thirtyflightsofloving/3zb2/p_weapon.c

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// g_weapon.c
#include "g_local.h"
#include "m_player.h"
#include "bot.h"
qboolean is_quad;
// RAFAEL
static qboolean is_quadfire;
static byte is_silenced;
static int damage_multiplier; // Knightmare added
void weapon_grenade_fire (edict_t *ent, qboolean held);
// RAFAEL
void weapon_trap_fire (edict_t *ent, qboolean held);
void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
{
vec3_t _distance;
VectorCopy (distance, _distance);
if (client->pers.hand == LEFT_HANDED)
_distance[1] *= -1;
else if (client->pers.hand == CENTER_HANDED)
_distance[1] = 0;
G_ProjectSource (point, _distance, forward, right, result);
}
/*
===============
PlayerNoise
Each player can have two noise objects associated with it:
a personal noise (jumping, pain, weapon firing), and a weapon
target noise (bullet wall impacts)
Monsters that don't directly see the player can move
to a noise in hopes of seeing the player from there.
===============
*/
void PlayerNoise(edict_t *who, vec3_t where, int type)
{
edict_t *noise;
if (type == PNOISE_WEAPON)
{
if (who->client->silencer_shots)
{
who->client->silencer_shots--;
return;
}
}
if (deathmatch->value)
return;
if (who->flags & FL_NOTARGET)
return;
if (!who->mynoise)
{
noise = G_Spawn();
noise->classname = "player_noise";
VectorSet (noise->mins, -8, -8, -8);
VectorSet (noise->maxs, 8, 8, 8);
noise->owner = who;
noise->svflags = SVF_NOCLIENT;
who->mynoise = noise;
noise = G_Spawn();
noise->classname = "player_noise";
VectorSet (noise->mins, -8, -8, -8);
VectorSet (noise->maxs, 8, 8, 8);
noise->owner = who;
noise->svflags = SVF_NOCLIENT;
who->mynoise2 = noise;
}
if (type == PNOISE_SELF || type == PNOISE_WEAPON)
{
noise = who->mynoise;
level.sound_entity = noise;
level.sound_entity_framenum = level.framenum;
}
else // type == PNOISE_IMPACT
{
noise = who->mynoise2;
level.sound2_entity = noise;
level.sound2_entity_framenum = level.framenum;
}
VectorCopy (where, noise->s.origin);
VectorSubtract (where, noise->maxs, noise->absmin);
VectorAdd (where, noise->maxs, noise->absmax);
noise->teleport_time = level.time;
gi.linkentity (noise);
}
void ShowGun(edict_t *ent);
qboolean Pickup_Weapon (edict_t *ent, edict_t *other)
{
int index,i;
gitem_t *ammo,*item;
index = ITEM_INDEX(ent->item);
if ( ( ((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value)
&& other->client->pers.inventory[index])
{
if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM) ) )
return false; // leave the weapon for others to pickup
}
other->client->pers.inventory[index]++;
if (!(ent->spawnflags & DROPPED_ITEM) )
{
// give them some ammo with it
ammo = FindItem (ent->item->ammo);
if ( (int)dmflags->value & DF_INFINITE_AMMO )
Add_Ammo (other, ammo, 1000);
else
Add_Ammo (other, ammo, ammo->quantity);
if (! (ent->spawnflags & DROPPED_PLAYER_ITEM) )
{
if (deathmatch->value)
{
if ((int)(dmflags->value) & DF_WEAPONS_STAY)
ent->flags |= FL_RESPAWN;
else
SetRespawn (ent, 30);
}
if (coop->value)
ent->flags |= FL_RESPAWN;
}
}
if ((other->svflags & SVF_MONSTER) && ctf->value && other->client->zc.route_trace)
{
if (!other->client->zc.first_target)
{
for (i = 0;i < (5 * 2);i++)
{
if ((other->client->zc.routeindex + i) >= CurrentIndex) break;
if (Route[other->client->zc.routeindex + i].state == GRS_GRAPSHOT)
{
item = Fdi_GRAPPLE;//FindItem("Grapple");
if ( other->client->pers.inventory[ITEM_INDEX(item)]) item->use(other,item);
return true;
}
}
}
}
if (other->client->pers.weapon != ent->item &&
(other->client->pers.inventory[index] == 1) &&
( !deathmatch->value || other->client->pers.weapon == Fdi_BLASTER/*FindItem("blaster")*/ ) )
{
if (other->svflags & SVF_MONSTER) ent->item->use(other,ent->item);
else other->client->newweapon = ent->item;
}
if (other->svflags & SVF_MONSTER
&& (other->client->pers.weapon == Fdi_BLASTER/*FindItem("blaster") */
|| other->client->pers.weapon == Fdi_GRENADES/*FindItem("Grenades")*/))
{
ent->item->use(other,ent->item);//other->client->pers.weapon = ent->item;
ShowGun(other);
}
return true;
}
/*
===============
ChangeWeapon
The old weapon has been dropped all the way, so make the new one
current
===============
*/
// ### Hentai ### BEGIN
void ShowGun (edict_t *ent)
{
int i,j;
if (!ent->client->pers.weapon)
{
ent->s.modelindex2 = 0;
return;
}
if (!vwep->value)
{
ent->s.modelindex2 = MAX_MODELS-1;
return;
}
j = Get_KindWeapon(ent->client->pers.weapon);
if (j == WEAP_GRAPPLE) j = WEAP_BLASTER;
ent->s.modelindex2 = MAX_MODELS-1;
if (ent->client->pers.weapon)
i = ((j & 0xff) << 8);
else
i = 0;
ent->s.skinnum = (ent - g_edicts - 1) | i;
}
// ### Hentai ### END
void ChangeWeapon (edict_t *ent)
{
char *mdl;
#ifdef KMQUAKE2_ENGINE_MOD
int color;
#endif // KMQUAKE2_ENGINE_MOD
if (ent->client->grenade_time)
{
ent->client->grenade_time = level.time;
ent->client->weapon_sound = 0;
weapon_grenade_fire (ent, false);
ent->client->grenade_time = 0;
}
ent->client->pers.lastweapon = ent->client->pers.weapon;
ent->client->pers.weapon = ent->client->newweapon;
ent->client->newweapon = NULL;
ent->client->machinegun_shots = 0;
if (ent->client->pers.weapon && ent->client->pers.weapon->ammo)
ent->client->ammo_index = ITEM_INDEX(FindItem(ent->client->pers.weapon->ammo));
else
ent->client->ammo_index = 0;
if (!ent->client->pers.weapon)
{ // dead
ent->client->ps.gunindex = 0;
return;
}
ent->client->weaponstate = WEAPON_ACTIVATING;
ent->client->ps.gunframe = 0;
// Knightmare- set blaster skin based on bolt color
#ifdef KMQUAKE2_ENGINE_MOD
if (ITEM_INDEX(ent->client->pers.weapon) == blaster_index)
{
// select color
color = (int)sk_blaster_color->value;
// blaster_color could be any other value, so clamp it
if ( ((int)sk_blaster_color->value < 1) || ((int)sk_blaster_color->value > 4) )
color = BLASTER_ORANGE;
// CTF color override
if ( (int)ctf->value && (int)ctf_blastercolors->value && ent->client )
color = (5 - ent->client->resp.ctf_team);
ent->client->ps.gunskin = max((color - 1), 0);
}
else if (ITEM_INDEX(ent->client->pers.weapon) == rg_index)
{
// select color
color = (int)sk_railgun_skin->value;
// CTF color override
if ( (int)ctf->value && (int)ctf_railcolors->value && ent->client )
color = (ent->client->resp.ctf_team - 1);
ent->client->ps.gunskin = min(max(color, 0), 3);
}
else
ent->client->ps.gunskin = 0;
#endif // KMQUAKE2_ENGINE_MOD
// lm ctf
mdl = ent->client->pers.weapon->view_model;
if (ctf->value == 2)
{
if (Q_stricmp (ent->client->pers.weapon->classname, "weapon_grapple") == 0)
{
mdl = "models/weapons/v_hook/tris.md2";
}
}
ent->client->ps.gunindex = gi.modelindex(mdl/*ent->client->pers.weapon->view_model*/);
//lm ctf
// ### Hentai ### BEGIN
ent->client->anim_priority = ANIM_PAIN;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crpain1;
ent->client->anim_end = FRAME_crpain4;
}
else
{
ent->s.frame = FRAME_pain301;
ent->client->anim_end = FRAME_pain304;
}
ShowGun(ent);
// ### Hentai ### END
}
/*
=================
NoAmmoWeaponChange
=================
*/
void NoAmmoWeaponChange (edict_t *ent)
{
gitem_t* item = NULL;
if ( ent->client->pers.inventory[ITEM_INDEX(Fdi_SLUGS/*FindItem("slugs")*/)]
&& ent->client->pers.inventory[ITEM_INDEX(Fdi_RAILGUN/*FindItem("railgun")*/)] )
{
item = Fdi_RAILGUN;//FindItem ("railgun");
// return;
}
// RAFAEL
else if ( ent->client->pers.inventory[ITEM_INDEX (Fdi_MAGSLUGS/*FindItem ("mag slug")*/)]
&& ent->client->pers.inventory[ITEM_INDEX (Fdi_PHALANX/*FindItem ("phalanx")*/)])
{
item = Fdi_PHALANX;//FindItem ("phalanx");
