Example #1
0
void EV_FireXM1014(event_args_s *args)
{
		int idx;
	vec3_t origin;
	vec3_t angles;
	vec3_t velocity;

	vec3_t ShellVelocity;
	vec3_t ShellOrigin;
	int shell;
	vec3_t vecSrc, vecAiming;
	vec3_t up, right, forward;

	idx = args->entindex;
	VectorCopy( args->origin, origin );
	angles.x = (long double)args->iparam1 / 100 + args->angles[0];
	angles.y = (long double)args->iparam2 / 100 + args->angles[1];
	angles.z = args->angles[2];

	VectorCopy( args->velocity, velocity );

	AngleVectors( angles, forward, right, up );

	if ( EV_IsLocal( idx ) )
	{
		++g_iShotsFired;
		EV_MuzzleFlash();
		gEngfuncs.pEventAPI->EV_WeaponAnimation(gEngfuncs.pfnRandomLong(XM1014_FIRE1, XM1014_FIRE2), 2);
		if( !cl_righthand->value )
		{
			EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 22.0, -9.0, -11.0, 0);
		}
		else
		{
			EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 22.0, -9.0, 11.0, 0);
		}
	}
	else
	{
		EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20.0, -12.0, 4.0, 0);
	}

	shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/shotgunshell.mdl");
	EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL);
	gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON,
										   "weapons/xm1014-1.wav",
										   1, ATTN_NORM, 0,
										   94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
	EV_GetGunPosition( args, vecSrc, origin );
	VectorCopy( forward, vecAiming );
	Vector vSpread;
	int tracerCount;
	vSpread.x = 0.0725;
	vSpread.y = 0.0725;
	EV_HLDM_FireBullets( idx,
		forward, right,	up,
		6, vecSrc, vecAiming,
		vSpread, 8192.0, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount,
		1 );
}
Example #2
0
void EV_FireGALIL( event_args_t *args )
{
	vec3_t ShellVelocity;
	vec3_t ShellOrigin;
	vec3_t vecSrc, vecAiming;
	int idx = args->entindex;
	Vector origin( args->origin );
	Vector angles(
		args->iparam1 / 100.0f + args->angles[0],
		args->iparam2 / 100.0f + args->angles[1],
		args->angles[2]
		);
	Vector velocity( args->velocity );
	Vector forward, right, up;


	AngleVectors( angles, forward, right, up );

	if ( EV_IsLocal( idx ) )
	{
		++g_iShotsFired;
		EV_MuzzleFlash();
		gEngfuncs.pEventAPI->EV_WeaponAnimation(GALIL_SHOOT1 + Com_RandomLong(0,2), 2);
		if( !gHUD.cl_righthand->value )
		{
			EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20.0, -8.0, -10.0, 0);
		}
		else
		{
			EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20.0, -8.0, 10.0, 0);
		}
	}
	else
	{
		EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20.0, -12.0, 4.0, 0);
	}


	EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], g_iRShell, TE_BOUNCE_SHELL);

	PLAY_EVENT_SOUND( SOUNDS_NAME[Com_RandomLong( 0, 1 )] );

	EV_GetGunPosition( args, vecSrc, origin );
	VectorCopy( forward, vecAiming );
	Vector vSpread;

	vSpread.x = args->fparam1;
	vSpread.y = args->fparam2;
	EV_HLDM_FireBullets( idx,
		forward, right,	up,
		1, vecSrc, vecAiming,
		vSpread, 8192.0, BULLET_PLAYER_556MM,
		2 );
}
Example #3
0
void EV_FireGALIL( event_args_t *args )
{
	int idx;
	vec3_t origin;
	vec3_t angles;
	vec3_t velocity;

	vec3_t ShellVelocity;
	vec3_t ShellOrigin;
	int shell;
	vec3_t vecSrc, vecAiming;
	vec3_t up, right, forward;
	float flSpread = 0.01;

	idx = args->entindex;
	VectorCopy( args->origin, origin );
	VectorCopy( args->angles, angles );
	VectorCopy( args->velocity, velocity );

