(); } else if( (m_iCurrentWeapon == WEAPON_NUKECANNON) && (m_iWantedWeapon == WEAPON_IRONCANNON) ) { autocall ChangeToIronCannon() EEnd; // mark that weapon change has ended m_tmWeaponChangeRequired = 0.0f; jump Idle(); } */ // store current weapon m_iPreviousWeapon = m_iCurrentWeapon; autocall PutDown() EEnd; // set new weapon m_iCurrentWeapon = m_iWantedWeapon; // remember current weapon for console usage wpn_iCurrent = m_iCurrentWeapon; autocall BringUp() EEnd; // start engine sound if chainsaw if (m_iCurrentWeapon==WEAPON_CHAINSAW) { CPlayer &pl = (CPlayer&)*m_penPlayer; pl.m_soWeaponAmbient.Set3DParameters(30.0f, 3.0f, 1.0f, 1.0f); PlaySound(pl.m_soWeaponAmbient, SOUND_CS_IDLE, SOF_3D|SOF_VOLUMETRIC|SOF_LOOP|SOF_SMOOTHCHANGE); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("ChainsawIdle");} } // knife change stand } else if (m_iWantedWeapon == WEAPON_KNIFE) { // mark that weapon change has ended m_tmWeaponChangeRequired = 0.0f; autocall ChangeKnifeStand() EEnd; /* // pipebomb reload } else if (m_iWantedWeapon == WEAPON_PIPEBOMB) { // mark that weapon change has ended m_tmWeaponChangeRequired = 0.0f; jump Reload(); */ } jump Idle(); }; // put weapon down PutDown() { // start weapon put down animation switch (m_iCurrentWeapon) { case WEAPON_NONE: break; // knife have different stands case WEAPON_KNIFE: if (m_iKnifeStand==1) { m_iAnim = KNIFE_ANIM_PULLOUT; } else if (m_iKnifeStand==3) { m_iAnim = KNIFE_ANIM_PULLOUT; } break; case WEAPON_DOUBLECOLT: case WEAPON_COLT: m_iAnim = COLT_ANIM_DEACTIVATE; break; case WEAPON_SINGLESHOTGUN: m_iAnim = SINGLESHOTGUN_ANIM_DEACTIVATE; break; case WEAPON_DOUBLESHOTGUN: m_iAnim = DOUBLESHOTGUN_ANIM_DEACTIVATE; break; case WEAPON_TOMMYGUN: m_iAnim = TOMMYGUN_ANIM_DEACTIVATE; break; case WEAPON_SNIPER: m_iAnim = SNIPER_ANIM_DEACTIVATE; break; case WEAPON_MINIGUN: m_iAnim = MINIGUN_ANIM_DEACTIVATE; break; case WEAPON_ROCKETLAUNCHER: m_iAnim = ROCKETLAUNCHER_ANIM_DEACTIVATE; break; case WEAPON_GRENADELAUNCHER: m_iAnim = GRENADELAUNCHER_ANIM_DEACTIVATE; break; /* case WEAPON_PIPEBOMB: m_iAnim = HANDWITHBOMB_ANIM_DEACTIVATE; break;*/ case WEAPON_FLAMER: m_iAnim = FLAMER_ANIM_DEACTIVATE; break; case WEAPON_CHAINSAW: { CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeaponAmbient, SOUND_CS_BRINGDOWN, SOF_3D|SOF_VOLUMETRIC|SOF_SMOOTHCHANGE); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_StopEffect("ChainsawIdle");} m_iAnim = CHAINSAW_ANIM_DEACTIVATE; break; } case WEAPON_LASER: m_iAnim = LASER_ANIM_DEACTIVATE; break; /* case WEAPON_GHOSTBUSTER: m_iAnim = GHOSTBUSTER_ANIM_DEACTIVATE; break; */ case WEAPON_IRONCANNON: // case WEAPON_NUKECANNON: m_iAnim = CANNON_ANIM_DEACTIVATE; break; default: ASSERTALWAYS("Unknown weapon."); } // start animator CPlayerAnimator &plan = (CPlayerAnimator&)*((CPlayer&)*m_penPlayer).m_penAnimator; plan.BodyPushAnimation(); if (m_iCurrentWeapon==WEAPON_NONE) { return EEnd(); } // --->>> COLT -> DOUBLE COLT SPECIFIC <<<--- if (m_iCurrentWeapon==WEAPON_COLT && m_iWantedWeapon==WEAPON_DOUBLECOLT) { return EEnd(); } // --->>> DOUBLE COLT SPECIFIC <<<--- if (m_iCurrentWeapon==WEAPON_DOUBLECOLT) { m_moWeaponSecond.PlayAnim(m_iAnim, 0); } // --->>> DOUBLE COLT -> COLT SPECIFIC <<<--- if (m_iCurrentWeapon==WEAPON_DOUBLECOLT && m_iWantedWeapon==WEAPON_COLT) { autowait(m_moWeapon.GetAnimLength(m_iAnim)); return EEnd(); } /* // --->>> PIPEBOMB SPECIFIC <<<--- if (m_iCurrentWeapon==WEAPON_PIPEBOMB) { m_moWeapon.PlayAnim(m_iAnim, 0); m_moWeaponSecond.PlayAnim(HANDWITHSTICK_ANIM_DEACTIVATE, 0); autowait(Max(m_moWeapon.GetAnimLength(m_iAnim), m_moWeaponSecond.GetAnimLength(HANDWITHSTICK_ANIM_DEACTIVATE))); return EEnd(); } */ // reload colts automagicaly when puting them away BOOL bNowColt = m_iCurrentWeapon==WEAPON_COLT || m_iCurrentWeapon==WEAPON_DOUBLECOLT; BOOL bWantedColt = m_iWantedWeapon==WEAPON_COLT || m_iWantedWeapon==WEAPON_DOUBLECOLT; if (bNowColt&&!bWantedColt) { m_iColtBullets = 6; } m_moWeapon.PlayAnim(m_iAnim, 0); autowait(m_moWeapon.GetAnimLength(m_iAnim)); return EEnd(); }; // bring up weapon BringUp() { // reset weapon draw offset ResetWeaponMovingOffset(); // set weapon model for current weapon SetCurrentWeaponModel(); // start current weapon bring up animation switch (m_iCurrentWeapon) { case WEAPON_KNIFE: m_iAnim = KNIFE_ANIM_PULL; m_iKnifeStand = 1; break; case WEAPON_COLT: case WEAPON_DOUBLECOLT: m_iAnim = COLT_ANIM_ACTIVATE; SetFlare(0, FLARE_REMOVE); SetFlare(1, FLARE_REMOVE); break; case WEAPON_SINGLESHOTGUN: m_iAnim = SINGLESHOTGUN_ANIM_ACTIVATE; SetFlare(0, FLARE_REMOVE); break; case WEAPON_DOUBLESHOTGUN: m_iAnim = DOUBLESHOTGUN_ANIM_ACTIVATE; SetFlare(0, FLARE_REMOVE); break; case WEAPON_TOMMYGUN: m_iAnim = TOMMYGUN_ANIM_ACTIVATE; SetFlare(0, FLARE_REMOVE); break; case WEAPON_SNIPER: m_iAnim = SNIPER_ANIM_ACTIVATE; SetFlare(0, FLARE_REMOVE); break; case WEAPON_MINIGUN: { CAttachmentModelObject *amo = m_moWeapon.GetAttachmentModel(MINIGUN_ATTACHMENT_BARRELS); m_aMiniGunLast = m_aMiniGun = amo->amo_plRelative.pl_OrientationAngle(3); m_iAnim = MINIGUN_ANIM_ACTIVATE; SetFlare(0, FLARE_REMOVE); break; } case WEAPON_ROCKETLAUNCHER: m_iAnim = ROCKETLAUNCHER_ANIM_ACTIVATE; break; case WEAPON_GRENADELAUNCHER: m_iAnim = GRENADELAUNCHER_ANIM_ACTIVATE; break; /* case WEAPON_PIPEBOMB: m_iAnim = HANDWITHBOMB_ANIM_ACTIVATE; break;*/ case WEAPON_FLAMER: m_iAnim = FLAMER_ANIM_ACTIVATE; break; case WEAPON_CHAINSAW: { m_iAnim = CHAINSAW_ANIM_ACTIVATE; CPlayer &pl = (CPlayer&)*m_penPlayer; pl.m_soWeaponAmbient.Set3DParameters(30.0f, 3.0f, 1.0f, 1.0f); PlaySound(pl.m_soWeaponAmbient, SOUND_CS_BRINGUP, SOF_3D|SOF_VOLUMETRIC|SOF_LOOP); break; } case WEAPON_LASER: m_iAnim = LASER_ANIM_ACTIVATE; break; /* case WEAPON_GHOSTBUSTER: m_iAnim = GHOSTBUSTER_ANIM_ACTIVATE; break; */ case WEAPON_IRONCANNON: // case WEAPON_NUKECANNON: m_iAnim = CANNON_ANIM_ACTIVATE; break; case WEAPON_NONE: break; default: ASSERTALWAYS("Unknown weapon."); } // start animator CPlayerAnimator &plan = (CPlayerAnimator&)*((CPlayer&)*m_penPlayer).m_penAnimator; plan.BodyPullAnimation(); // --->>> DOUBLE COLT -> COLT SPECIFIC <<<--- if (m_iPreviousWeapon==WEAPON_DOUBLECOLT && m_iCurrentWeapon==WEAPON_COLT) { // mark that weapon change has ended m_tmWeaponChangeRequired -= hud_tmWeaponsOnScreen/2; return EEnd(); } // --->>> DOUBLE COLT SPECIFIC <<<--- if (m_iCurrentWeapon==WEAPON_DOUBLECOLT) { m_moWeaponSecond.PlayAnim(m_iAnim, 0); } // --->>> COLT -> COLT DOUBLE SPECIFIC <<<--- if (m_iPreviousWeapon==WEAPON_COLT && m_iCurrentWeapon==WEAPON_DOUBLECOLT) { autowait(m_moWeapon.GetAnimLength(m_iAnim)); // mark that weapon change has ended m_tmWeaponChangeRequired -= hud_tmWeaponsOnScreen/2; return EEnd(); } /* // --->>> PIPEBOMB SPECIFIC <<<--- if (m_iCurrentWeapon==WEAPON_PIPEBOMB) { m_moWeapon.PlayAnim(m_iAnim, 0); m_moWeaponSecond.PlayAnim(HANDWITHSTICK_ANIM_ACTIVATE, 0); autowait(Max(m_moWeapon.GetAnimLength(m_iAnim), m_moWeaponSecond.GetAnimLength(HANDWITHSTICK_ANIM_ACTIVATE))); m_bPipeBombDropped = FALSE; // mark that weapon change has ended m_tmWeaponChangeRequired -= hud_tmWeaponsOnScreen/2; return EEnd(); } */ m_moWeapon.PlayAnim(m_iAnim, 