// p_weapon.c #include "g_local.h" #include "m_player.h" qboolean is_quad; qboolean is_double; /*static*/ qboolean is_quadfire; /*static*/ byte is_silenced; //PGM static byte damage_multiplier; //PGM // RAFAEL void weapon_trap_fire (edict_t *ent, qboolean held); void weapon_grenade_fire (edict_t *ent, qboolean held); //======== //ROGUE byte P_DamageModifier (edict_t *ent) { is_quad = 0; is_double = 0; damage_multiplier = 1; if (ent->client->quad_framenum > level.framenum) { damage_multiplier *= 4; is_quad = 1; // if we're quad and DF_NO_STACK_DOUBLE is on, return now. if (((int)(dmflags->value) & DF_NO_STACK_DOUBLE)) return damage_multiplier; } if (ent->client->double_framenum > level.framenum) { if ((deathmatch->value) || (damage_multiplier == 1)) { damage_multiplier *= 2; is_double = 1; } } return damage_multiplier; } //ROGUE //======== /*static*/ 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); } /*static*/ void P_ProjectSource2 (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t up, 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_ProjectSource2 (point, _distance, forward, right, up, 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->flags & FL_DISGUISED) { if (type == PNOISE_WEAPON) { level.disguise_violator = who; level.disguise_violation_framenum = level.framenum + 5; } else 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); } qboolean Pickup_Weapon (edict_t *ent, edict_t *other) { int index; gitem_t *ammo; //Knightmare- override ammo pickup values with cvars SetAmmoPickupValues (); 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 // PGM -- IF APPROPRIATE! if (ent->item->ammo) //PGM { 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->client->pers.weapon != ent->item && (other->client->pers.inventory[index] == 1) && ( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") || other->client->pers.weapon == FindItem("No weapon") ) ) other->client->newweapon = ent->item; // If rocket launcher, give the HML (but no ammo). if (index == rl_index) other->client->pers.inventory[hml_index] = other->client->pers.inventory[index]; return true; } /* =============== ShowGUN VWEP =============== */ void ShowGun(edict_t *ent) { if (ent->s.modelindex == (MAX_MODELS-1)) //was 255 { int i=0; if (ent->client->pers.weapon) i = ((ent->client->pers.weapon->weapmodel & 0xff) << 8); else i = 0; ent->s.skinnum = (ent - g_edicts - 1) | i; } } /* =============== ChangeWeapon The old weapon has been dropped all the way, so make the new one current =============== */ void ChangeWeapon (edict_t *ent) { int i; 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; // set visible model if (ent->s.modelindex == (MAX_MODELS-1)) //was 255 { if (ent->client->pers.weapon) i = ((ent->client->pers.weapon->weapmodel & 0xff) << 8); else i = 0; ent->s.skinnum = (ent - g_edicts - 1) | i; } 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- Gen cam code //Skid - CHASECAM // if (!ent->client->chasetoggle) if (!ent->client->chaseactive) ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model); //end // DWH: change weapon model index if necessary if (ITEM_INDEX(ent->client->pers.weapon) == noweapon_index) ent->s.modelindex2 = 0; else ent->s.modelindex2 = MAX_MODELS-1; //was 255 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; } } /* ================= NoAmmoWeaponChange ================= */ // PMM - added rogue weapons to the list void NoAmmoWeaponChange (edict_t *ent) { if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))] && ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))] ) { ent->client->newweapon = FindItem ("railgun"); return; } // RAFAEL if ( ent->client->pers.inventory[ITEM_INDEX (FindItem ("Magslug"))] && ent->client->pers.inventory[ITEM_INDEX (FindItem ("phalanx"))]) { ent->client->newweapon = FindItem ("phalanx"); return; } // RAFAEL if ( (ent->client->pers.inventory[ITEM_INDEX (FindItem ("cells"))] >= 2) && ent->client->pers.inventory[ITEM_INDEX (FindItem ("ION Ripper"))]) { ent->client->newweapon = FindItem ("ION Ripper"); return; } // ROGUE if ( (ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))] >= 2) && ent->client->pers.inventory[ITEM_INDEX(FindItem("Plasma Beam"))] ) { ent->client->newweapon = FindItem ("Plasma Beam"); return; } // -ROGUE if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))] && ent->client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))] ) { ent->client->newweapon = FindItem ("hyperblaster"); return; } // ROGUE if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("flechettes"))] && ent->client->pers.inventory[ITEM_INDEX(FindItem("ETF Rifle"))] ) { ent->client->newweapon = FindItem ("ETF Rifle"); return; } // -ROGUE if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))] && ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))] ) { ent->client->newweapon = FindItem ("chaingun"); return; } if ( ent->client->pers.inventory[disruptors_index] && ent->client->pers.inventory[ITEM_INDEX(FindItem("Disintegrator"))] ) { ent->client->pers.weapon = FindItem ("Disintegrator"); return; } if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))] && ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))] ) { ent->client->newweapon = FindItem ("machinegun"); return; } if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] > 1 && ent->client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))] ) { ent->client->newweapon = FindItem ("super shotgun"); return; } if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))] && ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))] ) { ent->client->newweapon = FindItem ("shotgun"); return; } // DWH: Dude may not HAVE a blaster //ent->client->newweapon = FindItem ("blaster"); if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("blaster"))] ) ent->client->newweapon = FindItem ("blaster"); else ent->client->newweapon = FindItem ("No Weapon"); } /* ================= 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); } // added stasis generator support // Lazarus: Don't fire if game is frozen if (level.freeze) return; // call active weapon think routine if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink) { //PGM P_DamageModifier (ent); // is_quad = (ent->client->quad_framenum > level.framenum); //PGM // 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 Cmd_DetProx_f (edict_t *ent); void Use_Weapon (edict_t *ent, gitem_t *in_item) { int ammo_index; gitem_t *ammo_item; int index; gitem_t *item; int current_weapon_index; item = in_item; index = ITEM_INDEX(item); current_weapon_index = ITEM_INDEX(ent->client->pers.weapon); // see if we're already using it //if (item == ent->client->pers.weapon) // return; // see if we're already using it if ( (index == current_weapon_index) || ( (index == rl_index) && (current_weapon_index == hml_index) ) || ( (index == hml_index) && (current_weapon_index == rl_index) ) || ( (index == pl_index) && (current_weapon_index == pl_index) ) || ( (index == pr_index) && (current_weapon_index == pr_index) ) ) { if (current_weapon_index == rl_index) { if (ent->client->pers.inventory[homing_index] > 0) { item = FindItem("homing rocket launcher"); index = hml_index; } else return; } else if (current_weapon_index == hml_index) { if (ent->client->pers.inventory[rockets_index] > 0) { item = FindItem("rocket launcher"); index = rl_index; } else