}
// RAFAEL
else if ( ent->client->pers.inventory[ITEM_INDEX (Fdi_CELLS/*FindItem ("cells")*/)]
&& ent->client->pers.inventory[ITEM_INDEX (Fdi_BOOMER/*FindItem ("ionripper")*/)])
{
item = Fdi_BOOMER;//FindItem ("ionrippergun");
}
else if ( ent->client->pers.inventory[ITEM_INDEX(Fdi_CELLS/*FindItem("cells")*/)]
&& ent->client->pers.inventory[ITEM_INDEX(Fdi_HYPERBLASTER/*FindItem("hyperblaster")*/)] )
{
item = Fdi_HYPERBLASTER;//FindItem ("hyperblaster");
// return;
}
else if ( ent->client->pers.inventory[ITEM_INDEX(Fdi_BULLETS/*FindItem("bullets")*/)]
&& ent->client->pers.inventory[ITEM_INDEX(Fdi_CHAINGUN/*FindItem("chaingun")*/)] )
{
item = Fdi_CHAINGUN;//FindItem ("chaingun");
// return;
}
else if ( ent->client->pers.inventory[ITEM_INDEX(Fdi_BULLETS/*FindItem("bullets")*/)]
&& ent->client->pers.inventory[ITEM_INDEX(Fdi_MACHINEGUN/*FindItem("machinegun")*/)] )
{
item = Fdi_MACHINEGUN;//FindItem ("machinegun");
// return;
}
else if ( ent->client->pers.inventory[ITEM_INDEX(Fdi_SHELLS/*FindItem("shells")*/)] > 1
&& ent->client->pers.inventory[ITEM_INDEX(Fdi_SUPERSHOTGUN/*FindItem("super shotgun")*/)] )
{
item = Fdi_SUPERSHOTGUN;//FindItem ("super shotgun");
// return;
}
else if ( ent->client->pers.inventory[ITEM_INDEX(Fdi_SHELLS/*FindItem("shells")*/)]
&& ent->client->pers.inventory[ITEM_INDEX(Fdi_SHOTGUN/*FindItem("shotgun")*/)] )
{
item = Fdi_SHOTGUN;//FindItem ("shotgun");
// return;
}
if (item == NULL) item = Fdi_BLASTER;//FindItem ("blaster");
if (ent->svflags & SVF_MONSTER) item->use(ent,item);
else ent->client->newweapon = item;
}
/*
=================
GetDamageModifier
// Knightmare- addded double damage
=================
*/
void GetDamageModifier (edict_t *ent)
{
is_quad = false;
damage_multiplier = 1;
if (ent->client->quad_framenum > level.framenum) {
is_quad = true;
damage_multiplier *= 4;
}
if (ent->client->double_framenum > level.framenum)
{
if ( (damage_multiplier == 1) ||
(deathmatch->value && !((int)(dmflags->value) & DF_NO_STACK_DOUBLE)) )
{
is_quad = true;
damage_multiplier *= 2;
}
}
}
/*
=================
Think_Weapon
Called by ClientBeginServerFrame and ClientThink
=================
*/
void Think_Weapon (edict_t *ent)
{
// if just died, put the weapon away
if (ent->health < 1)
{
ent->client->newweapon = NULL;
ChangeWeapon (ent);
}
// call active weapon think routine
if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink)
{
GetDamageModifier (ent); // Knightmare- addded double damage
// is_quad = (ent->client->quad_framenum > level.framenum);
// RAFAEL
is_quadfire = (ent->client->quadfire_framenum > level.framenum);
if (ent->client->silencer_shots)
is_silenced = MZ_SILENCED;
else
is_silenced = 0;
ent->client->pers.weapon->weaponthink (ent);
}
}
/*
================
Use_Weapon
Make the weapon ready if there is ammo
================
*/
void Use_Weapon (edict_t *ent, gitem_t *item)
{
int ammo_index;
gitem_t *ammo_item;
// see if we're already using it
if (item == ent->client->pers.weapon)
return;
if (ent->svflags & SVF_MONSTER)
{
if (ent->client->newweapon != NULL) return;
if (!Q_stricmp (item->pickup_name, "Blaster"))
{
ent->client->newweapon = item;
return;
}
}
if (item->ammo && !g_select_empty->value && !(item->flags & IT_AMMO))
{
ammo_item = FindItem(item->ammo);
ammo_index = ITEM_INDEX(ammo_item);
if (!ent->client->pers.inventory[ammo_index])
{
if (!(ent->svflags & SVF_MONSTER)) gi.cprintf (ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
return;
}
if (ent->client->pers.inventory[ammo_index] < item->quantity)
{
if (!(ent->svflags & SVF_MONSTER)) gi.cprintf (ent, PRINT_HIGH, "Not enough %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
return;
}
}
// change to this weapon when down
ent->client->newweapon = item;
}
// RAFAEL 14-APR-98
void Use_Weapon2 (edict_t *ent, gitem_t *item)
{
int ammo_index;
gitem_t *ammo_item;
gitem_t *nextitem;
int index;
if (ent->svflags & SVF_MONSTER)
{
Use_Weapon(ent,item);
return;
}
if (strcmp (item->pickup_name, "HyperBlaster") == 0)
{
if (item == ent->client->pers.weapon)
{
item = Fdi_BOOMER;//FindItem ("Ionripper");
index = ITEM_INDEX (item);
if (!ent->client->pers.inventory[index])
{
item = Fdi_HYPERBLASTER;//FindItem ("HyperBlaster");
}
}
}
else if (strcmp (item->pickup_name, "Railgun") == 0)
{
ammo_item = FindItem(item->ammo);
ammo_index = ITEM_INDEX(ammo_item);
if (!ent->client->pers.inventory[ammo_index])
{
nextitem = Fdi_PHALANX;//FindItem ("Phalanx");
ammo_item = FindItem(nextitem->ammo);
ammo_index = ITEM_INDEX(ammo_item);
if (ent->client->pers.inventory[ammo_index])
{
item = Fdi_PHALANX;//FindItem ("Phalanx");
index = ITEM_INDEX (item);
if (!ent->client->pers.inventory[index])
{
item = Fdi_RAILGUN;//FindItem ("Railgun");
}
}
}
else if (item == ent->client->pers.weapon)
{
item = Fdi_PHALANX;//FindItem ("Phalanx");
index = ITEM_INDEX (item);
if (!ent->client->pers.inventory[index])
{
item = Fdi_RAILGUN;//FindItem ("Railgun");
}
}
}
// see if we're already using it
if (item == ent->client->pers.weapon)
return;
if (item->ammo)
{
ammo_item = FindItem(item->ammo);
ammo_index = ITEM_INDEX(ammo_item);
if (!ent->client->pers.inventory[ammo_index] && !g_select_empty->value)
{
gi.cprintf (ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
return;
}
}
// change to this weapon when down
ent->client->newweapon = item;
}
// END 14-APR-98
/*
================
Drop_Weapon
================
*/
void Drop_Weapon (edict_t *ent, gitem_t *item)
{
int index;
if ((int)(dmflags->value) & DF_WEAPONS_STAY)
return;
index = ITEM_INDEX(item);
// see if we're already using it
if ( ((item == ent->client->pers.weapon) || (item == ent->client->newweapon))&& (ent->client->pers.inventory[index] == 1) )
{
if (!(ent->svflags & SVF_MONSTER)) gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n");
return;
}
Drop_Item (ent, item);
ent->client->pers.inventory[index]--;
}
/*
================
Weapon_Generic
A generic function to handle the basics of weapon thinking
================
*/
#define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1)
#define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1)
#define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1)
void Weapon_Generic2 (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent, qboolean altfire))
{
int n;
int current_weapon_index = ITEM_INDEX(ent->client->pers.weapon);
// Knightmare- activate and putaway sounds for ION Ripper
if (!strcmp (ent->client->pers.weapon->pickup_name, "ION Ripper") && sk_ionripper_extra_sounds->value)
{
if (ent->client->ps.gunframe == 0)
gi.sound (ent, CHAN_AUTO, gi.soundindex("weapons/ionactive.wav"), 1.0, ATTN_NORM, 0);
#ifdef KMQUAKE2_ENGINE_MOD
else if (ent->client->ps.gunframe == 37)
gi.sound (ent, CHAN_AUTO, gi.soundindex("weapons/ionaway.wav"), 1.0, ATTN_NORM, 0);
#endif
}
if (ent->client->weaponstate == WEAPON_DROPPING)
{
if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST)
{
ChangeWeapon (ent);
return;
}// ### Hentai ### BEGIN
else if ((FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe) == 4)
{
ent->client->anim_priority = ANIM_REVERSE;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crpain4+1;
ent->client->anim_end = FRAME_crpain1;
}
else
{
ent->s.frame = FRAME_pain304+1;
ent->client->anim_end = FRAME_pain301;
}
}
// ### Hentai ### END
ent->client->ps.gunframe++;
return;
}
if (ent->client->weaponstate == WEAPON_ACTIVATING)
{
if (ent->client->ps.gunframe == FRAME_ACTIVATE_LAST)
{
ent->client->weaponstate = WEAPON_READY;
ent->client->ps.gunframe = FRAME_IDLE_FIRST;