0); autowait(m_moWeapon.GetAnimLength(m_iAnim)); /* if( m_iCurrentWeapon == WEAPON_NUKECANNON) { autocall ChangeToNukeCannon() EEnd; } */ // mark that weapon change has ended m_tmWeaponChangeRequired -= hud_tmWeaponsOnScreen/2; return EEnd(); }; /* * >>>--- FIRE WEAPON ---<<< */ Fire() { CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon0, SOUND_SILENCE, SOF_3D|SOF_VOLUMETRIC); // stop possible sounds // force ending of weapon change m_tmWeaponChangeRequired = 0; m_bFireWeapon = TRUE; m_bHasAmmo = HasAmmo(m_iCurrentWeapon); // if has no ammo select new weapon if (!m_bHasAmmo) { SelectNewWeapon(); jump Idle(); } // setup 3D sound parameters Setup3DSoundParameters(); // start weapon firing animation for continuous firing if (m_iCurrentWeapon==WEAPON_MINIGUN) { jump MiniGunSpinUp(); } else if (m_iCurrentWeapon==WEAPON_FLAMER) { jump FlamerStart(); } else if (m_iCurrentWeapon==WEAPON_CHAINSAW) { jump ChainsawFire(); /* } else if (m_iCurrentWeapon==WEAPON_GHOSTBUSTER) { autocall GhostBusterStart() EEnd; */ } else if (m_iCurrentWeapon==WEAPON_LASER) { GetAnimator()->FireAnimation(BODY_ANIM_SHOTGUN_FIRESHORT, AOF_LOOPING); } else if (m_iCurrentWeapon==WEAPON_TOMMYGUN) { autocall TommyGunStart() EEnd; } else if (m_iCurrentWeapon==WEAPON_IRONCANNON /*|| (m_iCurrentWeapon==WEAPON_NUKECANNON)*/) { jump CannonFireStart(); } // clear last lerped bullet position m_iLastBulletPosition = FLOAT3D(32000.0f, 32000.0f, 32000.0f); // reset laser barrel (to start shooting always from left up barrel) m_iLaserBarrel = 0; while (HoldingFire() && m_bHasAmmo) { // boring animation ((CPlayerAnimator&)*((CPlayer&)*m_penPlayer).m_penAnimator).m_fLastActionTime = _pTimer->CurrentTick(); wait() { on (EBegin) : { // fire one shot switch (m_iCurrentWeapon) { case WEAPON_KNIFE: call SwingKnife(); break; case WEAPON_COLT: call FireColt(); break; case WEAPON_DOUBLECOLT: call FireDoubleColt(); break; case WEAPON_SINGLESHOTGUN: call FireSingleShotgun(); break; case WEAPON_DOUBLESHOTGUN: call FireDoubleShotgun(); break; case WEAPON_TOMMYGUN: call FireTommyGun(); break; case WEAPON_SNIPER: call FireSniper(); break; case WEAPON_ROCKETLAUNCHER: call FireRocketLauncher(); break; case WEAPON_GRENADELAUNCHER: call FireGrenadeLauncher(); break; case WEAPON_LASER: call FireLaser(); break; default: ASSERTALWAYS("Unknown weapon."); } resume; } on (EEnd) : { stop; } } } // stop weapon firing animation for continuous firing switch (m_iCurrentWeapon) { case WEAPON_TOMMYGUN: { jump TommyGunStop(); break; } case WEAPON_MINIGUN: { jump MiniGunSpinDown(); break; } case WEAPON_FLAMER: { jump FlamerStop(); break; } // case WEAPON_GHOSTBUSTER: { jump GhostBusterStop(); break; } case WEAPON_LASER: { GetAnimator()->FireAnimationOff(); jump Idle(); } default: { jump Idle(); } } }; // ***************** SWING KNIFE ***************** SwingKnife() { INDEX iSwing; // animator swing GetAnimator()->FireAnimation(BODY_ANIM_KNIFE_ATTACK, 0); // sound CPlayer &pl = (CPlayer&)*m_penPlayer; // depending on stand choose random attack switch (m_iKnifeStand) { case 1: iSwing = IRnd()%2; switch (iSwing) { case 0: m_iAnim = KNIFE_ANIM_ATTACK01; m_fAnimWaitTime = 0.25f; PlaySound(pl.m_soWeapon0, SOUND_KNIFE_BACK, SOF_3D|SOF_VOLUMETRIC); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Knife_back");} break; case 1: m_iAnim = KNIFE_ANIM_ATTACK02; m_fAnimWaitTime = 0.35f; PlaySound(pl.m_soWeapon1, SOUND_KNIFE_BACK, SOF_3D|SOF_VOLUMETRIC); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Knife_back");} break; } break; case 3: iSwing = IRnd()%2; switch (iSwing) { case 0: m_iAnim = KNIFE_ANIM_ATTACK01; m_fAnimWaitTime = 0.50f; PlaySound(pl.m_soWeapon1, SOUND_KNIFE_BACK, SOF_3D|SOF_VOLUMETRIC); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Knife_back");} break; case 1: m_iAnim = KNIFE_ANIM_ATTACK02; m_fAnimWaitTime = 0.50f; PlaySound(pl.m_soWeapon3, SOUND_KNIFE_BACK, SOF_3D|SOF_VOLUMETRIC); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Knife_back");} break; } break; } m_moWeapon.PlayAnim(m_iAnim, 0); if (CutWithKnife(0, 0, 3.0f, 2.0f, 0.5f, ((GetSP()->sp_bCooperative) ? 100.0f : 50.0f))) { autowait(m_fAnimWaitTime); } else if (TRUE) { autowait(m_fAnimWaitTime/2); CutWithKnife(0, 0, 3.0f, 2.0f, 0.5f, ((GetSP()->sp_bCooperative) ? 100.0f : 50.0f)); autowait(m_fAnimWaitTime/2); } if (m_moWeapon.GetAnimLength(m_iAnim)-m_fAnimWaitTime>=_pTimer->TickQuantum) { autowait(m_moWeapon.GetAnimLength(m_iAnim)-m_fAnimWaitTime); } return EEnd(); }; // ***************** FIRE COLT ***************** FireColt() { GetAnimator()->FireAnimation(BODY_ANIM_COLT_FIRERIGHT, 0); // fire bullet FireOneBullet(wpn_fFX[WEAPON_COLT], wpn_fFY[WEAPON_COLT], 500.0f, ((GetSP()->sp_bCooperative) ? 10.0f : 20.0f)); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Colt_fire");} DoRecoil(); SpawnRangeSound(40.0f); m_iColtBullets--; SetFlare(0, FLARE_ADD); PlayLightAnim(LIGHT_ANIM_COLT_SHOTGUN, 0); // sound CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon0, SOUND_COLT_FIRE, SOF_3D|SOF_VOLUMETRIC); /* if( pl.m_pstState!=PST_DIVE) { // smoke ShellLaunchData &sldRight = pl.m_asldData[pl.m_iFirstEmptySLD]; sldRight.sld_vPos = FLOAT3D(afRightColtPipe[0], afRightColtPipe[1], afRightColtPipe[2]); sldRight.sld_tmLaunch = _pTimer->CurrentTick(); sldRight.sld_estType = ESL_COLT_SMOKE; pl.m_iFirstEmptySLD = (pl.m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; } */ // random colt fire INDEX iAnim; switch (IRnd()%3) { case 0: iAnim = COLT_ANIM_FIRE1; break; case 1: iAnim = COLT_ANIM_FIRE2; break; case 2: iAnim = COLT_ANIM_FIRE3; break; } m_moWeapon.PlayAnim(iAnim, 0); autowait(m_moWeapon.GetAnimLength(iAnim)-0.05f); m_moWeapon.PlayAnim(COLT_ANIM_WAIT1, AOF_LOOPING|AOF_NORESTART); // no more bullets in colt -> reload if (m_iColtBullets == 0) { jump ReloadColt(); } return EEnd(); }; // reload colt ReloadColt() { if (m_iColtBullets>=6) { return EEnd(); } // sound CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon1, SOUND_COLT_RELOAD, SOF_3D|SOF_VOLUMETRIC); m_moWeapon.PlayAnim(COLT_ANIM_RELOAD, 0); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Colt_reload");} autowait(m_moWeapon.GetAnimLength(COLT_ANIM_RELOAD)); m_iColtBullets = 6; return EEnd(); }; // ***************** FIRE DOUBLE COLT ***************** FireDoubleColt() { // fire first colt - one bullet less in colt GetAnimator()->FireAnimation(BODY_ANIM_COLT_FIRERIGHT, 0); FireOneBullet(wpn_fFX[WEAPON_DOUBLECOLT], wpn_fFY[WEAPON_DOUBLECOLT], 500.0f, 10.0f); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Colt_fire");} /* CPlayer &pl1 = (CPlayer&)*m_penPlayer; if( pl1.m_pstState!