#include "g_local.h" #include "m_actor.h" void muzzleflash_think(edict_t *flash) { if(level.time >= flash->wait) { flash->svflags |= SVF_NOCLIENT; flash->s.effects &= ~EF_HYPERBLASTER; } else { flash->svflags &= ~SVF_NOCLIENT; if(flash->s.frame ^= 1) flash->s.effects |= EF_HYPERBLASTER; else flash->s.effects &= ~EF_HYPERBLASTER; flash->nextthink = level.time + FRAMETIME; } gi.linkentity(flash); } void TraceAimPoint(vec3_t start,vec3_t target) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_DEBUGTRAIL); gi.WritePosition (start); gi.WritePosition (target); gi.multicast (start, MULTICAST_ALL); } void ActorTarget(edict_t *self, vec3_t target) { float accuracy; float dist; float tf; vec3_t v; if(!self->enemy) { VectorClear(target); return; } if(self->monsterinfo.aiflags & AI_GOOD_GUY) accuracy = 5.0 - skill->value; else accuracy = skill->value + 2.0; if (self->enemy->health > 0) { int weapon; trace_t tr; vec3_t start; qboolean can_see=false; VectorCopy(self->s.origin,start); start[2] += self->viewheight; VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target); weapon = self->actor_weapon[self->actor_current_weapon]; if(weapon == 7 && (rand() & 1)) { // Fire rockets at feet half the time target[2] += self->enemy->mins[2] + 1; tr = gi.trace(start,NULL,NULL,target,self,MASK_SHOT); if(tr.ent == self->enemy) can_see=true; else target[2] -= self->enemy->mins[2] + 1; } if(!can_see) { // Fire at origin if origin can be seen tr = gi.trace(start,NULL,NULL,target,self,MASK_SHOT); if(tr.ent == self->enemy) can_see = true; } // Otherwise fire at eyeballs if(!can_see) target[2] += self->enemy->viewheight; } else { // For dead targets, fire at center of bounding box (point entities) // or origin (brush models) if(self->enemy->solid == SOLID_BBOX) VectorMA(self->enemy->absmin,0.5,self->enemy->size,target); else VectorAdd(self->enemy->s.origin,self->enemy->origin_offset,target); } if(accuracy == 5.0) return; VectorSubtract(target,self->s.origin,v); dist = VectorLength(v); tf = (dist < 256) ? dist/2 : 256; tf *= (float) (5.0 - accuracy) / 25.0; VectorAdd(target, tv(crandom() * tf, crandom() * tf, crandom() * tf * 0.2), target); } // Blaster void actorBlaster (edict_t *self) { vec3_t start, target; vec3_t forward, right, up; int damage; int effect, color; if(!self->enemy || !self->enemy->inuse) return; // Knightmare- select color and effect if (sk_blaster_color->value == 2) { //green color = BLASTER_GREEN; effect = (EF_BLASTER|EF_TRACKER); } else if (sk_blaster_color->value == 3) { //blue color = BLASTER_BLUE; #ifdef KMQUAKE2_ENGINE_MOD effect = EF_BLASTER|EF_BLUEHYPERBLASTER; #else effect = EF_BLUEHYPERBLASTER; #endif } #ifdef KMQUAKE2_ENGINE_MOD else if (sk_blaster_color->value == 4) {//red color = BLASTER_RED; effect = EF_BLASTER|EF_IONRIPPER; } #endif else { //standard yellow color = BLASTER_ORANGE; effect = EF_BLASTER; } AngleVectors (self->s.angles, forward, right, up); G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); if(self->monsterinfo.aiflags & AI_TWO_GUNS) damage = 5; else damage = 10; monster_fire_blaster (self, start, forward, damage, 600, MZ2_SOLDIER_BLASTER_2, effect, color); if(developer->value) TraceAimPoint(start,target); if(self->monsterinfo.aiflags & AI_TWO_GUNS) { G_ProjectSource2(self->s.origin,self->muzzle2,forward,right,up,start); VectorSubtract (target, start, forward); VectorNormalize (forward); monster_fire_blaster (self, start, forward, damage, 600, MZ2_SOLDIER_BLASTER_2, effect, color); } } // Shotgun void actorShotgun (edict_t *self) { vec3_t start, target; vec3_t forward, right, up; if(!self->enemy || !self->enemy->inuse) return; AngleVectors (self->s.angles, forward, right, up); if(self->monsterinfo.aiflags & AI_TWO_GUNS) { if(self->framenumbers % 2) G_ProjectSource2(self->s.origin, self->muzzle2, forward, right, up, start); else G_ProjectSource2(self->s.origin, self->muzzle, forward, right, up, start); self->framenumbers++; } else