return;
}
ent->client->ps.gunframe++;
return;
}
if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING))
{
ent->client->weaponstate = WEAPON_DROPPING;
ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST;
// ### Hentai ### BEGIN
if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4)
{
ent->client->anim_priority = ANIM_REVERSE;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crpain4+1;
ent->client->anim_end = FRAME_crpain1;
}
else
{
ent->s.frame = FRAME_pain304+1;
ent->client->anim_end = FRAME_pain301;
}
}
// ### Hentai ### END
return;
}
if (ent->client->weaponstate == WEAPON_READY)
{
// Knightmare- catch alt fire commands
if ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK2)
{
// Add weapon alt attack handlers here
// Examples:
/* if (current_weapon_index == rl_index) // homing rocket switch
{
if (ent->client->pers.inventory[homing_index] > 0)
Use_Weapon (ent, FindItem("homing rocket launcher"));
ent->client->latched_buttons &= ~BUTTONS_ATTACK;
ent->client->buttons &= ~BUTTONS_ATTACK;
return;
}
else if (current_weapon_index == hml_index)
{
if (ent->client->pers.inventory[rockets_index] > 0)
Use_Weapon (ent, FindItem("rocket launcher"));
ent->client->latched_buttons &= ~BUTTONS_ATTACK;
ent->client->buttons &= ~BUTTONS_ATTACK;
return;
}*/
}
if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTONS_ATTACK) )
{
ent->client->latched_buttons &= ~BUTTONS_ATTACK;
if ((!ent->client->ammo_index) ||
( ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity))
{
ent->client->ps.gunframe = FRAME_FIRE_FIRST;
ent->client->weaponstate = WEAPON_FIRING;
// start the animation
ent->client->anim_priority = ANIM_ATTACK;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crattak1-1;
ent->client->anim_end = FRAME_crattak9;
}
else
{
ent->s.frame = FRAME_attack1-1;
ent->client->anim_end = FRAME_attack8;
}
}
else
{
if (level.time >= ent->pain_debounce_time)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
/*if (ent->client->pers.weapon) gi.bprintf(PRINT_HIGH,"weapon %s %i\n"
,ent->client->pers.weapon->pickup_name
,ent->client->ammo_index);*/
// ,ent->client->pers.inventory[ITEM_INDEX(FindItem(ent->client->pers.weapon->ammo))]
// );
NoAmmoWeaponChange (ent);
}
}
else
{
if (ent->client->ps.gunframe == FRAME_IDLE_LAST)
{
ent->client->ps.gunframe = FRAME_IDLE_FIRST;
return;
}
if (pause_frames)
{
for (n = 0; pause_frames[n]; n++)
{
if (ent->client->ps.gunframe == pause_frames[n])
{
if (rand()&15)
return;
}
}
}
ent->client->ps.gunframe++;
return;
}
}
if (ent->client->weaponstate == WEAPON_FIRING)
{
for (n = 0; fire_frames[n]; n++)
{
if (ent->client->ps.gunframe == fire_frames[n])
{
//ZOID
if (!CTFApplyStrengthSound(ent))
//ZOID
if (ent->client->quad_framenum > level.framenum)
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
// Knightmare- addded double damage
else if (ent->client->double_framenum > level.framenum)
gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ddamage3.wav"), 1, ATTN_NORM, 0);
//ZOID
CTFApplyHasteSound(ent);
//ZOID
fire (ent, ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK2));
break;
}
}
if (!fire_frames[n])
ent->client->ps.gunframe++;
if (ent->client->ps.gunframe == FRAME_IDLE_FIRST+1)
ent->client->weaponstate = WEAPON_READY;
}
}
//ZOID
void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent, qboolean altfire))
{
int oldstate = ent->client->weaponstate;
Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
fire_frames, fire);
// run the weapon frame again if hasted
if (Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 &&
ent->client->weaponstate == WEAPON_FIRING)
return;
if ((CTFApplyHaste(ent) ||
(Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 &&
ent->client->weaponstate != WEAPON_FIRING))
&& oldstate == ent->client->weaponstate) {
Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
fire_frames, fire);
}
}
//ZOID
/*
======================================================================
GRENADE
======================================================================
*/
#define GRENADE_TIMER 3.0
#define GRENADE_MINSPEED 400
#define GRENADE_MAXSPEED 800
void weapon_grenade_fire (edict_t *ent, qboolean held)
{
vec3_t offset;
vec3_t forward, right;
vec3_t start;
int damage = sk_hand_grenade_damage->value; // was 125
float timer;
int speed;
float radius;
radius = sk_hand_grenade_radius->value; // was damage + 40
if (is_quad)
// damage *= 4;
damage *= damage_multiplier;
VectorSet(offset, 8, 8, ent->viewheight-8);
AngleVectors (ent->client->v_angle, forward, right, NULL);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
timer = ent->client->grenade_time - level.time;
speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held);
// ### Hentai ### BEGIN
/* if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->client->anim_priority = ANIM_ATTACK;
ent->s.frame = FRAME_crattak1-1;
ent->client->anim_end = FRAME_crattak3;
}
else
{
ent->client->anim_priority = ANIM_REVERSE;
ent->s.frame = FRAME_wave08;
ent->client->anim_end = FRAME_wave01;
}*/
// ### Hentai ### END
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
ent->client->grenade_time = level.time + 1.0;
if (ent->deadflag || ent->s.modelindex != MAX_MODELS-1) // VWep animations screw up corpses
{
return;
}
if (ent->health <= 0)
return;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->client->anim_priority = ANIM_ATTACK;
ent->s.frame = FRAME_crattak1-1;
ent->client->anim_end = FRAME_crattak3;
}
else
{
ent->client->anim_priority = ANIM_REVERSE;
ent->s.frame = FRAME_wave08;
ent->client->anim_end = FRAME_wave01;
}
}
void Weapon_Grenade (edict_t *ent)
{
if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY))
{
ChangeWeapon (ent);
return;
}
if (ent->client->weaponstate == WEAPON_ACTIVATING)
{
ent->client->weaponstate = WEAPON_READY;
ent->client->ps.gunframe = 16;
return;
}
if (ent->client->weaponstate == WEAPON_READY)
{
if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTONS_ATTACK) )
{
ent->client->latched_buttons &= ~BUTTONS_ATTACK;
if (ent->client->pers.inventory[ent->client->ammo_index])
{
ent->client->ps.gunframe = 1;
ent->client->weaponstate = WEAPON_FIRING;
ent->client->grenade_time = 0;
}
else
{
if (level.time >= ent->pain_debounce_time)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
NoAmmoWeaponChange (ent);
}
return;
}
if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48))
{
if (rand()&15)
return;
}
if (++ent->client->ps.gunframe > 48)
ent->client->ps.gunframe = 16;
return;
}
if (ent->client->weaponstate == WEAPON_FIRING)
{
if (ent->client->ps.gunframe == 5)
gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0);
if (ent->client->ps.gunframe == 11)
{
if (!ent->client->grenade_time)
{
ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2;
ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav");
}
// they waited too long, detonate it in their hand
if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time)
{
ent->client->weapon_sound = 0;
weapon_grenade_fire (ent, true);
ent->client->grenade_blew_up = true;
}
if (ent->client->buttons & BUTTONS_ATTACK)
return;
if (ent->client->grenade_blew_up)
{
if (level.time >= ent->client->grenade_time)
{
ent->client->ps.gunframe = 15;
ent->client->grenade_blew_up = false;
}
else
{
return;
}
}
}
if (ent->client->ps.gunframe == 12)
{
ent->client->weapon_sound = 0;
weapon_grenade_fire (ent, false);
}
if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time))
return;
ent->client->ps.gunframe++;
if (ent->client->ps.gunframe == 16)
