588 lines
13 KiB
C++
588 lines
13 KiB
C++
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/*
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================================================================
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PLASMA BOW WEAPON
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================================================================
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Copyright (C) 1998 by 2015, Inc.
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All rights reserved.
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This source is may not be distributed and/or modified without
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expressly written permission by 2015, Inc.
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*/
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#include "crossbow.h"
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#include "explosion.h"
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#include "surface.h"
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#include "jitter.h"
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#include "misc.h"
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void G_AddGravity (Entity *ent);
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//=================================================================
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// plasma bow bolt class
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CLASS_DECLARATION( Projectile, PBolt, NULL );
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Event EV_PBolt_Explode("explode");
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Event EV_PBolt_EnergyTrail("energytrail");
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ResponseDef PBolt::Responses[] =
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{
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{&EV_Touch, (Response)PBolt::BoltTouch},
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{&EV_PBolt_Explode, (Response)PBolt::Explode},
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{&EV_PBolt_EnergyTrail, (Response)PBolt::EnergyTrail},
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{NULL, NULL}
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};
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// also used to do velocity adjustments
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EXPORT_FROM_DLL void PBolt::EnergyTrail (Event *ev)
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{
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Vector tmpvec;
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int roll;
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Vector grav;
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PostEvent(EV_PBolt_EnergyTrail, 0.1);
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roll = angles[ROLL] + 35;
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grav[gravity_axis[gravaxis].z] = gravity*sv_gravity->value*FRAMETIME*2*gravity_axis[gravaxis].sign;
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tmpvec = velocity - grav;
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angles = tmpvec.toAngles();
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angles[PITCH] = -angles[PITCH];
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angles[ROLL] = roll;
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setAngles(angles);
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}
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void PBolt::Explode (Event *ev)
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{
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float damg;
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Entity *owner;
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RadiusJitter *jitter;
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owner = G_GetEntity(this->owner);
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if(!owner->isClient())
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{
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damg = 20 + (int)G_Random(10);
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}
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else
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{
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damg = 110 + ( int )G_Random(15);
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if(!deathmatch->value)
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damg *= 1.5;
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}
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CreateExplosion( origin, damg, 0, false, this, owner, NULL, MOD_PLASMABOWSPLASH, 0.3, 0, ATTN_NORM, 0.2, 1.0, 0.2, 300, 0.6, 0.75);
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// make the visual explosion
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TempModel(NULL, origin, "0 0 0", "sprites/cbshot.spr", 0, 3.0, 0.8f, TEMPMODEL_ANIMATE_ONCE|TEMPMODEL_ANIMATE_FAST, 2);
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damg = damg*0.2 + 32;
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SpawnBowExplosion(origin, damg);
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// make the view jitter for the explosion
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jitter = new RadiusJitter;
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jitter->Setup(origin, 150, 0.25, 0.2, 6, 9, 0.2, 4, 6);
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// make the explosion sound
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RandomPositionedSound(origin, "impact_largeplasmaexplosion", 1.0, CHAN_AUTO, ATTN_NORM);
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hideModel();
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PostEvent(EV_Remove, 0.1);
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}
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void PBolt::BoltTouch (Event *ev)
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{
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int damg, num;
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float decay;
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Vector v;
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Entity *other;
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Vector norm;
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RadiusJitter *jitter;
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float f1, f2;
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Entity *owner;
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other = ev->GetEntity(1);
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if(other)
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{
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if(other->isSubclassOf(Teleporter))
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return;
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if(other->entnum == this->owner)
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return;
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}
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CancelEventsOfType(EV_PBolt_EnergyTrail);
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CancelEventsOfType(EV_PBolt_Explode);
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setSolidType(SOLID_NOT);
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setMoveType(MOVETYPE_NONE);
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if(HitSky())
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{
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PostEvent(EV_Remove, 0);
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return;
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}
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owner = G_GetEntity(this->owner);
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// here's the different explosion code for the bob's bolts
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if(!owner->isClient())
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{