=PST_DIVE) { // smoke ShellLaunchData &sldRight = pl1.m_asldData[pl1.m_iFirstEmptySLD]; sldRight.sld_vPos = FLOAT3D(afRightColtPipe[0], afRightColtPipe[1], afRightColtPipe[2]); sldRight.sld_tmLaunch = _pTimer->CurrentTick(); sldRight.sld_estType = ESL_COLT_SMOKE; pl1.m_iFirstEmptySLD = (pl1.m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; } */ DoRecoil(); SpawnRangeSound(50.0f); m_iColtBullets--; SetFlare(0, FLARE_ADD); PlayLightAnim(LIGHT_ANIM_COLT_SHOTGUN, 0); // sound CPlayer &plSnd = (CPlayer&)*m_penPlayer; PlaySound(plSnd.m_soWeapon0, SOUND_COLT_FIRE, SOF_3D|SOF_VOLUMETRIC); // random colt fire switch (IRnd()%3) { case 0: m_iAnim = COLT_ANIM_FIRE1; break; case 1: m_iAnim = COLT_ANIM_FIRE2; break; case 2: m_iAnim = COLT_ANIM_FIRE3; break; } m_moWeapon.PlayAnim(m_iAnim, 0); // play first colt anim autowait(m_moWeapon.GetAnimLength(m_iAnim)/2); // wait half of the anim // fire second colt GetAnimator()->FireAnimation(BODY_ANIM_COLT_FIRELEFT, 0); m_bMirrorFire = TRUE; FireOneBullet(wpn_fFX[WEAPON_DOUBLECOLT], wpn_fFY[WEAPON_DOUBLECOLT], 500.0f, 10.0f); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Colt_fire");} /* CPlayer &pl2 = (CPlayer&)*m_penPlayer; if( pl2.m_pstState!=PST_DIVE) { // smoke ShellLaunchData &sldLeft = pl2.m_asldData[pl2.m_iFirstEmptySLD]; sldLeft.sld_vPos = FLOAT3D(-afRightColtPipe[0], afRightColtPipe[1], afRightColtPipe[2]); sldLeft.sld_tmLaunch = _pTimer->CurrentTick(); sldLeft.sld_estType = ESL_COLT_SMOKE; pl2.m_iFirstEmptySLD = (pl2.m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; } */ DoRecoil(); m_iSecondFlare = FLARE_ADD; ((CPlayerAnimator&)*((CPlayer&)*m_penPlayer).m_penAnimator).m_iSecondFlare = FLARE_ADD; PlayLightAnim(LIGHT_ANIM_COLT_SHOTGUN, 0); m_bMirrorFire = FALSE; // sound CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon1, SOUND_COLT_FIRE, SOF_3D|SOF_VOLUMETRIC); m_moWeaponSecond.PlayAnim(m_iAnim, 0); autowait(m_moWeapon.GetAnimLength(m_iAnim)/2); // wait half of the anim // no more bullets in colt -> reload if (m_iColtBullets == 0) { jump ReloadDoubleColt(); } return EEnd(); }; // reload double colt ReloadDoubleColt() { if (m_iColtBullets>=6) { return EEnd(); } m_moWeapon.PlayAnim(COLT_ANIM_RELOAD, 0); // sound CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon2, SOUND_COLT_RELOAD, SOF_3D|SOF_VOLUMETRIC); // wait half of reload time autowait(m_moWeapon.GetAnimLength(COLT_ANIM_RELOAD)/2); m_moWeaponSecond.PlayAnim(COLT_ANIM_RELOAD, 0); // sound CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon3, SOUND_COLT_RELOAD, SOF_3D|SOF_VOLUMETRIC); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Colt_reload");} // wait second halt minus half shortest fire animation autowait(m_moWeapon.GetAnimLength(COLT_ANIM_RELOAD)-0.25f); m_iColtBullets = 6; return EEnd(); }; // ***************** FIRE SINGLESHOTGUN ***************** FireSingleShotgun() { // fire one shell if (m_iShells>0) { GetAnimator()->FireAnimation(BODY_ANIM_SHOTGUN_FIRELONG, 0); FireBullets(wpn_fFX[WEAPON_SINGLESHOTGUN], wpn_fFY[WEAPON_SINGLESHOTGUN], 500.0f, 10.0f, 7, afSingleShotgunPellets, 0.2f, 0.03f); DoRecoil(); SpawnRangeSound(60.0f); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Snglshotgun_fire");} DecAmmo(m_iShells, 1); SetFlare(0, FLARE_ADD); PlayLightAnim(LIGHT_ANIM_COLT_SHOTGUN, 0); m_moWeapon.PlayAnim(GetSP()->sp_bCooperative ? SINGLESHOTGUN_ANIM_FIRE1 : SINGLESHOTGUN_ANIM_FIRE1FAST, 0); // sound CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon0, SOUND_SINGLESHOTGUN_FIRE, SOF_3D|SOF_VOLUMETRIC); if( hud_bShowWeapon) { if( pl.m_pstState==PST_DIVE) { // bubble ShellLaunchData &sldBubble = pl.m_asldData[pl.m_iFirstEmptySLD]; CPlacement3D plShell; CalcWeaponPosition(FLOAT3D(afSingleShotgunShellPos[0], afSingleShotgunShellPos[1], afSingleShotgunShellPos[2]), plShell, FALSE); FLOATmatrix3D m; MakeRotationMatrixFast(m, plShell.pl_OrientationAngle); FLOAT3D vUp( m(1,2), m(2,2), m(3,2)); sldBubble.sld_vPos = plShell.pl_PositionVector; sldBubble.sld_vUp = vUp; sldBubble.sld_tmLaunch = _pTimer->CurrentTick(); sldBubble.sld_estType = ESL_BUBBLE; FLOAT3D vSpeedRelative = FLOAT3D(0.3f, 0.0f, 0.0f); sldBubble.sld_vSpeed = vSpeedRelative*m; pl.m_iFirstEmptySLD = (pl.m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; } else { // smoke ShellLaunchData &sldPipe1 = pl.m_asldData[pl.m_iFirstEmptySLD]; CPlacement3D plPipe; CalcWeaponPosition(FLOAT3D(afSingleShotgunPipe[0], afSingleShotgunPipe[1], afSingleShotgunPipe[2]), plPipe, FALSE); FLOATmatrix3D m; MakeRotationMatrixFast(m, plPipe.pl_OrientationAngle); FLOAT3D vUp( m(1,2), m(2,2), m(3,2)); sldPipe1.sld_vPos = plPipe.pl_PositionVector; sldPipe1.sld_vUp = vUp; sldPipe1.sld_tmLaunch = _pTimer->CurrentTick(); sldPipe1.sld_estType = ESL_SHOTGUN_SMOKE; FLOAT3D vSpeedRelative = FLOAT3D(0, 0.0f, -12.5f); sldPipe1.sld_vSpeed = vSpeedRelative*m; pl.m_iFirstEmptySLD = (pl.m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; } } autowait(GetSP()->sp_bCooperative ? 0.5f : 0.375f); /* drop shell */ /* add one empty bullet shell */ CPlacement3D plShell; CalcWeaponPosition(FLOAT3D(afSingleShotgunShellPos[0], afSingleShotgunShellPos[1], afSingleShotgunShellPos[2]), plShell, FALSE); FLOATmatrix3D mRot; MakeRotationMatrixFast(mRot, plShell.pl_OrientationAngle); if( hud_bShowWeapon) { CPlayer *penPlayer = GetPlayer(); ShellLaunchData &sld = penPlayer->m_asldData[penPlayer->m_iFirstEmptySLD]; sld.sld_vPos = plShell.pl_PositionVector; FLOAT3D vSpeedRelative = FLOAT3D(FRnd()+2.0f, FRnd()+5.0f, -FRnd()-2.0f); sld.sld_vSpeed = vSpeedRelative*mRot; const FLOATmatrix3D &m = penPlayer->GetRotationMatrix(); FLOAT3D vUp( m(1,2), m(2,2), m(3,2)); sld.sld_vUp = vUp; sld.sld_tmLaunch = _pTimer->CurrentTick(); sld.sld_estType = ESL_SHOTGUN; // move to next shell position penPlayer->m_iFirstEmptySLD = (penPlayer->m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; } /* drop shell */ autowait(m_moWeapon.GetAnimLength( (GetSP()->sp_bCooperative ? SINGLESHOTGUN_ANIM_FIRE1:SINGLESHOTGUN_ANIM_FIRE1FAST) ) - (GetSP()->sp_bCooperative ? 0.5f : 0.375f) ); // no ammo -> change weapon if (m_iShells<=0) { SelectNewWeapon(); } } else { ASSERTALWAYS("SingleShotgun - Auto weapon change not working."); m_bFireWeapon = m_bHasAmmo = FALSE; } return EEnd(); }; // ***************** FIRE DOUBLESHOTGUN ***************** FireDoubleShotgun() { // fire two shell if (m_iShells>1) { GetAnimator()->FireAnimation(BODY_ANIM_SHOTGUN_FIRELONG, 0); FireBullets(wpn_fFX[WEAPON_DOUBLESHOTGUN], wpn_fFY[WEAPON_DOUBLESHOTGUN], 500.0f, 10.0f, 14, afDoubleShotgunPellets, 0.3f, 0.03f); DoRecoil(); SpawnRangeSound(70.0f); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Dblshotgun_fire");} DecAmmo(m_iShells, 2); SetFlare(0, FLARE_ADD); PlayLightAnim(LIGHT_ANIM_COLT_SHOTGUN, 0); m_moWeapon.PlayAnim(GetSP()->sp_bCooperative ? DOUBLESHOTGUN_ANIM_FIRE : DOUBLESHOTGUN_ANIM_FIREFAST, 0); m_moWeaponSecond.PlayAnim(GetSP()->sp_bCooperative ? HANDWITHAMMO_ANIM_FIRE : HANDWITHAMMO_ANIM_FIREFAST, 0); // sound CPlayer &pl = (CPlayer&)*m_penPlayer; pl.m_soWeapon0.Set3DParameters(50.0f, 5.0f, 1.5f, 1.0f); // fire PlaySound(pl.m_soWeapon0, SOUND_DOUBLESHOTGUN_FIRE, SOF_3D|SOF_VOLUMETRIC); if( hud_bShowWeapon) { if( pl.m_pstState==PST_DIVE) { // bubble (pipe 1) ShellLaunchData &sldBubble1 = pl.m_asldData[pl.m_iFirstEmptySLD]; CPlacement3D plShell; CalcWeaponPosition(FLOAT3D(-0.11f, 0.1f, -0.3f), plShell, FALSE); /*CalcWeaponPosition(FLOAT3D(afDoubleShotgunShellPos[0], afDoubleShotgunShellPos[1], afDoubleShotgunShellPos[2]), plShell, FALSE);*/ FLOATmatrix3D m; MakeRotationMatrixFast(m, plShell.pl_OrientationAngle); FLOAT3D vUp( m(1,2), m(2,2), m(3,2)); sldBubble1.sld_vPos = plShell.pl_PositionVector; sldBubble1.sld_vUp = vUp; sldBubble1.sld_tmLaunch = _pTimer->CurrentTick(); sldBubble1.sld_estType = ESL_BUBBLE; FLOAT3D vSpeedRelative = FLOAT3D(-0.1f, 0.0f, 0.01f); sldBubble1.sld_vSpeed = vSpeedRelative*m; pl.m_iFirstEmptySLD = (pl.m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; ShellLaunchData &sldBubble2 = pl.m_asldData[pl.m_iFirstEmptySLD]; // bubble (pipe 2) sldBubble2 = sldBubble1; vSpeedRelative = FLOAT3D(0.1f, 0.0f, -0.2f); sldBubble2.sld_vSpeed = vSpeedRelative*m; pl.m_iFirstEmptySLD = (pl.m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; } else { // smoke (pipe 1) ShellLaunchData &sldPipe1 = pl.m_asldData[pl.m_iFirstEmptySLD]; CPlacement3D plPipe; CalcWeaponPosition(FLOAT3D(afDoubleShotgunPipe[0], afDoubleShotgunPipe[1], afDoubleShotgunPipe[2]), plPipe, FALSE); FLOATmatrix3D m; MakeRotationMatrixFast(m, plPipe.pl_OrientationAngle); FLOAT3D vUp( m(1,2), m(2,2), m(3,2)); sldPipe1.sld_vPos = plPipe.pl_PositionVector; sldPipe1.sld_vUp = vUp; sldPipe1.sld_tmLaunch = _pTimer->CurrentTick(); sldPipe1.sld_estType = ESL_SHOTGUN_SMOKE; FLOAT3D vSpeedRelative = FLOAT3D(-1, 0.0f, -12.5f); sldPipe1.sld_vSpeed = vSpeedRelative*m; pl.m_iFirstEmptySLD = (pl.m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; // smoke (pipe 2) ShellLaunchData &sldPipe2 = pl.m_asldData[pl.m_iFirstEmptySLD]; sldPipe2 = sldPipe1; vSpeedRelative = FLOAT3D(1, 0.0f, -12.5f); sldPipe2.sld_vSpeed = vSpeedRelative*m; pl.m_iFirstEmptySLD = (pl.m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; } } autowait(GetSP()->sp_bCooperative ? 0.25f : 0.15f); if (m_iShells>=2) { CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon1, SOUND_DOUBLESHOTGUN_RELOAD, SOF_3D|SOF_VOLUMETRIC); } autowait( m_moWeapon.GetAnimLength( (GetSP()->sp_bCooperative ? DOUBLESHOTGUN_ANIM_FIRE : DOUBLESHOTGUN_ANIM_FIREFAST)) - (GetSP()->sp_bCooperative ? 0.25f : 0.15f) ); // no ammo -> change weapon if (m_iShells<=1) { SelectNewWeapon(); } } else { ASSERTALWAYS("DoubleShotgun - Auto weapon change not working."); m_bFireWeapon = m_bHasAmmo = FALSE; } return EEnd(); }; // ***************** FIRE TOMMYGUN ***************** TommyGunStart() { m_iBulletsOnFireStart = m_iBullets; CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon0, SOUND_SILENCE, SOF_3D|SOF_VOLUMETRIC); // stop possible sounds pl.m_soWeapon0.Set3DParameters(50.0f, 5.0f, 1.5f, 1.0f); // fire PlaySound(pl.m_soWeapon0, SOUND_TOMMYGUN_FIRE, SOF_LOOP|SOF_3D|SOF_VOLUMETRIC); PlayLightAnim(LIGHT_ANIM_TOMMYGUN, AOF_LOOPING); GetAnimator()->FireAnimation(BODY_ANIM_SHOTGUN_FIRESHORT, AOF_LOOPING); return EEnd(); }; TommyGunStop() { // smoke CPlayer &pl = (CPlayer&)*m_penPlayer; if( pl.m_pstState!=PST_DIVE && hud_bShowWeapon) { INDEX ctBulletsFired = ClampUp(m_iBulletsOnFireStart-m_iBullets, INDEX(100)); for( INDEX iSmoke=0; iSmokesld_vPos = plPipe.pl_PositionVector+pl.en_vCurrentTranslationAbsolute*iSmoke*_pTimer->TickQuantum; FLOAT3D vUp( m(1,2), m(2,2), m(3,2)); psldSmoke->sld_vUp = vUp; psldSmoke->sld_tmLaunch = _pTimer->CurrentTick()+iSmoke*_pTimer->TickQuantum; psldSmoke->sld_estType = ESL_BULLET_SMOKE; psldSmoke->sld_fSize = 0.5f+ctBulletsFired/75.0f; FLOAT3D vSpeedRelative = FLOAT3D(-0.06f, 0.0f, -0.06f); psldSmoke->sld_vSpeed = vSpeedRelative*m+pl.en_vCurrentTranslationAbsolute; pl.m_iFirstEmptySLD = (pl.m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; } } pl.m_soWeapon0.Set3DParameters(50.0f, 5.0f, 0.0f, 1.0f); // mute fire PlayLightAnim(LIGHT_ANIM_NONE, 0); GetAnimator()->FireAnimationOff(); jump Idle(); }; FireTommyGun() { // fire one bullet if (m_iBullets>0) { FireMachineBullet(wpn_fFX[WEAPON_TOMMYGUN], wpn_fFY[WEAPON_TOMMYGUN], 500.0f, 10.0f, ((GetSP()->sp_bCooperative) ? 0.01f : 0.03f), ((GetSP()->sp_bCooperative) ? 0.5f : 0.0f)); SpawnRangeSound(50.0f); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Tommygun_fire");} DecAmmo(m_iBullets, 1); SetFlare(0, FLARE_ADD); m_moWeapon.PlayAnim(TOMMYGUN_ANIM_FIRE, AOF_LOOPING|AOF_NORESTART); // firing FX CPlacement3D plShell; CalcWeaponPosition(FLOAT3D(afTommygunShellPos[0], afTommygunShellPos[1], afTommygunShellPos[2]), plShell, FALSE); FLOATmatrix3D mRot; MakeRotationMatrixFast(mRot, plShell.pl_OrientationAngle); if( hud_bShowWeapon) { // empty bullet shell CPlayer &pl = *GetPlayer(); ShellLaunchData &sld = pl.m_asldData[pl.m_iFirstEmptySLD]; sld.sld_vPos = plShell.pl_PositionVector; FLOAT3D vSpeedRelative = FLOAT3D(FRnd()+2.0f, FRnd()+5.0f, -FRnd()-2.0f); const FLOATmatrix3D &m = pl.GetRotationMatrix(); FLOAT3D vUp( m(1,2), m(2,2), m(3,2)); sld.sld_vUp = vUp; sld.sld_vSpeed = vSpeedRelative*mRot; sld.sld_tmLaunch = _pTimer->CurrentTick(); sld.sld_estType = ESL_BULLET; pl.m_iFirstEmptySLD = (pl.m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; // bubble if( pl.m_pstState==PST_DIVE) { ShellLaunchData &sldBubble = pl.m_asldData[pl.m_iFirstEmptySLD]; CalcWeaponPosition(FLOAT3D(afTommygunShellPos[0], afTommygunShellPos[1], afTommygunShellPos[2]), plShell, FALSE); MakeRotationMatrixFast(mRot, plShell.pl_OrientationAngle); sldBubble.sld_vPos = plShell.pl_PositionVector; sldBubble.sld_vUp = vUp; sldBubble.sld_tmLaunch = _pTimer->CurrentTick(); sldBubble.sld_estType = ESL_BUBBLE; vSpeedRelative = FLOAT3D(0.3f, 0.0f, 0.0f); sldBubble.sld_vSpeed = vSpeedRelative*mRot; pl.m_iFirstEmptySLD = (pl.m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; } } autowait(0.1f); // no ammo -> change weapon if (m_iBullets<=0) { SelectNewWeapon(); } } else { ASSERTALWAYS("TommyGun - Auto weapon change not working."); m_bFireWeapon = m_bHasAmmo = FALSE; } return EEnd(); }; // ***************** FIRE SNIPER ***************** FireSniper() { if (m_iSniperBullets>0) { // fire one bullet if (m_bSniping) { FireSniperBullet(0.0f, 0.0f, 1500.0f, (GetSP()->sp_bCooperative) ? 300.0f : 90.0f, 0.0f); } else { FireSniperBullet(wpn_fFX[WEAPON_SNIPER], wpn_fFY[WEAPON_SNIPER], 1000.0f, (GetSP()->sp_bCooperative) ? 75.0f : 30.0f, 5.0f); } m_tmLastSniperFire = _pTimer->CurrentTick(); SpawnRangeSound(50.0f); DecAmmo(m_iSniperBullets, 1); if (!m_bSniping) { SetFlare(0, FLARE_ADD); } PlayLightAnim(LIGHT_ANIM_COLT_SHOTGUN, 0); // sound CPlayer &pl = (CPlayer&)*m_penPlayer; if (GetSP()->sp_bCooperative) { pl.m_soWeapon0.Set3DParameters(50.0f, 5.0f, 1.5f, 1.0f); } else if (TRUE) { pl.m_soWeapon0.Set3DParameters(250.0f, 75.0f, 1.5f, 1.0f); } PlaySound(pl.m_soWeapon0, SOUND_SNIPER_FIRE, SOF_3D|SOF_VOLUMETRIC); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("SniperFire");} // animation m_moWeapon.PlayAnim(SNIPER_ANIM_FIRE, 0); autowait(1.0f); // firing FX CPlacement3D plShell; CalcWeaponPosition(FLOAT3D(afSniperShellPos[0], afSniperShellPos[1], afSniperShellPos[2]), plShell, FALSE); FLOATmatrix3D mRot; MakeRotationMatrixFast(mRot, plShell.pl_OrientationAngle); if( hud_bShowWeapon) { CPlayer *penPlayer = GetPlayer(); ShellLaunchData &sld = penPlayer->m_asldData[penPlayer->m_iFirstEmptySLD]; sld.sld_vPos = plShell.pl_PositionVector; FLOAT3D vSpeedRelative = FLOAT3D(FRnd()+2.0f, FRnd()+5.0f, -FRnd()-2.0f); sld.sld_vSpeed = vSpeedRelative*mRot; const FLOATmatrix3D &m = penPlayer->GetRotationMatrix(); FLOAT3D vUp( m(1,2), m(2,2), m(3,2)); sld.sld_vUp = vUp; sld.sld_tmLaunch = _pTimer->CurrentTick(); sld.sld_estType = ESL_BULLET; // move to next shell position penPlayer->m_iFirstEmptySLD = (penPlayer->m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; // bubble if( penPlayer->m_pstState==PST_DIVE) { ShellLaunchData &sldBubble = penPlayer->m_asldData[penPlayer->m_iFirstEmptySLD]; CalcWeaponPosition(FLOAT3D(afTommygunShellPos[0], afTommygunShellPos[1], afTommygunShellPos[2]), plShell, FALSE); MakeRotationMatrixFast(mRot, plShell.pl_OrientationAngle); sldBubble.sld_vPos = plShell.pl_PositionVector; sldBubble.sld_vUp = vUp; sldBubble.sld_tmLaunch = _pTimer->CurrentTick(); sldBubble.sld_estType = ESL_BUBBLE; vSpeedRelative = FLOAT3D(0.3f, 0.0f, 0.0f); sldBubble.sld_vSpeed = vSpeedRelative*mRot; penPlayer->m_iFirstEmptySLD = (penPlayer->m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; } } autowait(1.35f - 1.0f); // no ammo -> change weapon if (m_iSniperBullets<=0) { SelectNewWeapon(); } } else { ASSERTALWAYS("Sniper - Auto weapon change not working."); m_bFireWeapon = m_bHasAmmo = FALSE; } return EEnd(); }; // ***************** FIRE MINIGUN ***************** MiniGunSpinUp() { // steady anim m_moWeapon.PlayAnim(MINIGUN_ANIM_WAIT1, AOF_LOOPING|AOF_NORESTART); // no boring animation ((CPlayerAnimator&)*((CPlayer&)*m_penPlayer).m_penAnimator).m_fLastActionTime = _pTimer->CurrentTick(); // clear last lerped bullet position m_iLastBulletPosition = FLOAT3D(32000.0f, 32000.0f, 32000.0f); CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon0, SOUND_SILENCE, SOF_3D|SOF_VOLUMETRIC); // stop possible sounds // initialize sound 3D parameters pl.m_soWeapon0.Set3DParameters(50.0f, 5.0f, 2.0f, 1.0f); // fire pl.m_soWeapon1.Set3DParameters(50.0f, 5.0f, 1.0f, 1.0f); // spinup/spindown/spin pl.m_soWeapon2.Set3DParameters(50.0f, 5.0f, 1.0f, 1.0f); // turn on/off click // spin start sounds PlaySound(pl.m_soWeapon2, SOUND_MINIGUN_CLICK, SOF_3D|SOF_VOLUMETRIC); PlaySound(pl.m_soWeapon1, SOUND_MINIGUN_SPINUP, SOF_3D|SOF_VOLUMETRIC); //pl.m_soWeapon1.SetOffset((m_aMiniGunSpeed/MINIGUN_FULLSPEED)*MINIGUN_SPINUPSOUND); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Minigun_rotateup");} // while not at full speed and fire is held while (m_aMiniGunSpeedIsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Minigun_rotate");} // if firing if(HoldingFire() && m_iBullets>0) { // play fire sound PlaySound(pl.m_soWeapon0, SOUND_MINIGUN_FIRE, SOF_3D|SOF_LOOP|SOF_VOLUMETRIC); PlayLightAnim(LIGHT_ANIM_TOMMYGUN, AOF_LOOPING); GetAnimator()->FireAnimation(BODY_ANIM_MINIGUN_FIRESHORT, AOF_LOOPING); } m_iBulletsOnFireStart = m_iBullets; // while holding fire while (HoldingFire()) { // check for ammo pickup during empty spinning if (!m_bHasAmmo && m_iBullets>0) { CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon0, SOUND_MINIGUN_FIRE, SOF_3D|SOF_LOOP|SOF_VOLUMETRIC); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Minigun_fire");} PlayLightAnim(LIGHT_ANIM_TOMMYGUN, AOF_LOOPING); GetAnimator()->FireAnimation(BODY_ANIM_MINIGUN_FIRESHORT, AOF_LOOPING); m_bHasAmmo = TRUE; } // if has ammo if (m_iBullets>0) { // fire a bullet FireMachineBullet(wpn_fFX[WEAPON_MINIGUN], wpn_fFY[WEAPON_MINIGUN], 750.0f, 10.0f, (GetSP()->sp_bCooperative) ? 0.01f : 0.03f, ( (GetSP()->sp_bCooperative) ? 0.5f : 0.0f)); DoRecoil(); SpawnRangeSound(60.0f); DecAmmo(m_iBullets, 1); SetFlare(0, FLARE_ADD); /* add one empty bullet shell */ CPlacement3D plShell; // if 1st person view CPlayer &pl = (CPlayer&)*m_penPlayer; if(pl.m_penCamera==NULL && pl.m_pen3rdPersonView==NULL) { CalcWeaponPosition(FLOAT3D(afMinigunShellPos[0], afMinigunShellPos[1], afMinigunShellPos[2]), plShell, FALSE); } // if 3rd person view else { /*CalcWeaponPosition3rdPersonView(FLOAT3D(tmp_af[0], tmp_af[1], tmp_af[2]), plShell, FALSE);*/ CalcWeaponPosition3rdPersonView(FLOAT3D(afMinigunShellPos3rdView[0], afMinigunShellPos3rdView[1], afMinigunShellPos3rdView[2]), plShell, FALSE); } FLOATmatrix3D mRot; MakeRotationMatrixFast(mRot, plShell.pl_OrientationAngle); if( hud_bShowWeapon) { CPlayer &pl = *GetPlayer(); ShellLaunchData &sld = pl.m_asldData[pl.m_iFirstEmptySLD]; sld.sld_vPos = plShell.pl_PositionVector; FLOAT3D vSpeedRelative = FLOAT3D(FRnd()+2.0f, FRnd()+5.0f, -FRnd()-2.0f); const FLOATmatrix3D &m = pl.GetRotationMatrix(); FLOAT3D vUp( m(1,2), m(2,2), m(3,2)); sld.sld_vUp = vUp; sld.sld_vSpeed = vSpeedRelative*mRot; sld.sld_tmLaunch = _pTimer->CurrentTick(); sld.sld_estType = ESL_BULLET; // move to next shell position pl.m_iFirstEmptySLD = (pl.m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; // bubble if( pl.m_pstState==PST_DIVE) { ShellLaunchData &sldBubble = pl.m_asldData[pl.m_iFirstEmptySLD]; CalcWeaponPosition(FLOAT3D(afMinigunShellPos[0], afMinigunShellPos[1], afMinigunShellPos[2]), plShell, FALSE); MakeRotationMatrixFast(mRot, plShell.pl_OrientationAngle); sldBubble.sld_vPos = plShell.pl_PositionVector; sldBubble.sld_vUp = vUp; sldBubble.sld_tmLaunch = _pTimer->CurrentTick(); sldBubble.sld_estType = ESL_BUBBLE; vSpeedRelative = FLOAT3D(0.3f, 0.0f, 0.0f); sldBubble.sld_vSpeed = vSpeedRelative*mRot; pl.m_iFirstEmptySLD = (pl.m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; } } // if no ammo } else { if( m_bHasAmmo) { MinigunSmoke(); } // stop fire sound m_bHasAmmo = FALSE; CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon0, SOUND_SILENCE, SOF_3D|SOF_VOLUMETRIC); // stop possible sounds PlayLightAnim(LIGHT_ANIM_NONE, AOF_LOOPING); GetAnimator()->FireAnimationOff(); } autowait(MINIGUN_TICKTIME); // spin m_aMiniGunLast = m_aMiniGun; m_aMiniGun+=m_aMiniGunSpeed*MINIGUN_TICKTIME; } if( m_bHasAmmo) { MinigunSmoke(); } GetAnimator()->FireAnimationOff(); // stop fire sound CPlayer &pl = (CPlayer&)*m_penPlayer; pl.m_soWeapon0.Set3DParameters(50.0f, 5.0f, 0.0f, 1.0f); // mute fire PlayLightAnim(LIGHT_ANIM_NONE, AOF_LOOPING); // start spin down jump MiniGunSpinDown(); } MiniGunSpinDown() { CPlayer &pl = (CPlayer&)*m_penPlayer; // spin down sounds PlaySound(pl.m_soWeapon3, SOUND_MINIGUN_CLICK, SOF_3D|SOF_VOLUMETRIC); PlaySound(pl.m_soWeapon1, SOUND_MINIGUN_SPINDOWN, SOF_3D|SOF_VOLUMETRIC|SOF_SMOOTHCHANGE); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_StopEffect("Minigun_rotate");} if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Minigun_rotatedown");} //pl.m_soWeapon1.SetOffset((1-m_aMiniGunSpeed/MINIGUN_FULLSPEED)*MINIGUN_SPINDNSOUND); // while still spinning and should not fire while ( m_aMiniGunSpeed>0 && (!HoldingFire() || m_iBullets<=0)) { autowait(MINIGUN_TICKTIME); // spin m_aMiniGunLast = m_aMiniGun; m_aMiniGun+=m_aMiniGunSpeed*MINIGUN_TICKTIME; m_aMiniGunSpeed-=MINIGUN_SPINDNACC*MINIGUN_TICKTIME; if (m_iBullets<=0) { SelectNewWeapon(); } // if weapon should be changed if (m_bChangeWeapon) { // stop spinning immediately m_aMiniGunSpeed = 0.0f; m_aMiniGunLast = m_aMiniGun; GetAnimator()->FireAnimationOff(); jump Idle(); } } // clamp some m_aMiniGunSpeed = ClampDn( m_aMiniGunSpeed, 0.0f); m_aMiniGunLast = m_aMiniGun; // if should fire if (HoldingFire() && m_iBullets>0) { // start spinup jump MiniGunSpinUp(); } // no boring animation ((CPlayerAnimator&)*((CPlayer&)*m_penPlayer).m_penAnimator).m_fLastActionTime = _pTimer->CurrentTick(); // if out of ammo if (m_iBullets<=0) { // can wait without changing while holding fire - specific for movie sequence while(HoldingFire() && m_iBullets<=0) { autowait(0.1f); } if (m_iBullets<=0) { // select new weapon SelectNewWeapon(); } } jump Idle(); }; // ***************** FIRE ROCKETLAUNCHER ***************** FireRocketLauncher() { // fire one grenade if (m_iRockets>0) { GetAnimator()->FireAnimation(BODY_ANIM_MINIGUN_FIRELONG, 0); m_moWeapon.PlayAnim(ROCKETLAUNCHER_ANIM_FIRE, 0); FireRocket(); DoRecoil(); SpawnRangeSound(20.0f); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Rocketlauncher_fire");} DecAmmo(m_iRockets, 1); // sound CPlayer &pl = (CPlayer&)*m_penPlayer; if( pl.m_soWeapon0.IsPlaying()) { PlaySound(pl.m_soWeapon1, SOUND_ROCKETLAUNCHER_FIRE, SOF_3D|SOF_VOLUMETRIC); } else { PlaySound(pl.m_soWeapon0, SOUND_ROCKETLAUNCHER_FIRE, SOF_3D|SOF_VOLUMETRIC); } autowait(0.05f); CModelObject *pmo = &(m_moWeapon.GetAttachmentModel(ROCKETLAUNCHER_ATTACHMENT_ROCKET1)->amo_moModelObject); pmo->StretchModel(FLOAT3D(0, 0, 0)); autowait(m_moWeapon.GetAnimLength(ROCKETLAUNCHER_ANIM_FIRE)-0.05f); CModelObject *pmo = &(m_moWeapon.GetAttachmentModel(ROCKETLAUNCHER_ATTACHMENT_ROCKET1)->amo_moModelObject); pmo->StretchModel(FLOAT3D(1, 1, 1)); // no ammo -> change weapon if (m_iRockets<=0) { SelectNewWeapon(); } } else { ASSERTALWAYS("RocketLauncher - Auto weapon change not working."); m_bFireWeapon = m_bHasAmmo = FALSE; } return EEnd(); }; // ***************** FIRE GRENADELAUNCHER ***************** FireGrenadeLauncher() { TM_START = _pTimer->CurrentTick(); // remember time for spring release F_TEMP = _pTimer->CurrentTick(); F_OFFSET_CHG = 0.0f; m_fWeaponDrawPower = 0.0f; m_tmDrawStartTime = _pTimer->CurrentTick(); while (HoldingFire() && ((_pTimer->CurrentTick()-TM_START)<0.75f) ) { autowait(_pTimer->TickQuantum); INDEX iPower = INDEX((_pTimer->CurrentTick()-TM_START)/_pTimer->TickQuantum); F_OFFSET_CHG = 0.125f/(iPower+2); m_fWeaponDrawPowerOld = m_fWeaponDrawPower; m_fWeaponDrawPower += F_OFFSET_CHG; } m_tmDrawStartTime = 0.0f; // release spring and fire one grenade if (m_iGrenades>0) { // fire grenade INDEX iPower = INDEX((_pTimer->CurrentTick()-F_TEMP)/_pTimer->TickQuantum); FireGrenade( iPower); SpawnRangeSound(10.0f); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Gnadelauncher");} DecAmmo(m_iGrenades, 1); // sound CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon0, SOUND_GRENADELAUNCHER_FIRE, SOF_3D|SOF_VOLUMETRIC); GetAnimator()->FireAnimation(BODY_ANIM_MINIGUN_FIRELONG, 0); // release spring TM_START = _pTimer->CurrentTick(); m_fWeaponDrawPowerOld = m_fWeaponDrawPower; while (m_fWeaponDrawPower>0.0f) { autowait(_pTimer->TickQuantum); m_fWeaponDrawPowerOld = m_fWeaponDrawPower; m_fWeaponDrawPower -= F_OFFSET_CHG; m_fWeaponDrawPower = ClampDn( m_fWeaponDrawPower, 0.0f); F_OFFSET_CHG = F_OFFSET_CHG*10; } // reset moving part's offset ResetWeaponMovingOffset(); // no ammo -> change weapon if (m_iGrenades<=0) { SelectNewWeapon(); } else if( TRUE) { autowait(0.25f); } } else { ASSERTALWAYS("GrenadeLauncher - Auto weapon change not working."); m_bFireWeapon = m_bHasAmmo = FALSE; } return EEnd(); }; /* // ***************** FIRE PIPEBOMB ***************** FirePipeBomb() { // drop one pipebomb if (m_iGrenades>=0) { // fire bomb if (m_bPipeBombDropped) { m_bPipeBombDropped = FALSE; m_moWeaponSecond.PlayAnim(HANDWITHSTICK_ANIM_STICKFIRE, 0); autowait(0.35f); // activate pipebomb SendToTarget(m_penPipebomb, EET_START); m_penPipebomb = NULL; // sound CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon0, SOUND_PIPEBOMB_FIRE, SOF_3D|SOF_VOLUMETRIC); // no ammo -> change weapon if (m_iGrenades<=0) { autowait(m_moWeaponSecond.GetAnimLength(HANDWITHSTICK_ANIM_STICKFIRE)-0.35f); SelectNewWeapon(); return EEnd(); } // get new bomb AddAttachmentToModel(this, m_moWeapon, HANDWITHBOMB_ATTACHMENT_BOMB, MODEL_PB_BOMB, TEXTURE_PB_BOMB, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); m_moWeapon.PlayAnim(HANDWITHBOMB_ANIM_ACTIVATE, 0); autowait(m_moWeapon.GetAnimLength(HANDWITHBOMB_ANIM_ACTIVATE)); // drop bomb } else if (TRUE) { m_bPipeBombDropped = TRUE; // low drop if (((CPlayer&)*m_penPlayer).en_plViewpoint.pl_OrientationAngle(2) < -20.0f) { m_moWeapon.PlayAnim(HANDWITHBOMB_ANIM_BOMBTHROW1 ,0); // high drop } else { m_moWeapon.PlayAnim(HANDWITHBOMB_ANIM_BOMBTHROW2 ,0); } autowait(0.5f); // sound CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon1, SOUND_PIPEBOMB_THROW, SOF_3D|SOF_VOLUMETRIC); SpawnRangeSound(5.0f); autowait(0.2f); // drop bomb DropPipebomb(); DecAmmo(m_iGrenades, 1); RemoveAttachmentFromModel(m_moWeapon, HANDWITHBOMB_ATTACHMENT_BOMB); autowait(0.2f); // open stick shield m_moWeaponSecond.PlayAnim(HANDWITHSTICK_ANIM_STICKTHROW ,0); // sound CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon2, SOUND_PIPEBOMB_OPEN, SOF_3D|SOF_VOLUMETRIC); autowait(m_moWeaponSecond.GetAnimLength(HANDWITHSTICK_ANIM_STICKTHROW)); } } else { ASSERTALWAYS("Pipebomb - Auto weapon change not working."); m_bFireWeapon = m_bHasAmmo = FALSE; } return EEnd(); }; ReloadPipeBomb() { if (m_bPipeBombDropped) { m_bPipeBombDropped = FALSE; // close stick m_moWeaponSecond.PlayAnim(HANDWITHSTICK_ANIM_STICKRETURN, 0); // get new bomb AddAttachmentToModel(this, m_moWeapon, HANDWITHBOMB_ATTACHMENT_BOMB, MODEL_PB_BOMB, TEXTURE_PB_BOMB, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); m_moWeapon.PlayAnim(HANDWITHBOMB_ANIM_ACTIVATE, 0); autowait(m_moWeapon.GetAnimLength(HANDWITHBOMB_ANIM_ACTIVATE)); } return EEnd(); };*/ // ***************** FIRE FLAMER ***************** FlamerStart() { m_tmFlamerStart=_pTimer->CurrentTick(); m_tmFlamerStop=1e9; m_moWeapon.PlayAnim(FLAMER_ANIM_FIRESTART, 0); autowait(m_moWeapon.GetAnimLength(FLAMER_ANIM_FIRESTART)); // play fire sound CPlayer &pl = (CPlayer&)*m_penPlayer; pl.m_soWeapon0.Set3DParameters(50.0f, 5.0f, 2.0f, 0.31f); pl.m_soWeapon2.Set3DParameters(50.0f, 5.0f, 2.0f, 0.3f); PlaySound(pl.m_soWeapon0, SOUND_FL_FIRE, SOF_3D|SOF_LOOP|SOF_VOLUMETRIC); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("FlamethrowerFire");} PlaySound(pl.m_soWeapon2, SOUND_FL_START, SOF_3D|SOF_VOLUMETRIC); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("FlamethrowerStart");} FireFlame(); DecAmmo(m_iNapalm, 1); autowait(0.05f); jump FlamerFire(); }; FlamerFire() { // while holding fire while (HoldingFire() && m_iNapalm>0) { // fire FireFlame(); DecAmmo(m_iNapalm, 1); SpawnRangeSound(30.0f); autowait(0.1f); } if (m_iNapalm<=0) { m_bHasAmmo = FALSE; } jump FlamerStop(); }; FlamerStop() { m_tmFlamerStop=_pTimer->CurrentTick(); CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon0, SOUND_FL_STOP, SOF_3D|SOF_VOLUMETRIC|SOF_SMOOTHCHANGE); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_StopEffect("FlamethrowerFire");} if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("FlamethrowerStop");} //PlaySound(pl.m_soWeapon1, SOUND_FL_STOP, SOF_3D|SOF_VOLUMETRIC|SOF_SMOOTHCHANGE); FireFlame(); // link last flame with nothing (if not NULL or deleted) if (m_penFlame!=NULL && !