mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
d16b46e3cf
Overhauled child entity movement in default Lazarus DLL. Added bbox versions of various triggers to default Lazarus DLL. Added level.maptype field to default Lazarus DLL. Added entity class IDs to default Lazarus DLL. Incremented savegame version for default Lazarus DLL.
1869 lines
48 KiB
C
1869 lines
48 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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This file is part of Lazarus Quake 2 Mod source code.
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Lazarus Quake 2 Mod source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Lazarus Quake 2 Mod source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// g_weapon.c
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#include "g_local.h"
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#include "m_player.h"
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static qboolean is_quad;
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static byte is_silenced;
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void weapon_grenade_fire (edict_t *ent, qboolean held);
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void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
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{
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vec3_t _distance;
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VectorCopy (distance, _distance);
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// DWH
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//if (client->zoomed)
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// _distance[2] += 8;
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// end DWH
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if (client->pers.hand == LEFT_HANDED)
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_distance[1] *= -1;
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else if (client->pers.hand == CENTER_HANDED)
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_distance[1] = 0;
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G_ProjectSource (point, _distance, forward, right, result);
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}
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/*
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===============
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PlayerNoise
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Each player can have two noise objects associated with it:
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a personal noise (jumping, pain, weapon firing), and a weapon
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target noise (bullet wall impacts)
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Monsters that don't directly see the player can move
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to a noise in hopes of seeing the player from there.
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===============
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*/
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void PlayerNoise(edict_t *who, vec3_t where, int type)
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{
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edict_t *noise;
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if (type == PNOISE_WEAPON)
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{
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if (who->client->silencer_shots)
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{
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who->client->silencer_shots--;
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return;
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}
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}
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if (deathmatch->value)
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return;
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if (who->flags & FL_NOTARGET)
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return;
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if (who->flags & FL_DISGUISED)
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{
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if (type == PNOISE_WEAPON)
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{
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level.disguise_violator = who;
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level.disguise_violation_framenum = level.framenum + 5;
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}
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else
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return;
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}
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if (!who->mynoise)
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{
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noise = G_Spawn();
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noise->classname = "player_noise";
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noise->class_id = ENTITY_PLAYER_NOISE;
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VectorSet (noise->mins, -8, -8, -8);
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VectorSet (noise->maxs, 8, 8, 8);
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noise->owner = who;
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noise->svflags = SVF_NOCLIENT;
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who->mynoise = noise;
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noise = G_Spawn();
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noise->classname = "player_noise";
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noise->class_id = ENTITY_PLAYER_NOISE;
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VectorSet (noise->mins, -8, -8, -8);
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VectorSet (noise->maxs, 8, 8, 8);
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noise->owner = who;
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noise->svflags = SVF_NOCLIENT;
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who->mynoise2 = noise;
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}
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if (type == PNOISE_SELF || type == PNOISE_WEAPON)
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{
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noise = who->mynoise;
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level.sound_entity = noise;
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level.sound_entity_framenum = level.framenum;
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}
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else // type == PNOISE_IMPACT
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{
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noise = who->mynoise2;
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level.sound2_entity = noise;
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level.sound2_entity_framenum = level.framenum;
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}
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VectorCopy (where, noise->s.origin);
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VectorSubtract (where, noise->maxs, noise->absmin);
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VectorAdd (where, noise->maxs, noise->absmax);
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noise->teleport_time = level.time;
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gi.linkentity (noise);
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}
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qboolean Pickup_Weapon (edict_t *ent, edict_t *other)
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{
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int index;
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gitem_t *ammo;
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//Knightmare- override ammo pickup values with cvars
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SetAmmoPickupValues ();
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index = ITEM_INDEX(ent->item);
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if ( ( ((int)(dmflags->value) & DF_WEAPONS_STAY) || coop->value)
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&& other->client->pers.inventory[index])
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{
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if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM) ) )
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return false; // leave the weapon for others to pickup
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}
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other->client->pers.inventory[index]++;
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if (!(ent->spawnflags & DROPPED_ITEM) )
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{
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// give them some ammo with it
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// Lazarus: blaster doesn't use ammo
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if (ent->item->ammo)
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{
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ammo = FindItem (ent->item->ammo);
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if ( (int)dmflags->value & DF_INFINITE_AMMO )
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Add_Ammo (other, ammo, 1000);
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else
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Add_Ammo (other, ammo, ammo->quantity);
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}
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if (! (ent->spawnflags & DROPPED_PLAYER_ITEM) )
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{
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if (deathmatch->value)
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{
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if ((int)(dmflags->value) & DF_WEAPONS_STAY)
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ent->flags |= FL_RESPAWN;
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else
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SetRespawn (ent, 30);
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}
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if (coop->value)
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ent->flags |= FL_RESPAWN;
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}
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}
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if (other->client->pers.weapon != ent->item &&
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(other->client->pers.inventory[index] == 1) &&
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( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ||
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other->client->pers.weapon == FindItem("No weapon") ) )
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other->client->newweapon = ent->item;
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// If rocket launcher, give the HML (but no ammo).
