thirtyflightsofloving/missionpack/p_weapon.c

3771 lines
97 KiB
C

// 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; i<globals.num_edicts; i++, who++) {
if (!who->inuse)
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 ; i<shots ; i++)
{
// get start / end positions
AngleVectors (ent->client->v_angle, forward, right, up);
r = 7 + crandom()*4;
u = crandom()*4;
VectorSet(offset, 0, r, u + ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
fire_bullet (ent, start, forward, damage, kick, 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
}
}
}
}