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damg = 25 + (int)G_Random(10);
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if(other && other->takedamage)
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{
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other->Damage(this, owner, damg, origin, velocity, level.impact_trace.plane.normal, 32, 0, MOD_PLASMABOW, -1, -1, 1.0f);
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}
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surfaceManager.DamageSurface (&level.impact_trace, damg, owner);
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v = velocity;
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v.normalize();
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// don't do radius damage to the other, because all the damage
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// was done in the impact
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v = origin - v * 32;
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num = ((float)charge)*0.005;
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decay = 0.1 + ((float)charge)*0.0045;
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// make the visual explosion
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SpawnBowExplosion(v, 0);
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charge = 100; // for view jitter
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// make the view jitter for the explosion
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f1 = 6;
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f2 = 4;
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jitter = new RadiusJitter;
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jitter->Setup(v, damg + 40, 0.25, 0.2, f1, f1*1.5, 0.2, f2, f2*1.5);
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// make the explosion sound
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RandomPositionedSound(v, "impact_smallplasmaexplosion", 1.0, CHAN_AUTO, ATTN_NORM);
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hideModel();
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PostEvent(EV_Remove, 0.1);
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return;
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}
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v = velocity;
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v.normalize();
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// don't do radius damage to the other, because all the damage
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// was done in the impact
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v = worldorigin - v * 24;
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damg = 95 + (int)G_Random(30);
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if(!deathmatch->value)
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damg *= 1.5;
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// hit a damagable entity, let's blow up now
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if(other && other->takedamage)
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{
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other->Damage(this, owner, damg, origin, velocity, level.impact_trace.plane.normal, 32, 0, MOD_PLASMABOW, -1, -1, 1.0f);
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TempModel(NULL, v, "0 0 0", "sprites/cbshot.spr", 0, 0.5, 0.8f, TEMPMODEL_ANIMATE_ONCE|TEMPMODEL_ANIMATE_FAST, 2);
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// make the view jitter for the explosion
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jitter = new RadiusJitter;
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jitter->Setup(v, 64, 0.25, 0.2, 6, 9, 0.2, 4, 6);
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RandomPositionedSound(v, "impact_smallplasmaexplosion", 1.0, CHAN_AUTO, ATTN_NORM);
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PostEvent(EV_Remove, 0.1);
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return;
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}
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// stick it into the wall
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setOrigin(v);
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velocity = vec_zero;
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surfaceManager.DamageSurface (&level.impact_trace, damg, owner);
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RandomAnimate("stick", NULL);
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// play sticking sound
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RandomSound("snd_stick", 1.0, CHAN_AUTO, ATTN_NORM);
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PostEvent(EV_PBolt_Explode, 1);
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}
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EXPORT_FROM_DLL void PBolt::Setup(Entity *owner, Vector pos, Vector dir, int firecharge)
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{
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Event *ev;
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float fltcharge;
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this->owner = owner->entnum;
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edict->owner = owner->edict;
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// set energy bolt's charge amount
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charge = firecharge;
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fltcharge = charge;
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setMoveType(MOVETYPE_TOSS);
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setSolidType(SOLID_BBOX);
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edict->clipmask = MASK_SHOT;
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SetGravityAxis(owner->gravaxis);
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angles = dir.toAngles();
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angles[PITCH] = -angles[PITCH];
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angles[ROLL] = 45;
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setAngles(angles);
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if(charge < 0)
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{
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if(owner->isClient())
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speed = 1800;
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else
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speed = 1000;
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}
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else
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{
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speed = 600 + 14*charge;
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if(charge > 100)
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speed *= 0.5;
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}
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velocity = dir * speed;
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PostEvent(EV_PBolt_EnergyTrail, 0.1);
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// set missile duration
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ev = new Event(EV_PBolt_Explode);
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ev->AddEntity(world);
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if(charge > 100) // overloaded, so blow mid-air
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PostEvent(ev, 0);
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else
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PostEvent(ev, 10);
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if(owner->isClient())
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setModel( "pbolt.def" );
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else
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setModel( "bobbolt.def" );
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edict->s.renderfx |= RF_DLIGHT;