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if (index == rl_index)
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other->client->pers.inventory[hml_index] = other->client->pers.inventory[index];
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return true;
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}
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/*
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===============
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ChangeWeapon
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The old weapon has been dropped all the way, so make the new one
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current
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===============
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*/
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void ChangeWeapon (edict_t *ent)
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{
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int i;
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if (ent->client->grenade_time)
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{
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ent->client->grenade_time = level.time;
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ent->client->weapon_sound = 0;
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weapon_grenade_fire (ent, false);
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ent->client->grenade_time = 0;
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}
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ent->client->pers.lastweapon = ent->client->pers.weapon;
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ent->client->pers.weapon = ent->client->newweapon;
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ent->client->newweapon = NULL;
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ent->client->machinegun_shots = 0;
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// set visible model
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if (ent->s.modelindex == MAX_MODELS-1) {
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if (ent->client->pers.weapon)
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i = ((ent->client->pers.weapon->weapmodel & 0xff) << 8);
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else
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i = 0;
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ent->s.skinnum = (ent - g_edicts - 1) | i;
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}
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if (ent->client->pers.weapon && ent->client->pers.weapon->ammo)
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ent->client->ammo_index = ITEM_INDEX(FindItem(ent->client->pers.weapon->ammo));
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else
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ent->client->ammo_index = 0;
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if (!ent->client->pers.weapon)
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{ // dead
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ent->client->ps.gunindex = 0;
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return;
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}
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ent->client->weaponstate = WEAPON_ACTIVATING;
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ent->client->ps.gunframe = 0;
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// DWH: Don't display weapon if in 3rd person
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if (!ent->client->chasetoggle)
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ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
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// DWH: change weapon model index if necessary
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if (ITEM_INDEX(ent->client->pers.weapon) == noweapon_index)
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ent->s.modelindex2 = 0;
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else
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ent->s.modelindex2 = MAX_MODELS-1;
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ent->client->anim_priority = ANIM_PAIN;
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if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
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{
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ent->s.frame = FRAME_crpain1;
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ent->client->anim_end = FRAME_crpain4;
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}
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else
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{
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ent->s.frame = FRAME_pain301;
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ent->client->anim_end = FRAME_pain304;
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}
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}
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/*
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=================
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NoAmmoWeaponChange
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=================
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*/
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void NoAmmoWeaponChange (edict_t *ent)
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{
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if ( ent->client->pers.inventory[slugs_index]
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&& ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))] )
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{
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ent->client->newweapon = FindItem ("railgun");
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return;
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}
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if ( ent->client->pers.inventory[cells_index]
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&& ent->client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))] )
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{
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ent->client->newweapon = FindItem ("hyperblaster");
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return;
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}
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if ( ent->client->pers.inventory[bullets_index]