G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); fire_shotgun (self, start, forward, 4, 8, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN); gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_CHAINFIST_SMOKE); gi.WritePosition(start); gi.multicast(start, MULTICAST_PVS); gi.positioned_sound(start,self,CHAN_WEAPON,gi.soundindex("weapons/shotgf1b.wav"),1,ATTN_NORM,0); if(self->flash) { VectorCopy(start,self->flash->s.origin); self->flash->s.frame = 0; self->flash->think = muzzleflash_think; self->flash->wait = level.time + FRAMETIME; self->flash->think(self->flash); } if(developer->value) { if (!(self->monsterinfo.aiflags & AI_TWO_GUNS) || (self->framenumbers % 2)) TraceAimPoint(start,target); } } // Super Shotgun void actorSuperShotgun (edict_t *self) { vec3_t start, target; vec3_t forward, right, up; vec3_t angles; if(!self->enemy || !self->enemy->inuse) return; AngleVectors (self->s.angles, forward, right, up); if(self->monsterinfo.aiflags & AI_TWO_GUNS) { if(self->framenumbers % 2) G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start); else G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); self->framenumbers++; } else G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); vectoangles(forward,angles); angles[YAW] -= 5; AngleVectors(angles,forward,NULL,NULL); fire_shotgun (self, start, forward, 6, 12, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN); angles[YAW] += 10; AngleVectors(angles,forward,NULL,NULL); fire_shotgun (self, start, forward, 6, 12, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN); gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_CHAINFIST_SMOKE); gi.WritePosition(start); gi.multicast(start, MULTICAST_PVS); gi.positioned_sound(start,self,CHAN_WEAPON,gi.soundindex("weapons/sshotf1b.wav"),1,ATTN_NORM,0); if(self->flash) { VectorCopy(start,self->flash->s.origin); self->flash->s.frame = 0; self->flash->think = muzzleflash_think; self->flash->wait = level.time + FRAMETIME; self->flash->think(self->flash); } if(developer->value) { if (!(self->monsterinfo.aiflags & AI_TWO_GUNS) || (self->framenumbers % 2)) TraceAimPoint(start,target); } } // Machinegun void actorMachineGun (edict_t *self) { vec3_t start, target; vec3_t forward, right, up; int damage; if(!self->enemy || !self->enemy->inuse) { self->monsterinfo.pausetime = 0; return; } AngleVectors (self->s.angles, forward, right, up); G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); if(self->monsterinfo.aiflags & AI_TWO_GUNS) damage = 3; else damage = 4; fire_bullet (self, start, forward, damage, 2, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN); gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_CHAINFIST_SMOKE); gi.WritePosition(start); gi.multicast(start, MULTICAST_PVS); gi.positioned_sound(start,self,CHAN_WEAPON,gi.soundindex(va("weapons/machgf%db.wav",self->actor_gunframe % 5 + 1)),1,ATTN_NORM,0); if(self->flash) { VectorCopy(start,self->flash->s.origin); self->flash->think = muzzleflash_think; self->flash->wait = level.time + FRAMETIME; self->flash->think(self->flash); } if(developer->value) TraceAimPoint(start,target); if(self->monsterinfo.aiflags & AI_TWO_GUNS) { G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); fire_bullet (self, start, forward, damage, 2, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN); gi.WriteByte(svc_temp_entity); gi.WriteByte(TE_CHAINFIST_SMOKE); gi.WritePosition(start); gi.multicast(start, MULTICAST_PVS); } } // Chaingun void actorChaingun (edict_t *self) { vec3_t start, target; vec3_t forward, right, up; int i; int shots; int damage; if(!self->enemy || !self->enemy->inuse) self->monsterinfo.pausetime = 0; if(level.time >= self->monsterinfo.pausetime) { self->s.sound = 0; gi.sound(self,CHAN_AUTO,gi.soundindex("weapons/chngnd1a.wav"),1,ATTN_IDLE,0); return; } if(self->actor_gunframe == 0) gi.sound(self, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0); if(self->actor_gunframe == 