	AngleVectors( angles, forward, right, up );

	if ( EV_IsLocal( idx ) )
	{
		EV_MuzzleFlash();
		gEngfuncs.pEventAPI->EV_WeaponAnimation(GALIL_SHOOT1 + gEngfuncs.pfnRandomLong(0,2), 2);
		gHUD.RealSize += 150;
		//V_PunchAxis( 0, gEngfuncs.pfnRandomFloat( -2, 2 ) );
	}

	shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/rshell.mdl");
	EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, -right, up, 12, -10, -7 );
	EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL);
	gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON,
									   "weapons/galil-1.wav",
									   1, ATTN_NORM, 0,
									   94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );


	EV_GetGunPosition( args, vecSrc, origin );
	VectorCopy( forward, vecAiming );
	EV_HLDM_FireBullets( idx,
						 forward,
						 right,
						 up,
						 1,
						 vecSrc,
						 vecAiming,
						 8192,
						 0,
						 0,
						 0,
						 args->fparam1,
						 args->fparam2 );
}
Example #4
0
void EV_FireXM1014(event_args_s *args)
{
		int idx;
	vec3_t origin;
	vec3_t angles;
	vec3_t velocity;

	vec3_t ShellVelocity;
	vec3_t ShellOrigin;
	int shell;
	vec3_t vecSrc, vecAiming;
	vec3_t up, right, forward;
	float flSpread = 0.01;

	idx = args->entindex;
	VectorCopy( args->origin, origin );
	VectorCopy( args->angles, angles );
	VectorCopy( args->velocity, velocity );

	AngleVectors( angles, forward, right, up );

	if ( EV_IsLocal( idx ) )
	{
		++g_iShotsFired;
		EV_MuzzleFlash();
		gEngfuncs.pEventAPI->EV_WeaponAnimation(gEngfuncs.pfnRandomLong(XM1014_FIRE1, XM1014_FIRE2), 2);
	}

	shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/shotgunshell.mdl");
	EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, -right, up, 12, -10, -7 );
	EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL);
	gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON,
										   "weapons/xm1014-1.wav",
										   1, ATTN_NORM, 0,
										   94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
	EV_GetGunPosition( args, vecSrc, origin );
	VectorCopy( forward, vecAiming );
	EV_HLDM_FireBullets( idx,
						 forward,
						 right,
						 up,
						 6,
						 vecSrc,
						 vecAiming,
						 8192,
						 0,
						 0,
						 0,
						 args->fparam1,
						 args->fparam2 );
}
Example #5
0
void EV_FireMAC10(event_args_s *args)
{
	vec3_t origin, angles, velocity;

	vec3_t ShellVelocity, ShellOrigin;
	vec3_t vecSrc, vecAiming;
	vec3_t up, right, forward;
	float flSpread = 0.01;
	const char *szSoundName;
	int sequence, shell, idx;

	idx = args->entindex;
	VectorCopy( args->origin, origin );
	VectorCopy( args->angles, angles );
	VectorCopy( args->velocity, velocity );

	AngleVectors( angles, forward, right, up );

	if ( EV_IsLocal( args->entindex ) )
	{
		gEngfuncs.pEventAPI->EV_WeaponAnimation(gEngfuncs.pfnRandomLong(MAC10_SHOOT1, MAC10_SHOOT3), 2);
		EV_MuzzleFlash();
	}

	shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/rshell.mdl");
	EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, -right, up, 12, -10, -7 );
	EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL);

	gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON,
		"weapons/mac10-1.wav",
		1, ATTN_NORM, 0,
		94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );


	EV_GetGunPosition( args, vecSrc, origin );
	VectorCopy( forward, vecAiming );
	EV_HLDM_FireBullets( idx,
		forward, right,	up,
		1, vecSrc, vecAiming,
		8192, 0, 0, 0,
		args->fparam1, args->fparam2 );
}
Example #6
0
void EV_FireUSP( event_args_t *args )
{
	int idx;
	vec3_t origin;
	vec3_t angles;
	vec3_t velocity;

	vec3_t ShellVelocity;
	vec3_t ShellOrigin;
	int shell;
	vec3_t vecSrc, vecAiming;
	vec3_t up, right, forward;
	float flSpread = 0.01;
	const char *szSoundName;

	idx = args->entindex;
	VectorCopy( args->origin, origin );
	VectorCopy( args->angles, angles );
	VectorCopy( args->velocity, velocity );