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&& ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))] )
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{
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ent->client->newweapon = FindItem ("chaingun");
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return;
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}
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if ( ent->client->pers.inventory[bullets_index]
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&& ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))] )
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{
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ent->client->newweapon = FindItem ("machinegun");
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return;
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}
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if ( ent->client->pers.inventory[shells_index] > 1
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&& ent->client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))] )
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{
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ent->client->newweapon = FindItem ("super shotgun");
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return;
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}
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if ( ent->client->pers.inventory[shells_index]
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&& ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))] )
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{
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ent->client->newweapon = FindItem ("shotgun");
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return;
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}
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// DWH: Dude may not HAVE a blaster
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//ent->client->newweapon = FindItem ("blaster");
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if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("blaster"))] )
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ent->client->newweapon = FindItem ("blaster");
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else
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ent->client->newweapon = FindItem ("No Weapon");
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}
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/*
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=================
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Think_Weapon
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Called by ClientBeginServerFrame and ClientThink
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=================
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*/
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void Think_Weapon (edict_t *ent)
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{
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// if just died, put the weapon away
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if (ent->health < 1)
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{
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ent->client->newweapon = NULL;
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ChangeWeapon (ent);
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}
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// Lazarus: Don't fire if game is frozen
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if (level.freeze)
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return;
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if (ent->flags & FL_TURRET_OWNER)
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{
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// Knightmare- no weapon activity while controlling turret
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ent->client->ps.gunframe = 0;
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ent->client->weaponstate = WEAPON_ACTIVATING;
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if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTONS_ATTACK) )
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{
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ent->client->latched_buttons &= ~BUTTONS_ATTACK;
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turret_breach_fire (ent->turret);
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}
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return;
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}
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// call active weapon think routine
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if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink)
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{
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is_quad = (ent->client->quad_framenum > level.framenum);
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if (ent->client->silencer_shots)
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is_silenced = MZ_SILENCED;
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else
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is_silenced = 0;
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ent->client->pers.weapon->weaponthink (ent);
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}
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}
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/*
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================
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Use_Weapon
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Make the weapon ready if there is ammo
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================
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*/
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void Use_Weapon (edict_t *ent, gitem_t *in_item)
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{
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int ammo_index;
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gitem_t *ammo_item;
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int index;
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gitem_t *item;
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int current_weapon_index;
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item = in_item;
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index = ITEM_INDEX(item);
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current_weapon_index = ITEM_INDEX(ent->client->pers.weapon);
