Esempio n. 1
0
/*
=====================
HUD_InitClientWeapons

Set up weapons, player and functions needed to run weapons code client-side.
=====================
*/
void HUD_InitClientWeapons( void )
{
	static int initialized = 0;
	if ( initialized )
		return;

	initialized = 1;

	// Set up pointer ( dummy object )
	gpGlobals = &Globals;

	// Fill in current time ( probably not needed )
	gpGlobals->time = gEngfuncs.GetClientTime();

	// Fake functions
	g_engfuncs.pfnPrecacheModel		= stub_PrecacheModel;
	g_engfuncs.pfnPrecacheSound		= stub_PrecacheSound;
	g_engfuncs.pfnPrecacheEvent		= stub_PrecacheEvent;
	g_engfuncs.pfnNameForFunction	= stub_NameForFunction;
	g_engfuncs.pfnSetModel			= stub_SetModel;
	g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed;

	// Handled locally
	g_engfuncs.pfnPlaybackEvent		= HUD_PlaybackEvent;
	g_engfuncs.pfnAlertMessage		= AlertMessage;

	// Pass through to engine
	g_engfuncs.pfnPrecacheEvent		= gEngfuncs.pfnPrecacheEvent;
	g_engfuncs.pfnRandomFloat		= gEngfuncs.pfnRandomFloat;
	g_engfuncs.pfnRandomLong		= gEngfuncs.pfnRandomLong;

	// Allocate a slot for the local player
	HUD_PrepEntity( &player		, NULL );

	// Allocate slot(s) for each weapon that we are going to be predicting
	HUD_PrepEntity( &g_Disc	, &player );
}
Esempio n. 2
0
/*
=====================
HUD_InitClientWeapons

Set up weapons, player and functions needed to run weapons code client-side.
=====================
*/
void HUD_InitClientWeapons( void )
{
	static int initialized = 0;
	if ( initialized )
		return;

	initialized = 1;

	// Set up pointer ( dummy object )
	gpGlobals = &Globals;

	// Fill in current time ( probably not needed )
	gpGlobals->time = gEngfuncs.GetClientTime();

	// Fake functions
	g_engfuncs.pfnPrecacheModel		= stub_PrecacheModel;
	g_engfuncs.pfnPrecacheSound		= stub_PrecacheSound;
	g_engfuncs.pfnNameForFunction	= stub_NameForFunction;
	g_engfuncs.pfnSetModel			= stub_SetModel;
	g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed;

	// Handled locally
	g_engfuncs.pfnPlaybackEvent		= HUD_PlaybackEvent;
	g_engfuncs.pfnAlertMessage		= AlertMessage;

	// Pass through to engine
	g_engfuncs.pfnPrecacheEvent		= gEngfuncs.pfnPrecacheEvent;
	g_engfuncs.pfnRandomFloat		= gEngfuncs.pfnRandomFloat;
	g_engfuncs.pfnRandomLong		= RandomLong;

	// Allocate a slot for the local player
	HUD_PrepEntity( &player		, NULL );

	// Allocate slot(s) for each weapon that we are going to be predicting
	HUD_PrepEntity( &g_P228, &player);
	HUD_PrepEntity( &g_SCOUT, &player);
	HUD_PrepEntity( &g_HEGrenade, &player);
	HUD_PrepEntity( &g_XM1014, &player);
	HUD_PrepEntity( &g_C4, &player);
	HUD_PrepEntity( &g_MAC10, &player);
	HUD_PrepEntity( &g_AUG, &player);
	HUD_PrepEntity( &g_SmokeGrenade, &player);
	HUD_PrepEntity( &g_ELITE, &player);
	HUD_PrepEntity( &g_FiveSeven, &player);
	HUD_PrepEntity( &g_UMP45, &player);
	HUD_PrepEntity( &g_SG550, &player);
	HUD_PrepEntity( &g_Galil, &player);
	HUD_PrepEntity( &g_Famas, &player);
	HUD_PrepEntity( &g_USP, &player);
	HUD_PrepEntity( &g_GLOCK18, &player);
	HUD_PrepEntity( &g_AWP, &player);
	HUD_PrepEntity( &g_MP5N, &player);
	HUD_PrepEntity( &g_M249, &player);
	HUD_PrepEntity( &g_M4A1, &player);
	HUD_PrepEntity( &g_M3, &player );
	HUD_PrepEntity( &g_TMP, &player);
	HUD_PrepEntity( &g_G3SG1, &player);
	HUD_PrepEntity( &g_Flashbang, &player);
	HUD_PrepEntity( &g_DEAGLE, &player);
	HUD_PrepEntity( &g_SG552, &player);
	HUD_PrepEntity( &g_AK47, &player);
	HUD_PrepEntity( &g_Knife, &player);
	HUD_PrepEntity( &g_P90, &player );
}
Esempio n. 3
0
/*
=====================
HUD_InitClientWeapons