return; } // Knightmare- detprox command else if (current_weapon_index == pl_index) { Cmd_DetProx_f (ent); return; } // Knightmare- we already have alterate weapon selection implemented here. // So let's use it for the LM Plasma rifle, too! else if (current_weapon_index == pr_index) { ent->client->pers.plasma_mode = (!ent->client->pers.plasma_mode); if (ent->client->pers.plasma_mode) gi.cprintf (ent, PRINT_HIGH, "spread plasma\n"); else gi.cprintf (ent, PRINT_HIGH, "bounce plasma\n"); return; } else 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]) { // Lazarus: If player is attempting to switch to RL and doesn't have rockets, // but DOES have homing rockets, switch to HRL if (index == rl_index) { if ( (ent->client->pers.inventory[homing_index] > 0) && (ent->client->pers.inventory[hml_index] > 0) ) { ent->client->newweapon = FindItem("homing rocket launcher"); return; } } 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) { 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 (strcmp (item->pickup_name, "HyperBlaster") == 0) { if (item == ent->client->pers.weapon) { item = FindItem ("ION Ripper"); index = ITEM_INDEX (item); if (!ent->client->pers.inventory[index]) { item = 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 = FindItem ("Phalanx"); ammo_item = FindItem(nextitem->ammo); ammo_index = ITEM_INDEX(ammo_item); if (ent->client->pers.inventory[ammo_index]) { item = FindItem ("Phalanx"); index = ITEM_INDEX (item); if (!ent->client->pers.inventory[index]) { item = FindItem ("Railgun"); } } } else if (item == ent->client->pers.weapon) { item = FindItem ("Phalanx"); index = ITEM_INDEX (item); if (!ent->client->pers.inventory[index]) { item = 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) ) { gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n"); return; } // Lazarus: Don't drop rocket launcher if current weapon is homing rocket launcher if (index == rl_index) { int current_weapon_index; current_weapon_index = ITEM_INDEX(ent->client->pers.weapon); if (current_weapon_index == hml_index) { gi.cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n"); return; } } Drop_Item (ent, item); ent->client->pers.inventory[index]--; // Lazarus: if dropped weapon is RL, decrement HML inventory also if (item->weapmodel == WEAP_ROCKETLAUNCHER) ent->client->pers.inventory[hml_index] = 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_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 n; int current_weapon_index = ITEM_INDEX(ent->client->pers.weapon); // Knightmare- no weapon activity while controlling turret if (ent->flags & FL_TURRET_OWNER) { ent->client->ps.gunframe = 0; ent->client->weaponstate = WEAPON_ACTIVATING; return; } if (ent->deadflag || ent->s.modelindex != (MAX_MODELS-1)) //was 255, VWep animations screw up corpses { return; } // Knightmare- activate and putaway sounds for ION Ripper and Shockwave if (ion_ripper_extra_sounds->value && !strcmp (ent->client->pers.weapon->pickup_name, "ION Ripper")) { 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 (!strcmp (ent->client->pers.weapon->pickup_name, "Shockwave")) { if (ent->client->ps.gunframe == 0) gi.sound (ent, CHAN_AUTO, gi.soundindex("weapons/shockactive.wav"), 1.0, ATTN_NORM, 0); else if (ent->client->ps.gunframe == 62) gi.sound (ent, CHAN_AUTO, gi.soundindex("weapons/shockaway.wav"), 1.0, ATTN_NORM, 0); } if (ent->client->weaponstate == WEAPON_DROPPING) { if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST) { ChangeWeapon (ent); return; } 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; } } 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; if (current_weapon_index == pr_index) // -bat plasma rifle bounce/spread switch { if (ent->client->pers.plasma_mode) gi.cprintf(ent, PRINT_HIGH, "spread plasma\n"); else gi.cprintf(ent, PRINT_HIGH, "bounce plasma\n"); } 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; 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; } } return; } if (ent->client->weaponstate == WEAPON_READY) { // Lazarus: Head off firing 2nd homer NOW, so firing animations aren't played if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTONS_ATTACK) ) { if (ent->client->ammo_index == homing_index) { if (ent->client->homing_rocket && ent->client->homing_rocket->inuse) { ent->client->latched_buttons &= ~BUTTONS_ATTACK; ent->client->buttons &= ~BUTTONS_ATTACK; } } } // Knightmare- catch alt fire commands if ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK2) { // int current_weapon_index = ITEM_INDEX(ent->client->pers.weapon); if (current_weapon_index == pl_index) // prox launcher detonate { Cmd_DetProx_f (ent); ent->client->latched_buttons &= ~BUTTONS_ATTACK; ent->client->buttons &= ~BUTTONS_ATTACK; } if (current_weapon_index == pr_index) // plasma rifle bounce/spread switch { ent->client->pers.plasma_mode = (!ent->client->pers.plasma_mode); if (ent->client->pers.plasma_mode) gi.cprintf (ent, PRINT_HIGH, "spread plasma\n"); else gi.cprintf (ent, PRINT_HIGH, "bounce plasma\n"); ent->client->latched_buttons &= ~BUTTONS_ATTACK; ent->client->buttons &= ~BUTTONS_ATTACK; } else 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; } 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; } } } // SKWiD MOD if (current_weapon_index == pr_index) { if ( ent->client->ps.gunframe == 35 ) gi.sound(ent, CHAN_WEAPON, gi.soundindex(PLASMA_SOUND_VENT), 1, ATTN_NORM,0 ); } 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]) { // FIXME - double should use different sound if (ent->client->quad_framenum > level.framenum) gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0); else if (ent->client->double_framenum > level.framenum) gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ddamage3.wav"), 1, ATTN_NORM, 0); // Knightmare- the missing quadfire sounds if (ent->client->quadfire_framenum > level.framenum) gi.sound(ent, CHAN_ITEM, gi.soundindex("items/quadfire3.wav"), 1, ATTN_NORM, 0); 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; } } /* ====================================================================== 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, up; 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; // PGM } if (is_double) { damage *= 2; } AngleVectors (ent->client->v_angle, forward, right, up); if (ent->client->pers.weapon->tag == AMMO_TESLA) { // VectorSet(offset, 0, -12, ent->viewheight-26); VectorSet(offset, 0, -4, ent->viewheight-22); } else { // VectorSet(offset, 8, 8, ent->viewheight-8); VectorSet(offset, 2, 6, ent->viewheight-14); } P_ProjectSource2 (ent->client, ent->s.origin, offset, forward, right, up, start); timer = ent->client->grenade_time - level.time; speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER); if (speed > GRENADE_MAXSPEED) speed = GRENADE_MAXSPEED; // fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held); // ============ // PGM switch(ent->client->pers.weapon->tag) { case AMMO_GRENADES: fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held); break; case AMMO_TESLA: fire_tesla (ent, start, forward, damage_multiplier, speed); break; default: fire_prox (ent, start, forward, damage_multiplier, speed); break; } // PGM // ============ 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)) //was 255, 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) & BUTTON_ATTACK) ) { ent->client->latched_buttons &= ~BUTTON_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 & BUTTON_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; } } } */ #define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1) //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)) // 15 48 5 11 12 29,34,39,48 void Throw_Generic (edict_t *ent, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_THROW_SOUND, int FRAME_THROW_HOLD, int FRAME_THROW_FIRE, int *pause_frames, int EXPLODE, void (*fire)(edict_t *ent, qboolean held)) { int n; if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY)) { ChangeWeapon (ent); return; } // Knightmare- no throwing things while controlling turret if (ent->flags & FL_TURRET_OWNER) { ent->client->ps.gunframe = 0; ent->client->weaponstate = WEAPON_ACTIVATING; return; } if (ent->client->weaponstate == WEAPON_ACTIVATING) { ent->client->weaponstate = WEAPON_READY; ent->client->ps.gunframe = FRAME_IDLE_FIRST; 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 == 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) { if (ent->client->ps.gunframe == FRAME_THROW_SOUND) gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0); if (ent->client->ps.gunframe == FRAME_THROW_HOLD) { if (!ent->client->grenade_time) { ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2; switch(ent->client->pers.weapon->tag) { case AMMO_GRENADES: ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav"); break; } } // they waited too long, detonate it in their hand if (EXPLODE && !ent->client->grenade_blew_up && level.time >= ent->client->grenade_time) { ent->client->weapon_sound = 0; 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 = FRAME_FIRE_LAST; ent->client->grenade_blew_up = false; } else { return; } } } if (ent->client->ps.gunframe == FRAME_THROW_FIRE) { ent->client->weapon_sound = 0; fire (ent, true); } if ((ent->client->ps.gunframe == FRAME_FIRE_LAST) && (level.time < ent->client->grenade_time)) return; ent->client->ps.gunframe++; if (ent->client->ps.gunframe == FRAME_IDLE_FIRST) { ent->client->grenade_time = 0; ent->client->weaponstate = WEAPON_READY; } } } //void Throw_Generic (edict_t *ent, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_THROW_SOUND, // int FRAME_THROW_HOLD, int FRAME_THROW_FIRE, int *pause_frames, // int EXPLOSION_TIME, void (*fire)(edict_t *ent)) void Weapon_Grenade (edict_t *ent) { static int pause_frames[] = {29,34,39,48,0}; Throw_Generic (ent, 15, 48, 5, 11, 12, pause_frames, GRENADE_TIMER, weapon_grenade_fire); } void Weapon_Prox (edict_t *ent) { static int pause_frames[] = {22, 29, 0}; Throw_Generic (ent, 7, 27, 99, 2, 4, pause_frames, 0, weapon_grenade_fire); } void Weapon_Tesla (edict_t *ent) { static int pause_frames[] = {21, 0}; if ((ent->client->ps.gunframe > 1) && (ent->client->ps.gunframe < 9)) { // if (ent->client && !ent->client->chasetoggle) //Knightmare- fix for third person mode if (ent->client && !ent->client->chaseactive) //Knightmare- fix for third person mode ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_tesla2/tris.md2"); } else { // if (ent->client && !ent->client->chasetoggle) //Knightmare- fix for third person mode if (ent->client && !ent->client->chaseactive) //Knightmare- fix for third person mode ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_tesla/tris.md2"); } Throw_Generic (ent, 8, 32, 99, 1, 2, pause_frames, 0, weapon_grenade_fire); } /* ====================================================================== GRENADE LAUNCHER ====================================================================== */ void weapon_grenadelauncher_fire (edict_t *ent, qboolean altfire) { vec3_t offset; vec3_t forward, right; vec3_t start; // int damage = 120; int damage; // PGM float radius; int multiplier = 1; // ===== // PGM switch(ent->client->pers.weapon->tag) { case AMMO_PROX: damage = sk_prox_damage->value; break; default: damage = sk_grenade_damage->value; break; } // PGM // ===== radius = sk_grenade_radius->value; // damage + 40; if (is_quad) { damage *= 4; // damage *= damage_multiplier; //pgm multiplier *= 4; } if (is_double) { damage *= 2; multiplier *= 2; } 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); // ===== // PGM switch(ent->client->pers.weapon->tag) { case AMMO_PROX: fire_prox (ent, start, forward, multiplier, sk_prox_speed->value); //was damage_multiplier break; default: fire_grenade (ent, start, forward, damage, sk_grenade_speed->value, 2.5, radius, altfire); break; } // PGM // ===== //Knightmare- Gen cam code // if (ent->client && ent->client->chasetoggle) if (ent->client && ent->client->chaseactive) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent->client->oldplayer-g_edicts); gi.WriteByte (MZ_GRENADE | is_silenced); gi.multicast (ent->client->oldplayer->s.origin, MULTICAST_PVS); } else { 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); if (is_quadfire) Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire); } //========== //PGM void Weapon_ProxLauncher (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); if (is_quadfire) Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire); } //PGM //========== /* ====================================================================== ROCKET ====================================================================== */ edict_t *rocket_target(edict_t *self, vec3_t start, vec3_t forward) { float bd, d; int i; edict_t *who, *best; trace_t tr; vec3_t dir, end; VectorMA(start, WORLD_SIZE, forward, end); // was 8192 /* Check for aiming directly at a damageable entity */ tr = gi.trace(start, NULL, NULL, end, self, MASK_SHOT); if ((tr.ent->takedamage != DAMAGE_NO) && (tr.ent->solid != SOLID_NOT)) return tr.ent; /* Check for damageable entity within a tolerance of view angle */ bd = 0; best = NULL; for (i=1, who=g_edicts+1; iinuse) continue; if (who == self) continue; if (who->takedamage == DAMAGE_NO) continue; if (who->solid == SOLID_NOT) continue; VectorMA(who->absmin,0.5,who->size,end); tr = gi.trace (start, vec3_origin, vec3_origin, end, self, MASK_OPAQUE); if (tr.fraction < 1.0) continue; VectorSubtract(end, self->s.origin, dir); VectorNormalize(dir); d = DotProduct(forward, dir); if (d > bd) { bd = d; best = who; } } if (bd > 0.90) return best; return NULL; } 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 = sk_rocket_damage->value + (int)(random() * sk_rocket_damage2->value); radius_damage = sk_rocket_rdamage->value; damage_radius = sk_rocket_radius->value; if (is_quad) { //PGM damage *= 4; // damage *= damage_multiplier; radius_damage *= 4; // radius_damage *= damage_multiplier; //PGM } if (is_double) { damage *= 2; radius_damage *= 2; } 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); // Zaero add if (EMPNukeCheck(ent, start)) { ent->client->ps.gunframe++; gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); return; } // end Zaero // KM changed constant 650 for cvar sk_rocket_speed->value if (ent->client->pers.fire_mode) { edict_t *target; if (ent->client->homing_rocket && ent->client->homing_rocket->inuse) { ent->client->ps.gunframe++; return; } target = rocket_target(ent, start, forward); fire_rocket (ent, start, forward, damage, sk_rocket_speed->value, damage_radius, radius_damage, target); } else fire_rocket (ent, start, forward, damage, sk_rocket_speed->value, damage_radius, radius_damage, NULL); // send muzzle flash // Knightmare- Gen cam code // if (ent->client && ent->client->chasetoggle) if (ent->client && ent->client->chaseactive) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent->client->oldplayer-g_edicts); gi.WriteByte (MZ_ROCKET | is_silenced); gi.multicast (ent->client->oldplayer->s.origin, MULTICAST_PVS); } else { 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]--; } void Weapon_RocketLauncher (edict_t *ent) { static int pause_frames[] = {25, 33, 42, 50, 0}; static int fire_frames[] = {5, 0}; Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire); if (is_quadfire) Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire); } void Weapon_HomingMissileLauncher_Fire (edict_t *ent, qboolean altfire) { ent->client->pers.fire_mode = 1; Weapon_RocketLauncher_Fire (ent, false); ent->client->pers.fire_mode = 0; } void Weapon_HomingMissileLauncher (edict_t *ent) { static int pause_frames[] = {25, 33, 42, 50, 0}; static int fire_frames[] = {5, 0}; Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_HomingMissileLauncher_Fire); } /* ====================================================================== BLASTER / HYPERBLASTER ====================================================================== */ //void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect, int color) int 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; } if (is_double) { damage *= 2; } AngleVectors (ent->client->v_angle, forward, right, NULL); VectorSet(offset, 24, 8, ent->viewheight-8); 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; // Zaero add if (EMPNukeCheck(ent, start)) { gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); return 0; } // end Zaero if (!hyper) fire_blaster (ent, start, forward, damage, sk_blaster_speed->value, effect, hyper, color); else fire_blaster (ent, start, forward, damage, sk_hyperblaster_speed->value, effect, hyper, color); // Knightmare- select 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; } // send muzzle flash // Knightmare- Gen cam code if (ent->client && ent->client->chaseactive) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent->client->oldplayer-g_edicts); gi.WriteByte (muzzleflash | is_silenced); gi.multicast (ent->client->oldplayer->s.origin, MULTICAST_PVS); } else { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (muzzleflash | is_silenced); gi.multicast (ent->s.origin, MULTICAST_PVS); } PlayerNoise(ent, start, PNOISE_WEAPON); return 1; } void Weapon_Blaster_Fire (edict_t *ent, qboolean altfire) { int damage; int effect; int color; if (deathmatch->value) damage = sk_blaster_damage_dm->value; else damage = sk_blaster_damage->value; // Knightmare- select color color = sk_blaster_color->value; // blaster_color could be any other value, so clamp it if (sk_blaster_color->value < 2 || sk_blaster_color->value >4) color = BLASTER_ORANGE; #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; 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); 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; 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- select color color = sk_hyperblaster_color->value; if (sk_hyperblaster_color->value < 2 || sk_hyperblaster_color->value > 4) color = BLASTER_ORANGE; #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; if (deathmatch->value) damage = sk_hyperblaster_damage_dm->value; else damage = sk_hyperblaster_damage->value; // Blaster_Fire (ent, offset, damage, true, effect, color); if ( Blaster_Fire (ent, offset, damage, true, effect, color) ) { 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 - 1; ent->client->anim_end = FRAME_crattak9; } else { ent->s.frame = FRAME_attack1 - 1; ent->client->anim_end = FRAME_attack8; } } 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); 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 = sk_machinegun_damage->value; 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) { //PGM // damage *= 4; damage *= damage_multiplier; kick *= 4; // kick *= damage_multiplier; //PGM } if (is_double) { damage *= 2; kick *= 2; } 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, sk_machinegun_hspread->value, sk_machinegun_vspread->value, MOD_MACHINEGUN); //Knightmare- Gen cam code // if (ent->client && ent->client->chasetoggle) if (ent->client && ent->client->chaseactive) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent->client->oldplayer-g_edicts); gi.WriteByte (MZ_MACHINEGUN | is_silenced); gi.multicast (ent->client->oldplayer->s.origin, MULTICAST_PVS); } else { 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; } } 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); 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 = sk_chaingun_damage_dm->value; else damage = sk_chaingun_damage->value; 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"); } ent->client->anim_priority = ANIM_ATTACK; if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) { ent->s.frame = FRAME_crattak1 - (ent->client->ps.gunframe & 1); ent->client->anim_end = FRAME_crattak9; } else { ent->s.frame = FRAME_attack1 - (ent->client->ps.gunframe & 1); ent->client->anim_end = FRAME_attack8; } 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) { //PGM // damage *= 4; damage *= damage_multiplier; kick *= 4; // kick *= damage_multiplier; //PGM } if (is_double) { damage *= 2; kick *= 2; } for (i=0 ; i<3 ; i++) { ent->client->kick_origin[i] = crandom() * 0.35; ent->client->kick_angles[i] = crandom() * 0.7; } // Zaero add if (EMPNukeCheck(ent, ent->s.origin)) { gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); return; } // end Zaero 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, sk_chaingun_hspread->value, sk_chaingun_vspread->value, MOD_CHAINGUN); } // send muzzle flash // Knightmare- Gen cam code // if (ent->client && ent->client->chasetoggle) if (ent->client && ent->client->chaseactive) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent->client->oldplayer-g_edicts); gi.WriteByte ((MZ_CHAINGUN1 + shots - 1) | is_silenced); gi.multicast (ent->client->oldplayer->s.origin, MULTICAST_PVS); } else { 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); if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) ent->client->pers.inventory[ent->client->ammo_index] -= shots; } 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}; Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire); 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 = sk_shotgun_damage->value; 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) { //PGM damage *= 4; // damage *= damage_multiplier; kick *= 4; // kick *= damage_multiplier; //PGM } if (is_double) { damage *= 2; kick *= 2; } if (deathmatch->value) fire_shotgun (ent, start, forward, damage, kick, sk_shotgun_hspread->value, sk_shotgun_vspread->value, sk_shotgun_count->value, MOD_SHOTGUN); else fire_shotgun (ent, start, forward, damage, kick, sk_shotgun_hspread->value, sk_shotgun_vspread->value, sk_shotgun_count->value, MOD_SHOTGUN); // send muzzle flash //Knightmare- Gen cam code // if (ent->client && ent->client->chasetoggle) if (ent->client && ent->client->chaseactive) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent->client->oldplayer-g_edicts); gi.WriteByte (MZ_SHOTGUN | is_silenced); gi.multicast (ent->client->oldplayer->s.origin, MULTICAST_PVS); } else { 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); 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 = sk_sshotgun_damage->value; 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) { //PGM // damage *= 4; damage *= damage_multiplier; kick *= 4; // kick *= damage_multiplier; //PGM } if (is_double) { damage *= 2; kick *= 2; } 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, sk_sshotgun_hspread->value, sk_sshotgun_vspread->value, 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, sk_sshotgun_hspread->value, sk_sshotgun_vspread->value, sk_sshotgun_count->value/2, MOD_SSHOTGUN); // send muzzle flash // Knightmare- Gen cam code // if (ent->client && ent->client->chasetoggle) if (ent->client && ent->client->chaseactive) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent->client->oldplayer-g_edicts); gi.WriteByte (MZ_SSHOTGUN | is_silenced); gi.multicast (ent->client->oldplayer->s.origin, MULTICAST_PVS); } else { 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); if (is_quadfire) Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire); } /* ====================================================================== RAILGUN ====================================================================== */ void weapon_railgun_fire (edict_t *ent, qboolean altfire) { vec3_t start; vec3_t forward, right; vec3_t offset; int damage; int kick; if (deathmatch->value) { // normal damage is too extreme in dm damage = sk_railgun_damage_dm->value; kick = 200; } else { damage = sk_railgun_damage->value; kick = 250; } if (is_quad) { //PGM damage *= 4; // damage *= damage_multiplier; kick *= 4; // kick *= damage_multiplier; //PGM } if (is_double) { damage *= 2; kick *= 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); // Zaero add if (EMPNukeCheck(ent, start)) { ent->client->ps.gunframe++; gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); return; } // end Zaero fire_rail (ent, start, forward, damage, kick); // send muzzle flash // Knightmare- Gen cam code // if (ent->client && ent->client->chasetoggle) if (ent->client && ent->client->chaseactive) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent->client->oldplayer-g_edicts); gi.WriteByte (MZ_RAILGUN | is_silenced); gi.multicast (ent->client->oldplayer->s.origin, MULTICAST_PVS); } else { 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]--; } void Weapon_Railgun (edict_t *ent) { static int pause_frames[] = {56, 0}; static int fire_frames[] = {4, 0}; Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire); 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; // Zaero- moved AngleVectors/VectorSet/P_ProjectSource here AngleVectors (ent->client->v_angle, forward, right, NULL); VectorSet (offset, 8, 8, ent->viewheight-8); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); // Zaero add if (ent->client->ps.gunframe == 9) { // ent->flags &= ~FL_BFGMISSFIRE; ent->client->bfg_missfire = false; } // if ( !(ent->flags & FL_BFGMISSFIRE) && EMPNukeCheck(ent, start)) if ( !ent->client->bfg_missfire && EMPNukeCheck(ent, start) ) { // ent->flags |= FL_BFGMISSFIRE; ent->client->bfg_missfire = true; gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); } // if (ent->flags & FL_BFGMISSFIRE) if (ent->client->bfg_missfire) { ent->client->ps.gunframe++; return; } // end Zaero if (deathmatch->value) damage = sk_bfg_damage_dm->value; else damage = sk_bfg_damage->value; if (ent->client->ps.gunframe == 9) { // send muzzle flash // Knightmare- Gen cam code // if (ent->client && ent->client->chasetoggle) if (ent->client && ent->client->chaseactive) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent->client->oldplayer-g_edicts); gi.WriteByte (MZ_BFG | is_silenced); gi.multicast (ent->client->oldplayer->s.origin, MULTICAST_PVS); } else { 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) { //PGM damage *= 4; // damage *= damage_multiplier; //PGM } if (is_double) { damage *= 2; } // Zaero- moved above // 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, 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); 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 = sk_ionripper_damage_dm->value; kick = sk_ionripper_kick_dm->value; // 40 } else { damage = sk_ionripper_damage->value; kick = sk_ionripper_kick->value; // 60 } if (is_quad) { damage *= 4; kick *= 4; } if (is_double) { damage *= 2; kick *= 2; } 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); // Zaero add if (EMPNukeCheck(ent, start)) { ent->client->ps.gunframe++; gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); return; } // end Zaero fire_ionripper (ent, start, forward, damage, sk_ionripper_speed->value, EF_IONRIPPER); // send muzzle flash //Knightmare- Gen cam code // if (ent->client && ent->client->chasetoggle) if (ent->client && ent->client->chaseactive) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent->client->oldplayer-g_edicts); gi.WriteByte (MZ_IONRIPPER | is_silenced); gi.multicast (ent->client->oldplayer->s.origin, MULTICAST_PVS); } else { 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 = sk_phalanx_damage->value + (int)(random() * sk_phalanx_damage2->value); radius_damage = sk_phalanx_radius_damage->value; damage_radius = sk_phalanx_radius->value; if (is_quad) { damage *= 4; radius_damage *= 4; } if (is_double) { damage *= 2; radius_damage *= 2; } 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); // Zaero add if (EMPNukeCheck(ent, start)) { ent->client->ps.gunframe++; gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); return; } // end Zaero 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); fire_plasma (ent, start, forward, damage, sk_phalanx_speed->value, damage_radius, radius_damage); 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, sk_phalanx_speed->value, damage_radius, radius_damage); // send muzzle flash // Knightmare- Gen cam code // if (ent->client && ent->client->chasetoggle) if (ent->client && ent->client->chaseactive) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent->client->oldplayer-g_edicts); gi.WriteByte (MZ_PHALANX | is_silenced); gi.multicast (ent->client->oldplayer->s.origin, MULTICAST_PVS); } else { 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; } if (is_double) { damage *= 2; } 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; } // Knightmare- no throwing traps while controlling turret if (ent->flags & FL_TURRET_OWNER) { ent->client->ps.gunframe = 0; ent->client->weaponstate = WEAPON_ACTIVATING; 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; } } } //====================================================================== // ROGUE MODS BELOW //====================================================================== /* ====================================================================== CHAINFIST ====================================================================== */ #define CHAINFIST_REACH 64 void weapon_chainfist_fire (edict_t *ent, qboolean altfire) { vec3_t offset; vec3_t forward, right, up; vec3_t start; int damage; if (deathmatch->value) damage = sk_chainfist_damage_dm->value; else damage = sk_chainfist_damage->value; if (is_quad) { // damage *= damage_multiplier; damage *= 4; } if (is_double) { damage *= 2; } AngleVectors (ent->client->v_angle, forward, right, up); // kick back VectorScale (forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -1; // set start point VectorSet(offset, 0, 8, ent->viewheight-4); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); fire_player_melee (ent, start, forward, CHAINFIST_REACH, damage, 100, 1, MOD_CHAINFIST); PlayerNoise(ent, start, PNOISE_WEAPON); ent->client->ps.gunframe++; if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity; } // this spits out some smoke from the motor. it's a two-stroke, you know. void chainfist_smoke (edict_t *ent) { vec3_t tempVec, forward, right, up; vec3_t offset; AngleVectors(ent->client->v_angle, forward, right, up); VectorSet(offset, 8, 8, ent->viewheight -4); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, tempVec); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_CHAINFIST_SMOKE); gi.WritePosition (tempVec); gi.unicast (ent, 0); // gi.multicast (tempVec, MULTICAST_PVS); } #define HOLD_FRAMES 0 void Weapon_ChainFist (edict_t *ent) { static int pause_frames[] = {0}; static int fire_frames[] = {8, 9, 16, 17, 18, 30, 31, 0}; // these are caches for the sound index. there's probably a better way to do this. // static int idle_index; // static int attack_index; float chance; int last_sequence; last_sequence = 0; // load chainsaw sounds and store the indexes for later use. // if (!idle_index && !attack_index) // { // idle_index = gi.soundindex("weapons/sawidle.wav"); // attack_index = gi.soundindex("weapons/sawhit.wav"); // } if (ent->client->ps.gunframe == 13 || ent->client->ps.gunframe == 23) // end of attack, go idle ent->client->ps.gunframe = 32; #if HOLD_FRAMES else if (ent->client->ps.gunframe == 9 && ((ent->client->buttons) & BUTTONS_ATTACK)) ent->client->ps.gunframe = 7; else if (ent->client->ps.gunframe == 18 && ((ent->client->buttons) & BUTTONS_ATTACK)) ent->client->ps.gunframe = 16; #endif // holds for idle sequence else if (ent->client->ps.gunframe == 42 && (rand()&7)) { if ((ent->client->pers.hand != CENTER_HANDED) && random() < 0.4) chainfist_smoke(ent); // ent->client->ps.gunframe = 40; } else if (ent->client->ps.gunframe == 51 && (rand()&7)) { if ((ent->client->pers.hand != CENTER_HANDED) && random() < 0.4) chainfist_smoke(ent); // ent->client->ps.gunframe = 49; } // set the appropriate weapon sound. if (ent->client->weaponstate == WEAPON_FIRING) // ent->client->weapon_sound = attack_index; ent->client->weapon_sound = gi.soundindex("weapons/sawhit.wav"); else if (ent->client->weaponstate == WEAPON_DROPPING) ent->client->weapon_sound = 0; else // ent->client->weapon_sound = idle_index; ent->client->weapon_sound = gi.soundindex("weapons/sawidle.wav"); Weapon_Generic (ent, 4, 32, 57, 60, pause_frames, fire_frames, weapon_chainfist_fire); // gi.dprintf("chainfist %d\n", ent->client->ps.gunframe); if ((ent->client->buttons) & BUTTONS_ATTACK) { if (ent->client->ps.gunframe == 13 || ent->client->ps.gunframe == 23 || ent->client->ps.gunframe == 32) { last_sequence = ent->client->ps.gunframe; ent->client->ps.gunframe = 6; } } if (ent->client->ps.gunframe == 6) { chance = random(); if (last_sequence == 13) // if we just did sequence 1, do 2 or 3. chance -= 0.34; else if (last_sequence == 23) // if we just did sequence 2, do 1 or 3 chance += 0.33; else if (last_sequence == 32) // if we just did sequence 3, do 1 or 2 { if (chance >= 0.33) chance += 0.34; } if (chance < 0.33) ent->client->ps.gunframe = 14; else if (chance < 0.66) ent->client->ps.gunframe = 24; } } /* ====================================================================== DISINTEGRATOR ====================================================================== */ void weapon_tracker_fire (edict_t *self, qboolean altfire) { vec3_t forward, right; vec3_t start; vec3_t end; vec3_t offset; edict_t *enemy; trace_t tr; int damage; vec3_t mins, maxs; // PMM - felt a little high at 25 if (deathmatch->value) damage = sk_disruptor_damage_dm->value; else damage = sk_disruptor_damage->value; if (is_quad) { // damage *= damage_multiplier; //PGM damage *= 4; } if (is_double) { damage *= 2; } VectorSet(mins, -16, -16, -16); VectorSet(maxs, 16, 16, 16); AngleVectors (self->client->v_angle, forward, right, NULL); VectorSet(offset, 24, 8, self->viewheight-8); P_ProjectSource (self->client, self->s.origin, offset, forward, right, start); // Zaero add if (EMPNukeCheck(self, start)) { self->client->ps.gunframe++; gi.sound (self, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); return; } // end Zaero // FIXME - can we shorten this? do we need to? VectorMA (start, WORLD_SIZE, forward, end); // was 8192 enemy = NULL; //PMM - doing two traces .. one point and one box. tr = gi.trace (start, vec3_origin, vec3_origin, end, self, MASK_SHOT); if (tr.ent != world) { //Knightmare- track all destroyable objects if (tr.ent->svflags & SVF_MONSTER || tr.ent->client || tr.ent->svflags & SVF_DAMAGEABLE || tr.ent->takedamage == DAMAGE_YES) { if (tr.ent->health > 0) enemy = tr.ent; } } else { tr = gi.trace (start, mins, maxs, end, self, MASK_SHOT); if (tr.ent != world) { if (tr.ent->svflags & SVF_MONSTER || tr.ent->client || tr.ent->svflags & SVF_DAMAGEABLE) { if (tr.ent->health > 0) enemy = tr.ent; } } } VectorScale (forward, -2, self->client->kick_origin); self->client->kick_angles[0] = -1; fire_tracker (self, start, forward, damage, sk_disruptor_speed->value, enemy); // send muzzle flash // Knightmare- Gen cam code // if (self->client && self->client->chasetoggle) if (self->client && self->client->chaseactive) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (self->client->oldplayer-g_edicts); gi.WriteByte (MZ_TRACKER | is_silenced); gi.multicast (self->client->oldplayer->s.origin, MULTICAST_PVS); } else { gi.WriteByte (svc_muzzleflash); gi.WriteShort (self-g_edicts); gi.WriteByte (MZ_TRACKER | is_silenced); gi.multicast (self->s.origin, MULTICAST_PVS); } PlayerNoise(self, start, PNOISE_WEAPON); self->client->ps.gunframe++; if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) self->client->pers.inventory[self->client->ammo_index] -= self->client->pers.weapon->quantity; } void Weapon_Disintegrator (edict_t *ent) { static int pause_frames[] = {14, 19, 23, 0}; // static int fire_frames[] = {7, 0}; static int fire_frames[] = {5, 0}; Weapon_Generic (ent, 4, 9, 29, 34, pause_frames, fire_frames, weapon_tracker_fire); if (is_quadfire) Weapon_Generic (ent, 4, 9, 29, 34, pause_frames, fire_frames, weapon_tracker_fire); } /* ====================================================================== ETF RIFLE ====================================================================== */ void weapon_etf_rifle_fire (edict_t *ent, qboolean altfire) { vec3_t forward, right, up; vec3_t start, tempPt; int damage; float damage_radius; //was = 3 int radius_damage; int i; vec3_t angles; vec3_t offset; damage_radius = sk_etf_rifle_radius->value; radius_damage = sk_etf_rifle_radius_damage->value; if (deathmatch->value) damage = sk_etf_rifle_damage->value; else damage = sk_etf_rifle_damage->value; // PGM - adjusted to use the quantity entry in the weapon structure. if (ent->client->pers.inventory[ent->client->ammo_index] < ent->client->pers.weapon->quantity) { VectorClear (ent->client->kick_origin); VectorClear (ent->client->kick_angles); ent->client->ps.gunframe = 8; 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; damage_radius *= 4; } if (is_double) { damage *= 2; damage_radius *= 2; } for (i=0;i<3;i++) { ent->client->kick_origin[i] = crandom() * 0.85; ent->client->kick_angles[i] = crandom() * 0.85; } // get start / end positions VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles); // AngleVectors (angles, forward, right, NULL); // gi.dprintf("v_angle: %s\n", vtos(ent->client->v_angle)); AngleVectors (ent->client->v_angle, forward, right, up); // FIXME - set correct frames for different offsets. if (ent->client->ps.gunframe == 6) // right barrel { // gi.dprintf("right\n"); VectorSet(offset, 15, 8, -8); } else // left barrel { // gi.dprintf("left\n"); VectorSet(offset, 15, 6, -8); } VectorCopy (ent->s.origin, tempPt); tempPt[2] += ent->viewheight; P_ProjectSource2 (ent->client, tempPt, offset, forward, right, up, start); // gi.dprintf("start: %s\n", vtos(start)); fire_flechette (ent, start, forward, damage, sk_etf_rifle_speed->value, damage_radius, radius_damage); // send muzzle flash //Knightmare- Gen cam code if (ent->client && ent->client->chaseactive) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent->client->oldplayer-g_edicts); gi.WriteByte (MZ_ETF_RIFLE | is_silenced); gi.multicast (ent->client->oldplayer->s.origin, MULTICAST_PVS); } else { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_ETF_RIFLE | is_silenced); gi.multicast (ent->s.origin, MULTICAST_PVS); } PlayerNoise(ent, start, PNOISE_WEAPON); ent->client->ps.gunframe++; if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity; 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; } } void Weapon_ETF_Rifle (edict_t *ent) { static int pause_frames[] = {18, 28, 0}; static int fire_frames[] = {6, 7, 0}; // static int idle_seq; // note - if you change the fire frame number, fix the offset in weapon_etf_rifle_fire. // if (!(ent->client->buttons & BUTTON_ATTACK)) // ent->client->machinegun_shots = 0; if (ent->client->weaponstate == WEAPON_FIRING) { if (ent->client->pers.inventory[ent->client->ammo_index] <= 0) ent->client->ps.gunframe = 8; } Weapon_Generic (ent, 4, 7, 37, 41, pause_frames, fire_frames, weapon_etf_rifle_fire); if (ent->client->ps.gunframe == 8 && (ent->client->buttons & BUTTONS_ATTACK)) ent->client->ps.gunframe = 6; if (is_quadfire) { Weapon_Generic (ent, 4, 7, 37, 41, pause_frames, fire_frames, weapon_etf_rifle_fire); if (ent->client->ps.gunframe == 8 && (ent->client->buttons & BUTTONS_ATTACK)) ent->client->ps.gunframe = 6; } //gi.dprintf("etf rifle %d\n", ent->client->ps.gunframe); } // pgm - this now uses ent->client->pers.weapon->quantity like all the other weapons //#define HEATBEAM_AMMO_USE 2 #define HEATBEAM_DM_DMG 30 #define HEATBEAM_SP_DMG 30 void Heatbeam_Fire (edict_t *ent, qboolean altfire) { vec3_t start; vec3_t forward, right, up; vec3_t offset; int damage; int kick; // for comparison, the hyperblaster is 15/20 // jim requested more damage, so try 15/15 --- PGM 07/23/98 if (deathmatch->value) damage = sk_plasmabeam_damage->value; else damage = sk_plasmabeam_damage->value; if (deathmatch->value) // really knock 'em around in deathmatch kick = 75; else kick = 30; // if (ent->client->pers.inventory[ent->client->ammo_index] < HEATBEAM_AMMO_USE) // { // NoAmmoWeaponChange (ent); // return; // } ent->client->ps.gunframe++; // Zaero- moved below if (ent->client && !ent->client->chaseactive) // Knightmare- fix for third person mode ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer2/tris.md2"); if (is_quad) { // damage *= damage_multiplier; damage *= 4; // kick *= damage_multiplier; kick *= 4; } if (is_double) { damage *= 2; kick *= 2; } VectorClear (ent->client->kick_origin); VectorClear (ent->client->kick_angles); // get start / end positions AngleVectors (ent->client->v_angle, forward, right, up); // This offset is the "view" offset for the beam start (used by trace) VectorSet(offset, 7, 2, ent->viewheight-3); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); // This offset is the entity offset VectorSet(offset, 2, 7, -3); // Zaero add if (EMPNukeCheck(ent, start)) { gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); return; } // end Zaero fire_heat (ent, start, forward, offset, damage, kick, false); // send muzzle flash // Knightmare- Gen cam code // if (ent->client && ent->client->chasetoggle) if (ent->client && ent->client->chaseactive) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent->client->oldplayer-g_edicts); gi.WriteByte (MZ_HEATBEAM | is_silenced); gi.multicast (ent->client->oldplayer->s.origin, MULTICAST_PVS); } else { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_HEATBEAM | 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->pers.weapon->quantity; 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; } } void Weapon_Heatbeam (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}; static int pause_frames[] = {35, 0}; // static int fire_frames[] = {9, 0}; static int fire_frames[] = {9, 10, 11, 12, 0}; // static int attack_index; // static int off_model, on_model; // if ((g_showlogic) && (g_showlogic->value)) { // gi.dprintf ("Frame %d, skin %d\n", ent->client->ps.gunframe, ent->client->ps.gunskin); // } // if (!attack_index) // { // attack_index = gi.soundindex ("weapons/bfg__l1a.wav"); // off_model = gi.modelindex ("models/weapons/v_beamer/tris.md2"); // on_model = gi.modelindex ("models/weapons/v_beamer2/tris.md2"); //ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model); // } if (ent->client->weaponstate == WEAPON_FIRING) { // ent->client->weapon_sound = attack_index; ent->client->weapon_sound = gi.soundindex ("weapons/bfg__l1a.wav"); if ((ent->client->pers.inventory[ent->client->ammo_index] >= 2) && ((ent->client->buttons) & BUTTONS_ATTACK)) { // if (ent->client->ps.gunframe >= 9 && ((ent->client->buttons) & BUTTON_ATTACK)) // if (ent->client->ps.gunframe >= 12 && ((ent->client->buttons) & BUTTON_ATTACK)) if (ent->client->ps.gunframe >= 13) { ent->client->ps.gunframe = 9; // ent->client->ps.gunframe = 8; // ent->client->ps.gunskin = 0; // ent->client->ps.gunindex = on_model; if (ent->client && !ent->client->chaseactive) //Knightmare- fix for third person mode ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer2/tris.md2"); } else { // ent->client->ps.gunskin = 1; // ent->client->ps.gunindex = on_model; if (ent->client && !ent->client->chaseactive) //Knightmare- fix for third person mode ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer2/tris.md2"); } } else { // ent->client->ps.gunframe = 10; ent->client->ps.gunframe = 13; // ent->client->ps.gunskin = 1; // ent->client->ps.gunindex = off_model; if (ent->client && !ent->client->chaseactive) //Knightmare- fix for third person mode ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer/tris.md2"); } } else { // ent->client->ps.gunskin = 1; // ent->client->ps.gunindex = off_model; if (ent->client && !ent->client->chaseactive) //Knightmare- fix for third person mode ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer/tris.md2"); ent->client->weapon_sound = 0; } // Weapon_Generic (ent, 8, 9, 39, 44, pause_frames, fire_frames, Heatbeam_Fire); Weapon_Generic (ent, 8, 12, 39, 44, pause_frames, fire_frames, Heatbeam_Fire); if (is_quadfire) Weapon_Generic (ent, 8, 12, 39, 44, pause_frames, fire_frames, Heatbeam_Fire); } /* ====================================================================== SHOCKWAVE ====================================================================== */ void Shockwave_Fire (edict_t *ent, qboolean altfire) { vec3_t offset, start; vec3_t forward, right; int damage; float damage_radius; int radius_damage; qboolean emp_missfire = false; // added