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// see if we're already using it
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if ( (index == current_weapon_index) ||
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( (index == rl_index) && (current_weapon_index == hml_index) ) ||
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( (index == hml_index) && (current_weapon_index == rl_index) ) )
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{
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if (current_weapon_index == rl_index)
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{
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if (ent->client->pers.inventory[homing_index] > 0)
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{
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item = FindItem("homing rocket launcher");
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index = hml_index;
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}
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else
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return;
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}
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else if (current_weapon_index == hml_index)
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{
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if (ent->client->pers.inventory[rockets_index] > 0)
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{
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item = FindItem("rocket launcher");
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index = rl_index;
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}
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else
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return;
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}
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else
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return;
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}
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if (item->ammo && !g_select_empty->value && !(item->flags & IT_AMMO))
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{
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ammo_item = FindItem(item->ammo);
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ammo_index = ITEM_INDEX(ammo_item);
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if (!ent->client->pers.inventory[ammo_index])
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{
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// Lazarus: If player is attempting to switch to RL and doesn't have rockets,
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// but DOES have homing rockets, switch to HRL
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if (index == rl_index)
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{
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if ( (ent->client->pers.inventory[homing_index] > 0) &&
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(ent->client->pers.inventory[hml_index] > 0) )
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{
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ent->client->newweapon = FindItem("homing rocket launcher");
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return;
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}
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}
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safe_cprintf (ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
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return;
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}
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if (ent->client->pers.inventory[ammo_index] < item->quantity)
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{
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safe_cprintf (ent, PRINT_HIGH, "Not enough %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
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return;
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}
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}
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// change to this weapon when down
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ent->client->newweapon = item;
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}
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/*
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================
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Drop_Weapon
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================
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*/
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void Drop_Weapon (edict_t *ent, gitem_t *item)
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{
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int index;
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if ((int)(dmflags->value) & DF_WEAPONS_STAY)
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return;
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index = ITEM_INDEX(item);
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// see if we're already using it
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if ( ((item == ent->client->pers.weapon) || (item == ent->client->newweapon))&& (ent->client->pers.inventory[index] == 1) )
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{
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safe_cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n");
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return;
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}
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// Lazarus: Don't drop rocket launcher if current weapon is homing rocket launcher
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if (index == rl_index)
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{
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int current_weapon_index;
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current_weapon_index = ITEM_INDEX(ent->client->pers.weapon);
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if (current_weapon_index == hml_index)
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{
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safe_cprintf (ent, PRINT_HIGH, "Can't drop current weapon\n");
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return;
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}
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}
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Drop_Item (ent, item);
