Dropping empty magazines (GoldSrc): Difference between revisions

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{{TutPOV}}
== Introduction ==
== Introduction ==


A small visual effect can add a lot of polish to your game. One such effect is actually dropping your empty clips/magazines when you reload a suitable gun. If you time it right, players will see other players drop the empty clip when the player animation does so. I am working off the blank MP SDK, so you may need to place the code in different places.(I recommend you use the blank SDK anyway, for it will yield greater results in the long run.) Before we start remember that '...' in the code means that there are other, unrelated lines there.
A small visual effect can add a lot of polish to your game. One such effect is actually dropping your empty clips/magazines when you reload a suitable gun. If you time it right, players will see other players drop the empty clip when the player animation does so. For this tutorial, it is recommended that you use a blank multiplayer SDK, for it will yield greater results in the long run.  
 
{{note|<code>...</code> amidst the code means that there are other, unrelated lines there.}}


== Ejecting the clip ==
== Ejecting the clip ==


To do this in HL1(and I assume The Specialists did something similar for their clip dropping) I used the EjectBrass function but with my clip model as the model instead of a bullet. EjectBrass in source  is a little different, taking a model index as the argument. I have created my own function for this purpose.
To do this in [[Half-Life]] (The Specialists apparently did something similar for their clip dropping), we will use the <code>EjectBrass</code> function but with the clip model as the model instead of a bullet. <code>EjectBrass</code> in [[Source]] is a little different, taking a model index as the argument. For this purpose, we have to create our own function.


in c_te_legacytempents.cpp
Add the following to <code>c_te_legacytempents.cpp</code>.


  void CTempEnts::EjectClip( const Vector &pos1, const QAngle &angles, const QAngle &gunAngles, model_t *pModel )
  void CTempEnts::EjectClip( const Vector &pos1, const QAngle &angles, const QAngle &gunAngles, model_t *pModel )
Line 47: Line 48:
  }
  }


make sure you add the prototype to the CTempEnts class, found in c_te_legacytempents.h
Make sure you add the prototype to the <code>CTempEnts</code> class, found in <code>c_te_legacytempents.h</code>.


  class CTempEnts : public ITempEnts
  class CTempEnts : public ITempEnts
Line 56: Line 57:
  };
  };


Then add it to ITempEnts, found in the same file
Then, add it to <code>ITempEnts</code>, found in the same file.


  class ITempEnts
  class ITempEnts
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== Reloading ==
== Reloading ==


Now let's add this to one of your guns. Find one that will suit the effect, such as a pistol. I will use the Falcon 2 pistol from my mod.
Now, this will have to be added to one of your guns. Find one that will suit the effect, such as a pistol. In this tutorial, we will use the Falcon 2 pistol from [[User:Draco|Draco]]'s mod.


  bool CWeaponFalcon2::Reload()
  bool CWeaponFalcon2::Reload()
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  }
  }


As you can see I have this all on the client. First you load a model into a model info pointer for use as the clip model. I am using the weapon scripts to specify the path to model, I will demonstrate how shortly.
As you can see this is all on the client. First you load a model into a model info pointer for use as the clip model. The weapon scripts are used to specify the path to model, as is demonstrated shortly.


That will spawn a clip model, that bounces, collides, falls and stays alive for 20 seconds.  
That will spawn a clip model that bounces, collides, falls and stays alive for 20 seconds.  


== Loading the model with the weapon script ==
== Loading the model with the weapon script ==


Another thing Source has over HL1 is the weapon script parser. I don't know what I ever did without it. We shall add another token to the scripts that you can use to set a model for EjectClip.
Another thing Source has over HL1 is the weapon script parser. We shall add another token to the scripts that you can use to set a model for <code>EjectClip</code>.


Find the parser files, in the blank sdk it is called sdk_weapon_parse. Open sdk_weapon_parse.h(or equilivant for your sdk) and add this to CSDKWeaponInfo:
Find the parser files. In the blank sdk it is called <code>sdk_weapon_parse</code>. Open <code>sdk_weapon_parse.h</code> (or equivalent for your sdk) and add the following to <code>CSDKWeaponInfo</code>:


  class CSDKWeaponInfo : public FileWeaponInfo_t
  class CSDKWeaponInfo : public FileWeaponInfo_t
Line 96: Line 97:
  };
  };


now open sdk_weapon_parse.cpp and add this:
Then, open <code>sdk_weapon_parse.cpp</code> and add this:


  void CSDKWeaponInfo::Parse( KeyValues *pKeyValuesData, const char *szWeaponName )
  void CSDKWeaponInfo::Parse( KeyValues *pKeyValuesData, const char *szWeaponName )
Line 105: Line 106:
  }
  }


now you can simply find the model path in the code by accessing szClipModel, like so:
Now you can simply find the model path in the code by accessing <code>szClipModel</code>, like so:


  const CSDKWeaponInfo &pWeaponInfo = GetSDKWpnData();
  const CSDKWeaponInfo &pWeaponInfo = GetSDKWpnData();
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It is easy to make new tokens for anything in your weapon script.
It is easy to make new tokens for anything in your weapon script.


Now let's add that to the script itself. Find your weapons script file. mine is PerfectDark/scripts/weapon_falcon2.cpp.
Now let's add that to the script itself. Find your weapons script file. In this tutorial, it's <code>PerfectDark/scripts/weapon_falcon2.cpp</code>.


  // Weapon data is loaded by both the Game and Client DLLs.
  // Weapon data is loaded by both the Game and Client DLLs.
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  "PlayerAnimationExtension" "Pistol"
  "PlayerAnimationExtension" "Pistol"


Easy peasy.
If you have any problems you can PM the original author at [[User_talk:Draco|his talk page]] or you can attempt to contact him on IRC at <code>#ausbg</code> on GameSurge.
 