{
ent->client->grenade_time = 0;
ent->client->weaponstate = WEAPON_READY;
}
}
}
/*
======================================================================
GRENADE LAUNCHER
======================================================================
*/
void weapon_grenadelauncher_fire (edict_t *ent, qboolean altfire)
{
vec3_t offset;
vec3_t forward, right;
vec3_t start;
int damage = sk_grenade_damage->value; // was 120
float radius;
radius = sk_grenade_radius->value; // was damage + 40
if (is_quad)
// damage *= 4;
damage += damage_multiplier;
VectorSet(offset, 8, 8, ent->viewheight-8);
AngleVectors (ent->client->v_angle, forward, right, NULL);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
// fire_grenade (ent, start, forward, damage, 600, 2.5, radius, altfire);
fire_grenade (ent, start, forward, damage, (int)sk_grenade_speed->value, 2.5, radius, altfire);
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_GRENADE | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
}
void Weapon_GrenadeLauncher (edict_t *ent)
{
static int pause_frames[] = {34, 51, 59, 0};
static int fire_frames[] = {6, 0};
Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire);
// RAFAEL
if (is_quadfire)
Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire);
}
/*
======================================================================
ROCKET
======================================================================
*/
void fire_lockon_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
void Weapon_RocketLauncher_Fire (edict_t *ent, qboolean altfire)
{
vec3_t offset, start;
vec3_t forward, right;
int damage;
float damage_radius;
int radius_damage;
// damage = 100 + (int)(random() * 20.0);
damage = (int)sk_rocket_damage->value + (int)(random() * (int)sk_rocket_damage2->value);
radius_damage = (int)sk_rocket_rdamage->value; // was 120
damage_radius = sk_rocket_radius->value; // was 120
if (is_quad)
{
// damage *= 4;
// radius_damage *= 4;
damage *= damage_multiplier;
radius_damage *= damage_multiplier;
}
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
VectorSet(offset, 8, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
if (ent->client->zc.aiming != 4) {
fire_rocket (ent, start, forward, damage, (int)sk_rocket_speed->value, damage_radius, radius_damage); // was 650
}
else
{
damage -= 20;//<2F><><EFBFBD>b<EFBFBD>N<EFBFBD>I<EFBFBD><49><EFBFBD><EFBFBD>20<32>_<EFBFBD><5F><EFBFBD>[<5B>W<EFBFBD><57><EFBFBD><EFBFBD>
fire_lockon_rocket (ent, start, forward, damage, (int)sk_rocket_lockon_speed->value, damage_radius, radius_damage); // was 20
}
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_ROCKET | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
// ent->client->ps.fov = 90; //<2F>Y<EFBFBD>[<5B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ent->client->zc.aiming = 0; //<2F>Y<EFBFBD>[<5B><><EFBFBD>s<EFBFBD><73>
}
//<2F><><EFBFBD>b<EFBFBD>N<EFBFBD>I<EFBFBD><49><EFBFBD><EFBFBD><EFBFBD>P<EFBFBD>b<EFBFBD>g<EFBFBD><67><EFBFBD><EFBFBD><EFBFBD>`<60><><EFBFBD>[
void Weapon_LockonRocketLauncher_Fire (edict_t *ent, qboolean altfire)
{
vec3_t tmp,out,aim,min,max;
vec_t f;
trace_t rs_trace;
if (ent->client->buttons & BUTTONS_ATTACK)
{
ent->client->zc.lockon = false; //<2F>X<EFBFBD>i<EFBFBD>C<EFBFBD>p<EFBFBD>[<5B>Ƀ<EFBFBD><C983>b<EFBFBD>N<EFBFBD>I<EFBFBD><49><EFBFBD>@<40>\<5C>Ȃ<EFBFBD>
if (ent->client->zc.aiming == 0)
{
gi.sound (ent, CHAN_WEAPON, gi.soundindex("weapons/sshotr1b.wav"), 1, ATTN_NONE, 0);
ent->client->zc.aiming = 3;
if (ent->client->zc.distance <10 || ent->client->zc.distance > 90) ent->client->zc.distance = 90;
ent->client->ps.fov = ent->client->zc.distance;//<2F>Y<EFBFBD>[<5B><><EFBFBD>J<EFBFBD>n
}
VectorSet (max, 8, 8, 8);
VectorSet (min, -8, -8, -8);
AngleVectors (ent->client->v_angle, aim, NULL , NULL);
VectorNormalize (aim);
VectorScale (aim, 8193, out);
VectorCopy (ent->s.origin, tmp);
if (ent->maxs[2] >= 32) tmp[2] += 22;
else tmp[2] -= 2;
VectorAdd(tmp,out,aim);
rs_trace = gi.trace (tmp, min, max, aim,ent, MASK_PLAYERSOLID);
if (rs_trace.ent != NULL)
{
if (Q_stricmp (rs_trace.ent->classname, "player") == 0)
{
if (ctf->value)
{
if (ent->client->resp.ctf_team != rs_trace.ent->client->resp.ctf_team)
{
ent->client->zc.lockon = true;
if (ent->client->zc.first_target != rs_trace.ent)
gi.sound (ent, CHAN_AUTO, gi.soundindex("3zb/locrloc.wav"), 1, ATTN_NORM, 0);
ent->client->zc.first_target = rs_trace.ent;
}
else ent->client->zc.first_target = NULL;
}
else
{
ent->client->zc.lockon = true;
if (ent->client->zc.first_target != rs_trace.ent)
gi.sound (ent, CHAN_AUTO, gi.soundindex("3zb/locrloc.wav"), 1, ATTN_NORM, 0);
ent->client->zc.first_target = rs_trace.ent;
}
return; //<2F>I<EFBFBD>[<5B>g<EFBFBD>Y<EFBFBD>[<5B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
else ent->client->zc.first_target = NULL;
}
else ent->client->zc.first_target = NULL;
if (ent->client->zc.autozoom )
{
VectorSubtract(ent->s.origin,rs_trace.endpos,tmp);
f = VectorLength(tmp);
if (f < 200) ent->client->zc.distance = 90;
// else if (f < 300) ent->client->zc.distance = 75;
// else if (f < 500) ent->client->zc.distance = 60;
// else if (f < 800) ent->client->zc.distance = 45;
else if (f < 1300)
{
ent->client->zc.distance = 90 - (f - 200) / 14.6;//30;
}
else ent->client->zc.distance = 14;
if (ent->client->ps.fov != ent->client->zc.distance)
{
f = ent->client->ps.fov - ent->client->zc.distance;
if (f > 15 || f < -15 )
gi.sound (ent, CHAN_AUTO, gi.soundindex("3zb/zoom.wav"), 1, ATTN_NORM, 0);
ent->client->ps.fov = ent->client->zc.distance;
}
}
return;
}
ent->client->zc.aiming = 4;
Weapon_RocketLauncher_Fire (ent, altfire);
}
void Weapon_RocketLauncher (edict_t *ent)
{
static int pause_frames[] = {25, 33, 42, 50, 0};
static int fire_frames[] = {5, 0};
if (!(ent->client->buttons & BUTTONS_ATTACK)) ent->client->zc.aiming = 0; //<2F>A<EFBFBD>N<EFBFBD>e<EFBFBD>B<EFBFBD>x<EFBFBD>[<5B>g0
if (0/*1*/)
{
Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_LockonRocketLauncher_Fire);
}
else
{
Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire);
// RAFAEL
if (is_quadfire)
Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire);
}
}
/*
======================================================================
BLASTER / HYPERBLASTER
======================================================================
*/
void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect, int color)
{
vec3_t forward, right;
vec3_t start;
vec3_t offset;
int muzzleflash;
if (is_quad)
// damage *= 4;
damage *= damage_multiplier;
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorSet(offset, 24, 8, ent->viewheight-8);
if (!(ent->svflags & SVF_MONSTER))
{
VectorAdd (offset, g_offset, offset);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
}
else
{
VectorSet(offset, 0, 0, ent->viewheight-8);
VectorAdd (offset, ent->s.origin, start);
}
if (!hyper)
fire_blaster (ent, start, forward, damage, (int)sk_blaster_speed->value, effect, hyper, color); // was 1000
else
fire_blaster (ent, start, forward, damage, (int)sk_hyperblaster_speed->value, effect, hyper, color); // was 1000
// Knightmare- changeable color muzzle flash
if (hyper)
{
if (color == BLASTER_GREEN)
#ifdef KMQUAKE2_ENGINE_MOD
muzzleflash = MZ_GREENHYPERBLASTER;
#else
muzzleflash = MZ_HYPERBLASTER;
#endif
else if (color == BLASTER_BLUE)
muzzleflash = MZ_BLUEHYPERBLASTER;
#ifdef KMQUAKE2_ENGINE_MOD
else if (color == BLASTER_RED)
muzzleflash = MZ_REDHYPERBLASTER;
#endif
else //standard orange
muzzleflash = MZ_HYPERBLASTER;