for Zaero damage = sk_shockwave_damage->value + (int)(random() * sk_shockwave_damage2->value); radius_damage = sk_shockwave_rdamage->value; damage_radius = sk_shockwave_radius->value; if (is_quad) { damage *= 4; radius_damage *= 4; } if (is_double) { damage *= 2; radius_damage *= 2; } // Zaero- moved here AngleVectors (ent->client->v_angle, forward, right, NULL); VectorScale (forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -1; VectorSet(offset, 0, 7, ent->viewheight-8); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); // Zaero add if (EMPNukeCheck(ent, start)) { emp_missfire = true; // ent->client->ps.gunframe++; // gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); // return; } // end Zaero if (ent->client->ps.gunframe == 5) // spin up and fire sound { if (emp_missfire) gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); else gi.sound (ent, CHAN_AUTO, gi.soundindex("weapons/shockfire.wav"), 1.0, ATTN_NORM, 0); ent->client->ps.gunframe++; return; } else if (ent->client->ps.gunframe > 20) { ent->client->ps.gunframe++; return; } else if (ent->client->ps.gunframe < 20) { ent->client->ps.gunframe++; return; } // Zaero add if (emp_missfire) { ent->client->ps.gunframe++; return; } // end Zaero /* Zaero- moved above AngleVectors (ent->client->v_angle, forward, right, NULL); VectorScale (forward, -2, ent->client->kick_origin); ent->client->kick_angles[0] = -1; VectorSet(offset, 0, 7, ent->viewheight-8); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); */ fire_shock_sphere (ent, start, forward, damage, sk_shockwave_speed->value, damage_radius, radius_damage); // send muzzle flash and sound // Knightmare- Gen cam code if (ent->client && ent->client->chaseactive) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent->client->oldplayer-g_edicts); gi.WriteByte (MZ2_MAKRON_BFG); gi.multicast (ent->client->oldplayer->s.origin, MULTICAST_PVS); } else { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ2_MAKRON_BFG); 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] -= 1; } void Weapon_Shockwave (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, 22, 0}; Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Shockwave_Fire); // RAFAEL if (is_quadfire) Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Shockwave_Fire); } // SKWiD MOD /* ====================================================================== Plasma Rifle ====================================================================== */ void weapon_plasma_rifle_fire (edict_t *ent, qboolean altfire) { vec3_t offset, start; vec3_t forward, right; int damage; if ( ent->client->pers.plasma_mode ) { if (deathmatch->value) // tone down for deathmatch damage = (int)sk_plasma_rifle_damage_spread_dm->value; else damage = (int)sk_plasma_rifle_damage_spread->value; } else { if (deathmatch->value) // tone down for deathmatch damage = (int)sk_plasma_rifle_damage_bounce_dm->value; else damage = (int)sk_plasma_rifle_damage_bounce->value; } if (is_quad) { damage *= 4; } if (is_double) { damage *= 2; } // if outa ammo, don't fire if (ent->client->pers.inventory[ent->client->ammo_index] < 1) { ent->client->ps.gunframe++; if (level.time >= ent->pain_debounce_time) { gi.sound(ent, CHAN_VOICE, gi.soundindex(PLASMA_SOUND_EMPTY), 1, ATTN_NORM, 0); ent->pain_debounce_time = level.time + 1; } NoAmmoWeaponChange (ent); return; } if (ent->client->ps.gunframe == 4) { AngleVectors (ent->client->v_angle, forward, right, NULL); VectorScale (forward, -2, ent->client->kick_origin); // fire weapon VectorSet(offset, 8, 8, ent->viewheight-8); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); // Zaero add if (EMPNukeCheck(ent, start)) { ent->client->ps.gunframe++; gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0); return; } // end Zaero if ( ent->client->pers.plasma_mode ) { gi.sound( ent, CHAN_WEAPON, gi.soundindex(PLASMA_SOUND_FIRE2), 1, ATTN_NORM,0 ); fire_plasma_rifle (ent, start, forward, damage, (int)sk_plasma_rifle_speed_spread->value, true); } else { gi.sound( ent, CHAN_WEAPON, gi.soundindex(PLASMA_SOUND_FIRE1), 1, ATTN_NORM,0 ); fire_plasma_rifle (ent, start, forward, damage, (int)sk_plasma_rifle_speed_bounce->value, false); } if ( !( (int)dmflags->value & DF_INFINITE_AMMO ) ) ent->client->pers.inventory[ent->client->ammo_index] -= PLASMA_CELLS_PER_SHOT; // was -= 1 // make a big pitch kick with an inverse fall ent->client->v_dmg_pitch = -2; ent->client->v_dmg_roll = crandom()*2; ent->client->v_dmg_time = level.time + DAMAGE_TIME; } //-bat Silence?? // 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); } void Weapon_Plasma_Rifle (edict_t *ent) { static int pause_frames[] = {16, 46, 0}; static int fire_frames[] = {4, 5, 0}; Weapon_Generic (ent, 3, 11, 46, 51, pause_frames, fire_frames, weapon_plasma_rifle_fire); // RAFAEL if (is_quadfire) Weapon_Generic (ent, 3, 11, 46, 51, pause_frames, fire_frames, weapon_plasma_rifle_fire); } // end SKWiD MOD //====================================================================== void Weapon_Null (edict_t *ent) { if (ent->client->newweapon) ChangeWeapon(ent); } //====================================================================== qboolean Pickup_Health (edict_t *ent, edict_t *other); void kick_attack (edict_t *ent ) { vec3_t start; vec3_t forward, right; vec3_t offset; int damage = sk_jump_kick_damage->value; int kick = 300; trace_t tr; vec3_t end; if (ent->client->quad_framenum > level.framenum) { damage *= 4; kick *= 4; } if (ent->client->double_framenum > level.framenum) { damage *= 2; kick *= 2; } AngleVectors (ent->client->v_angle, forward, right, NULL); VectorScale (forward, 0, ent->client->kick_origin); VectorSet(offset, 0, 0, ent->viewheight-20); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); VectorMA( start, 25, forward, end ); tr = gi.trace (ent->s.origin, NULL, NULL, end, ent, MASK_SHOT); // don't need to check for water if (!((tr.surface) && (tr.surface->flags & SURF_SKY))) { if (tr.fraction < 1.0) { if (tr.ent->takedamage) { if ( tr.ent->health <= 0 ) return; // Knightmare- don't jump kick exploboxes or pushable crates, or insanes, or ambient models if (!strcmp(tr.ent->classname, "misc_explobox") || !strcmp(tr.ent->classname, "func_pushable") || !strcmp(tr.ent->classname, "model_spawn") || !strcmp(tr.ent->classname, "model_train") || !strcmp(tr.ent->classname, "misc_insane")) return; // also don't jumpkick actors, unless they're bad guys if (!strcmp(tr.ent->classname, "misc_actor") && (tr.ent->monsterinfo.aiflags & AI_GOOD_GUY)) return; // nor goodguy monsters if (strstr(tr.ent->classname, "monster_") && tr.ent->monsterinfo.aiflags & AI_GOOD_GUY) return; // nor shootable items if (tr.ent->item && (strstr(tr.ent->classname, "ammo_") || strstr(tr.ent->classname, "weapon_") || strstr(tr.ent->classname, "item_") || strstr(tr.ent->classname, "key_") || tr.ent->item->pickup == Pickup_Health) ) return; if (((tr.ent != ent) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value) && OnSameTeam (tr.ent, ent))) return; // zucc stop powerful upwards kicking // forward[2] = 0; // glass fx T_Damage (tr.ent, ent, ent, forward, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_KICK ); gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/kick.wav"), 1, ATTN_NORM, 0); PlayerNoise(ent, ent->s.origin, PNOISE_SELF); ent->client->jumping = 0; // only 1 jumpkick per jump } } } }