#include "hud.h" #include "cl_util.h" #include "const.h" #include "entity_state.h" #include "cl_entity.h" #include "entity_types.h" #include "usercmd.h" #include "pm_defs.h" #include "pm_materials.h" #include "eventscripts.h" #include "ev_hldm.h" #include "r_efx.h" #include "event_api.h" #include "event_args.h" #include "in_defs.h" #include // QUAKECLASSIC #define Q_SMALL_PUNCHANGLE_KICK -2 #define Q_BIG_PUNCHANGLE_KICK -4 extern "C" char PM_FindTextureType( char *name ); void V_PunchAxis( int axis, float punch ); extern vec3_t v_origin; extern "C" { // HLDM void EV_FireShotGunSingle( struct event_args_s *args ); void EV_FireShotGunDouble( struct event_args_s *args ); void EV_FireAxe( struct event_args_s *args ); void EV_FireAxeSwing( struct event_args_s *args ); void EV_FireRocket( struct event_args_s *args ); void EV_FireLightning( struct event_args_s *args ); void EV_FireSpike( struct event_args_s *args ); void EV_FireSuperSpike( struct event_args_s *args ); void EV_FireGrenade( struct event_args_s *args ); void EV_Gibbed( event_args_t *args ); void EV_Teleport( event_args_t *args ); void EV_Trail( event_args_t *args ); void EV_Explosion( event_args_t *args ); void EV_PlayerPowerup( struct event_args_s *args ); void EV_DMC_DoorGoUp( struct event_args_s *args ); void EV_DMC_DoorGoDown( struct event_args_s *args ); void EV_DMC_DoorHitTop( struct event_args_s *args ); void EV_DMC_DoorHitBottom( struct event_args_s *args ); #ifdef THREEWAVE void EV_Hook( event_args_t *args ); void EV_Cable( struct event_args_s *args ); void EV_FollowCarrier( struct event_args_s *args ); void EV_FlagSpawn( struct event_args_s *args ); #endif void EV_TrainPitchAdjust( struct event_args_s *args ); } #define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 ) #define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 ) #define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 ) #define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 ) #define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 ) #define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 ) #define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 ) #define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 ) #define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 ) #define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 ) #define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 ) #define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 ) // play a strike sound based on the texture that was hit by the attack traceline. VecSrc/VecEnd are the // original traceline endpoints used by the attacker, iBulletType is the type of bullet that hit the texture. // returns volume of strike instrument (crowbar) to play float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, int iBulletType ) { // hit the world, try to play sound based on texture material type char chTextureType = CHAR_TEX_CONCRETE; float fvol; float fvolbar; char *rgsz[4]; int cnt; float fattn = ATTN_NORM; int entity; char *pTextureName; char texname[ 64 ]; char szbuffer[ 64 ]; entity = gEngfuncs.pEventAPI->EV_IndexFromTrace( ptr ); // FIXME check if playtexture sounds movevar is set // chTextureType = 0; // Player if ( entity >= 1 && entity <= gEngfuncs.GetMaxClients() ) { // hit body chTextureType = CHAR_TEX_FLESH; } else if ( entity == 0 ) { // get texture from entity or world (world is ent(0)) pTextureName = (char *)gEngfuncs.pEventAPI->EV_TraceTexture( ptr->ent, vecSrc, vecEnd ); if ( pTextureName ) { strcpy( texname, pTextureName ); pTextureName = texname; // strip leading '-0' or '+0~' or '{' or '!' if (*pTextureName == '-' || *pTextureName == '+') { pTextureName += 2; } if (*pTextureName == '{' || *pTextureName == '!' || *pTextureName == '~' || *pTextureName == ' ') { pTextureName++; } // '}}' strcpy( szbuffer, pTextureName ); szbuffer[ CBTEXTURENAMEMAX - 1 ] = 0; // get texture type chTextureType = PM_FindTextureType( szbuffer ); } } switch (chTextureType) { default: case CHAR_TEX_CONCRETE: fvol = 0.9; fvolbar = 0.6; rgsz[0] = "player/pl_step1.wav"; rgsz[1] = "player/pl_step2.wav"; cnt = 2; break; case CHAR_TEX_METAL: fvol = 0.9; fvolbar = 0.3; rgsz[0] = "player/pl_metal1.wav"; rgsz[1] = "player/pl_metal2.wav"; cnt = 2; break; case CHAR_TEX_DIRT: fvol = 0.9; fvolbar = 0.1; rgsz[0] = "player/pl_dirt1.wav"; rgsz[1] = "player/pl_dirt2.wav"; rgsz[2] = "player/pl_dirt3.wav"; cnt = 3; break; case CHAR_TEX_VENT: fvol = 0.5; fvolbar = 