}
else
{
if (color == BLASTER_GREEN)
muzzleflash = MZ_BLASTER2;
else if (color == BLASTER_BLUE)
#ifdef KMQUAKE2_ENGINE_MOD
muzzleflash = MZ_BLUEBLASTER;
#else
muzzleflash = MZ_BLASTER;
#endif
#ifdef KMQUAKE2_ENGINE_MOD
else if (color == BLASTER_RED)
muzzleflash = MZ_REDBLASTER;
#endif
else //standard orange
muzzleflash = MZ_BLASTER;
}
// end Knightmare
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
/* if (hyper)
gi.WriteByte (MZ_HYPERBLASTER | is_silenced);
else
gi.WriteByte (MZ_BLASTER | is_silenced); */
gi.WriteByte (muzzleflash | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
PlayerNoise(ent, start, PNOISE_WEAPON);
}
void Weapon_Blaster_Fire (edict_t *ent, qboolean altfire)
{
int damage;
int effect, color; // Knightmare added
if (deathmatch->value)
damage = (int)sk_blaster_damage_dm->value; // was 15
else
damage = (int)sk_blaster_damage->value; // was 10
// Knightmare- selectable color
color = (int)sk_blaster_color->value;
// blaster_color could be any other value, so clamp it
if ( ((int)sk_blaster_color->value < 1) || ((int)sk_blaster_color->value > 4) )
color = BLASTER_ORANGE;
// CTF color override
if ( (int)ctf->value && (int)ctf_blastercolors->value && ent->client )
color = (5 - ent->client->resp.ctf_team);
#ifndef KMQUAKE2_ENGINE_MOD
if (color == BLASTER_RED) color = BLASTER_ORANGE;
#endif
if (color == BLASTER_GREEN)
effect = (EF_BLASTER|EF_TRACKER);
else if (color == BLASTER_BLUE)
#ifdef KMQUAKE2_ENGINE_MOD
effect = EF_BLASTER|EF_BLUEHYPERBLASTER;
#else
effect = EF_BLUEHYPERBLASTER;
#endif
else if (color == BLASTER_RED)
effect = EF_BLASTER|EF_IONRIPPER;
else // standard orange
effect = EF_BLASTER;
// end Knightmare
// Blaster_Fire (ent, vec3_origin, damage, false, EF_BLASTER);
Blaster_Fire (ent, vec3_origin, damage, false, effect, color);
ent->client->ps.gunframe++;
}
void Weapon_Blaster (edict_t *ent)
{
static int pause_frames[] = {19, 32, 0};
static int fire_frames[] = {5, 0};
Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
// RAFAEL
if (is_quadfire)
Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
}
void Weapon_HyperBlaster_Fire (edict_t *ent, qboolean altfire)
{
float rotation;
vec3_t offset;
int effect;
int damage;
int color; // Knightmare added
ent->client->weapon_sound = gi.soundindex("weapons/hyprbl1a.wav");
if (!(ent->client->buttons & BUTTONS_ATTACK))
{
ent->client->ps.gunframe++;
}
else
{
if (! ent->client->pers.inventory[ent->client->ammo_index] )
{
if (level.time >= ent->pain_debounce_time)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
NoAmmoWeaponChange (ent);
}
else
{
rotation = (ent->client->ps.gunframe - 5) * 2*M_PI/6;
offset[0] = -4 * sin(rotation);
offset[1] = 0;
offset[2] = 4 * cos(rotation);
// Knightmare- selectable color
color = (int)sk_hyperblaster_color->value;
// hyperblaster_color could be any other value, so clamp it
if ( ((int)sk_hyperblaster_color->value < 1) || ((int)sk_hyperblaster_color->value > 4) )
color = BLASTER_ORANGE;
// CTF color override
if ( (int)ctf->value && (int)ctf_blastercolors->value && ent->client )
color = 5-ent->client->resp.ctf_team;
#ifndef KMQUAKE2_ENGINE_MOD
if (color == BLASTER_RED) color = BLASTER_ORANGE;
#endif
if ((ent->client->ps.gunframe == 6) || (ent->client->ps.gunframe == 9))
{
if (color == BLASTER_GREEN)
effect = (EF_HYPERBLASTER|EF_TRACKER);
else if (color == BLASTER_BLUE)
effect = EF_BLUEHYPERBLASTER;
else if (color == BLASTER_RED)
effect = EF_HYPERBLASTER|EF_IONRIPPER;
else // standard orange
effect = EF_HYPERBLASTER;
}
else
effect = 0;
// end Knightmare
/* if ((ent->client->ps.gunframe == 6) || (ent->client->ps.gunframe == 9))
effect = EF_HYPERBLASTER;
else
effect = 0; */
if (deathmatch->value)
damage = (int)sk_hyperblaster_damage_dm->value; // was 15
else
damage = (int)sk_hyperblaster_damage->value; // was 20
Blaster_Fire (ent, offset, damage, true, effect, color);
// ### Hentai ### BEGIN
ent->client->anim_priority = ANIM_ATTACK;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crattak1 - 1;
ent->client->anim_end = FRAME_crattak9;
}
else
{
ent->s.frame = FRAME_attack1 - 1;
ent->client->anim_end = FRAME_attack8;
}
// ### Hentai ### END
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
}
ent->client->ps.gunframe++;
if (ent->client->ps.gunframe == 12 && ent->client->pers.inventory[ent->client->ammo_index])
ent->client->ps.gunframe = 6;
}
if (ent->client->ps.gunframe == 12)
{
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
ent->client->weapon_sound = 0;
}
}
void Weapon_HyperBlaster (edict_t *ent)
{
static int pause_frames[] = {0};
static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0};
Weapon_Generic (ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
// RAFAEL
if (is_quadfire)
Weapon_Generic (ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
}
/*
======================================================================
MACHINEGUN / CHAINGUN
======================================================================
*/
void Machinegun_Fire (edict_t *ent, qboolean altfire)
{
int i;
vec3_t start;
vec3_t forward, right;
vec3_t angles;
int damage = (int)sk_machinegun_damage->value; // was 8
int kick = 2;
vec3_t offset;
if (!(ent->client->buttons & BUTTONS_ATTACK))
{
ent->client->machinegun_shots = 0;
ent->client->ps.gunframe++;
return;
}
if (ent->client->ps.gunframe == 5)
ent->client->ps.gunframe = 4;
else
ent->client->ps.gunframe = 5;
if (ent->client->pers.inventory[ent->client->ammo_index] < 1)
{
ent->client->ps.gunframe = 6;
if (level.time >= ent->pain_debounce_time)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
NoAmmoWeaponChange (ent);
return;
}
if (is_quad)
{
// damage *= 4;
// kick *= 4;
damage *= damage_multiplier;
kick *= damage_multiplier;
}
for (i=1 ; i<3 ; i++)
{
ent->client->kick_origin[i] = crandom() * 0.35;
ent->client->kick_angles[i] = crandom() * 0.7;
}
ent->client->kick_origin[0] = crandom() * 0.35;
ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;
// raise the gun as it is firing
if (!deathmatch->value)
{
ent->client->machinegun_shots++;
if (ent->client->machinegun_shots > 9)
ent->client->machinegun_shots = 9;
}
// get start / end positions
VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles);
AngleVectors (angles, forward, right, NULL);
VectorSet(offset, 0, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
// fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
fire_bullet (ent, start, forward, damage, kick, (int)sk_machinegun_hspread->value, (int)sk_machinegun_vspread->value, MOD_MACHINEGUN);
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_MACHINEGUN | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
ent->client->anim_priority = ANIM_ATTACK;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crattak1 - (int) (random()+0.25);
ent->client->anim_end = FRAME_crattak9;
}
else
{
ent->s.frame = FRAME_attack1 - (int) (random()+0.25);
ent->client->anim_end = FRAME_attack8;
}
ent->client->weaponstate = WEAPON_READY;
}
void Weapon_Machinegun (edict_t *ent)
{
static int pause_frames[] = {23, 45, 0};
static int fire_frames[] = {4, 5, 0};
Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
// RAFAEL
if (is_quadfire)
Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
}
void Chaingun_Fire (edict_t *ent, qboolean altfire)
{
int i;
int shots;
vec3_t start;
vec3_t forward, right, up;
float r, u;
vec3_t offset;
int damage;
int kick = 2;
if (deathmatch->value)
damage = (int)sk_chaingun_damage_dm->value; // was 6
else
damage = (int)sk_chaingun_damage->value; //was 8