21 && level.time < self->monsterinfo.pausetime) self->actor_gunframe = 15; else self->actor_gunframe++; self->s.sound = gi.soundindex("weapons/chngnl1a.wav"); #ifdef LOOP_SOUND_ATTENUATION self->s.attenuation = ATTN_IDLE; #endif if(self->actor_gunframe <= 9) shots = 1; else if(self->actor_gunframe <= 14) shots = 2; else shots = 3; AngleVectors (self->s.angles, forward, right, up); G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); if(self->monsterinfo.aiflags & AI_TWO_GUNS) damage = 2; else damage = 4; for(i=0; iactor_gunframe % 5 + 1)),1,ATTN_NORM,0); if(self->flash) { VectorCopy(start,self->flash->s.origin); self->flash->think = muzzleflash_think; self->flash->wait = level.time + FRAMETIME; self->flash->think(self->flash); } if(developer->value) TraceAimPoint(start,target); if(self->monsterinfo.aiflags & AI_TWO_GUNS) { G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); for(i=0; ienemy || !self->enemy->inuse) return; AngleVectors (self->s.angles, forward, right, up); if(self->monsterinfo.aiflags & AI_TWO_GUNS) { if(self->framenumbers % 2) G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start); else G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); self->framenumbers++; } else G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); ActorTarget(self,target); if(self->enemy->absmin[2] <= self->absmax[2]) target[2] += self->enemy->mins[2] - self->enemy->viewheight; VectorSubtract(target, start, aim); // lead target... 20, 35, 50, 65 chance of leading if( random() < (0.2 + skill->value * 0.15) ) { float dist; float time; dist = VectorLength (aim); time = dist/GRENADE_VELOCITY; // Not correct, but better than nothin' VectorMA(target, time, self->enemy->velocity, target); VectorSubtract(target, start, aim); } VectorCopy(aim,forward); VectorNormalize (aim); if(aim[2] < 1.0) { float cosa, t, x, vx, y; float drop; float last_error, last_up, v_error; int i; VectorCopy(forward,target); // save target point // horizontal distance to target x = sqrt( forward[0]*forward[0] + forward[1]*forward[1]); cosa = sqrt(aim[0]*aim[0] + aim[1]*aim[1]); // constant horizontal velocity (since grenades don't have drag) vx = GRENADE_VELOCITY * cosa; // time to reach target x t = x/vx; // in that time, grenade will drop this much: drop = 0.5*sv_gravity->value*t*(t+FRAMETIME); forward[2] = target[2] + drop; // this is a good first cut, but incorrect since angle now changes, so // horizontal speed changes VectorCopy(forward,aim); VectorNormalize(aim); cosa = sqrt(aim[0]*aim[0] + aim[1]*aim[1]); vx = GRENADE_VELOCITY * cosa; t = x/vx; y = GRENADE_VELOCITY*aim[2]*t - 0.5*sv_gravity->value*t*(t+FRAMETIME); v_error = target[2]-y; last_error = 2*v_error; for(i=0; i<10 && fabs(v_error) > 4 && fabs(v_error) < fabs(last_error); i++) { drop = 0.5*sv_gravity->value*t*(t+FRAMETIME); forward[2] = target[2] + drop; VectorCopy(forward,aim); VectorNormalize(aim); cosa = sqrt(aim[0]*aim[0] + aim[1]*aim[1]); vx = GRENADE_VELOCITY * cosa; t = x/vx; y = GRENADE_VELOCITY*aim[2]*t - 0.5*sv_gravity->value*t*(t+FRAMETIME); v_error = target[2]-y; // If error is increasing... we can't get there from here and // probably shouldn't be here in the first place. Too late now... // use last aim vector and shoot. if(fabs(v_error) < fabs(last_error)) last_up = forward[2]; } if(fabs(v_error) > fabs(last_error)) { forward[2] = last_up; VectorCopy(forward,aim); VectorNormalize(aim); } // Sanity check... if gunner is at the same elevation or a bit above the // target entity, check to make sure he won't bounce grenades off the // top of a doorway. If he WOULD do that, then figure out the max elevation // angle that will get the grenade through the door, and hope we get a // good bounce. if( (self->s.origin[2] - self->enemy->s.origin[2] < 160) && (self->s.origin[2] - self->enemy->s.origin[2] > -16) ) { trace_t tr; VectorAdd(start,forward,target); tr = gi.trace(start,vec3_origin,vec3_origin,target,self,MASK_SOLID); if(tr.fraction < 1.0) { // OK... the aim vector hit a solid, but would the grenade actually hit? int contents; cosa = sqrt(aim[0]*aim[0] + aim[1]*aim[1]); vx = GRENADE_VELOCITY * cosa; VectorSubtract(tr.endpos,start,dist); dist[2] = 0; x = VectorLength(dist); t = x/vx; drop = 0.5*sv_gravity->value*t*(t+FRAMETIME); tr.endpos[2] -= drop; // move just a bit in the aim direction tr.endpos[0] += aim[0]; tr.endpos[1] += aim[1]; contents = gi.pointcontents(tr.endpos); while((contents & MASK_SOLID) && (target[2] > self->enemy->s.origin[2])) { target[2] -= 8.0; VectorSubtract(target,start,forward); VectorCopy(forward,aim); VectorNormalize(aim); tr = gi.trace(start,vec3_origin,vec3_origin,target,self,MASK_SOLID); if(tr.fraction < 1.0) { cosa = sqrt(aim[0]*aim[0] + aim[1]*aim[1]); vx = GRENADE_VELOCITY * cosa; VectorSubtract(tr.endpos,start,dist); dist[2] = 0; x = VectorLength(dist); t = x/vx; drop = 0.5*sv_gravity->value*t*(t+FRAMETIME); tr.endpos[2] -= drop; tr.endpos[0] += aim[0]; tr.endpos[1] += aim[1]; contents = gi.pointcontents(tr.endpos); } // drop aim point another bit for insurance target[2] -= 8; VectorSubtract(target,start,forward); VectorCopy(forward,aim); VectorNormalize(aim); } } } } // DWH - take into account (sort of) Lazarus feature of adding shooter's velocity to // grenade velocity monster_speed = VectorLength(self->velocity); if(monster_speed > 0) { vec3_t v1; vec_t delta; VectorCopy(self->velocity,v1); VectorNormalize(v1); delta = -monster_speed/GRENADE_VELOCITY; VectorMA(aim,delta,v1,aim); VectorNormalize(aim); } fire_grenade (self, start, aim, 50, GRENADE_VELOCITY, 2.5, 90, false); gi.positioned_sound(start,self,CHAN_WEAPON,gi.soundindex("weapons/grenlf1a.wav"),1,ATTN_NORM,0); if(developer->value) { if (!(self->monsterinfo.aiflags & AI_TWO_GUNS) || (self->framenumbers % 2)) TraceAimPoint(start,target); } } // Rocket Launcher void actorRocket (edict_t *self) { vec3_t start, target; vec3_t forward, right, up; int damage = 80; if(!self->enemy || !self->enemy->inuse) return; AngleVectors (self->s.angles, forward, right, up); if(self->monsterinfo.aiflags & AI_TWO_GUNS) { if(self->framenumbers % 2) G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start); else G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); self->framenumbers++; } else G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); fire_rocket (self, start, forward, damage, 550, damage+20, damage, ( (self->spawnflags & SF_MONSTER_SPECIAL) ? self->enemy : NULL) ); gi.positioned_sound(start,self,CHAN_WEAPON,gi.soundindex("weapons/rocklf1a.wav"),1,ATTN_NORM,0); if(developer->value) { if (!(self->monsterinfo.aiflags & AI_TWO_GUNS) || (self->framenumbers % 2)) TraceAimPoint(start,target); } } // Hyperblaster void actorHyperblaster (edict_t *self) { vec3_t start, target; vec3_t forward, right, up; int damage; int effect; int color; if(!self->enemy || !self->enemy->inuse) { self->monsterinfo.pausetime = 0; self->s.sound = 0; return; } self->s.sound = gi.soundindex("weapons/hyprbl1a.wav"); #ifdef LOOP_SOUND_ATTENUATION self->s.attenuation = ATTN_IDLE; #endif if (level.time >= self->monsterinfo.pausetime) { self->actor_gunframe++; } else { // Knightmare- select color if (sk_hyperblaster_color->value == 2) //green color = BLASTER_GREEN; else if (sk_hyperblaster_color->value == 3) //blue color = BLASTER_BLUE; #ifdef KMQUAKE2_ENGINE_MOD else if (sk_hyperblaster_color->value == 4) //red color = BLASTER_RED; #endif else //standard yellow color = BLASTER_ORANGE; AngleVectors (self->s.angles, forward, right, up); G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); if ((random() * 3) < 1) { if (sk_hyperblaster_color->value == 2) //green effect = (EF_HYPERBLASTER|EF_TRACKER); else if (sk_hyperblaster_color->value == 3) //blue effect = EF_BLUEHYPERBLASTER; #ifdef KMQUAKE2_ENGINE_MOD else if (sk_hyperblaster_color->value == 4) //red effect = EF_HYPERBLASTER|EF_IONRIPPER; #endif else //standard yellow effect = EF_HYPERBLASTER; } else effect = 0; gi.positioned_sound(start,self,CHAN_WEAPON,gi.soundindex("weapons/hyprbf1a.wav"),1,ATTN_NORM,0); if(self->monsterinfo.aiflags & AI_TWO_GUNS) damage = 8; else damage = 15; fire_blaster (self, start, forward, damage, 1000, effect, true, color); if(developer->value) TraceAimPoint(start,target); if(self->monsterinfo.aiflags & AI_TWO_GUNS) { G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); if ((random() * 3) < 1) { if (sk_hyperblaster_color->value == 2) //green effect = (EF_HYPERBLASTER|EF_TRACKER); else if (sk_hyperblaster_color->value == 3) //blue effect = EF_BLUEHYPERBLASTER; #ifdef KMQUAKE2_ENGINE_MOD else if (sk_hyperblaster_color->value == 4) //red effect = EF_HYPERBLASTER|EF_IONRIPPER; #endif else //standard yellow effect = EF_HYPERBLASTER; } else effect = 0; fire_blaster (self, start, forward, damage, 1000, effect, true, color); } self->actor_gunframe++; if (self->actor_gunframe == 12) self->actor_gunframe = 6; } if (self->actor_gunframe == 12) { gi.sound(self, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0); self->s.sound = 0; } } // Railgun void actorRailGun (edict_t *self) { vec3_t start, target; vec3_t forward, right, up; if(!self->enemy || !self->enemy->inuse) return; AngleVectors (self->s.angles, forward, right, up); if(self->monsterinfo.aiflags & AI_TWO_GUNS) { if(self->framenumbers % 2) G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start); else G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); self->framenumbers++; } else G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); fire_rail (self, start, forward, 80, 100); // Do slightly less damage gi.positioned_sound(start,self,CHAN_WEAPON,gi.soundindex("weapons/railgf1a.wav"),1,ATTN_NORM,0); if(developer->value) { if (!(self->monsterinfo.aiflags & AI_TWO_GUNS) || (self->framenumbers % 2)) TraceAimPoint(start,target); } } // BFG void actorBFG (edict_t *self) { vec3_t start, target; vec3_t forward, right, up; if(!self->enemy || !self->enemy->inuse) { self->monsterinfo.pausetime = 0; return; } if(self->actor_gunframe == 0) gi.positioned_sound(self->s.origin,self,CHAN_WEAPON,gi.soundindex("weapons/bfg__f1y.wav"),1,ATTN_NORM,0); if(self->actor_gunframe == 10) { AngleVectors (self->s.angles, forward, right, up); if(self->monsterinfo.aiflags & AI_TWO_GUNS) { if(self->framenumbers % 2) G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start); else G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); self->framenumbers++; } else G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); fire_bfg (self, start, forward, 500, 300, 1000); self->endtime = level.time + 1; if(developer->value) { if (!(self->monsterinfo.aiflags & AI_TWO_GUNS) || (self->framenumbers % 2)) TraceAimPoint(start,target); } } self->actor_gunframe++; } // Knightmare- Mission pack weapon support // Ionripper void actorIonripper (edict_t *self) { vec3_t start, target; vec3_t forward, right, up; vec3_t tempang; int damage; if (!self->enemy || !self->enemy->inuse) return; VectorCopy (self->s.angles, tempang); tempang[YAW] += crandom(); AngleVectors (tempang, forward, right, up); G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); gi.positioned_sound(start,self,CHAN_WEAPON,gi.soundindex("weapons/rippfire.wav"),1,ATTN_NORM,0); if (self->monsterinfo.aiflags & AI_TWO_GUNS) damage = 40; else damage = 50; fire_ionripper (self, start, forward, damage, 500, EF_IONRIPPER); if (developer->value) TraceAimPoint(start,target); if (self->monsterinfo.aiflags & AI_TWO_GUNS) { G_ProjectSource2(self->s.origin, self->muzzle2, forward, right, up, start); VectorSubtract (target, start, forward); VectorNormalize (forward); fire_ionripper (self, start, forward, damage, 500, EF_IONRIPPER); } } // Phalanx void actorPhalanx (edict_t *self) { vec3_t start, target; vec3_t forward, right, up; int damage = 80; float damage_radius = 120; int radius_damage = 120; if (!self->enemy || !self->enemy->inuse) return; if (level.time >= self->monsterinfo.pausetime) return; if (self->actor_gunframe == 2 || self->actor_gunframe == 3) { AngleVectors (self->s.angles, forward, right, up); if(self->monsterinfo.aiflags & AI_TWO_GUNS) { if(self->framenumbers % 2) G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start); else G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); self->framenumbers++; } else G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); if (self->actor_gunframe == 3) { forward[YAW] -= 1.5; VectorNormalize (forward); fire_phalanx_plasma (self, start, forward, damage, 725, damage_radius, radius_damage); } else { forward[YAW] += 1.5; VectorNormalize (forward); fire_phalanx_plasma (self, start, forward, damage, 725, damage_radius, radius_damage); gi.positioned_sound(start,self,CHAN_WEAPON,gi.soundindex("weapons/plasshot.wav"),1,ATTN_NORM,0); if (developer->value) { if (!(self->monsterinfo.aiflags & AI_TWO_GUNS) || (self->framenumbers % 2)) TraceAimPoint(start,target); } } } self->actor_gunframe++; } // ETF_Rifle void actorETF_Rifle (edict_t *self) { vec3_t start, target; vec3_t forward, right, up; int damage; float damage_radius; int radius_damage; if (!self->enemy || !self->enemy->inuse) { self->monsterinfo.pausetime = 0; return; } if (level.time >= self->monsterinfo.pausetime) return; AngleVectors (self->s.angles, forward, right, up); G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); gi.positioned_sound(start,self,CHAN_WEAPON,gi.soundindex("weapons/nail1.wav"),1,ATTN_NORM,0); if (self->monsterinfo.aiflags & AI_TWO_GUNS) damage = 8; else damage = 10; damage_radius = 100; radius_damage = 20; fire_flechette (self, start, forward, damage, 1500, damage_radius, radius_damage); if (developer->value) TraceAimPoint(start,target); if (self->monsterinfo.aiflags & AI_TWO_GUNS) { G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); fire_flechette (self, start, forward, damage, 1500, damage_radius, radius_damage); } } // Plasma Beam void actorPlasmaBeam (edict_t *self) { vec3_t start, target; vec3_t forward, right, up; int damage, kick; if (!self->enemy || !self->enemy->inuse) { self->monsterinfo.pausetime = 0; self->s.sound = 0; return; } if (level.time >= self->monsterinfo.pausetime) { self->s.sound = 0; return; } self->s.sound = gi.soundindex("weapons/bfg__l1a.wav"); AngleVectors (self->s.angles, forward, right, up); if(self->monsterinfo.aiflags & AI_TWO_GUNS) { if(self->framenumbers % 2) G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start); else G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); self->framenumbers++; } else G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); damage = 15; kick = 30; fire_heat (self, start, forward, vec3_origin, damage, kick, false); gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (MZ2_WIDOW_PLASMABEAM); gi.multicast (start, MULTICAST_PVS); } // Disintegrator void actorDisintegrator (edict_t *self) { vec3_t start, target; vec3_t forward, right, up; int damage; if (!self->enemy || !self->enemy->inuse) return; AngleVectors (self->s.angles, forward, right, up); G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start); ActorTarget(self,target); VectorSubtract (target, start, forward); VectorNormalize (forward); gi.positioned_sound(start,self,CHAN_WEAPON,gi.soundindex("weapons/disint2.wav"),1,ATTN_NORM,0); if (self->monsterinfo.aiflags & AI_TWO_GUNS) damage = 30; else damage = 40; fire_tracker (self, start, forward, damage, sk_disruptor_speed->value, self->enemy); if (developer->value) TraceAimPoint(start,target); if (self->monsterinfo.aiflags & AI_TWO_GUNS) { G_ProjectSource2(self->s.origin, self->muzzle2, forward, right, up, start); VectorSubtract (target, start, forward); VectorNormalize (forward); // fire_ionripper (self, start, forward, damage, 500, EF_IONRIPPER); fire_tracker (self, start, forward, damage, sk_disruptor_speed->value, self->enemy); } }