(m_penFlame->GetFlags()&ENF_DELETED)) { ((CProjectile&)*m_penFlame).m_penParticles = NULL; m_penFlame = NULL; } m_moWeapon.PlayAnim(FLAMER_ANIM_FIREEND, 0); autowait(m_moWeapon.GetAnimLength(FLAMER_ANIM_FIREEND)); if (m_iNapalm<=0) { // select new weapon SelectNewWeapon(); } jump Idle(); }; // ***************** FIRE CHAINSAW ***************** ChainsawFire() { CPlayer &pl = (CPlayer&)*m_penPlayer; // set the firing sound level pl.m_soWeapon0.Set3DParameters(50.0f, 5.0f, 1.5f, 1.0f); PlaySound(pl.m_soWeapon0, SOUND_CS_BEGINFIRE, SOF_3D|SOF_VOLUMETRIC); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("ChainsawBeginFire");} // bring the chainsaw down to cutting height (fire position) m_moWeapon.PlayAnim(CHAINSAW_ANIM_WAIT2FIRE, 0); autowait(m_moWeapon.GetAnimLength(CHAINSAW_ANIM_WAIT2FIRE)-0.05f); CPlayerAnimator &pa=*GetAnimator(); pa.FireAnimation(BODY_ANIM_MINIGUN_FIRELONG, 0); CModelObject *pmoTeeth=GetChainSawTeeth(); if( pmoTeeth!=NULL) { pmoTeeth->PlayAnim(TEETH_ANIM_ROTATE, AOF_LOOPING|AOF_NORESTART); } // firing CPlayer &pl = (CPlayer&)*m_penPlayer; // mute the chainsaw engine sound pl.m_soWeaponAmbient.Set3DParameters(30.0f, 3.0f, 0.5f, 1.0f); PlaySound(pl.m_soWeapon0, SOUND_CS_FIRE, SOF_3D|SOF_LOOP|SOF_VOLUMETRIC|SOF_SMOOTHCHANGE); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_StopEffect("ChainsawIdle");} if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("ChainsawFire");} m_moWeapon.PlayAnim(CHAINSAW_ANIM_FIRE, AOF_LOOPING|AOF_NORESTART); // start teeth rotation CModelObject *pmo1 = &(m_moWeapon.GetAttachmentModel(CHAINSAW_ATTACHMENT_BLADE)->amo_moModelObject); CModelObject *pmo2 = &(pmo1->GetAttachmentModel(BLADE_ATTACHMENT_TEETH)->amo_moModelObject); pmo2->PlayAnim(TEETH_ANIM_ROTATE, AOF_LOOPING); while (HoldingFire())// && m_iNapalm>0) { autowait(CHAINSAW_UPDATETIME); // 200 damage per second CutWithChainsaw(0, 0, 3.0f, 2.0f, 1.0f, ((GetSP()->sp_bCooperative) ? 200.0f : 250.0f)*CHAINSAW_UPDATETIME); //DecAmmo(m_iNapalm, 1); } // bring it back to idle position CPlayer &pl = (CPlayer&)*m_penPlayer; PlaySound(pl.m_soWeapon0, SOUND_CS_ENDFIRE, SOF_3D|SOF_VOLUMETRIC|SOF_SMOOTHCHANGE); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_StopEffect("ChainsawFire");} if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("ChainsawEnd");} if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("ChainsawIdle");} // PlaySound(pl.m_soWeapon0, SOUND_SILENCE, SOF_3D|SOF_VOLUMETRIC/*|SOF_SMOOTHCHANGE*/); // restore volume to engine sound pl.m_soWeaponAmbient.Set3DParameters(30.0f, 3.0f, 1.0f, 1.0f); m_moWeapon.PlayAnim(CHAINSAW_ANIM_FIRE2WAIT, 0); autowait(m_moWeapon.GetAnimLength(CHAINSAW_ANIM_FIRE2WAIT)); // stop teeth rotation CModelObject *pmo1 = &(m_moWeapon.GetAttachmentModel(CHAINSAW_ATTACHMENT_BLADE)->amo_moModelObject); CModelObject *pmo2 = &(pmo1->GetAttachmentModel(BLADE_ATTACHMENT_TEETH)->amo_moModelObject); pmo2->PlayAnim(TEETH_ANIM_DEFAULT, 0); CModelObject *pmoTeeth=GetChainSawTeeth(); if( pmoTeeth!=NULL) { pmoTeeth->PlayAnim(TEETH_ANIM_DEFAULT, 0); } jump Idle(); }; ChainsawBringUp() { // bring it back to idle position m_moWeapon.PlayAnim(CHAINSAW_ANIM_FIRE2WAIT, 0); autowait(m_moWeapon.GetAnimLength(CHAINSAW_ANIM_FIRE2WAIT)); jump Idle(); } // ***************** FIRE LASER ***************** FireLaser() { // fire one cell if (m_iElectricity>0) { autowait(0.1f); m_moWeapon.PlayAnim(LASER_ANIM_FIRE, AOF_LOOPING|AOF_NORESTART); FireLaserRay(); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Laser_fire");} DecAmmo(m_iElectricity, 1); // sound SpawnRangeSound(20.0f); CPlayer &pl = (CPlayer&)*m_penPlayer; // activate barrel anim switch(m_iLaserBarrel) { case 0: { // barrel lu CModelObject *pmo = &(m_moWeapon.GetAttachmentModel(LASER_ATTACHMENT_LEFTUP)->amo_moModelObject); pmo->PlayAnim(BARREL_ANIM_FIRE, 0); PlaySound(pl.m_soWeapon0, SOUND_LASER_FIRE, SOF_3D|SOF_VOLUMETRIC); break; } case 3: { // barrel rd CModelObject *pmo = &(m_moWeapon.GetAttachmentModel(LASER_ATTACHMENT_RIGHTDOWN)->amo_moModelObject); pmo->PlayAnim(BARREL_ANIM_FIRE, 0); PlaySound(pl.m_soWeapon1, SOUND_LASER_FIRE, SOF_3D|SOF_VOLUMETRIC); break; } case 1: { // barrel ld CModelObject *pmo = &(m_moWeapon.GetAttachmentModel(LASER_ATTACHMENT_LEFTDOWN)->amo_moModelObject); pmo->PlayAnim(BARREL_ANIM_FIRE, 0); PlaySound(pl.m_soWeapon2, SOUND_LASER_FIRE, SOF_3D|SOF_VOLUMETRIC); break; } case 2: { // barrel ru CModelObject *pmo = &(m_moWeapon.GetAttachmentModel(LASER_ATTACHMENT_RIGHTUP)->amo_moModelObject); pmo->PlayAnim(BARREL_ANIM_FIRE, 0); PlaySound(pl.m_soWeapon3, SOUND_LASER_FIRE, SOF_3D|SOF_VOLUMETRIC); break; } } // next barrel m_iLaserBarrel = (m_iLaserBarrel+1)&3; // no electricity -> change weapon if (m_iElectricity<=0) { SelectNewWeapon(); } } else { ASSERTALWAYS("Laser - Auto weapon change not working."); m_bFireWeapon = m_bHasAmmo = FALSE; } return EEnd(); }; /* // ***************** FIRE GHOSTBUSTER ***************** GhostBusterStart() { GetAnimator()->FireAnimation(BODY_ANIM_SHOTGUN_FIRESHORT, AOF_LOOPING); // create ray m_penGhostBusterRay = CreateEntity(GetPlacement(), CLASS_GHOSTBUSTERRAY); EGhostBusterRay egbr; egbr.penOwner = this; m_penGhostBusterRay->Initialize(egbr); // play anim m_moWeapon.PlayAnim(GHOSTBUSTER_ANIM_FIRE, AOF_LOOPING|AOF_NORESTART); // play fire sound CPlayer &pl = (CPlayer&)*m_penPlayer; pl.m_soWeapon0.Set3DParameters(50.0f, 5.0f, 1.0f, 1.0f); // fire PlaySound(pl.m_soWeapon0, SOUND_GB_FIRE, SOF_3D|SOF_LOOP|SOF_VOLUMETRIC); return EEnd(); }; GhostBusterStop() { GetAnimator()->FireAnimationOff(); // destroy ray ((CGhostBusterRay&)*m_penGhostBusterRay).DestroyGhostBusterRay(); CPlayer &pl = (CPlayer&)*m_penPlayer; pl.m_soWeapon0.Stop(); jump Idle(); }; FireGhostBuster() { // fire one cell if (m_iElectricity>0) { FireGhostBusterRay(); DecAmmo(m_iElectricity, 1); SpawnRangeSound(20.0f); autowait(0.05f); // no napalm -> change weapon if (m_iElectricity<=0) { SelectNewWeapon(); } } else { ASSERTALWAYS("GhostBuster - Auto weapon change not working."); m_bFireWeapon = m_bHasAmmo = FALSE; } return EEnd(); }; */ // ***************** FIRE CANNON ***************** CannonFireStart() { m_tmDrawStartTime = _pTimer->CurrentTick(); TM_START = _pTimer->CurrentTick(); F_OFFSET_CHG = 0.0f; m_fWeaponDrawPower = 0.0f; CPlayer &pl = (CPlayer&)*m_penPlayer; if( m_iIronBalls&1) { pl.m_soWeapon0.Set3DParameters(50.0f, 5.0f, 3.0f, 1.0f); PlaySound(pl.m_soWeapon0, SOUND_CANNON_PREPARE, SOF_3D|SOF_VOLUMETRIC); } else { pl.m_soWeapon1.Set3DParameters(50.0f, 5.0f, 3.0f, 1.0f); PlaySound(pl.m_soWeapon1, SOUND_CANNON_PREPARE, SOF_3D|SOF_VOLUMETRIC); } if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Canon_prepare");} while (HoldingFire() && ((_pTimer->CurrentTick()-TM_START)<1.0f) ) { autowait(_pTimer->TickQuantum); INDEX iPower = INDEX((_pTimer->CurrentTick()-TM_START)/_pTimer->TickQuantum); F_OFFSET_CHG = 0.25f/(iPower+2); m_fWeaponDrawPowerOld = m_fWeaponDrawPower; m_fWeaponDrawPower += F_OFFSET_CHG; } m_tmDrawStartTime = 0.0f; CPlayer &pl = (CPlayer&)*m_penPlayer; if( m_iIronBalls&1) { // turn off the sound pl.m_soWeapon0.Set3DParameters(50.0f, 5.0f, 0.0f, 1.0f); } else { // turn off the sound