if (ent->client->ps.gunframe == 5)
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0);
if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTONS_ATTACK))
{
ent->client->ps.gunframe = 32;
ent->client->weapon_sound = 0;
return;
}
else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTONS_ATTACK)
&& ent->client->pers.inventory[ent->client->ammo_index])
{
ent->client->ps.gunframe = 15;
}
else
{
ent->client->ps.gunframe++;
}
if (ent->client->ps.gunframe == 22)
{
ent->client->weapon_sound = 0;
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0);
}
else
{
ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav");
}
if (ent->client->ps.gunframe <= 9)
shots = 1;
else if (ent->client->ps.gunframe <= 14)
{
if (ent->client->buttons & BUTTONS_ATTACK)
shots = 2;
else
shots = 1;
}
else
shots = 3;
if (ent->client->pers.inventory[ent->client->ammo_index] < shots)
shots = ent->client->pers.inventory[ent->client->ammo_index];
if (!shots)
{
if (level.time >= ent->pain_debounce_time)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
NoAmmoWeaponChange (ent);
return;
}
if (is_quad)
{
// damage *= 4;
// kick *= 4;
damage *= damage_multiplier;
kick *= damage_multiplier;
}
for (i=0 ; i<3 ; i++)
{
ent->client->kick_origin[i] = crandom() * 0.35;
ent->client->kick_angles[i] = crandom() * 0.7;
}
for (i=0 ; i<shots ; i++)
{
// get start / end positions
AngleVectors (ent->client->v_angle, forward, right, up);
r = 7 + crandom()*4;
u = crandom()*4;
VectorSet(offset, 0, r, u + ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
// fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
fire_bullet (ent, start, forward, damage, kick, (int)sk_chaingun_hspread->value, (int)sk_chaingun_vspread->value, MOD_CHAINGUN);
}
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte ((MZ_CHAINGUN1 + shots - 1) | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
PlayerNoise(ent, start, PNOISE_WEAPON);
// ### Hentai ### BEGIN
ent->client->anim_priority = ANIM_ATTACK;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crattak1 - 1 + (ent->client->ps.gunframe % 3);
ent->client->anim_end = FRAME_crattak9;
}
else
{
ent->s.frame = FRAME_attack1 - 1 + (ent->client->ps.gunframe % 3);
ent->client->anim_end = FRAME_attack8;
}
// ### Hentai ### END
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index] -= shots;
}
#if 0
void Gatringgun_Fire (edict_t *ent, qboolean altfire)
{
int i;
int shots;
vec3_t start;
vec3_t forward, right, up;
float r, u;
vec3_t offset;
int damage;
int kick = 2;
if (deathmatch->value)
damage = 8;
else
damage = 8;
if (ent->client->ps.gunframe == 5)
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0);
if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTONS_ATTACK))
{
ent->client->ps.gunframe = 32;
ent->client->weapon_sound = 0;
return;
}
else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTONS_ATTACK)
&& ent->client->pers.inventory[ent->client->ammo_index])
{
ent->client->ps.gunframe = 15;
}
else
{
ent->client->ps.gunframe++;
}
if (ent->client->ps.gunframe == 22)
{
ent->client->weapon_sound = 0;
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0);
}
else
{
ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav");
}
if (ent->client->ps.gunframe <= 9)
shots = 10;//1;
else if (ent->client->ps.gunframe <= 14)
{
if (ent->client->buttons & BUTTONS_ATTACK)
shots = 10;//2;
else
shots = 10;//1;
}
else
shots = 3;//3;
if (ent->client->pers.inventory[ent->client->ammo_index] < shots)
shots = ent->client->pers.inventory[ent->client->ammo_index];
if (shots == 10 ) return;
if (!shots)
{
if (level.time >= ent->pain_debounce_time)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
NoAmmoWeaponChange (ent);
return;
}
if (is_quad)
{
// damage *= 4;
// kick *= 4;
damage *= damage_multiplier;
kick *= damage_multiplier;
}
for (i=0 ; i<3 ; i++)
{
ent->client->kick_origin[i] = crandom() * 0.35;
ent->client->kick_angles[i] = crandom() * 0.7;
}
for (i=0 ; i<shots ; i++)
{
// get start / end positions
AngleVectors (ent->client->v_angle, forward, right, up);
r = 7 + crandom()*4;
u = crandom()*4;
VectorSet(offset, 0, r, u + ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
}
if (is_silenced) u = 0.5;
else u = 1.0;
gi.sound (ent, CHAN_AUTO, gi.soundindex("3zb/gatgf.wav"), u, ATTN_NORM, 0);
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte ((MZ_BLASTER) | MZ_SILENCED);
gi.multicast (ent->s.origin, MULTICAST_PVS);
PlayerNoise(ent, start, PNOISE_WEAPON);
// ### Hentai ### BEGIN
ent->client->anim_priority = ANIM_ATTACK;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crattak1 - 1 + (ent->client->ps.gunframe % 3);
ent->client->anim_end = FRAME_crattak9;
}
else
{
ent->s.frame = FRAME_attack1 - 1 + (ent->client->ps.gunframe % 3);
ent->client->anim_end = FRAME_attack8;
}
// ### Hentai ### END
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index] -= 1;//shots;
}
#endif
void Weapon_Chaingun (edict_t *ent)
{
static int pause_frames[] = {38, 43, 51, 61, 0};
static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0};
#if 0
if (0)
Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Gatringgun_Fire);
else
#endif
{
Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
// RAFAEL
if (is_quadfire)
Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
}
}
/*
======================================================================
SHOTGUN / SUPERSHOTGUN
======================================================================
*/
void weapon_shotgun_fire (edict_t *ent, qboolean altfire)
{
vec3_t start;
vec3_t forward, right;
vec3_t offset;
int damage = (int)sk_shotgun_damage->value; // was 4
int kick = 8;
if (ent->client->ps.gunframe == 9)
{
ent->client->ps.gunframe++;
return;
}
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -2;
VectorSet(offset, 0, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
if (is_quad)
{
// damage *= 4;
// kick *= 4;
damage *= damage_multiplier;
kick *= damage_multiplier;
}
if (deathmatch->value)
// fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT, MOD_SHOTGUN);
fire_shotgun (ent, start, forward, damage, kick, (int)sk_shotgun_hspread->value, (int)sk_shotgun_vspread->value, (int)sk_shotgun_count->value, MOD_SHOTGUN);
else
// fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN);
fire_shotgun (ent, start, forward, damage, kick, (int)sk_shotgun_hspread->value, (int)sk_shotgun_vspread->value, (int)sk_shotgun_count->value, MOD_SHOTGUN);
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_SHOTGUN | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
}
void Weapon_Shotgun (edict_t *ent)
{
static int pause_frames[] = {22, 28, 34, 0};
static int fire_frames[] = {8, 9, 0};
Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
// RAFAEL
if (is_quadfire)
Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
}
void weapon_supershotgun_fire (edict_t *ent, qboolean altfire)
{
vec3_t start;
vec3_t forward, right;
vec3_t offset;
vec3_t v;
int damage = (int)sk_sshotgun_damage->value; // was 6
int kick = 12;
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -2;
VectorSet(offset, 0, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
if (is_quad)
{
// damage *= 4;
// kick *= 4;
damage *= damage_multiplier;
kick *= damage_multiplier;
}
v[PITCH] = ent->client->v_angle[PITCH];
v[YAW] = ent->client->v_angle[YAW] - 5;
v[ROLL] = ent->client->v_angle[ROLL];
AngleVectors (v, forward, NULL, NULL);
// fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