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ent->client->pers.inventory[index]--;
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// Lazarus: if dropped weapon is RL, decrement HML inventory also
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if (item->weapmodel == WEAP_ROCKETLAUNCHER)
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ent->client->pers.inventory[hml_index] = ent->client->pers.inventory[index];
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}
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/*
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================
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Weapon_Generic
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A generic function to handle the basics of weapon thinking
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================
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*/
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#define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1)
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#define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1)
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#define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1)
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void Weapon_Generic2 (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent, qboolean altfire))
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{
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int n;
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int oldstate = ent->client->weaponstate;
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qboolean haste_applied = false;
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if (ent->deadflag || ent->s.modelindex != MAX_MODELS-1) // VWep animations screw up corpses
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{
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return;
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}
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if (ent->client->weaponstate == WEAPON_DROPPING)
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{
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if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST)
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{
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ChangeWeapon (ent);
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return;
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}
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else if ((FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe) == 4)
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{
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ent->client->anim_priority = ANIM_REVERSE;
|
|
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
|
{
|
|
ent->s.frame = FRAME_crpain4+1;
|
|
ent->client->anim_end = FRAME_crpain1;
|
|
}
|
|
else
|
|
{
|
|
ent->s.frame = FRAME_pain304+1;
|
|
ent->client->anim_end = FRAME_pain301;
|
|
|
|
}
|
|
}
|
|
|
|
ent->client->ps.gunframe++;
|
|
return;
|
|
}
|
|
|
|
if (ent->client->weaponstate == WEAPON_ACTIVATING)
|
|
{
|
|
if (ent->client->ps.gunframe == FRAME_ACTIVATE_LAST)
|
|
{
|
|
ent->client->weaponstate = WEAPON_READY;
|
|
ent->client->ps.gunframe = FRAME_IDLE_FIRST;
|
|
return;
|
|
}
|
|
|
|
ent->client->ps.gunframe++;
|
|
return;
|
|
}
|
|
|
|
if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING))
|
|
{
|
|
ent->client->weaponstate = WEAPON_DROPPING;
|
|
ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST;
|
|
|
|
if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4)
|
|
{
|
|
ent->client->anim_priority = ANIM_REVERSE;
|
|
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
|
{
|
|
ent->s.frame = FRAME_crpain4+1;
|
|
ent->client->anim_end = FRAME_crpain1;
|
|
}
|
|
else
|
|
{
|
|
ent->s.frame = FRAME_pain304+1;
|
|
ent->client->anim_end = FRAME_pain301;
|
|
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (ent->client->weaponstate == WEAPON_READY)
|
|
{
|
|
// Lazarus: Head off firing 2nd homer NOW, so firing animations aren't played
|
|
if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTONS_ATTACK) )
|
|
{
|
|
if (ent->client->ammo_index == homing_index)
|
|
{
|
|
if (ent->client->homing_rocket && ent->client->homing_rocket->inuse)
|
|
{
|
|
ent->client->latched_buttons &= ~BUTTONS_ATTACK;
|
|
ent->client->buttons &= ~BUTTONS_ATTACK;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Knightmare- catch alt fire commands
|
|
if ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK2)
|
|
{
|
|
int current_weapon_index = ITEM_INDEX(ent->client->pers.weapon);
|
|
|
|
if (current_weapon_index == rl_index) // homing rocket switch
|
|
{
|
|
if (ent->client->pers.inventory[homing_index] > 0)
|
|
Use_Weapon (ent, FindItem("homing rocket launcher"));
|
|
ent->client->latched_buttons &= ~BUTTONS_ATTACK;
|
|
ent->client->buttons &= ~BUTTONS_ATTACK;
|
|
return;
|
|
}
|
|
else if (current_weapon_index == hml_index)
|
|
{
|
|
if (ent->client->pers.inventory[rockets_index] > 0)
|
|
Use_Weapon (ent, FindItem("rocket launcher"));
|
|
ent->client->latched_buttons &= ~BUTTONS_ATTACK;
|
|
ent->client->buttons &= ~BUTTONS_ATTACK;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTONS_ATTACK) )
|
|
{
|
|
if ((!ent->client->ammo_index) ||
|
|
( ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity))
|
|
{
|
|
ent->client->ps.gunframe = FRAME_FIRE_FIRST;
|
|
ent->client->weaponstate = WEAPON_FIRING;
|
|
|
|
// start the animation
|
|
ent->client->anim_priority = ANIM_ATTACK;
|
|
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
|
{
|
|
ent->s.frame = FRAME_crattak1-1;
|
|
ent->client->anim_end = FRAME_crattak9;
|
|
}
|
|
else
|
|
{
|
|
ent->s.frame = FRAME_attack1-1;
|
|
ent->client->anim_end = FRAME_attack8;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (level.time >= ent->pain_debounce_time)
|
|
{
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
|
ent->pain_debounce_time = level.time + 1;
|
|
}
|
|
NoAmmoWeaponChange (ent);
|
|
}
|
|
ent->client->latched_buttons &= ~BUTTONS_ATTACK;
|
|
}
|
|
else
|
|
{
|
|
if (ent->client->ps.gunframe == FRAME_IDLE_LAST)
|
|
{
|
|
ent->client->ps.gunframe = FRAME_IDLE_FIRST;
|
|
return;
|
|
}
|
|
|
|
if (pause_frames)
|
|
{
|
|
for (n = 0; pause_frames[n]; n++)
|
|
{
|
|
if (ent->client->ps.gunframe == pause_frames[n])
|
|
{
|
|
if (rand()&15)
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
ent->client->ps.gunframe++;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (ent->client->weaponstate == WEAPON_FIRING)
|
|
{
|
|
for (n = 0; fire_frames[n]; n++)
|
|
{