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// pick the effect trail to use
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if(charge < 0)
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{
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edict->s.effects |= EF_PLASMATRAIL2;
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gravity = 0.15;
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edict->s.color_r = 0.5;
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edict->s.color_g = 1;
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edict->s.color_b = 0.5;
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edict->s.radius = 100;
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}
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else
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{
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edict->s.effects |= EF_PLASMATRAIL1;
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gravity = 0.6 - fltcharge*0.004;
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// adjust bolt glow according to charge
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edict->s.color_r = fltcharge*0.003;
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edict->s.color_g = 1;
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edict->s.color_b = fltcharge*0.003;
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if(charge > 100) // overloaded, so blow mid-air
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edict->s.radius = 200;
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else
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edict->s.radius = 150;
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}
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setSize("-2 -2 -2", "2 2 2");
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setOrigin(pos);
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worldorigin.copyTo(edict->s.old_origin);
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}
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//=================================================================
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// plasmabow weapon class
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Event EV_PlasmaBow_ReleaseCheck("plasmabow_releasecheck");
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Event EV_PlasmaBow_Full("plasmabow_full");
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CLASS_DECLARATION(Weapon, PlasmaBow, "weapon_plasmabow");
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ResponseDef PlasmaBow::Responses[] =
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{
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// charge release check
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{&EV_PlasmaBow_ReleaseCheck, (Response)PlasmaBow::ReleaseCheck},
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// retain full charge
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{&EV_PlasmaBow_Full, (Response)PlasmaBow::FullRetain},
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// actual firing from button release
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{&EV_Weapon_Shoot, (Response)PlasmaBow::Shoot},
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{NULL, NULL}
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};
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PlasmaBow::PlasmaBow()
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{
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SetModels("crossbow_w.def", "view_crossbow.def");
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modelIndex("pbolt.def");
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modelIndex("sprites/cbshot.spr");
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SetAmmo("BulletPulse", 5, 90);
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SetSecondaryAmmo("BulletPulse", 10, 0);
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SetRank(65, 75);
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SetType(WEAPON_2HANDED_HI);
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dualmode = true;
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primary_ammo_type = "BulletPulse";
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secondary_ammo_type = "BulletPulse";
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SetMinRange(50);
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SetProjectileSpeed(500);
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}
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void PlasmaBow::SecondaryUse (Event *ev)
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{
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// switch to the shotgun
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owner->useWeapon("Shotgun");
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}
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// called when attack button is first pressed
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void PlasmaBow::Fire(void)
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{
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if (!ReadyToFire())
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{
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return;
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}
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if(!HasAmmoInClip())
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{
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CheckReload();
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return;
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}
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// charge fire mode
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if(weaponmode == PRIMARY)
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{
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UseAmmo(5);
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drainammo = 1;
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// init. charging state
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weaponstate = WEAPON_CHARGING;
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fullcycles = MAX_FULL_CYCLES;
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chargetime = level.time;
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CancelEventsOfType(EV_Weapon_DoneFiring);
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RandomAnimate("charge", EV_PlasmaBow_Full);
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// check for button release every 0.1 seconds
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PostEvent(EV_PlasmaBow_ReleaseCheck, 0.1);
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// this is just a precaution that we can re-trigger
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NextAttack(5);
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}
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else // instant fire mode
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{
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UseAmmo(secondary_ammorequired);
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weaponstate = WEAPON_FIRING;
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chargetime = level.time + 10;
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CancelEventsOfType(EV_Weapon_DoneFiring);
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RandomAnimate("fire", EV_Weapon_DoneFiring);
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// this is just a precaution that we can re-trigger
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NextAttack(5);
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}
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last_attack_time = level.time;
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}
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void PlasmaBow::ReleaseCheck(Event *ev)
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{
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// check for owner dying or getting on a hoverbike