	AngleVectors( angles, forward, right, up );

	if ( EV_IsLocal( idx ) )
	{
		EV_MuzzleFlash();
		if( args->bparam2 )
			gEngfuncs.pEventAPI->EV_WeaponAnimation(gEngfuncs.pfnRandomLong(USP_SHOOT1,USP_SHOOT3), 2);
		else
			gEngfuncs.pEventAPI->EV_WeaponAnimation(gEngfuncs.pfnRandomLong(USP_UNSIL_SHOOT1, USP_UNSIL_SHOOT3), 2);
	}

	shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/pshell.mdl");
	EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, -right, up, 12, -10, -7 );
	EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL);

	if( args->bparam2 )
	{
		szSoundName = gEngfuncs.pfnRandomLong( 0, 1 ) ? "weapons/usp1.wav" : "weapons/usp2.wav";
	}
	else
	{
		szSoundName = "weapons/usp_unsil-1.wav";
	}

	gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON,
									   szSoundName,
									   1, ATTN_NORM, 0,
									   94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );

	EV_GetGunPosition( args, vecSrc, origin );
	VectorCopy( forward, vecAiming );
	EV_HLDM_FireBullets( idx,
						 forward,
						 right,
						 up,
						 1,
						 vecSrc,
						 vecAiming,
						 8192,
						 0,
						 0,
						 0,
						 args->fparam1,
						 args->fparam2 );
}
Example #7
0
void EV_FireUSP( event_args_t *args )
{
	vec3_t ShellVelocity;
	vec3_t ShellOrigin;
	vec3_t vecSrc, vecAiming;

	bool silencer_on = !args->bparam2;
	bool empty		 = !args->bparam1;
	int    idx = args->entindex;
	Vector origin( args->origin );
	Vector angles(
		args->iparam1 / 100.0f + args->angles[0],
		args->iparam2 / 100.0f + args->angles[1],
		args->angles[2]
		);
	Vector velocity( args->velocity );
	Vector forward, right, up;

	AngleVectors( angles, forward, right, up );

	if ( EV_IsLocal( idx ) )
	{
		++g_iShotsFired;
		int seq;
		if( g_bHoldingShield )
		{
			if( !empty )
				seq = Com_RandomLong(USP_SHIELD_SHOOT1, USP_SHIELD_SHOOT2);
			else seq = USP_SHIELD_SHOOT_EMPTY;
		}
		else if ( silencer_on )
		{
			if( !empty )
				seq = Com_RandomLong(USP_UNSIL_SHOOT1, USP_UNSIL_SHOOT3);
			else seq = USP_UNSIL_SHOOT_EMPTY;
		}
		else
		{
			EV_MuzzleFlash();
			if( !empty )
				seq = Com_RandomLong(USP_SHOOT1, USP_SHOOT3);
			else seq = USP_SHOOT_EMPTY;
		}

		gEngfuncs.pEventAPI->EV_WeaponAnimation(seq, 2);


		if( !gHUD.cl_righthand->value )
		{
			EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 36.0, -14.0, -14.0, 0);
		}
		else
		{
			EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 36.0, -14.0, 14.0, 0);
		}
	}
	else
	{
		EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20.0, -12.0, 4.0, 0);
	}


	EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], g_iPShell, TE_BOUNCE_SHELL);

	PLAY_EVENT_SOUND( silencer_on? SOUNDS_NAME[2] : SOUNDS_NAME[Com_RandomLong(0, 1)] );

	EV_GetGunPosition( args, vecSrc, origin );
	VectorCopy( forward, vecAiming );
	Vector vSpread;
	int tracerCount;
	vSpread.x = args->fparam1;
	vSpread.y = args->fparam2;
	EV_HLDM_FireBullets( idx,
		forward, right,	up,
		1, vecSrc, vecAiming,
		vSpread, 8192.0, BULLET_PLAYER_45ACP, 0, &tracerCount,
		2 );
}
Example #8
0
void EV_Fireglock18( event_args_t *args )
{
    vec3_t ShellVelocity;
    vec3_t ShellOrigin;
    vec3_t vecSrc, vecAiming;

    int    idx = args->entindex;
    Vector origin( args->origin );
    Vector angles(
        args->iparam1 / 100.0f + args->angles[0],
        args->iparam2 / 100.0f + args->angles[1],
        args->angles[2]
    );
    Vector velocity( args->velocity );
    Vector forward, right, up;