pl.m_soWeapon1.Set3DParameters(50.0f, 5.0f, 0.0f, 1.0f); } // fire one ball if ( ((m_iIronBalls>0) && (m_iCurrentWeapon == WEAPON_IRONCANNON)) ) { INDEX iPower = INDEX((_pTimer->CurrentTick()-TM_START)/_pTimer->TickQuantum); GetAnimator()->FireAnimation(BODY_ANIM_MINIGUN_FIRELONG, 0); FLOAT fRange, fFalloff; if (GetSP()->sp_bCooperative) { fRange = 100.0f; fFalloff = 25.0f; } else if (TRUE) { fRange = 150.0f; fFalloff = 30.0f; } // adjust volume of cannon firing acording to launch power if( m_iIronBalls&1) { pl.m_soWeapon2.Set3DParameters(fRange, fFalloff, 2.0f+iPower*0.05f, 1.0f); PlaySound(pl.m_soWeapon2, SOUND_CANNON, SOF_3D|SOF_VOLUMETRIC); } else { pl.m_soWeapon3.Set3DParameters(fRange, fFalloff, 2.0f+iPower*0.05f, 1.0f); PlaySound(pl.m_soWeapon3, SOUND_CANNON, SOF_3D|SOF_VOLUMETRIC); } m_moWeapon.PlayAnim(CANNON_ANIM_FIRE, 0); FireCannonBall( iPower); if(_pNetwork->IsPlayerLocal(m_penPlayer)) {IFeel_PlayEffect("Canon");} DecAmmo(m_iIronBalls, 1); SpawnRangeSound(30.0f); TM_START = _pTimer->CurrentTick(); m_fWeaponDrawPowerOld = m_fWeaponDrawPower; while (m_fWeaponDrawPower>0.0f || ((_pTimer->CurrentTick()-TM_START)TickQuantum); m_fWeaponDrawPowerOld = m_fWeaponDrawPower; m_fWeaponDrawPower -= F_OFFSET_CHG; m_fWeaponDrawPower = ClampDn( m_fWeaponDrawPower, 0.0f); F_OFFSET_CHG = F_OFFSET_CHG*2; } // reset moving part's offset ResetWeaponMovingOffset(); // no cannon balls -> change weapon if ( ((m_iIronBalls<=0) && (m_iCurrentWeapon == WEAPON_IRONCANNON) ) /*|| ((m_iNukeBalls<=0) && (m_iCurrentWeapon == WEAPON_NUKECANNON) ) */) { SelectNewWeapon(); } } else { ASSERTALWAYS("Cannon - Auto weapon change not working."); m_bFireWeapon = m_bHasAmmo = FALSE; } jump Idle(); }; /* * >>>--- RELOAD WEAPON ---<<< */ Reload() { m_bReloadWeapon = FALSE; // reload if (m_iCurrentWeapon == WEAPON_COLT) { autocall ReloadColt() EEnd; } else if (m_iCurrentWeapon == WEAPON_DOUBLECOLT) { autocall ReloadDoubleColt() EEnd; /* } else if (m_iCurrentWeapon == WEAPON_PIPEBOMB) { autocall ReloadPipeBomb() EEnd;*/ } jump Idle(); }; /* * >>>--- KNIFE STAND CHANGE ---<<< */ ChangeKnifeStand(EVoid) { /* if (m_iKnifeStand==1) { // change from knife stand 1 to stand 3 m_moWeapon.PlayAnim(KNIFE_ANIM_STAND1TOSTAND3, 0); autowait(m_moWeapon.GetAnimLength(KNIFE_ANIM_STAND1TOSTAND3)); m_iKnifeStand = 3; } else if (m_iKnifeStand==3) { // change from knife stand 3 to stand 1 m_moWeapon.PlayAnim(KNIFE_ANIM_STAND3TOSTAND1, 0); autowait(m_moWeapon.GetAnimLength(KNIFE_ANIM_STAND3TOSTAND1)); m_iKnifeStand = 1; } */ return EEnd(); }; ChangeToIronCannon(EVoid) { /* CModelObject &moLight = m_moWeapon.GetAttachmentModel(CANNON_ATTACHMENT_LIGHT)->amo_moModelObject; moLight.PlayAnim( LIGHT_ANIM_DOWN, 0); autowait(moLight.GetAnimLength(LIGHT_ANIM_DOWN)); CModelObject &moNukeBox = m_moWeapon.GetAttachmentModel(CANNON_ATTACHMENT_NUKEBOX)->amo_moModelObject; moNukeBox.PlayAnim( NUKEBOX_ANIM_CLOSE, 0); autowait(moNukeBox.GetAnimLength(NUKEBOX_ANIM_CLOSE)); */ m_iPreviousWeapon = m_iCurrentWeapon; m_iCurrentWeapon = WEAPON_IRONCANNON; m_iWantedWeapon = m_iCurrentWeapon; return EEnd(); } /* ChangeToNukeCannon(EVoid) { CModelObject &moNukeBox = m_moWeapon.GetAttachmentModel(CANNON_ATTACHMENT_NUKEBOX)->amo_moModelObject; moNukeBox.PlayAnim( NUKEBOX_ANIM_OPEN, 0); autowait(moNukeBox.GetAnimLength(NUKEBOX_ANIM_OPEN)); CModelObject &moLight = m_moWeapon.GetAttachmentModel(CANNON_ATTACHMENT_LIGHT)->amo_moModelObject; moLight.PlayAnim( LIGHT_ANIM_UP, 0); autowait(moLight.GetAnimLength(LIGHT_ANIM_UP)); m_iPreviousWeapon = m_iCurrentWeapon; m_iCurrentWeapon = WEAPON_NUKECANNON; m_iWantedWeapon = m_iCurrentWeapon; return EEnd(); }; */ /* * >>>--- BORING WEAPON ANIMATION ---<<< */ BoringWeaponAnimation() { // select new mode change animation FLOAT fWait = 0.0f; switch (m_iCurrentWeapon) { case WEAPON_KNIFE: fWait = KnifeBoring(); break; case WEAPON_COLT: fWait = ColtBoring(); break; case WEAPON_DOUBLECOLT: fWait = DoubleColtBoring(); break; case WEAPON_SINGLESHOTGUN: fWait = SingleShotgunBoring(); break; case WEAPON_DOUBLESHOTGUN: fWait = DoubleShotgunBoring(); break; case WEAPON_TOMMYGUN: fWait = TommyGunBoring(); break; case WEAPON_SNIPER: fWait = SniperBoring(); break; case WEAPON_MINIGUN: fWait = MiniGunBoring(); break; case WEAPON_ROCKETLAUNCHER: fWait = RocketLauncherBoring(); break; case WEAPON_GRENADELAUNCHER: fWait = GrenadeLauncherBoring(); break; case WEAPON_FLAMER: fWait = FlamerBoring(); break; case WEAPON_CHAINSAW: fWait = ChainsawBoring(); break; case WEAPON_LASER: fWait = LaserBoring(); break; case WEAPON_IRONCANNON: fWait = CannonBoring(); break; default: ASSERTALWAYS("Unknown weapon."); } if (fWait > 0.0f) { autowait(fWait); } return EBegin(); }; /* * >>>--- NO WEAPON ACTION ---<<< */ Idle() { wait() { on (EBegin) : { // play default anim PlayDefaultAnim(); // weapon changed if (m_bChangeWeapon) { jump ChangeWeapon(); } // fire pressed start firing if (m_bFireWeapon) { jump Fire(); } // reload pressed if (m_bReloadWeapon) { jump Reload(); } resume; } // select weapon on (ESelectWeapon eSelect) : { // try to change weapon SelectWeaponChange(eSelect.iWeapon); if (m_bChangeWeapon) { jump ChangeWeapon(); } resume; } // fire pressed on (EFireWeapon) : { jump Fire(); } // reload pressed on (EReloadWeapon) : { jump Reload(); } // boring weapon animation on (EBoringWeapon) : { call BoringWeaponAnimation(); } } }; // weapons wait here while player is dead, so that stupid animations wouldn't play Stopped() { // make sure we restore all rockets if we are holding the rocket launcher if (m_iCurrentWeapon==WEAPON_ROCKETLAUNCHER) { CModelObject *pmo = &(m_moWeapon.GetAttachmentModel(ROCKETLAUNCHER_ATTACHMENT_ROCKET1)->amo_moModelObject); if (pmo) { pmo->StretchModel(FLOAT3D(1, 1, 1)); } } // kill all possible sounds, animations, etc ResetWeaponMovingOffset(); CPlayer &pl = (CPlayer&)*m_penPlayer; pl.m_soWeapon0.Stop(); pl.m_soWeapon1.Stop(); pl.m_soWeapon2.Stop(); pl.m_soWeapon3.Stop(); PlayLightAnim(LIGHT_ANIM_NONE, 0); wait() { // after level change on (EPostLevelChange) : { return EBegin(); }; on (EStart) : { return EBegin(); }; otherwise() : { resume; }; } } /* * >>>--- M A I N ---<<< */ Main(EWeaponsInit eInit) { // remember the initial parameters ASSERT(eInit.penOwner!=NULL); m_penPlayer = eInit.penOwner; // declare yourself as a void InitAsVoid(); SetFlags(GetFlags()|ENF_CROSSESLEVELS|ENF_NOTIFYLEVELCHANGE); SetPhysicsFlags(EPF_MODEL_IMMATERIAL); SetCollisionFlags(ECF_IMMATERIAL); // set weapon model for current weapon SetCurrentWeaponModel(); // play default anim PlayDefaultAnim(); wait() { on (EBegin) : { call Idle(); } on (ESelectWeapon eSelect) : { // try to change weapon SelectWeaponChange(eSelect.iWeapon); resume; }; // before level change on (EPreLevelChange) : { // stop everything m_bFireWeapon = FALSE; call Stopped(); resume; } on (EFireWeapon) : { // start firing m_bFireWeapon = TRUE; resume; } on (EReleaseWeapon) : { // stop firing m_bFireWeapon = FALSE; resume; } on (EReloadWeapon) : { // reload wepon m_bReloadWeapon = TRUE; resume; } on (EStop) : { call Stopped(); } on (EEnd) : { stop; } } // cease to exist Destroy(); return; }; };