|
|
if (ent->client->ps.gunframe == fire_frames[n])
|
|
{
|
|
//ZOID
|
|
if (!CTFApplyStrengthSound(ent))
|
|
//ZOID
|
|
if (ent->client->quad_framenum > level.framenum)
|
|
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
|
|
|
|
//ZOID
|
|
CTFApplyHasteSound(ent);
|
|
//ZOID
|
|
fire (ent, ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK2) );
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!fire_frames[n])
|
|
ent->client->ps.gunframe++;
|
|
|
|
if (ent->client->ps.gunframe == FRAME_IDLE_FIRST+1)
|
|
ent->client->weaponstate = WEAPON_READY;
|
|
}
|
|
}
|
|
|
|
|
|
//ZOID
|
|
void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent, qboolean altfire))
|
|
{
|
|
int oldstate = ent->client->weaponstate;
|
|
|
|
Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
|
|
FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
|
|
fire_frames, fire);
|
|
|
|
// run the weapon frame again if hasted
|
|
if (Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 &&
|
|
ent->client->weaponstate == WEAPON_FIRING)
|
|
return;
|
|
|
|
if ((CTFApplyHaste(ent) ||
|
|
(Q_stricmp(ent->client->pers.weapon->pickup_name, "Grapple") == 0 &&
|
|
ent->client->weaponstate != WEAPON_FIRING))
|
|
&& oldstate == ent->client->weaponstate)
|
|
{
|
|
Weapon_Generic2 (ent, FRAME_ACTIVATE_LAST, FRAME_FIRE_LAST,
|
|
FRAME_IDLE_LAST, FRAME_DEACTIVATE_LAST, pause_frames,
|
|
fire_frames, fire);
|
|
}
|
|
}
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
GRENADE
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
#define GRENADE_TIMER 3.0
|
|
#define GRENADE_MINSPEED 400
|
|
#define GRENADE_MAXSPEED 800
|
|
|
|
void weapon_grenade_fire (edict_t *ent, qboolean held)
|
|
{
|
|
vec3_t offset;
|
|
vec3_t forward, right;
|
|
vec3_t start;
|
|
int damage = sk_hand_grenade_damage->value;
|
|
float timer;
|
|
int speed;
|
|
float radius;
|
|
|
|
radius = sk_hand_grenade_radius->value; //was damage + 40
|
|
radius = damage+40;
|
|
if (is_quad)
|
|
damage *= 4;
|
|
|
|
VectorSet(offset, 8, 8, ent->viewheight-8);
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
|
|
timer = ent->client->grenade_time - level.time;
|
|
speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
|
|
fire_grenade2 (ent, start, forward, damage, speed, timer, radius, held);
|
|
|
|
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
|
ent->client->pers.inventory[ent->client->ammo_index]--;
|
|
|
|
ent->client->grenade_time = level.time + 1.0;
|
|
|
|
if (ent->deadflag || ent->s.modelindex != MAX_MODELS-1) // VWep animations screw up corpses
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (ent->health <= 0)
|
|
return;
|
|
|
|
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
|
{
|
|
ent->client->anim_priority = ANIM_ATTACK;
|
|
ent->s.frame = FRAME_crattak1-1;
|
|
ent->client->anim_end = FRAME_crattak3;
|
|
}
|
|
else
|
|
{
|
|
ent->client->anim_priority = ANIM_REVERSE;
|
|
ent->s.frame = FRAME_wave08;
|
|
ent->client->anim_end = FRAME_wave01;
|
|
}
|
|
}
|
|
|
|
void Weapon_Grenade (edict_t *ent)
|
|
{
|
|
if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY))
|
|
{
|
|
ChangeWeapon (ent);
|
|
return;
|
|
}
|
|
|
|
if (ent->client->weaponstate == WEAPON_ACTIVATING)
|
|
{
|
|
ent->client->weaponstate = WEAPON_READY;
|
|
ent->client->ps.gunframe = 16;
|
|
return;
|
|
}
|
|
|
|
if (ent->client->weaponstate == WEAPON_READY)
|
|
{
|
|
if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTONS_ATTACK) )
|
|
{
|
|
ent->client->latched_buttons &= ~BUTTONS_ATTACK;
|
|
if (ent->client->pers.inventory[ent->client->ammo_index])
|
|
{
|
|
ent->client->ps.gunframe = 1;
|
|
ent->client->weaponstate = WEAPON_FIRING;
|
|
ent->client->grenade_time = 0;
|
|
}
|
|
else
|
|
{
|
|
if (level.time >= ent->pain_debounce_time)
|
|
{
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
|
ent->pain_debounce_time = level.time + 1;
|
|
}
|
|
NoAmmoWeaponChange (ent);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48))
|
|
{
|
|
if (rand()&15)
|
|
return;
|
|
}
|
|
|
|
if (++ent->client->ps.gunframe > 48)
|
|
ent->client->ps.gunframe = 16;
|
|
return;
|
|
}
|
|
|
|
if (ent->client->weaponstate == WEAPON_FIRING)
|
|
{
|
|
if (ent->client->ps.gunframe == 5)
|
|
gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0);
|
|
|
|
if (ent->client->ps.gunframe == 11)
|
|
{
|
|
if (!ent->client->grenade_time)
|
|
{
|
|
ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2;
|
|
ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav");
|
|
}
|
|
|
|
// they waited too long, detonate it in their hand
|
|
if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time)
|
|
{
|
|
ent->client->weapon_sound = 0;
|
|
weapon_grenade_fire (ent, true);
|
|
ent->client->grenade_blew_up = true;
|
|
}
|
|
|
|
if (ent->client->buttons & BUTTONS_ATTACK)
|
|
return;
|
|
|
|
if (ent->client->grenade_blew_up)
|
|
{
|
|
if (level.time >= ent->client->grenade_time)
|
|
{
|
|
ent->client->ps.gunframe = 15;
|
|
ent->client->grenade_blew_up = false;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ent->client->ps.gunframe == 12)
|
|
{
|
|
ent->client->weapon_sound = 0;
|
|
weapon_grenade_fire (ent, false);
|
|
}
|
|
|
|
if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time))
|
|
return;
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
if (ent->client->ps.gunframe == 16)
|
|
{
|
|
ent->client->grenade_time = 0;
|
|
ent->client->weaponstate = WEAPON_READY;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
GRENADE LAUNCHER
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void weapon_grenadelauncher_fire (edict_t *ent, qboolean altfire)
|
|
{
|
|
vec3_t offset;
|
|
vec3_t forward, right;
|
|
vec3_t start;
|
|
int damage = sk_grenade_damage->value;
|
|
float radius;
|
|
|
|
radius = sk_grenade_radius->value; // damage+40;
|
|
if (is_quad)
|
|
damage *= 4;
|
|
|
|
VectorSet(offset, 8, 8, ent->viewheight-8);
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
|
|
VectorScale (forward, -2, ent->client->kick_origin);
|
|
ent->client->kick_angles[0] = -1;
|
|
|
|
fire_grenade (ent, start, forward, damage, sk_grenade_speed->value, 2.5, radius, altfire);
|
|
// temporary crap to test grenade bounce
|
|
// fire_grenade (ent, start, forward, damage, sk_grenade_speed->value, 25, radius);
|
|
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_GRENADE | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
|
ent->client->pers.inventory[ent->client->ammo_index]--;
|
|
}
|
|
|
|
void Weapon_GrenadeLauncher (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {34, 51, 59, 0};
|
|
static int fire_frames[] = {6, 0};
|
|
|
|
Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire);
|
|
}
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
ROCKET
|
|
|
|