0.3; rgsz[0] = "player/pl_duct1.wav"; rgsz[1] = "player/pl_duct1.wav"; cnt = 2; break; case CHAR_TEX_GRATE: fvol = 0.9; fvolbar = 0.5; rgsz[0] = "player/pl_grate1.wav"; rgsz[1] = "player/pl_grate4.wav"; cnt = 2; break; case CHAR_TEX_TILE: fvol = 0.8; fvolbar = 0.2; rgsz[0] = "player/pl_tile1.wav"; rgsz[1] = "player/pl_tile3.wav"; rgsz[2] = "player/pl_tile2.wav"; rgsz[3] = "player/pl_tile4.wav"; cnt = 4; break; case CHAR_TEX_SLOSH: fvol = 0.9; fvolbar = 0.0; rgsz[0] = "player/pl_slosh1.wav"; rgsz[1] = "player/pl_slosh3.wav"; rgsz[2] = "player/pl_slosh2.wav"; rgsz[3] = "player/pl_slosh4.wav"; cnt = 4; break; case CHAR_TEX_WOOD: fvol = 0.9; fvolbar = 0.2; rgsz[0] = "debris/wood1.wav"; rgsz[1] = "debris/wood2.wav"; rgsz[2] = "debris/wood3.wav"; cnt = 3; break; case CHAR_TEX_GLASS: case CHAR_TEX_COMPUTER: fvol = 0.8; fvolbar = 0.2; rgsz[0] = "debris/glass1.wav"; rgsz[1] = "debris/glass2.wav"; rgsz[2] = "debris/glass3.wav"; cnt = 3; break; case CHAR_TEX_FLESH: if (iBulletType == BULLET_PLAYER_CROWBAR) return 0.0; // crowbar already makes this sound fvol = 1.0; fvolbar = 0.2; rgsz[0] = "weapons/bullet_hit1.wav"; rgsz[1] = "weapons/bullet_hit2.wav"; fattn = 1.0; cnt = 2; break; } // play material hit sound gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, rgsz[gEngfuncs.pfnRandomLong(0,cnt-1)], fvol, fattn, 0, 96 + gEngfuncs.pfnRandomLong(0,0xf) ); return fvolbar; } //CheckPVS see if playerIndex is in same PVS as localplayer bool CheckPVS( int playerIndex ) { //returns true if the player is in the same PVS cl_entity_t *localPlayer = gEngfuncs.GetLocalPlayer(); cl_entity_t *player; player = gEngfuncs.GetEntityByIndex( playerIndex ); if( !player || !localPlayer ) return false; if ( player == localPlayer ) return true; if( player->curstate.messagenum < localPlayer->curstate.messagenum ) return false; return true; } char *EV_HLDM_RocketDamageDecal( void ) { static char decalname[ 32 ]; int idx; idx = gEngfuncs.pfnRandomLong( 1, 3 ); sprintf( decalname, "{scorch%i", idx ); return decalname; } char *EV_HLDM_DamageDecal( void ) { static char decalname[ 32 ]; int idx; idx = gEngfuncs.pfnRandomLong( 0, 4 ); sprintf( decalname, "{shot%i", idx + 1 ); return decalname; } char *EV_Lightning_DamageDecal( void ) { int idx; static char decalname[ 32 ]; //sprintf( decalname, "{smscorch1"); idx = gEngfuncs.pfnRandomLong( 0, 2 ); sprintf( decalname, "{smscorch%i", idx + 1 ); return decalname; } char *EV_Quake_DamageDecalClub( void ) { static char decalname[ 32 ]; int idx; idx = gEngfuncs.pfnRandomLong( 0, 4 ); sprintf( decalname, "{shot%i", idx + 1 ); return decalname; } void EV_Quake_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName ) { int iRand; physent_t *pe; gEngfuncs.pEfxAPI->R_BulletImpactParticles( pTrace->endpos ); iRand = gEngfuncs.pfnRandomLong(0,0x7FFF); if ( iRand < (0x7fff/2) )// not every bullet makes a sound. { switch( iRand % 5) { case 0: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; case 1: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; case 2: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; case 3: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; case 4: gEngfuncs.pEventAPI->EV_PlaySound( -1, pTrace->endpos, 0, "weapons/ric5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; } } pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent ); // Only decal brush models such as the world etc. if ( decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) ) { if ( CVAR_GET_FLOAT( "r_decals" ) ) { gEngfuncs.pEfxAPI->R_DecalShoot( gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ), gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 ); } } } void EV_Quake_DecalTrace( pmtrace_t *pTrace, char *decalName ) { physent_t *pe; pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent ); // Only decal brush models such as the world etc. if ( decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) ) { if ( CVAR_GET_FLOAT( "r_decals" ) ) { gEngfuncs.pEfxAPI->R_DecalShoot( gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ), gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 ); } } } void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType ) { physent_t *pe; pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent ); if ( pe && pe->solid == SOLID_BSP ) { switch( iBulletType ) { case BULLET_PLAYER_CROWBAR: EV_Quake_DecalTrace( pTrace, EV_Quake_DamageDecalClub() ); break; case BULLET_PLAYER_9MM: case BULLET_MONSTER_9MM: case BULLET_PLAYER_MP5: case