/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Mr. Hyde and Mad Dog This file is part of Lazarus Quake 2 Mod source code. Lazarus Quake 2 Mod source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Lazarus Quake 2 Mod source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Lazarus Quake 2 Mod source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // g_weapon.c #include "g_local.h" #include "m_player.h" static qboolean is_quad; static byte is_silenced; void weapon_grenade_fire (edict_t *ent, qboolean held); void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result) { vec3_t _distance; VectorCopy (distance, _distance); // DWH //if (client->zoomed) // _distance[2] += 8; // end DWH if (client->pers.hand == LEFT_HANDED) _distance[1] *= -1; else if (client->pers.hand == CENTER_HANDED) _distance[1] = 0; G_ProjectSource (point, _distance, forward, right, result); } /* =============== PlayerNoise Each player can have two noise objects associated with it: a personal noise (jumping, pain, weapon firing), and a weapon target noise (bullet wall impacts) Monsters that don't directly see the player can move to a noise in hopes of seeing the player from there. =============== */ void PlayerNoise(edict_t *who, vec3_t where, int type) { edict_t *noise; if (type == PNOISE_WEAPON) { if (who->client->silencer_shots) { who->client->silencer_shots--; return; } } if (deathmatch->value) return; if (who->flags & FL_NOTARGET) return; if (who->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"; noise->class_id = ENTITY_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"; noise->class_id = ENTITY_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 // Lazarus: blaster doesn't use ammo if (ent->item->ammo) { 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; } /* =============== 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) { 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; // DWH: Don't display weapon if in 3rd person if (!ent->client->chasetoggle) ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model); // 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; 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 ================= */ void NoAmmoWeaponChange (edict_t *ent) { if ( ent->client->pers.inventory[slugs_index] && ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))] ) { ent->client->newweapon = FindItem ("railgun"); return; } if ( ent->client->pers.inventory[cells_index] && ent->client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))] ) { ent->client->newweapon = FindItem ("hyperblaster"); return; } if ( ent->client->pers.inventory[bullets_index] && ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))] ) { ent->client->newweapon = FindItem ("chaingun"); return; } if ( ent->client->pers.inventory[bullets_index] && ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))] ) { ent->client->newweapon = FindItem ("machinegun"); return; } if ( ent->client->pers.inventory[shells_index] > 1 && ent->client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))] ) { ent->client->newweapon = FindItem ("super shotgun"); return; } if ( ent->client->pers.inventory[shells_index] && 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); } // Lazarus: Don't fire if game is frozen if (level.freeze) return; if (ent->flags & FL_TURRET_OWNER) { // Knightmare- no weapon activity while controlling turret ent->client->ps.gunframe = 0; ent->client->weaponstate = WEAPON_ACTIVATING; if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTONS_ATTACK) ) { ent->client->latched_buttons &= ~BUTTONS_ATTACK; turret_breach_fire (ent->turret); } return; } // call active weapon think routine if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink) { is_quad = (ent->client->quad_framenum > level.framenum); if (ent->client->silencer_shots) is_silenced = MZ_SILENCED; else is_silenced = 0; ent->client->pers.weapon->weaponthink (ent); } } /* ================ Use_Weapon Make the weapon ready if there is ammo ================ */ void Use_Weapon (edict_t *ent, gitem_t *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 ( (index == current_weapon_index) || ( (index == rl_index) && (current_weapon_index == hml_index) ) || ( (index == hml_index) && (current_weapon_index == rl_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; } 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; } } safe_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) { safe_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; } /* ================ 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) ) { safe_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) { safe_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_Generic2 (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent, qboolean altfire)) { int n; int oldstate = ent->client->weaponstate; qboolean haste_applied = false; if (ent->deadflag || ent->s.modelindex != MAX_MODELS-1) // VWep animations screw up corpses { return; } 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; 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 == 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) ) { 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); } ent->client->latched_buttons &= ~BUTTONS_ATTACK; } else { if (ent->client->ps.gunframe == FRAME_IDLE_LAST) { ent->client->ps.gunframe = FRAME_IDLE_FIRST; return; } if (pause_frames) { for (n = 0; pause_frames[n]; n++) { if (ent->client->ps.gunframe == pause_frames[n]) { if (rand()&15) return; } } } ent->client->ps.gunframe++; return; } } if (ent->client->weaponstate == WEAPON_FIRING) { for (n = 0; fire_frames[n]; n++) { if (ent->client->ps.gunframe == fire_frames[n]) { //ZOID if (!CTFApplyStrengthSound(ent)) //ZOID if (ent->client->quad_framenum > level.framenum) gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0); //ZOID CTFApplyHasteSound(ent); //ZOID fire (ent, ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK2) ); break; } } if (!fire_frames[n]) ent->client->ps.gunframe++; if (ent->client->ps.gunframe == FRAME_IDLE_FIRST+1) ent->client->weaponstate = WEAPON_READY; } } //ZOID void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent, qboolean altfire)) { int oldstate = ent->client->weaponstate; Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames, fire_frames, fire); // run the weapon frame again if hasted if (Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 && ent->client->weaponstate == WEAPON_FIRING) return; if ((CTFApplyHaste(ent) || (Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 && ent->client->weaponstate != WEAPON_FIRING)) && oldstate == ent->client->weaponstate) { Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST, FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames, fire_frames, fire); } } /* ====================================================================== GRENADE ====================================================================== */ #define GRENADE_TIMER 3.0 #define GRENADE_MINSPEED 400 #define GRENADE_MAXSPEED 800 void weapon_grenade_fire (edict_t *ent, qboolean held) { vec3_t offset; vec3_t forward, right; vec3_t start; int damage = sk_hand_grenade_damage->value; float timer; int speed; float radius; radius = sk_hand_grenade_radius->value; //was damage + 40 radius = damage+40; if (is_quad) damage *= 4; 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); if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) ent->client->pers.inventory[ent->client->ammo_index]--; ent->client->grenade_time = level.time + 1.0; if (ent->deadflag || ent->s.modelindex != MAX_MODELS-1) // VWep animations screw up corpses { return; } if (ent->health <= 0) return; if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) { ent->client->anim_priority = ANIM_ATTACK; ent->s.frame = FRAME_crattak1-1; ent->client->anim_end = FRAME_crattak3; } else { ent->client->anim_priority = ANIM_REVERSE; ent->s.frame = FRAME_wave08; ent->client->anim_end = FRAME_wave01; } } void Weapon_Grenade (edict_t *ent) { if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY)) { ChangeWeapon (ent); return; } if (ent->client->weaponstate == WEAPON_ACTIVATING) { ent->client->weaponstate = WEAPON_READY; ent->client->ps.gunframe = 16; return; } if (ent->client->weaponstate == WEAPON_READY) { if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTONS_ATTACK) ) { ent->client->latched_buttons &= ~BUTTONS_ATTACK; if (ent->client->pers.inventory[ent->client->ammo_index]) { ent->client->ps.gunframe = 1; ent->client->weaponstate = WEAPON_FIRING; ent->client->grenade_time = 0; } else { if (level.time >= ent->pain_debounce_time) { gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); ent->pain_debounce_time = level.time + 1; } NoAmmoWeaponChange (ent); } return; } if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48)) { if (rand()&15) return; } if (++ent->client->ps.gunframe > 48) ent->client->ps.gunframe = 16; return; } if (ent->client->weaponstate == WEAPON_FIRING) { if (ent->client->ps.gunframe == 5) gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0); if (ent->client->ps.gunframe == 11) { if (!ent->client->grenade_time) { ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2; ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav"); } // they waited too long, detonate it in their hand if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time) { ent->client->weapon_sound = 0; weapon_grenade_fire (ent, true); ent->client->grenade_blew_up = true; } if (ent->client->buttons & BUTTONS_ATTACK) return; if (ent->client->grenade_blew_up) { if (level.time >= ent->client->grenade_time) { ent->client->ps.gunframe = 15; ent->client->grenade_blew_up = false; } else { return; } } } if (ent->client->ps.gunframe == 12) { ent->client->weapon_sound = 0; weapon_grenade_fire (ent, false); } if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time)) return; ent->client->ps.gunframe++; if (ent->client->ps.gunframe == 16) { ent->client->grenade_time = 0; ent->client->weaponstate = WEAPON_READY; } } } /* ====================================================================== GRENADE LAUNCHER ====================================================================== */ void weapon_grenadelauncher_fire (edict_t *ent, qboolean altfire) { vec3_t offset; vec3_t forward, right; vec3_t start; int damage = sk_grenade_damage->value; float radius; radius = sk_grenade_radius->value; // damage+40; if (is_quad) damage *= 4; 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, sk_grenade_speed->value, 2.5, radius, altfire); // temporary crap to test grenade bounce // fire_grenade (ent, start, forward, damage, sk_grenade_speed->value, 25, radius); 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); } /* ====================================================================== 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) { damage *= 4; radius_damage *= 4; } 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); // Knightmare- 