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if((!owner) || (this != owner->CurrentWeapon()) || (((Player *)owner.Ptr())->GetHoverbike()) ||
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(deathmatch->value == DEATHMATCH_MFD && owner->isClient() && owner->client->resp.informer))
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{
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//cancel weapon charging
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CancelEventsOfType(EV_PlasmaBow_ReleaseCheck);
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CancelEventsOfType(EV_PlasmaBow_Full);
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weaponstate = WEAPON_READY;
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StopAnimating();
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DetachFromOwner();
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return;
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}
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// check for attack button release
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// also fire if you run out of ammo to charge up
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if(!(((Player *)owner.Ptr())->Buttons() & BUTTON_ATTACK))
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{
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CancelEventsOfType(EV_PlasmaBow_Full);
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weaponstate = WEAPON_FIRING;
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RandomAnimate("fire", EV_Weapon_DoneFiring);
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return;
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}
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PostEvent(EV_PlasmaBow_ReleaseCheck, 0.1);
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}
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void PlasmaBow::FullRetain(Event *ev)
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{
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// check for owner dying or getting on a hoverbike
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if((!owner) || (((Player *)owner.Ptr())->GetHoverbike()))
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{
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CancelEventsOfType(EV_PlasmaBow_ReleaseCheck);
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CancelEventsOfType(EV_PlasmaBow_Full);
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weaponstate = WEAPON_READY;
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StopAnimating();
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return;
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}
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RandomAnimate("full", EV_PlasmaBow_Full);
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}
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// release button function
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void PlasmaBow::Shoot(Event *ev)
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{
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PBolt *bolt;
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Vector pos, dir, r, u;
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float boltcharge;
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assert(owner);
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if(!owner)
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return;
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// calc. charge amount
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boltcharge = level.time - chargetime;
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if(boltcharge < 0)
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{
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boltcharge = -1;
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}
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else if(boltcharge >= (CHARGE_TIME + MAX_FULL_CYCLES*2))
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{
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boltcharge = 100; //bolt is overloaded
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}
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else
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{
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boltcharge = floor((boltcharge / CHARGE_TIME) * 100);
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if(boltcharge > 100)
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boltcharge = 100;
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}
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if(boltcharge >= 0)
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{
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// put owner into a firing animation
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if(owner->isClient())
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{
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str name;
|
||
|
str prefix;
|
||
|
Player *player;
|
||
|
|
||
|
player = (Player *)owner.Ptr();
|
||
|
|
||
|
prefix = player->AnimPrefixForPlayer();
|
||
|
//
|
||
|
// append the prefix based on which weapon we are holding
|
||
|
//
|
||
|
prefix += str( player->AnimPrefixForWeapon() );
|
||
|
|
||
|
if ( ( player->GetXYspeed() > 20 ) )
|
||
|
{
|
||
|
int num;
|
||
|
int numframes;
|
||
|
|
||
|
if ( ( player->waterlevel > 2 ) || ( player->GetXYspeed() > 250 ) )
|
||
|
name = prefix + str("run_fire");
|
||
|
else
|
||
|
name = prefix + str("walk_fire");
|
||
|
num = gi.Anim_Random( player->edict->s.modelindex, name.c_str() );
|
||
|
if ( num != -1 )
|
||
|
{
|
||
|
numframes = gi.Anim_NumFrames( player->edict->s.modelindex, num );
|
||
|
if ( ( player->last_frame_in_anim + 1 ) == numframes )
|
||
|
player->edict->s.anim = num;
|
||
|
else
|
||
|
player->TempAnim( name.c_str(), NULL );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
name = prefix + str("fire");
|
||
|
player->TempAnim( name.c_str(), NULL );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
name = prefix + str("fire");
|
||
|
player->TempAnim( name.c_str(), NULL );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
owner->TempAnim("fire", NULL);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
GetMuzzlePosition( &pos, &dir, &r, &u);
|
||
|
pos -= (r*4 + u*4);
|
||
|
|
||
|
bolt = new PBolt;
|
||
|
bolt->Setup(owner, pos, dir, boltcharge);
|
||
|
|
||
|
if(boltcharge < 0)
|
||
|
NextAttack(1.2);
|
||
|
else if(fullcycles == 0)
|
||
|
NextAttack(1.5);
|
||
|
else
|
||
|
NextAttack(0.7);
|
||
|
}
|
||
|
|
||
|
//==================================================================
|
||
|
// And yae, from yonder, hither weapon doth seth fourth evil things...
|
||
|
|
||
|
class EXPORT_FROM_DLL EvilPlasmaBow : public PlasmaBow
|
||
|
{
|
||
|
public:
|
||
|
CLASS_PROTOTYPE( EvilPlasmaBow );
|
||
|
|
||
|
EvilPlasmaBow();
|
||
|
virtual void Shoot(Event *ev);
|
||
|
virtual void Fire(void);
|
||
|
};
|
||
|
|
||
|
CLASS_DECLARATION(PlasmaBow, EvilPlasmaBow, "weapon_evilplasmabow");
|
||
|
|
||
|
ResponseDef EvilPlasmaBow::Responses[] =
|
||
|
{
|
||
|
{&EV_Weapon_Shoot, (Response)EvilPlasmaBow::Shoot},
|
||
|
{NULL, NULL}
|
||
|
};
|
||
|
|
||
|
EvilPlasmaBow::EvilPlasmaBow()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void EvilPlasmaBow::Fire(void)
|
||
|
{
|
||
|
if (!ReadyToFire())
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if(!HasAmmoInClip())
|
||
|
{
|
||
|
CheckReload();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
UseAmmo(5);
|
||
|
|
||
|
// init. charging state
|
||
|
fullcycles = MAX_FULL_CYCLES;
|
||
|
chargetime = level.time - CHARGE_TIME;
|
||
|
|
||
|
CancelEventsOfType(EV_Weapon_DoneFiring);
|
||
|
weaponstate = WEAPON_READY;
|
||
|
RandomAnimate("fire", EV_Weapon_DoneFiring);
|
||
|
|
||
|
// this is just a precaution that we can re-trigger
|
||
|
NextAttack(5);
|
||
|
|
||
|
last_attack_time = level.time;
|
||
|
}
|
||
|
|
||
|
void EvilPlasmaBow::Shoot (Event *ev)
|
||
|
{
|
||
|
PlasmaBow::Shoot(ev);
|
||
|
NextAttack(0.1);
|
||
|
}
|