BULLET_MONSTER_MP5: case BULLET_PLAYER_BUCKSHOT: case BULLET_PLAYER_357: default: // smoke and decal EV_Quake_GunshotDecalTrace( pTrace, EV_HLDM_DamageDecal() ); break; } } } void EV_Quake_PlayQuadSound ( int idx, float *origin, int iFlag ) { if ( iFlag == 3 ) gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "rune/rune22.wav", 1, ATTN_NORM, 0, PITCH_NORM); else if ( iFlag == 2 ) gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "rune/rune2.wav", 1, ATTN_NORM, 0, PITCH_NORM); else if ( iFlag == 4 ) gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "rune/rune3.wav", 1, ATTN_NORM, 0, PITCH_NORM); else if ( iFlag == 1 ) gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_ITEM, "items/damage3.wav", 1, ATTN_NORM, 0, PITCH_NORM); } /* ================ FireBullets Go to the trouble of combining multiple pellets into a single damage call. ================ */ void EV_Quake_FireBullets( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float *vecSpread ) { int i; pmtrace_t tr; int iShot; vec3_t vecRight, vecUp; VectorCopy( right, vecRight ); VectorCopy( up, vecUp ); for ( iShot = 1; iShot <= cShots; iShot++ ) { vec3_t vecDir, vecEnd; // get circular gaussian spread vec3_t spread; do { spread[0] = gEngfuncs.pfnRandomFloat(-1.0,1.0) + gEngfuncs.pfnRandomFloat(-1.0,1.0); spread[1] = gEngfuncs.pfnRandomFloat(-1.0,1.0) + gEngfuncs.pfnRandomFloat(-1.0,1.0); spread[2] = spread[0] * spread[0] + spread[1] *spread[1]; } while (spread[2] > 1); for ( i = 0 ; i < 3; i++ ) { vecDir[i] = vecDirShooting[i] + spread[ 0 ] * vecSpread[ 0 ] * vecRight[ i ] + spread[ 1 ] * vecSpread[ 1 ] * up [ i ]; vecEnd[i] = vecSrc[ i ] + 2048.0 * vecDir[ i ]; } gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); // Now add in all of the players. gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); int iBulletType = BULLET_PLAYER_BUCKSHOT; // do damage, paint decals if ( tr.fraction != 1.0 ) { switch(iBulletType) { default: case BULLET_PLAYER_9MM: EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType ); break; case BULLET_PLAYER_MP5: EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType ); break; case BULLET_PLAYER_BUCKSHOT: EV_HLDM_DecalGunshot( &tr, iBulletType ); break; case BULLET_PLAYER_357: EV_HLDM_PlayTextureSound( idx, &tr, vecSrc, vecEnd, iBulletType ); EV_HLDM_DecalGunshot( &tr, iBulletType ); break; } } gEngfuncs.pEventAPI->EV_PopPMStates(); } } void EV_FireShotGunDouble( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t velocity; int i; vec3_t vecSrc, vecAiming; vec3_t vecSpread; 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 ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/shotgn2.wav", 1.0, ATTN_NORM, 0, 100 ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); for ( i = 0; i < 3; i++ ) { vecSpread[0] = 0.04; vecSpread[1] = 0.04; vecSpread[2] = 0.00; } EV_Quake_FireBullets( idx, forward, right, up, 14, vecSrc, vecAiming, vecSpread ); if ( EV_IsLocal( idx ) ) { V_PunchAxis( 0, Q_BIG_PUNCHANGLE_KICK ); } } void EV_FireShotGunSingle( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t velocity; int i; vec3_t vecSrc, vecAiming; vec3_t vecSpread; 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 ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/guncock.wav", 1.0, ATTN_NORM, 0, 100 ); EV_GetGunPosition( args, vecSrc, origin ); VectorCopy( forward, vecAiming ); for ( i = 0; i < 3; i++ ) { vecSpread[0] = 0.04; vecSpread[1] = 0.04; vecSpread[2] = 0.00; } EV_Quake_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, vecSpread ); if ( EV_IsLocal( idx ) ) { V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK ); } } enum soundtypes_e { SOUND_MISS, SOUND_HIT_BODY, SOUND_HIT_WALL, }; void EV_Quake_PlayAxeSound( int idx, float *origin, int iSoundType ) { switch ( iSoundType ) { case SOUND_HIT_BODY: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "player/axhitbod.wav", 1, ATTN_NORM, 0, PITCH_NORM); break; case SOUND_HIT_WALL: gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM, 0, PITCH_NORM); break; default: break; } } void EV_FireAxe( event_args_t *args ) { int ent; int fDidHit = 0; int m_bHullHit = 1; vec3_t vecSrc, vecEnd; vec3_t up, right, forward; pmtrace_t tr; int idx; vec3_t origin; vec3_t angles; vec3_t velocity; idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); VectorCopy( args->velocity, velocity ); AngleVectors( angles, forward, right, up ); EV_GetGunPosition( args, vecSrc, origin ); VectorMA( vecSrc, 64, forward, vecEnd ); gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); // Now add in all of the players. gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_NORMAL, -1, &tr ); if ( tr.fraction < 1.0 ) { ent = gEngfuncs.pEventAPI->EV_IndexFromTrace( &tr ); if ( !EV_IsPlayer( ent ) ) { EV_Quake_PlayAxeSound( idx, origin, SOUND_HIT_WALL ); EV_HLDM_DecalGunshot( &tr, BULLET_PLAYER_CROWBAR ); } EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); } gEngfuncs.pEventAPI->EV_PopPMStates(); } void EV_FireAxeSwing( event_args_t *args ) { int idx; vec3_t origin; idx = args->entindex; VectorCopy( args->origin, origin ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/ax1.wav", 1.0, ATTN_NORM, 0, 100 ); } #ifdef THREEWAVE void EV_Hook( event_args_t *args ) { return; } void EV_Cable( event_args_t *args ) { int idx, attached, team, modelIndex; float r, g, b; idx = args->entindex; attached = args->iparam1; team = args->iparam2; modelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/smoke.spr" ); if ( !modelIndex ) return; if ( team == 1 ) { r = 500; g = 0; b = 0; } else if ( team == 2 ) { r = 0; g = 0; b = 500; } if ( args->bparam1 == 1) gEngfuncs.pEfxAPI->R_BeamKill ( attached ); else gEngfuncs.pEfxAPI->R_BeamEnts ( idx, attached, modelIndex, 9999, 1, 0.001, 0.8, 0.0, 0.0, 0.0, r, g, b ); } void EV_GenericParticleCallback( struct particle_s *particle, float frametime ) { int i; for ( i = 0; i < 3; i++ ) { particle->org[ i ] += particle->vel[ i ] * frametime; } } void EV_TrailCallback ( struct tempent_s *ent, float frametime, float currenttime ) { //If the Player is not on our PVS, then go back if ( !CheckPVS( ent->clientIndex ) ) return; dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight ( 0 ); cl_entity_t *player = gEngfuncs.GetEntityByIndex( ent->clientIndex ); if ( !player ) return; VectorCopy ( player->origin, dl->origin ); dl->radius = 240; dl->die = gEngfuncs.GetClientTime() + 0.001; //Kill it right away if ( ent->entity.baseline.movetype == 2 ) { dl->color.r = 240; dl->color.g = 25; dl->color.b = 25; } else { dl->color.r = 25; dl->color.g = 25; dl->color.b = 240; } //I know what you are thinking and yes, this was the only place I could find on where to put the timer //Hacky; Yes, Works; Yes!. if ( ent->entity.baseline.animtime > gEngfuncs.GetClientTime() ) return; for ( int i = 0; i < 4; i++ ) { particle_t *bPart = gEngfuncs.pEfxAPI->R_AllocParticle (EV_GenericParticleCallback); if ( bPart ) { VectorCopy ( ent->entity.origin, bPart->org); bPart->org[0] += gEngfuncs.pfnRandomFloat (-2, 2); bPart->org[1] += gEngfuncs.pfnRandomFloat (-2, 2); bPart->org[2] += gEngfuncs.pfnRandomFloat (-2, 2); bPart->vel[0] = gEngfuncs.pfnRandomFloat (-50, 50); bPart->vel[1] = gEngfuncs.pfnRandomFloat (-50, 50); bPart->vel[2] = gEngfuncs.pfnRandomFloat (75, 80); //Check team and color the particle correctly if ( ent->entity.baseline.movetype == 2 ) bPart->color = 70; else bPart->color = 43; bPart->type = pt_slowgrav; bPart->die = gEngfuncs.GetClientTime() + 0.5; } } ent->entity.baseline.animtime = gEngfuncs.GetClientTime() + 0.3; } void EV_FollowCarrier (event_args_t *args) { int iEntIndex = args->iparam1; int iTeam = args->iparam2; float r,g,b; int modelIndex; char *model = "sprites/smoke.spr"; modelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model ); if ( iTeam == 2 ) { r = 500; g = 0; b = 0; } else if ( iTeam == 1 ) { r = 0; g = 0; b = 500; } if ( args->bparam1 == 1) gEngfuncs.pEfxAPI->R_KillAttachedTents ( iEntIndex ); else { TEMPENTITY *pTrailSpawner = NULL; pTrailSpawner = gEngfuncs.pEfxAPI->R_TempModel ( args->origin, args->velocity, args->angles, 9999, modelIndex, TE_BOUNCE_NULL ); if ( pTrailSpawner != NULL) { pTrailSpawner->flags |= ( FTENT_PLYRATTACHMENT | FTENT_PERSIST | FTENT_NOMODEL | FTENT_CLIENTCUSTOM ); pTrailSpawner->clientIndex = iEntIndex; pTrailSpawner->entity.baseline.movetype = iTeam; // Hack to store the team number on this temp ent. pTrailSpawner->entity.baseline.animtime = gEngfuncs.GetClientTime() + 0.3; pTrailSpawner->callback = EV_TrailCallback; } } } void EV_FlagSpawn (event_args_t *args) { vec3_t origin; VectorCopy( args->origin, origin ); gEngfuncs.pEfxAPI->R_Implosion ( origin, 50, 20, 0.5 ); for ( int i = 0; i < 20; i++ ) { particle_t *bPart = gEngfuncs.pEfxAPI->R_AllocParticle ( EV_GenericParticleCallback ); if ( bPart ) { VectorCopy ( args->origin, bPart->org); bPart->org[0] += gEngfuncs.pfnRandomFloat (-4, 4); bPart->org[1] += gEngfuncs.pfnRandomFloat (-4, 