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 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); } 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) { vec3_t forward, right; vec3_t start, offset; int muzzleflash; if (is_quad) damage *= 4; 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; 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- different flash if in chasecam mode if (ent->client && ent->client->chasetoggle) { gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (muzzleflash | is_silenced); gi.multicast (ent->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); } 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; // 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; // CTF color override if (ctf->value && ctf_blastercolors->value && ent->client) color = 5-ent->client->resp.ctf_team; #ifndef KMQUAKE2_ENGINE_MOD if (color == BLASTER_RED) color = BLASTER_ORANGE; #endif if (color == BLASTER_GREEN) effect = (EF_BLASTER|EF_TRACKER); else if (color == BLASTER_BLUE) #ifdef KMQUAKE2_ENGINE_MOD effect = EF_BLASTER|EF_BLUEHYPERBLASTER; #else effect = EF_BLUEHYPERBLASTER; #endif else if (color == BLASTER_RED) effect = EF_BLASTER|EF_IONRIPPER; else // standard orange effect = EF_BLASTER; 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); } 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; // hyperblaster_color could be any other value, so clamp it if (sk_hyperblaster_color->value < 2 || sk_hyperblaster_color->value > 4) color = BLASTER_ORANGE; // CTF color override if (ctf->value && ctf_blastercolors->value && ent->client) color = 5-ent->client->resp.ctf_team; #ifndef KMQUAKE2_ENGINE_MOD if (color == BLASTER_RED) color = BLASTER_ORANGE; #endif if ((ent->client->ps.gunframe == 6) || (ent->client->ps.gunframe == 9)) { if (color == BLASTER_GREEN) effect = (EF_HYPERBLASTER|EF_TRACKER); else if (color == BLASTER_BLUE) effect = EF_BLUEHYPERBLASTER; else if (color == BLASTER_RED) effect = EF_HYPERBLASTER|EF_IONRIPPER; else // standard orange effect = EF_HYPERBLASTER; } else effect = 0; if (deathmatch->value) damage = sk_hyperblaster_damage_dm->value; else damage = sk_hyperblaster_damage->value; 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); } /* ====================================================================== 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) { damage *= 4; kick *= 4; } 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); 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); } 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) { damage *= 4; kick *= 4; } for (i=0 ; i<3 ; i++) { ent->client->kick_origin[i] = crandom() * 0.35; ent->client->kick_angles[i] = crandom() * 0.7; } for (i=0 ; iclient->v_angle, forward, right, up); r = 7 + crandom()*4; u = crandom()*4; VectorSet(offset, 0, r, u + ent->viewheight-8); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); fire_bullet (ent, start, forward, damage, kick, sk_chaingun_hspread->value, sk_chaingun_vspread->value, MOD_CHAINGUN); } // send muzzle flash gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte ((MZ_CHAINGUN1 + shots - 1) | is_silenced); gi.multicast (ent->s.origin, MULTICAST_PVS); PlayerNoise(ent, start, PNOISE_WEAPON); 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); } /* ====================================================================== 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) { damage *= 4; kick *= 4; } 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 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); } 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) { damage *= 4; kick *= 4; } 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 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); } /* ====================================================================== 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) { damage *= 4; kick *= 4; } 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); fire_rail (ent, start, forward, damage, kick); // send muzzle flash gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_RAILGUN | is_silenced); gi.multicast (ent->s.origin, MULTICAST_PVS); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) ent->client->pers.inventory[ent->client->ammo_index]--; } 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); } /* ====================================================================== 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; if (deathmatch->value) damage = sk_bfg_damage_dm->value; else damage = sk_bfg_damage->value; if (ent->client->ps.gunframe == 9) { // send muzzle flash gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_BFG | is_silenced); gi.multicast (ent->s.origin, MULTICAST_PVS); ent->client->ps.gunframe++; PlayerNoise(ent, start, PNOISE_WEAPON); return; } // cells can go down during windup (from power armor hits), so // check again and abort firing if we don't have enough now if (ent->client->pers.inventory[ent->client->ammo_index] < 50) { ent->client->ps.gunframe++; return; } if (is_quad) damage *= 4; 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); 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); } //====================================================================== 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; } 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, "monster_") && (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 } } } }