fire_shotgun (ent, start, forward, damage, kick, (int)sk_sshotgun_hspread->value, (int)sk_sshotgun_vspread->value, (int)sk_sshotgun_count->value/2, MOD_SSHOTGUN);
v[YAW] = ent->client->v_angle[YAW] + 5;
AngleVectors (v, forward, NULL, NULL);
// fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
fire_shotgun (ent, start, forward, damage, kick, (int)sk_sshotgun_hspread->value, (int)sk_sshotgun_vspread->value, (int)sk_sshotgun_count->value/2, MOD_SSHOTGUN);
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_SSHOTGUN | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index] -= 2;
}
void Weapon_SuperShotgun (edict_t *ent)
{
static int pause_frames[] = {29, 42, 57, 0};
static int fire_frames[] = {7, 0};
Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
// RAFAEL
if (is_quadfire)
Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
}
/*
======================================================================
RAILGUN
======================================================================
*/
void fire_sniperail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
void RSight_think (edict_t *ent)
{
trace_t rs_trace;
vec3_t aim,out,tmp;
vec3_t max,min;
vec_t f;
if (ent->owner->client->ps.gunframe != 4 || ent->owner->deadflag)
{
G_FreeEdict(ent);
return;
}
VectorSet (max, 4 ,4, 4);
VectorSet (min, -4, -4, -4);
AngleVectors (ent->owner->client->v_angle, aim, NULL , NULL);
VectorNormalize(aim);
VectorScale (aim, 8193, out);
VectorCopy(ent->owner->s.origin,tmp);
if (ent->owner->maxs[2] >= 32) tmp[2] += 22;
else tmp[2] -= 2;
VectorAdd(tmp,out,aim);
rs_trace = gi.trace (tmp, min, max, aim,ent->owner, MASK_PLAYERSOLID);
VectorCopy(rs_trace.endpos,ent->s.origin);
ent->nextthink = level.time + FRAMETIME;
if (rs_trace.ent != NULL)
{
if (Q_stricmp (rs_trace.ent->classname, "player") == 0) return;//<2F>I<EFBFBD>[<5B>g<EFBFBD>Y<EFBFBD>[<5B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
if (ent->owner->client->zc.autozoom )
{
VectorSubtract(ent->s.origin,ent->owner->s.origin,tmp);
f = VectorLength(tmp);
if (f < 100) ent->owner->client->zc.distance = 90;
// else if (f < 300) ent->owner->client->zc.distance = 75;
// else if (f < 500) ent->owner->client->zc.distance = 60;
// else if (f < 800) ent->owner->client->zc.distance = 45;
else if (f < 1000)
{
ent->owner->client->zc.distance = 90 - (f - 100) / 12;//30;
}
else ent->owner->client->zc.distance = 15;
if (ent->owner->client->ps.fov != ent->owner->client->zc.distance)
{
f = ent->owner->client->ps.fov - ent->owner->client->zc.distance;
if ( f > 15 || f < -15)
gi.sound (ent->owner, CHAN_AUTO, gi.soundindex("3zb/zoom.wav"), 1, ATTN_NORM, 0);
ent->owner->client->ps.fov = ent->owner->client->zc.distance;
}
}
}
void weapon_railgun_fire (edict_t *ent, qboolean altfire)
{
vec3_t start;
vec3_t forward, right;
vec3_t offset;
int damage;
int kick;
int red=20, green=48, blue=176;
qboolean useColor=false;
if (deathmatch->value)
{ // normal damage is too extreme in dm
damage = (int)sk_railgun_damage_dm->value; // was 100
kick = 200;
}
else
{
damage = (int)sk_railgun_damage->value; // was 150
kick = 250;
}
if (is_quad)
{
// damage *= 4;
// kick *= 4;
damage *= damage_multiplier;
kick *= damage_multiplier;
}
// Knightmare- CTF color override
if ( (int)ctf->value && (int)ctf_railcolors->value && ent->client )
{
useColor = true;
if (ent->client->resp.ctf_team == CTF_TEAM1) {
red = 176; green = 20; blue = 20;
}
else if (ent->client->resp.ctf_team == CTF_TEAM2) {
red = 20; green = 20; blue = 176;
}
/* else if (ent->client->resp.ctf_team == CTF_TEAM3) {
red = 20; green = 176; blue = 20;
} */
}
// Knightmare- custom client color
else if ( ent->client && (ent->client->pers.color1[3] != 0) )
{
useColor = true;
red = ent->client->pers.color1[0];
green = ent->client->pers.color1[1];
blue = ent->client->pers.color1[2];
}
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, -3, ent->client->kick_origin);
ent->client->kick_angles[0] = -3;
VectorSet(offset, 0, 7, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
if (ent->client->zc.aiming == 0) {
fire_rail (ent, start, forward, damage, kick, useColor, red, green, blue);
}
else
{
damage += 20;
fire_sniperail (ent, start, forward, damage, kick);
}
// gi.bprintf(PRINT_HIGH,"jj %i\n",ent->moveinfo.sound_start);
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_RAILGUN | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
// ent->client->ps.fov = 90; //<2F>Y<EFBFBD>[<5B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ent->client->zc.aiming = 0; //<2F>Y<EFBFBD>[<5B><><EFBFBD>s<EFBFBD><73>
}
//<2F>X<EFBFBD>i<EFBFBD>C<EFBFBD>p<EFBFBD>[<5B>prail<69>K<EFBFBD><4B>
void Weapon_SnipeRailgun (edict_t *ent, qboolean altfire)
{
edict_t *sight;
if (ent->client->buttons & BUTTONS_ATTACK)
{
ent->client->zc.lockon = false; //<2F>X<EFBFBD>i<EFBFBD>C<EFBFBD>p<EFBFBD>[<5B>Ƀ<EFBFBD><C983>b<EFBFBD>N<EFBFBD>I<EFBFBD><49><EFBFBD>@<40>\<5C>Ȃ<EFBFBD>
if ( ent->client->zc.aiming == 0)
{
//<2F>T<EFBFBD>C<EFBFBD>g<EFBFBD>̍쐬
sight = G_Spawn();
VectorClear (sight->mins);
VectorClear (sight->maxs);
sight->movetype = MOVETYPE_FLYMISSILE;
sight->solid = SOLID_NOT;
sight->owner = ent;
sight->s.modelindex = gi.modelindex ("sprites/zsight.sp2");
sight->s.effects = 0;
sight->s.renderfx = RF_SHELL_RED;
sight->think = RSight_think;
sight->nextthink = level.time + FRAMETIME;
sight->classname = "rail sight";
if ( ent->client->resp.ctf_team == CTF_TEAM2 && ctf->value)
{
sight->s.frame = 1;
}
else sight->s.frame = 0;
gi.sound (ent, CHAN_WEAPON, gi.soundindex("weapons/sshotr1b.wav"), 1, ATTN_NONE, 0);
ent->client->zc.aiming = 1;
if (ent->client->zc.distance <10 || ent->client->zc.distance > 90) ent->client->zc.distance = 90;
ent->client->ps.fov = ent->client->zc.distance;//<2F>Y<EFBFBD>[<5B><><EFBFBD>J<EFBFBD>n
}
return;
}
// if (ent->client->buttons & BUTTONS_ATTACK) return;
ent->client->zc.aiming = 2;
weapon_railgun_fire (ent, altfire);
}
void Weapon_Railgun (edict_t *ent)
{
static int pause_frames[] = {56, 0};
static int fire_frames[] = {4, 0};
if (!(ent->client->buttons & BUTTONS_ATTACK)) ent->client->zc.aiming = 0; //<2F>A<EFBFBD>N<EFBFBD>e<EFBFBD>B<EFBFBD>x<EFBFBD>[<5B>g0
if (0)
{
Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, Weapon_SnipeRailgun/*weapon_railgun_fire*/);
}
else
{
Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
// RAFAEL
if (is_quadfire)
Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
}
}
/*
======================================================================
BFG10K
======================================================================
*/
void weapon_bfg_fire (edict_t *ent, qboolean altfire)
{
vec3_t offset, start;
vec3_t forward, right;
int damage;
float damage_radius = sk_bfg_radius->value; // was 1000
if (deathmatch->value)
damage = (int)sk_bfg_damage_dm->value; // was 200
else
damage = (int)sk_bfg_damage->value; // was 500
if (ent->client->ps.gunframe == 9)
{
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_BFG | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
return;
}
// cells can go down during windup (from power armor hits), so
// check again and abort firing if we don't have enough now
if (ent->client->pers.inventory[ent->client->ammo_index] < 50)
{
ent->client->ps.gunframe++;
return;
}
if (is_quad)
// damage *= 4;
damage *= damage_multiplier;
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, -2, ent->client->kick_origin);
// make a big pitch kick with an inverse fall
ent->client->v_dmg_pitch = -40;
ent->client->v_dmg_roll = crandom()*8;
