// 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;//ロックオンは20ダメージ減り 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; //ズーム解除 ent->client->zc.aiming = 0; //ズーム不可 } //ロックオンロケットランチャー 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; //スナイパーにロックオン機能なし 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;//ズーム開始 } 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; //オートズーム反応せず } 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; //アクティベート0 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 ; iclient->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 ; iclient->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;//オートズーム反応せず } 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; //ズーム解除 ent->client->zc.aiming = 0; //ズーム不可 } //スナイパー用railガン void Weapon_SnipeRailgun (edict_t *ent, qboolean altfire) { edict_t *sight; if (ent->client->buttons & BUTTONS_ATTACK) { ent->client->zc.lockon = false; //スナイパーにロックオン機能なし if ( ent->client->zc.aiming == 0) { //サイトの作成 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;//ズーム開始 } 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; //アクティベート0 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; } } }