If you have any problems you can PM me here [[User_talk:Draco]]
Or you can contact me at #ausbg on GameSurge IRC.


[[Category:Tutorials]] [[Category:Programming]]
[[Category:Tutorials]]
[[Category:Programming]]

Revision as of 04:43, 1 May 2006

Introduction

A small visual effect can add a lot of polish to your game. One such effect is actually dropping your empty clips/magazines when you reload a suitable gun. If you time it right, players will see other players drop the empty clip when the player animation does so. For this tutorial, it is recommended that you use a blank multiplayer SDK, for it will yield greater results in the long run.

Note.pngNote:... amidst the code means that there are other, unrelated lines there.

Ejecting the clip

To do this in Half-Life (The Specialists apparently did something similar for their clip dropping), we will use the EjectBrass function but with the clip model as the model instead of a bullet. EjectBrass in Source is a little different, taking a model index as the argument. For this purpose, we have to create our own function.

Add the following to c_te_legacytempents.cpp.

void CTempEnts::EjectClip( const Vector &pos1, const QAngle &angles, const QAngle &gunAngles, model_t *pModel )
{
	if ( pModel == NULL )
		return;

	C_LocalTempEntity	*pTemp = TempEntAlloc( pos1, ( model_t * ) pModel );

	if ( pTemp == NULL )
		return;

	pTemp->m_nBody	= 0;

	pTemp->flags |= ( FTENT_COLLIDEWORLD | FTENT_FADEOUT | FTENT_GRAVITY | FTENT_ROTATE );

	pTemp->m_vecTempEntAngVelocity[0] = random->RandomFloat(-1024,1024);
	pTemp->m_vecTempEntAngVelocity[1] = random->RandomFloat(-1024,1024);
	pTemp->m_vecTempEntAngVelocity[2] = random->RandomFloat(-1024,1024);

	//Face forward
	pTemp->SetAbsAngles( gunAngles );

	pTemp->SetRenderMode( kRenderNormal );
	pTemp->tempent_renderamt = 255;		// Set this for fadeout

	Vector	dir;

	AngleVectors( angles, &dir );

	dir *= random->RandomFloat( 150.0f, 200.0f );

	pTemp->SetVelocity( Vector(dir[0] + random->RandomFloat(-64,64),
						dir[1] + random->RandomFloat(-64,64),
						dir[2] + random->RandomFloat(  0,64) ) );

	pTemp->die = gpGlobals->curtime + 20;
}

Make sure you add the prototype to the CTempEnts class, found in c_te_legacytempents.h.

class CTempEnts : public ITempEnts
{
...
virtual void EjectClip( const Vector &pos1, const QAngle &angles, const QAngle &gunAngles, model_t *pModel );
...
};

Then, add it to ITempEnts, found in the same file.

class ITempEnts
{
...
virtual void EjectClip( const Vector &pos1, const QAngle &angles, const QAngle &gunAngles, model_t *pModel ) = 0;
...
};

Reloading

Now, this will have to be added to one of your guns. Find one that will suit the effect, such as a pistol. In this tutorial, we will use the Falcon 2 pistol from Draco's mod.

bool CWeaponFalcon2::Reload()
{
...
#ifdef CLIENT_DLL
	model_t *pModel = (model_t *)engine->LoadModel( pWeaponInfo.szClipModel );
	tempents->EjectClip( pPlayer->GetLocalOrigin(), pPlayer->GetLocalAngles(), pPlayer->GetAbsAngles(), pModel );
#endif
...
}

As you can see this is all on the client. First you load a model into a model info pointer for use as the clip model. The weapon scripts are used to specify the path to model, as is demonstrated shortly.

That will spawn a clip model that bounces, collides, falls and stays alive for 20 seconds.

Loading the model with the weapon script

Another thing Source has over HL1 is the weapon script parser. We shall add another token to the scripts that you can use to set a model for EjectClip.

Find the parser files. In the blank sdk it is called sdk_weapon_parse. Open sdk_weapon_parse.h (or equivalent for your sdk) and add the following to CSDKWeaponInfo:

class CSDKWeaponInfo : public FileWeaponInfo_t
{
...
char	szClipModel[MAX_WEAPON_STRING];	// Clip model of this weapon
...
};

Then, open sdk_weapon_parse.cpp and add this:

void CSDKWeaponInfo::Parse( KeyValues *pKeyValuesData, const char *szWeaponName )
{
...
Q_strncpy( szClipModel, pKeyValuesData->GetString( "clipmodel" ), MAX_WEAPON_STRING );
...
}

Now you can simply find the model path in the code by accessing szClipModel, like so:

const CSDKWeaponInfo &pWeaponInfo = GetSDKWpnData();
model_t *pModel = (model_t *)engine->LoadModel( pWeaponInfo.szClipModel );

It is easy to make new tokens for anything in your weapon script.

Now let's add that to the script itself. Find your weapons script file. In this tutorial, it's PerfectDark/scripts/weapon_falcon2.cpp.

// Weapon data is loaded by both the Game and Client DLLs.
"printname"			"#PD_FALCON2"
"viewmodel"			"models/v_falcon2.mdl"
"playermodel"			"models/w_falcon2.mdl"
"clipmodel"			"models/w_falconclip.mdl"
"PlayerAnimationExtension"	"Pistol"

If you have any problems you can PM the original author at his talk page or you can attempt to contact him on IRC at #ausbg on GameSurge.