ent->client->v_dmg_time = level.time + DAMAGE_TIME;
VectorSet(offset, 8, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
fire_bfg (ent, start, forward, damage, (int)sk_bfg_speed->value, damage_radius); // was 400
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index] -= 50;
}
void Weapon_BFG (edict_t *ent)
{
static int pause_frames[] = {39, 45, 50, 55, 0};
static int fire_frames[] = {9, 17, 0};
Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
// RAFAEL
if (is_quadfire)
Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
}
//======================================================================
// RAFAEL
/*
RipperGun
*/
void weapon_ionripper_fire (edict_t *ent, qboolean altfire)
{
vec3_t start;
vec3_t forward, right;
vec3_t offset;
vec3_t tempang;
int damage;
int kick;
if (deathmatch->value)
{
// tone down for deathmatch
damage = (int)sk_ionripper_damage_dm->value; // was 30
kick = (int)sk_ionripper_kick_dm->value; // was 40
}
else
{
damage = (int)sk_ionripper_damage->value; // was 50
kick = (int)sk_ionripper_kick->value; // was 60
}
if (is_quad)
{
// damage *= 4;
// kick *= 4;
damage *= damage_multiplier;
kick *= damage_multiplier;
}
VectorCopy (ent->client->v_angle, tempang);
tempang[YAW] += crandom();
AngleVectors (tempang, forward, right, NULL);
VectorScale (forward, -3, ent->client->kick_origin);
ent->client->kick_angles[0] = -3;
// VectorSet (offset, 0, 7, ent->viewheight - 8);
VectorSet (offset, 16, 7, ent->viewheight - 8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
fire_ionripper (ent, start, forward, damage, (int)sk_ionripper_speed->value, EF_IONRIPPER); // was 500
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent - g_edicts);
gi.WriteByte (MZ_IONRIPPER | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise (ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
if (ent->client->pers.inventory[ent->client->ammo_index] < 0)
ent->client->pers.inventory[ent->client->ammo_index] = 0;
}
void Weapon_Ionripper (edict_t *ent)
{
static int pause_frames[] = {36, 0};
static int fire_frames[] = {5, 0};
Weapon_Generic (ent, 4, 6, 36, 39, pause_frames, fire_frames, weapon_ionripper_fire);
if (is_quadfire)
Weapon_Generic (ent, 4, 6, 36, 39, pause_frames, fire_frames, weapon_ionripper_fire);
}
//
// Phalanx
//
void weapon_phalanx_fire (edict_t *ent, qboolean altfire)
{
vec3_t start;
vec3_t forward, right, up;
vec3_t offset;
vec3_t v;
int kick = 12;
int damage;
float damage_radius;
int radius_damage;
// damage = 70 + (int)(random() * 10.0);
damage = (int)sk_phalanx_damage->value + (int)(random() * (int)sk_phalanx_damage2->value);
radius_damage = (int)sk_phalanx_radius_damage->value; // was 120
damage_radius = sk_phalanx_radius->value; // was 120
if (is_quad)
{
// damage *= 4;
// radius_damage *= damage_multiplier;
damage *= 4;
radius_damage *= damage_multiplier;
}
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -2;
VectorSet(offset, 0, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
if (ent->client->ps.gunframe == 8)
{
v[PITCH] = ent->client->v_angle[PITCH];
v[YAW] = ent->client->v_angle[YAW] - 1.5;
v[ROLL] = ent->client->v_angle[ROLL];
AngleVectors (v, forward, right, up);
radius_damage = 30;
damage_radius = 120;
fire_plasma (ent, start, forward, damage, (int)sk_phalanx_speed->value, damage_radius, radius_damage); // was 725
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
}
else
{
v[PITCH] = ent->client->v_angle[PITCH];
v[YAW] = ent->client->v_angle[YAW] + 1.5;
v[ROLL] = ent->client->v_angle[ROLL];
AngleVectors (v, forward, right, up);
fire_plasma (ent, start, forward, damage, (int)sk_phalanx_speed->value, damage_radius, radius_damage); // was 725
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_PHALANX | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
PlayerNoise(ent, start, PNOISE_WEAPON);
}
ent->client->ps.gunframe++;
}
void Weapon_Phalanx (edict_t *ent)
{
static int pause_frames[] = {29, 42, 55, 0};
static int fire_frames[] = {7, 8, 0};
Weapon_Generic (ent, 5, 20, 58, 63, pause_frames, fire_frames, weapon_phalanx_fire);
if (is_quadfire)
Weapon_Generic (ent, 5, 20, 58, 63, pause_frames, fire_frames, weapon_phalanx_fire);
}
/*
======================================================================
TRAP
======================================================================
*/
#define TRAP_TIMER 5.0
#define TRAP_MINSPEED 300
#define TRAP_MAXSPEED 700
void weapon_trap_fire (edict_t *ent, qboolean held)
{
vec3_t offset;
vec3_t forward, right;
vec3_t start;
int damage = 125;
float timer;
int speed;
float radius;
radius = damage+40;
if (is_quad)
// damage *= 4;
damage *= damage_multiplier;
VectorSet(offset, 8, 8, ent->viewheight-8);
AngleVectors (ent->client->v_angle, forward, right, NULL);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
timer = ent->client->grenade_time - level.time;
speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
// fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held);
fire_trap (ent, start, forward, damage, speed, timer, radius, held);
// you don't get infinite traps! ZOID
// if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
ent->client->grenade_time = level.time + 1.0;
}
void Weapon_Trap (edict_t *ent)
{
if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY))
{
ChangeWeapon (ent);
return;
}
if (ent->client->weaponstate == WEAPON_ACTIVATING)
{
ent->client->weaponstate = WEAPON_READY;
ent->client->ps.gunframe = 16;
return;
}
if (ent->client->weaponstate == WEAPON_READY)
{
if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTONS_ATTACK) )
{
ent->client->latched_buttons &= ~BUTTONS_ATTACK;
if (ent->client->pers.inventory[ent->client->ammo_index])
{
ent->client->ps.gunframe = 1;
ent->client->weaponstate = WEAPON_FIRING;
ent->client->grenade_time = 0;
}
else
{
if (level.time >= ent->pain_debounce_time)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
ent->pain_debounce_time = level.time + 1;
}
NoAmmoWeaponChange (ent);
}
return;
}
if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48))
{
if (rand()&15)
return;
}
if (++ent->client->ps.gunframe > 48)
ent->client->ps.gunframe = 16;
return;
}
if (ent->client->weaponstate == WEAPON_FIRING)
{
if (ent->client->ps.gunframe == 5)
// RAFAEL 16-APR-98
// gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0);
gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/trapcock.wav"), 1, ATTN_NORM, 0);
// END 16-APR-98
if (ent->client->ps.gunframe == 11)
{
if (!ent->client->grenade_time)
{
ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2;
// RAFAEL 16-APR-98
ent->client->weapon_sound = gi.soundindex("weapons/traploop.wav");
// END 16-APR-98
}
// they waited too long, detonate it in their hand
if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time)
{
ent->client->weapon_sound = 0;
weapon_trap_fire (ent, true);
ent->client->grenade_blew_up = true;
}
if (ent->client->buttons & BUTTONS_ATTACK)
return;
if (ent->client->grenade_blew_up)
{
if (level.time >= ent->client->grenade_time)
{
ent->client->ps.gunframe = 15;
ent->client->grenade_blew_up = false;
}
else
{
return;
}
}
}
if (ent->client->ps.gunframe == 12)
{
ent->client->weapon_sound = 0;
weapon_trap_fire (ent, false);
if (ent->client->pers.inventory[ent->client->ammo_index] == 0)
NoAmmoWeaponChange (ent);
}
if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time))
return;
ent->client->ps.gunframe++;
if (ent->client->ps.gunframe == 16)
{
ent->client->grenade_time = 0;
ent->client->weaponstate = WEAPON_READY;
}
}
}