======================================================================
|
|
*/
|
|
edict_t *rocket_target(edict_t *self, vec3_t start, vec3_t forward)
|
|
{
|
|
float bd, d;
|
|
int i;
|
|
edict_t *who, *best;
|
|
trace_t tr;
|
|
vec3_t dir, end;
|
|
|
|
VectorMA(start, WORLD_SIZE, forward, end); // was 8192
|
|
|
|
/* Check for aiming directly at a damageable entity */
|
|
tr = gi.trace(start, NULL, NULL, end, self, MASK_SHOT);
|
|
if ((tr.ent->takedamage != DAMAGE_NO) && (tr.ent->solid != SOLID_NOT))
|
|
return tr.ent;
|
|
|
|
/* Check for damageable entity within a tolerance of view angle */
|
|
bd = 0;
|
|
best = NULL;
|
|
for (i=1, who=g_edicts+1; 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)
|
|
{
|
|
damage *= 4;
|
|
radius_damage *= 4;
|
|
}
|
|
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
|
|
VectorScale (forward, -2, ent->client->kick_origin);
|
|
ent->client->kick_angles[0] = -1;
|
|
|
|
VectorSet(offset, 8, 8, ent->viewheight-8);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
// Knightmare- changed constant 650 for cvar sk_rocket_speed->value
|
|
if (ent->client->pers.fire_mode)
|
|
{
|
|
edict_t *target;
|
|
|
|
if (ent->client->homing_rocket && ent->client->homing_rocket->inuse)
|
|
{
|
|
ent->client->ps.gunframe++;
|
|
return;
|
|
}
|
|
|
|
target = rocket_target(ent, start, forward);
|
|
fire_rocket (ent, start, forward, damage, sk_rocket_speed->value, damage_radius, radius_damage, target);
|
|
}
|
|
else
|
|
fire_rocket (ent, start, forward, damage, sk_rocket_speed->value, damage_radius, radius_damage, NULL);
|
|
|
|
// send muzzle flash
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_ROCKET | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
|
ent->client->pers.inventory[ent->client->ammo_index]--;
|
|
}
|
|
|
|
void Weapon_RocketLauncher (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {25, 33, 42, 50, 0};
|
|
static int fire_frames[] = {5, 0};
|
|
|
|
Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire);
|
|
}
|
|
|
|
void Weapon_HomingMissileLauncher_Fire (edict_t *ent, qboolean altfire)
|
|
{
|
|
ent->client->pers.fire_mode = 1;
|
|
Weapon_RocketLauncher_Fire (ent, false);
|
|
ent->client->pers.fire_mode = 0;
|
|
}
|
|
|
|
void Weapon_HomingMissileLauncher (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {25, 33, 42, 50, 0};
|
|
static int fire_frames[] = {5, 0};
|
|
|
|
Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_HomingMissileLauncher_Fire);
|
|
}
|
|
/*
|
|
======================================================================
|
|
|
|
BLASTER / HYPERBLASTER
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect, int color)
|
|
{
|
|
vec3_t forward, right;
|
|
vec3_t start, offset;
|
|
int muzzleflash;
|
|
|
|
if (is_quad)
|
|
damage *= 4;
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
VectorSet(offset, 24, 8, ent->viewheight-8);
|
|
VectorAdd (offset, g_offset, offset);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
|
|
VectorScale (forward, -2, ent->client->kick_origin);
|
|
ent->client->kick_angles[0] = -1;
|
|
|
|
if (!hyper)
|
|
fire_blaster (ent, start, forward, damage, sk_blaster_speed->value, effect, hyper, color);
|
|
else
|
|
fire_blaster (ent, start, forward, damage, sk_hyperblaster_speed->value, effect, hyper, color);
|
|
|
|
// Knightmare- select muzzle flash
|
|
if (hyper)
|
|
{
|
|
if (color == BLASTER_GREEN)
|
|
#ifdef KMQUAKE2_ENGINE_MOD
|
|
muzzleflash = MZ_GREENHYPERBLASTER;
|
|
#else
|
|
muzzleflash = MZ_HYPERBLASTER;
|
|
#endif
|
|
else if (color == BLASTER_BLUE)
|
|
muzzleflash = MZ_BLUEHYPERBLASTER;
|
|
#ifdef KMQUAKE2_ENGINE_MOD
|
|
else if (color == BLASTER_RED)
|
|
muzzleflash = MZ_REDHYPERBLASTER;
|
|
#endif
|
|
else //standard orange
|
|
muzzleflash = MZ_HYPERBLASTER;
|
|
}
|
|
else
|
|
{
|
|
if (color == BLASTER_GREEN)
|
|
muzzleflash = MZ_BLASTER2;
|
|
else if (color == BLASTER_BLUE)
|
|
#ifdef KMQUAKE2_ENGINE_MOD
|
|
muzzleflash = MZ_BLUEBLASTER;
|
|
#else
|
|
muzzleflash = MZ_BLASTER;
|
|
#endif
|
|
#ifdef KMQUAKE2_ENGINE_MOD
|
|
else if (color == BLASTER_RED)
|
|
muzzleflash = MZ_REDBLASTER;
|
|
#endif
|
|
else //standard orange
|
|
muzzleflash = MZ_BLASTER;
|
|
}
|
|
|
|
|
|
// send muzzle flash
|
|
// Knightmare- different flash if in chasecam mode
|
|
if (ent->client && ent->client->chasetoggle)
|
|
{
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (muzzleflash | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
}
|
|
else
|
|
{
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (muzzleflash | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
}
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
}
|
|
|
|
|
|
void Weapon_Blaster_Fire (edict_t *ent, qboolean altfire)
|
|
{
|
|
int damage;
|
|
int effect;
|
|
int color;
|
|
|
|
if (deathmatch->value)
|
|
damage = sk_blaster_damage_dm->value;
|
|
else
|
|
damage = sk_blaster_damage->value;
|
|
|
|
// select color
|
|
color = sk_blaster_color->value;
|
|
// blaster_color could be any other value, so clamp it
|
|
if (sk_blaster_color->value < 2 || sk_blaster_color->value > 4)
|
|
color = BLASTER_ORANGE;
|
|
// CTF color override
|
|
if (ctf->value && ctf_blastercolors->value && ent->client)
|
|
color = 5-ent->client->resp.ctf_team;
|
|
#ifndef KMQUAKE2_ENGINE_MOD
|
|
if (color == BLASTER_RED) color = BLASTER_ORANGE;
|
|
#endif
|
|
|
|
if (color == BLASTER_GREEN)
|
|
effect = (EF_BLASTER|EF_TRACKER);
|
|
else if (color == BLASTER_BLUE)
|
|
#ifdef KMQUAKE2_ENGINE_MOD
|
|
effect = EF_BLASTER|EF_BLUEHYPERBLASTER;
|
|
#else
|
|
effect = EF_BLUEHYPERBLASTER;
|
|
#endif
|
|
else if (color == BLASTER_RED)
|
|
effect = EF_BLASTER|EF_IONRIPPER;
|
|
else // standard orange
|
|
effect = EF_BLASTER;
|
|
|
|
Blaster_Fire (ent, vec3_origin, damage, false, effect, color);
|
|
ent->client->ps.gunframe++;
|
|
}
|
|
|
|
void Weapon_Blaster (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {19, 32, 0};
|
|
static int fire_frames[] = {5, 0};
|
|
|
|
Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
|
|
}
|
|
|
|
|
|
void Weapon_HyperBlaster_Fire (edict_t *ent, qboolean altfire)
|
|
{
|
|
float rotation;
|
|
vec3_t offset;
|
|
int effect;
|
|
int damage;
|
|
int color;
|
|
|
|
ent->client->weapon_sound = gi.soundindex("weapons/hyprbl1a.wav");
|
|
|
|
if (!(ent->client->buttons & BUTTONS_ATTACK))
|
|
{
|
|
ent->client->ps.gunframe++;
|
|
}
|
|
else
|
|
{
|
|
if (! ent->client->pers.inventory[ent->client->ammo_index] )
|
|
{
|
|
if (level.time >= ent->pain_debounce_time)
|
|
{
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
|
ent->pain_debounce_time = level.time + 1;
|
|
}
|
|
NoAmmoWeaponChange (ent);
|
|
}
|
|
else
|
|
{
|
|
rotation = (ent->client->ps.gunframe - 5) * 2*M_PI/6;
|
|