4); bPart->org[2] += gEngfuncs.pfnRandomFloat (-4, 4); bPart->vel[0] = gEngfuncs.pfnRandomFloat (-50, 50); bPart->vel[1] = gEngfuncs.pfnRandomFloat (-50, 50); bPart->vel[2] = gEngfuncs.pfnRandomFloat (250, 350); //Check team and color the particle correctly if ( args->iparam1 == 1 ) bPart->color = 70; else bPart->color = 43; bPart->type = pt_grav; bPart->die = gEngfuncs.GetClientTime() + 3; } } } #endif void EV_PowerupCallback ( struct tempent_s *ent, float frametime, float currenttime ) { //If the Player is not on our PVS, then go back if ( !CheckPVS( ent->clientIndex ) ) return; dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight ( 0 ); cl_entity_t *player = gEngfuncs.GetEntityByIndex( ent->clientIndex ); if ( !player ) return; VectorCopy ( player->origin, dl->origin ); dl->radius = 270; dl->dark = true; dl->die = gEngfuncs.GetClientTime() + 0.001; //Kill it right away if ( ent->entity.baseline.iuser2 == 1 ) { if ( ent->entity.baseline.iuser1 == 1 ) { dl->color.r = 255; dl->color.g = 128; dl->color.b = 128; } else { dl->color.r = 0; dl->color.g = 75; dl->color.b = 255; } } else if ( ent->entity.baseline.iuser2 == 2 ) { if ( ent->entity.baseline.iuser1 == 1 ) { dl->color.r = 255; dl->color.g = 128; dl->color.b = 0; } else if ( ent->entity.baseline.iuser1 == 2 ) { dl->color.r = 0; dl->color.g = 128; dl->color.b = 250; } else { dl->color.r = 255; dl->color.g = 75; dl->color.b = 0; } } else if ( ent->entity.baseline.iuser2 == 3 ) { dl->color.r = 255; dl->color.g = 125; dl->color.b = 255; } } void EV_PlayerPowerup (event_args_t *args) { int iEntIndex = args->iparam1; int iTeam = args->iparam2; int iPowerUp = (int)args->fparam1; int modelIndex; char *model = "sprites/smoke.spr"; modelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model ); if ( args->bparam1 == 1) gEngfuncs.pEfxAPI->R_KillAttachedTents ( iEntIndex ); if ( iPowerUp ) { TEMPENTITY *pTrailSpawner = NULL; pTrailSpawner = gEngfuncs.pEfxAPI->R_TempModel ( args->origin, args->velocity, args->angles, 9999, modelIndex, TE_BOUNCE_NULL ); if ( pTrailSpawner != NULL) { pTrailSpawner->flags |= ( FTENT_PLYRATTACHMENT | FTENT_PERSIST | FTENT_NOMODEL | FTENT_CLIENTCUSTOM ); pTrailSpawner->clientIndex = iEntIndex; pTrailSpawner->entity.baseline.iuser1 = iTeam; pTrailSpawner->entity.baseline.iuser2 = iPowerUp; pTrailSpawner->callback = EV_PowerupCallback; } } } float g_flLightTime; BEAM *pBeam; void EV_FireLightning( event_args_t *args ) { int idx; vec3_t origin, endorigin; vec3_t angles; vec3_t vecEnd; vec3_t up, right, forward; int iShutDown; cl_entity_t *player; pmtrace_t tr; int modelIndex; bool bSound = false; idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); bSound = args->bparam1 ? true : false; iShutDown = args->iparam2; modelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( "sprites/laserbeam.spr" ); // Load it up with some bogus data player = gEngfuncs.GetLocalPlayer(); AngleVectors( angles, forward, right, up ); if ( EV_IsLocal( idx ) ) { if ( g_flLightTime <= gEngfuncs.GetClientTime() ) { gEngfuncs.pfnWeaponAnim( 1, 0 ); g_flLightTime = gEngfuncs.GetClientTime() + 0.5; } V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK ); cl_entity_t *player = gEngfuncs.GetViewModel(); origin = player->attachment[0]; } else { origin = origin + Vector( 0, 0, 16 ); } if ( bSound ) { gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/lhit.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); } if ( iShutDown == 0 && EV_IsLocal( idx ) && pBeam == NULL ) { vec3_t vecSrc, vecEnd, origin, angles, forward, right, up; pmtrace_t tr; cl_entity_t *pl = gEngfuncs.GetEntityByIndex( idx ); if ( pl ) { VectorCopy( gHUD.m_vecAngles, angles ); AngleVectors( angles, forward, right, up ); EV_GetGunPosition( args, vecSrc, pl->origin ); VectorMA( vecSrc, 2048, forward, vecEnd ); gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); // Store off the old count gEngfuncs.pEventAPI->EV_PushPMStates(); // Now add in all of the players. gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr ); gEngfuncs.pEventAPI->EV_PopPMStates(); pBeam = gEngfuncs.pEfxAPI->R_BeamEntPoint ( idx | 0x1000, tr.endpos, modelIndex, 99999, 5.0, 0.15, 2.