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https://github.com/alliedmodders/hl2sdk.git
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Added most recent version of unmodified HL2 SDK for Episode 1 engine
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224
game_shared/sdk/sdk_fx_shared.cpp
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224
game_shared/sdk/sdk_fx_shared.cpp
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "sdk_fx_shared.h"
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#include "weapon_sdkbase.h"
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#ifndef CLIENT_DLL
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#include "ilagcompensationmanager.h"
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#endif
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#ifdef CLIENT_DLL
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#include "fx_impact.h"
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#include "c_sdk_player.h"
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// this is a cheap ripoff from CBaseCombatWeapon::WeaponSound():
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void FX_WeaponSound(
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int iPlayerIndex,
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WeaponSound_t sound_type,
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const Vector &vOrigin,
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CSDKWeaponInfo *pWeaponInfo )
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{
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// If we have some sounds from the weapon classname.txt file, play a random one of them
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const char *shootsound = pWeaponInfo->aShootSounds[ sound_type ];
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if ( !shootsound || !shootsound[0] )
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return;
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CBroadcastRecipientFilter filter; // this is client side only
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if ( !te->CanPredict() )
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return;
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CBaseEntity::EmitSound( filter, iPlayerIndex, shootsound, &vOrigin );
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}
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class CGroupedSound
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{
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public:
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string_t m_SoundName;
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Vector m_vPos;
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};
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CUtlVector<CGroupedSound> g_GroupedSounds;
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// Called by the ImpactSound function.
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void ShotgunImpactSoundGroup( const char *pSoundName, const Vector &vEndPos )
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{
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// Don't play the sound if it's too close to another impact sound.
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for ( int i=0; i < g_GroupedSounds.Count(); i++ )
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{
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CGroupedSound *pSound = &g_GroupedSounds[i];
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if ( vEndPos.DistToSqr( pSound->m_vPos ) < 300*300 )
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{
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if ( Q_stricmp( pSound->m_SoundName, pSoundName ) == 0 )
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return;
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}
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}
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// Ok, play the sound and add it to the list.
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CLocalPlayerFilter filter;
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C_BaseEntity::EmitSound( filter, NULL, pSoundName, &vEndPos );
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int j = g_GroupedSounds.AddToTail();
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g_GroupedSounds[j].m_SoundName = pSoundName;
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g_GroupedSounds[j].m_vPos = vEndPos;
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}
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void StartGroupingSounds()
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{
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Assert( g_GroupedSounds.Count() == 0 );
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SetImpactSoundRoute( ShotgunImpactSoundGroup );
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}
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void EndGroupingSounds()
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{
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g_GroupedSounds.Purge();
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SetImpactSoundRoute( NULL );
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}
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#else
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#include "sdk_player.h"
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#include "te_firebullets.h"
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// Server doesn't play sounds anyway.
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void StartGroupingSounds() {}
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void EndGroupingSounds() {}
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void FX_WeaponSound ( int iPlayerIndex,
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WeaponSound_t sound_type,
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const Vector &vOrigin,
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CSDKWeaponInfo *pWeaponInfo ) {};
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#endif
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// This runs on both the client and the server.
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// On the server, it only does the damage calculations.
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// On the client, it does all the effects.
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void FX_FireBullets(
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int iPlayerIndex,
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const Vector &vOrigin,
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const QAngle &vAngles,
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int iWeaponID,
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int iMode,
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int iSeed,
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float flSpread
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)
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{
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bool bDoEffects = true;
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#ifdef CLIENT_DLL
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C_SDKPlayer *pPlayer = ToSDKPlayer( ClientEntityList().GetBaseEntity( iPlayerIndex ) );
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#else
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CSDKPlayer *pPlayer = ToSDKPlayer( UTIL_PlayerByIndex( iPlayerIndex) );
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#endif
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const char * weaponAlias = WeaponIDToAlias( iWeaponID );
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if ( !weaponAlias )
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{
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DevMsg("FX_FireBullets: weapon alias for ID %i not found\n", iWeaponID );
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return;
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}
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char wpnName[128];
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Q_snprintf( wpnName, sizeof( wpnName ), "weapon_%s", weaponAlias );
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WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( wpnName );
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if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
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{
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DevMsg("FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s\n", wpnName );
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return;
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}
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CSDKWeaponInfo *pWeaponInfo = static_cast< CSDKWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
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#ifdef CLIENT_DLL
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// Do the firing animation event.
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if ( pPlayer && !pPlayer->IsDormant() )
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{
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if ( iMode == Primary_Mode )
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pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
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else
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pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_SECONDARY );
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}
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#else
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// if this is server code, send the effect over to client as temp entity
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// Dispatch one message for all the bullet impacts and sounds.
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TE_FireBullets(
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iPlayerIndex,
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vOrigin,
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vAngles,
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iWeaponID,
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iMode,
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iSeed,
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flSpread
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);
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bDoEffects = false; // no effects on server
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#endif
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iSeed++;
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int iDamage = pWeaponInfo->m_iDamage;
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int iAmmoType = pWeaponInfo->iAmmoType;
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WeaponSound_t sound_type = SINGLE;
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if ( bDoEffects)
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{
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FX_WeaponSound( iPlayerIndex, sound_type, vOrigin, pWeaponInfo );
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}
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// Fire bullets, calculate impacts & effects
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if ( !pPlayer )
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return;
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StartGroupingSounds();
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#if !defined (CLIENT_DLL)
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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#endif
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for ( int iBullet=0; iBullet < pWeaponInfo->m_iBullets; iBullet++ )
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{
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RandomSeed( iSeed ); // init random system with this seed
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// Get circular gaussian spread.
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float x, y;
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x = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
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y = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
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iSeed++; // use new seed for next bullet
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pPlayer->FireBullet(
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vOrigin,
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vAngles,
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flSpread,
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iDamage,
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iAmmoType,
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pPlayer,
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bDoEffects,
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x,y );
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}
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#if !defined (CLIENT_DLL)
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif
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EndGroupingSounds();
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}
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