Set up weapons, player and functions needed to run weapons code client-side.
=====================
*/
void HUD_InitClientWeapons( void )
{
	static int initialized = 0;
	if ( initialized )
		return;

	initialized = 1;

	// Set up pointer ( dummy object )
	gpGlobals = &Globals;

	// Fill in current time ( probably not needed )
	gpGlobals->time = gEngfuncs.GetClientTime();

	// Fake functions
	g_engfuncs.pfnPrecacheModel		= stub_PrecacheModel;
	g_engfuncs.pfnPrecacheSound		= stub_PrecacheSound;
	g_engfuncs.pfnPrecacheEvent		= stub_PrecacheEvent;
	g_engfuncs.pfnNameForFunction	= stub_NameForFunction;
	g_engfuncs.pfnSetModel			= stub_SetModel;
	g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed;

	// Handled locally
	g_engfuncs.pfnPlaybackEvent		= HUD_PlaybackEvent;
	g_engfuncs.pfnAlertMessage		= AlertMessage;

	// Pass through to engine
	g_engfuncs.pfnPrecacheEvent		= gEngfuncs.pfnPrecacheEvent;
	g_engfuncs.pfnRandomFloat		= gEngfuncs.pfnRandomFloat;
	g_engfuncs.pfnRandomLong		= gEngfuncs.pfnRandomLong;

	// Allocate a slot for the local player
	HUD_PrepEntity( &player		, NULL );

	// Allocate slot(s) for each weapon that we are going to be predicting
	// Fograin92: Weapon prediction is OFF, but let's keep this code anyways
	HUD_PrepEntity( &g_Glock	, &player );
	//HUD_PrepEntity( &g_Crowbar	, &player );
	HUD_PrepEntity( &g_Python	, &player );
	HUD_PrepEntity( &g_Mp5		, &player );
	HUD_PrepEntity( &g_Crossbow	, &player );
	HUD_PrepEntity( &g_Shotgun	, &player );
	HUD_PrepEntity( &g_Rpg		, &player );
	HUD_PrepEntity( &g_Gauss	, &player );
	HUD_PrepEntity( &g_Egon		, &player );
	HUD_PrepEntity( &g_HGun		, &player );
	HUD_PrepEntity( &g_HandGren	, &player );
	HUD_PrepEntity( &g_Satchel	, &player );
	HUD_PrepEntity( &g_Tripmine	, &player );
	HUD_PrepEntity( &g_Snark	, &player );
	HUD_PrepEntity( &g_Grapple	, &player );	// Fograin92: Grapple weapon
	HUD_PrepEntity( &g_M249		, &player );	// Fograin92: M249 SAW weapon
	HUD_PrepEntity( &g_M40a1	, &player );	// Fograin92: Sniper rifle
	HUD_PrepEntity( &g_Displacer	, &player );	// Fograin92: Displacer
	HUD_PrepEntity( &g_Deagle	, &player );	// Fograin92: Desert eagle
}
Esempio n. 4
0
/*
=====================
HUD_InitClientWeapons

Set up weapons, player and functions needed to run weapons code client-side.
=====================
*/
void HUD_InitClientWeapons( void )
{
	static int initialized = 0;
	if ( initialized )
		return;

	initialized = 1;