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0 ); } } else if ( iShutDown == 1 ) { if ( EV_IsLocal( idx ) ) { if ( pBeam ) { pBeam->die = 0.0; pBeam = NULL; } } } } void EV_FireRocket( event_args_t *args ) { int idx; vec3_t origin; idx = args->entindex; VectorCopy( args->origin, origin ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/sgun1.wav", 1.0, ATTN_NORM, 0, 100 ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); if ( EV_IsLocal( idx ) ) { V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK ); } } void EV_FireGrenade( event_args_t *args ) { int idx; vec3_t origin; idx = args->entindex; VectorCopy( args->origin, origin ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/grenade.wav", 1.0, ATTN_NORM, 0, 100 ); if ( EV_IsLocal( idx ) ) { V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK ); } } void EV_Quake_NailTouch( struct tempent_s *ent, pmtrace_t *ptr ) { char decalname[ 32 ]; int idx; physent_t *pe; pe = gEngfuncs.pEventAPI->EV_GetPhysent( ptr->ent ); if ( pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) ) { decalname[ 0 ] = '\0'; idx = gEngfuncs.pfnRandomLong( 0, 4 ); sprintf( decalname, "{shot%i", idx + 1 ); EV_Quake_GunshotDecalTrace( ptr, decalname ); } } void EV_Quake_ClientProjectile( float *vecOrigin, float *vecVelocity, short sModelIndex, int iOwnerIndex, int iLife, void (*hitcallback)( struct tempent_s *ent, pmtrace_t *ptr ) ) { gEngfuncs.pEfxAPI->R_Projectile( vecOrigin, vecVelocity, sModelIndex, iLife, iOwnerIndex, hitcallback ); } void EV_FireSpike( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t up, right, forward; vec3_t vecVelocity; float offset = args->bparam1 ? 2.0 : -2.0; int shell; // gEngfuncs.Con_NPrintf( 22, "offset %f", offset ); idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); shell = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/spike.mdl" ); AngleVectors( angles, forward, right, up ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/rocket1i.wav", 1.0, ATTN_NORM, 0, 100 ); // make nails VectorScale( forward, 1000, vecVelocity ); EV_Quake_ClientProjectile( origin + Vector(0,0,10) + (right * offset), vecVelocity, (short)shell, idx, 6, EV_Quake_NailTouch ); if ( EV_IsLocal( idx ) ) { V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK ); } } void EV_FireSuperSpike( event_args_t *args ) { int idx; vec3_t origin; vec3_t angles; vec3_t up, right, forward; vec3_t vecVelocity; int shell; idx = args->entindex; VectorCopy( args->origin, origin ); VectorCopy( args->angles, angles ); shell = gEngfuncs.pEventAPI->EV_FindModelIndex( "models/spike.mdl" ); AngleVectors( angles, forward, right, up ); EV_Quake_PlayQuadSound( idx, origin, args->iparam1 ); gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, "weapons/spike2.wav", 1.0, ATTN_NORM, 0, 100 ); // make nails VectorScale( forward, 1000, vecVelocity ); EV_Quake_ClientProjectile( origin + Vector(0,0,16), vecVelocity, (short)shell, idx, 6, EV_Quake_NailTouch ); if ( EV_IsLocal( idx ) ) { V_PunchAxis( 0, Q_SMALL_PUNCHANGLE_KICK ); } } #define SND_CHANGE_PITCH (1<<7) void EV_TrainPitchAdjust( event_args_t *args ) { int idx; vec3_t origin; unsigned short us_params; int noise; float m_flVolume; int pitch; int stop; char sz[ 256 ]; idx = args->entindex; VectorCopy( args->origin, origin ); us_params = (unsigned short)args->iparam1; stop = args->bparam1; m_flVolume = (float)(us_params & 0x003f)/40.0; noise = (int)(((us_params) >> 12 ) & 0x0007); pitch = (int)( 10.0 * (float)( ( us_params >> 6 ) & 0x003f ) ); switch ( noise ) { case 1: strcpy( sz, "plats/ttrain1.wav"); break; case 2: strcpy( sz, "plats/ttrain2.wav"); break; case 3: strcpy( sz, "plats/ttrain3.wav"); break; case 4: strcpy( sz, "plats/ttrain4.wav"); break; case 5: strcpy( sz, "plats/ttrain6.wav"); break; case 6: strcpy( sz, "plats/ttrain7.wav"); break; default: // no sound strcpy( sz, "" ); return; } if ( stop ) { gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, sz ); } else { gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_STATIC, sz, m_flVolume, ATTN_NORM, SND_CHANGE_PITCH, pitch ); } } char *DMC_BloodDecal (void) { static char blooddecal[ 32 ]; int idx; idx = gEngfuncs.pfnRandomLong( 0, 5 ); sprintf( blooddecal, "{blood%i", idx + 1 ); return blooddecal; } void DMC_DecalTrace( pmtrace_t *pTrace, char *decalName ) { physent_t *pe; pe = gEngfuncs.pEventAPI->EV_GetPhysent( pTrace->ent ); // Only decal brush models such as the world etc. if ( decalName && decalName[0] && pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP ) ) { if ( CVAR_GET_FLOAT( "r_decals" ) ) { gEngfuncs.pEfxAPI->R_DecalShoot( gEngfuncs.pEfxAPI->Draw_DecalIndex( gEngfuncs.pEfxAPI->Draw_DecalIndexFromName( decalName ) ), gEngfuncs.pEventAPI->EV_IndexFromTrace( pTrace ), 0, pTrace->endpos, 0 ); } } } void EV_GibTouch ( struct tempent_s *ent, struct pmtrace_s *ptr ) { DMC_DecalTrace (ptr, DMC_BloodDecal()); // 1 in 5 chance of squishy sound if (gEngfuncs.pfnRandomLong(0, 4) > 0) return; switch (gEngfuncs.pfnRandomLong(0, 5)) { case 0 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; case 1 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; case 2 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; case 3 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; case 4 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh6.