    AngleVectors( angles, forward, right, up );

    if ( EV_IsLocal( idx ) )
    {
        ++g_iShotsFired;
        EV_MuzzleFlash();
        int seq;
        if( args->bparam1 )
        {
            if( g_bHoldingShield )
                seq = GLOCK18_SHIELD_SHOOT;
            else
                seq = (g_iWeaponFlags & WPNSTATE_GLOCK18_BURST_MODE) != 0 || g_bGlockBurstMode? GLOCK18_SHOOT1: GLOCK18_SHOOT3;
        }
        else
        {
            if( g_bHoldingShield )
                seq = GLOCK18_SHIELD_SHOOT_EMPTY;
            else
                seq = GLOCK18_SHOOT_EMPTY;
        }
        gEngfuncs.pEventAPI->EV_WeaponAnimation(seq, 2);
        if( !gHUD.cl_righthand->value )
        {
            EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 36.0, -14.0, -14.0, 0);
        }
        else
        {
            EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 36.0, -14.0, 14.0, 0);
        }
    }
    else
    {
        EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, right, up, 20.0, -12.0, 4.0, 0);
    }


    EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], g_iPShell, TE_BOUNCE_SHELL);

    PLAY_EVENT_SOUND( ((g_iWeaponFlags & WPNSTATE_GLOCK18_BURST_MODE) != 0 || g_bGlockBurstMode )
                      && !g_bHoldingShield ? SOUNDS_NAME[0] : SOUNDS_NAME[1] );

    EV_GetGunPosition( args, vecSrc, origin );
    VectorCopy( forward, vecAiming );
    Vector vSpread;

    vSpread.x = args->fparam1;
    vSpread.y = args->fparam2;
    EV_HLDM_FireBullets( idx,
                         forward, right,	up,
                         1, vecSrc, vecAiming,
                         vSpread, 4096.0, BULLET_PLAYER_9MM,
                         2 );
}
Example #9
0
void EV_FireP228(event_args_s *args)
{
		int idx;
	vec3_t origin;
	vec3_t angles;
	vec3_t velocity;

	vec3_t ShellVelocity;
	vec3_t ShellOrigin;
	int shell;
	vec3_t vecSrc, vecAiming;
	vec3_t up, right, forward;
	float flSpread = 0.01;

	idx = args->entindex;
	VectorCopy( args->origin, origin );
	VectorCopy( args->angles, angles );
	VectorCopy( args->velocity, velocity );

	AngleVectors( angles, forward, right, up );

	if ( EV_IsLocal( idx ) )
	{
		++g_iShotsFired;
		EV_MuzzleFlash();
		int seq;
		if( args->bparam1 )
		{
			if( g_bHoldingShield )
				seq = gEngfuncs.pfnRandomLong(P228_SHIELD_SHOOT1, P228_SHIELD_SHOOT2);
			else
				seq = gEngfuncs.pfnRandomLong(P228_SHOOT1, P228_SHOOT3);
		}
		else
		{
			seq = g_bHoldingShield ? (int)P228_SHIELD_SHOOT_EMPTY : (int)P228_SHOOT_EMPTY;
		}
		gEngfuncs.pEventAPI->EV_WeaponAnimation(seq, 2);
	}

	shell = gEngfuncs.pEventAPI->EV_FindModelIndex ("models/pshell.mdl");
	EV_GetDefaultShellInfo( args, origin, velocity, ShellVelocity, ShellOrigin, forward, -right, up, 12, -10, -7 );
	EV_EjectBrass(ShellOrigin, ShellVelocity, angles[ YAW ], shell, TE_BOUNCE_SHELL);
	gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON,
										   "weapons/p228-1.wav",
										   1, ATTN_NORM, 0,
										   94 + gEngfuncs.pfnRandomLong( 0, 0xf ) );
	EV_GetGunPosition( args, vecSrc, origin );
	VectorCopy( forward, vecAiming );
	EV_HLDM_FireBullets( idx,
						 forward,
						 right,
						 up,
						 1,
						 vecSrc,
						 vecAiming,
						 8192,
						 0,
						 0,
						 0,
						 args->fparam1,
						 args->fparam2 );
}