	// Set up pointer ( dummy object )
	gpGlobals = &Globals;

	// Fill in current time ( probably not needed )
	gpGlobals->time = gEngfuncs.GetClientTime();

	// Fake functions
	g_engfuncs.pfnPrecacheModel		= stub_PrecacheModel;
	g_engfuncs.pfnPrecacheSound		= stub_PrecacheSound;
	g_engfuncs.pfnPrecacheEvent		= stub_PrecacheEvent;
	g_engfuncs.pfnNameForFunction	= stub_NameForFunction;
	g_engfuncs.pfnSetModel			= stub_SetModel;
	g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed;

	// Handled locally
	g_engfuncs.pfnPlaybackEvent		= HUD_PlaybackEvent;
	g_engfuncs.pfnAlertMessage		= AlertMessage;

	// Pass through to engine
	g_engfuncs.pfnPrecacheEvent		= gEngfuncs.pfnPrecacheEvent;
	g_engfuncs.pfnRandomFloat		= gEngfuncs.pfnRandomFloat;
	g_engfuncs.pfnRandomLong		= gEngfuncs.pfnRandomLong;

	// Allocate a slot for the local player
	HUD_PrepEntity( &player		, NULL );


	// Allocate slot(s) for each weapon that we are going to be predicting
	//HUD_PrepEntity( &g_Glock, &player );
	HUD_PrepEntity( &gKnife, &player);
	HUD_PrepEntity( &gMachineGun, &player);
	HUD_PrepEntity( &gPistol, &player);
	HUD_PrepEntity( &gSonicGun, &player);
	HUD_PrepEntity( &gHeavyMachineGun, &player);
	HUD_PrepEntity( &gGrenadeGun, &player);
    HUD_PrepEntity( &gGrenade, &player);
	HUD_PrepEntity( &gWelder, &player);
	HUD_PrepEntity( &gMine, &player);
	HUD_PrepEntity( &gSpitGun, &player);
	HUD_PrepEntity( &gClaws, &player);
	HUD_PrepEntity( &gSpores, &player);
	HUD_PrepEntity( &gSpikeGun, &player);
	HUD_PrepEntity( &gBite, &player);
	HUD_PrepEntity( &gBite2, &player);
	HUD_PrepEntity( &gSwipe, &player);
	HUD_PrepEntity( &gWebSpinner, &player);
	HUD_PrepEntity( &gPrimalScream, &player);
	//HUD_PrepEntity( &gParalysisGun, &player);

	HUD_PrepEntity( &gBlink, &player);
	HUD_PrepEntity( &gParasite, &player);
	HUD_PrepEntity( &gUmbra, &player);
	HUD_PrepEntity( &gDivineWind, &player);
	HUD_PrepEntity( &gBileBomb, &player);
	HUD_PrepEntity( &gAcidRocket, &player);
	HUD_PrepEntity( &gHealingSpray, &player);
	HUD_PrepEntity( &gMetabolize, &player);
	HUD_PrepEntity( &gStomp, &player);
	HUD_PrepEntity( &gDevour, &player);
	
	HUD_PrepEntity( &gLeap, &player);
	HUD_PrepEntity( &gCharge, &player);

	gJetpackEventID = PRECACHE_EVENT(1, kJetpackEvent);
	//gWallJumpEventID = PRECACHE_EVENT(1, kWallJumpEvent);
	//gFlightEventID = PRECACHE_EVENT(1, kFlightEvent);
	gTeleportEventID = PRECACHE_EVENT(1, kTeleportEvent);
	gPhaseInEventID = PRECACHE_EVENT(1, kPhaseInEvent);
	gSiegeHitEventID = PRECACHE_EVENT(1, kSiegeHitEvent);
	gSiegeViewHitEventID = PRECACHE_EVENT(1, kSiegeViewHitEvent);
	gCommanderPointsAwardedEventID = PRECACHE_EVENT(1, kCommanderPointsAwardedEvent);
	gBlinkEffectSuccessEventID = PRECACHE_EVENT(1, kBlinkEffectSuccessEventName);
}