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; case 5 : gEngfuncs.pEventAPI->EV_PlaySound( 0, ptr->endpos, CHAN_STATIC, "debris/flesh7.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; } } void EV_GibParticleCallback( struct particle_s *particle, float frametime ) { int i; for ( i = 0; i < 3; i++ ) { particle->org[ i ] += particle->vel[ i ] * frametime; } } void EV_Gibbed (event_args_t *args) { vec3_t origin, velocity, angles, rotate; int modelindex, i; TEMPENTITY *pGib = NULL; int gibs = 5; char *model1 = "models/gib_1.mdl"; char *model2 = "models/gib_2.mdl"; char *model3 = "models/gib_3.mdl"; VectorCopy( args->origin, origin ); gEngfuncs.pEventAPI->EV_PlaySound( 0, origin, CHAN_STATIC, "player/gib.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); rotate[0] = gEngfuncs.pfnRandomLong (-100, 100); rotate[1] = gEngfuncs.pfnRandomLong (-100, 100); rotate[2] = gEngfuncs.pfnRandomLong (-100, 100); for (i = 0; i < gibs; i++) { switch ( gEngfuncs.pfnRandomLong( 1, 3 ) ) { case 1: modelindex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model1 ); break; case 2: modelindex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model2 ); break; case 3: modelindex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model3 ); break; //Just in case default: modelindex = gEngfuncs.pEventAPI->EV_FindModelIndex ( model1 ); break; } if (!modelindex) return; VectorCopy( args->angles, angles ); VectorScale( angles, -1.0, angles ); angles[0] += gEngfuncs.pfnRandomFloat ( -0.30, 0.30 ); angles[1] += gEngfuncs.pfnRandomFloat ( -0.30, 0.30 ); angles[2] += gEngfuncs.pfnRandomFloat ( -0.30, 0.30 ); VectorScale ( angles, gEngfuncs.pfnRandomFloat( 500, 1200 ), velocity ); velocity[2] += 600; pGib = gEngfuncs.pEfxAPI->R_TempModel (origin, velocity, rotate, 15, modelindex, TE_BOUNCE_NULL); if (pGib != NULL) { pGib->flags |= (FTENT_COLLIDEWORLD | FTENT_ROTATE | FTENT_FADEOUT | FTENT_CLIENTCUSTOM | FTENT_SMOKETRAIL); pGib->hitcallback = EV_GibTouch; } } } //Spawns the teleport effect. void EV_Teleport ( event_args_t *args ) { vec3_t vecOrg; VectorCopy( args->origin, vecOrg ); switch (gEngfuncs.pfnRandomLong(0, 4)) { case 0 : gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, "misc/r_tele1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; case 1 : gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, "misc/r_tele2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; case 2 : gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, "misc/r_tele3.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; case 3 : gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, "misc/r_tele4.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; case 4 : gEngfuncs.pEventAPI->EV_PlaySound( 0, vecOrg, CHAN_STATIC, "misc/r_tele5.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); break; } gEngfuncs.pEfxAPI->R_TeleportSplash( vecOrg ); } int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3}; void EV_RocketTrailCallback ( struct tempent_s *ent, float frametime, float currenttime ) { if ( currenttime < ent->entity.baseline.fuser1 ) return; if ( ent->entity.origin == ent->entity.attachment[0] ) ent->die = gEngfuncs.GetClientTime(); else VectorCopy ( ent->entity.origin, ent->entity.attachment[0] ); //Make the Rocket light up. ( And only rockets, no Grenades ). if ( ent->entity.baseline.sequence == 70 ) { dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight ( 0 ); VectorCopy ( ent->entity.origin, dl->origin ); dl->radius = 160; dl->dark = true; dl->die = gEngfuncs.GetClientTime() + 0.001; //Kill it right away dl->color.r = 255; dl->color.g = 255; dl->color.b = 255; } } #define GRENADE_TRAIL 1 #define ROCKET_TRAIL 2 void EV_Trail (event_args_t *args) { int iEntIndex = args->iparam1; TEMPENTITY *pTrailSpawner = NULL; pTrailSpawner = gEngfuncs.pEfxAPI->CL_TempEntAllocNoModel ( args->origin ); if ( pTrailSpawner != NULL) { pTrailSpawner->flags |= ( FTENT_PLYRATTACHMENT | FTENT_COLLIDEKILL | FTENT_CLIENTCUSTOM | FTENT_SMOKETRAIL | FTENT_COLLIDEWORLD ); pTrailSpawner->callback = EV_RocketTrailCallback; pTrailSpawner->clientIndex = iEntIndex; if ( args->iparam2 == GRENADE_TRAIL ) pTrailSpawner->entity.baseline.sequence = 69; else if ( args->iparam2 == ROCKET_TRAIL ) pTrailSpawner->entity.baseline.sequence = 70; pTrailSpawner->die = gEngfuncs.GetClientTime() + 10; // Just in case pTrailSpawner->entity.baseline.fuser1 = gEngfuncs.GetClientTime() + 0.5; // Don't try to die till 500ms ahead } } void EV_Explosion (event_args_t *args) { vec3_t origin, scorch_origin, velocity, forward, right, up; int modelIndex; char *model = "sprites/zerogxplode.spr"; modelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex (model); pmtrace_t tr; //Make decals and Explosions //Might not work for grenades. VectorCopy( args->origin, origin ); VectorCopy( args->angles, velocity ); //Velocity scorch_origin = origin - velocity.Normalize() * 32; gEngfuncs.pEfxAPI->R_Explosion( origin, modelIndex, 2.5, 15, TE_EXPLFLAG_NONE ); gEngfuncs.pEfxAPI->R_ParticleExplosion2( origin , 111, 8 ); gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true ); gEngfuncs.pEventAPI->EV_PushPMStates(); gEngfuncs.pEventAPI->EV_SetSolidPlayers ( -1 ); gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); gEngfuncs.pEventAPI->EV_PlayerTrace( scorch_origin, scorch_origin + velocity.Normalize() * 64, PM_STUDIO_BOX | PM_WORLD_ONLY , -1, &tr ); gEngfuncs.pEventAPI->EV_PopPMStates(); DMC_DecalTrace( &tr, EV_HLDM_RocketDamageDecal() ); } #define EV_DMC_MOVE_SOUND 0 #define EV_DMC_STOP_SOUND 1 char *EV_DMC_LookupDoorSound( int type, int index ) { static char sound[ 128 ]; int idx; // Assume the worst strcpy( sound, "common/null.wav"); if ( type == EV_DMC_MOVE_SOUND ) { idx = ( index >> 8 ) & 0xff; switch (idx) { case 0: strcpy( sound, "common/null.wav"); break; case 1: strcpy( sound, "doors/doormove1.wav"); break; case 2: strcpy( sound, "doors/doormove2.wav"); break; case 3: strcpy( sound, "doors/doormove3.wav"); break; case 4: strcpy( sound, "doors/doormove4.wav"); break; case 5: strcpy( sound, "doors/doormove5.wav"); break; case 6: strcpy( sound, "doors/doormove6.wav"); break; case 7: strcpy( sound, "doors/doormove7.wav"); break; case 8: strcpy( sound, "doors/doormove8.wav"); break; case 9: strcpy( sound, "doors/doormove9.wav"); break; case 10: strcpy( sound, "doors/doormove10.wav"); break; default: strcpy( sound, "common/null.wav"); break; } } else if ( type == EV_DMC_STOP_SOUND ) { idx = ( index & 0xff ); // set the door's 'reached destination' stop sound switch ( idx ) { case 0: strcpy( sound, "common/null.wav"); break; case 1: strcpy( sound, "doors/doorstop1.wav"); break; case 2: strcpy( sound, "doors/doorstop2.wav"); break; case 3: strcpy( sound, "doors/doorstop3.wav"); break; case 4: strcpy( sound, "doors/doorstop4.wav"); break; case 5: strcpy( sound, "doors/doorstop5.wav"); break; case 6: strcpy( sound, "doors/doorstop6.wav"); break; case 7: strcpy( sound, "doors/doorstop7.wav"); break; case 8: strcpy( sound, "doors/doorstop8.wav"); break; default: strcpy( sound, "common/null.wav"); break; } } return sound; } void EV_DMC_DoorGoUp( event_args_t *args ) { int idx = -1; int soundindex = args->iparam1; gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex )); gEngfuncs.pEventAPI->EV_PlaySound( idx, args->origin, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex ), 1.0, ATTN_NORM, 0, PITCH_NORM ); } void EV_DMC_DoorGoDown( event_args_t *args ) { int idx = -1; int soundindex = args->iparam1; gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex )); gEngfuncs.pEventAPI->EV_PlaySound( idx, args->origin, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex ), 1.0, ATTN_NORM, 0, PITCH_NORM ); } void EV_DMC_DoorHitTop( event_args_t *args ) { int idx = -1; int soundindex = args->iparam1; gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex )); gEngfuncs.pEventAPI->EV_PlaySound( idx, args->origin, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_STOP_SOUND, soundindex ), 1.0, ATTN_NORM, 0, PITCH_NORM ); } void EV_DMC_DoorHitBottom( event_args_t *args ) { int idx = -1; int soundindex = args->iparam1; gEngfuncs.pEventAPI->EV_StopSound( idx, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_MOVE_SOUND, soundindex )); gEngfuncs.pEventAPI->EV_PlaySound( idx, args->origin, CHAN_STATIC, EV_DMC_LookupDoorSound( EV_DMC_STOP_SOUND, soundindex ), 1.0, ATTN_NORM, 0, PITCH_NORM ); }