offset[0] = -4 * sin(rotation);
|
|
offset[1] = 0;
|
|
offset[2] = 4 * cos(rotation);
|
|
|
|
// Knightmare- select color
|
|
color = sk_hyperblaster_color->value;
|
|
// hyperblaster_color could be any other value, so clamp it
|
|
if (sk_hyperblaster_color->value < 2 || sk_hyperblaster_color->value > 4)
|
|
color = BLASTER_ORANGE;
|
|
// CTF color override
|
|
if (ctf->value && ctf_blastercolors->value && ent->client)
|
|
color = 5-ent->client->resp.ctf_team;
|
|
#ifndef KMQUAKE2_ENGINE_MOD
|
|
if (color == BLASTER_RED) color = BLASTER_ORANGE;
|
|
#endif
|
|
if ((ent->client->ps.gunframe == 6) || (ent->client->ps.gunframe == 9))
|
|
{
|
|
if (color == BLASTER_GREEN)
|
|
effect = (EF_HYPERBLASTER|EF_TRACKER);
|
|
else if (color == BLASTER_BLUE)
|
|
effect = EF_BLUEHYPERBLASTER;
|
|
else if (color == BLASTER_RED)
|
|
effect = EF_HYPERBLASTER|EF_IONRIPPER;
|
|
else // standard orange
|
|
effect = EF_HYPERBLASTER;
|
|
}
|
|
else
|
|
effect = 0;
|
|
|
|
if (deathmatch->value)
|
|
damage = sk_hyperblaster_damage_dm->value;
|
|
else
|
|
damage = sk_hyperblaster_damage->value;
|
|
Blaster_Fire (ent, offset, damage, true, effect, color);
|
|
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
|
ent->client->pers.inventory[ent->client->ammo_index]--;
|
|
|
|
ent->client->anim_priority = ANIM_ATTACK;
|
|
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
|
{
|
|
ent->s.frame = FRAME_crattak1 - 1;
|
|
ent->client->anim_end = FRAME_crattak9;
|
|
}
|
|
else
|
|
{
|
|
ent->s.frame = FRAME_attack1 - 1;
|
|
ent->client->anim_end = FRAME_attack8;
|
|
}
|
|
}
|
|
|
|
ent->client->ps.gunframe++;
|
|
if (ent->client->ps.gunframe == 12 && ent->client->pers.inventory[ent->client->ammo_index])
|
|
ent->client->ps.gunframe = 6;
|
|
}
|
|
|
|
if (ent->client->ps.gunframe == 12)
|
|
{
|
|
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
|
|
ent->client->weapon_sound = 0;
|
|
}
|
|
|
|
}
|
|
|
|
void Weapon_HyperBlaster (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {0};
|
|
static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0};
|
|
|
|
Weapon_Generic (ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
|
|
}
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
MACHINEGUN / CHAINGUN
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void Machinegun_Fire (edict_t *ent, qboolean altfire)
|
|
{
|
|
int i;
|
|
vec3_t start;
|
|
vec3_t forward, right;
|
|
vec3_t angles;
|
|
int damage = sk_machinegun_damage->value;
|
|
int kick = 2;
|
|
vec3_t offset;
|
|
|
|
if (!(ent->client->buttons & BUTTONS_ATTACK))
|
|
{
|
|
ent->client->machinegun_shots = 0;
|
|
ent->client->ps.gunframe++;
|
|
return;
|
|
}
|
|
|
|
if (ent->client->ps.gunframe == 5)
|
|
ent->client->ps.gunframe = 4;
|
|
else
|
|
ent->client->ps.gunframe = 5;
|
|
|
|
if (ent->client->pers.inventory[ent->client->ammo_index] < 1)
|
|
{
|
|
ent->client->ps.gunframe = 6;
|
|
if (level.time >= ent->pain_debounce_time)
|
|
{
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
|
ent->pain_debounce_time = level.time + 1;
|
|
}
|
|
NoAmmoWeaponChange (ent);
|
|
return;
|
|
}
|
|
|
|
if (is_quad)
|
|
{
|
|
damage *= 4;
|
|
kick *= 4;
|
|
}
|
|
|
|
for (i=1 ; i<3 ; i++)
|
|
{
|
|
ent->client->kick_origin[i] = crandom() * 0.35;
|
|
ent->client->kick_angles[i] = crandom() * 0.7;
|
|
}
|
|
ent->client->kick_origin[0] = crandom() * 0.35;
|
|
ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;
|
|
|
|
// raise the gun as it is firing
|
|
if (!deathmatch->value)
|
|
{
|
|
ent->client->machinegun_shots++;
|
|
if (ent->client->machinegun_shots > 9)
|
|
ent->client->machinegun_shots = 9;
|
|
}
|
|
|
|
// get start / end positions
|
|
VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles);
|
|
AngleVectors (angles, forward, right, NULL);
|
|
VectorSet(offset, 0, 8, ent->viewheight-8);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
fire_bullet (ent, start, forward, damage, kick, sk_machinegun_hspread->value, sk_machinegun_vspread->value, MOD_MACHINEGUN);
|
|
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_MACHINEGUN | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
|
ent->client->pers.inventory[ent->client->ammo_index]--;
|
|
|
|
ent->client->anim_priority = ANIM_ATTACK;
|
|
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
|
{
|
|
ent->s.frame = FRAME_crattak1 - (int) (random()+0.25);
|
|
ent->client->anim_end = FRAME_crattak9;
|
|
}
|
|
else
|
|
{
|
|
ent->s.frame = FRAME_attack1 - (int) (random()+0.25);
|
|
ent->client->anim_end = FRAME_attack8;
|
|
}
|
|
}
|
|
|
|
void Weapon_Machinegun (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {23, 45, 0};
|
|
static int fire_frames[] = {4, 5, 0};
|
|
|
|
Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
|
|
}
|
|
|
|
void Chaingun_Fire (edict_t *ent, qboolean altfire)
|
|
{
|
|
int i;
|
|
int shots;
|
|
vec3_t start;
|
|
vec3_t forward, right, up;
|
|
float r, u;
|
|
vec3_t offset;
|
|
int damage;
|
|
int kick = 2;
|
|
|
|
if (deathmatch->value)
|
|
damage = sk_chaingun_damage_dm->value;
|
|
else
|
|
damage = sk_chaingun_damage->value;
|
|
|
|
if (ent->client->ps.gunframe == 5)
|
|
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0);
|
|
|
|
if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTONS_ATTACK))
|
|
{
|
|
ent->client->ps.gunframe = 32;
|
|
ent->client->weapon_sound = 0;
|
|
return;
|
|
}
|
|
else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTONS_ATTACK)
|
|
&& ent->client->pers.inventory[ent->client->ammo_index])
|
|
{
|
|
ent->client->ps.gunframe = 15;
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.gunframe++;
|
|
}
|
|
|
|
if (ent->client->ps.gunframe == 22)
|
|
{
|
|
ent->client->weapon_sound = 0;
|
|
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0);
|
|
}
|
|
else
|
|
{
|
|
ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav");
|
|
}
|
|
|
|
ent->client->anim_priority = ANIM_ATTACK;
|
|
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
|
{
|
|
ent->s.frame = FRAME_crattak1 - (ent->client->ps.gunframe & 1);
|
|
ent->client->anim_end = FRAME_crattak9;
|
|
}
|
|
else
|
|
{
|
|
ent->s.frame = FRAME_attack1 - (ent->client->ps.gunframe & 1);
|
|
ent->client->anim_end = FRAME_attack8;
|
|
}
|
|
|
|
if (ent->client->ps.gunframe <= 9)
|
|
shots = 1;
|
|
else if (ent->client->ps.gunframe <= 14)
|
|
{
|
|
if (ent->client->buttons & BUTTONS_ATTACK)
|
|
shots = 2;
|
|
else
|
|
shots = 1;
|
|
}
|
|
else
|
|
shots = 3;
|
|
|
|
if (ent->client->pers.inventory[ent->client->ammo_index] < shots)
|
|
shots = ent->client->pers.inventory[ent->client->ammo_index];
|
|
|
|
if (!shots)
|
|
{
|
|
if (level.time >= ent->pain_debounce_time)
|
|
{
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
|
ent->pain_debounce_time = level.time + 1;
|
|
}
|
|
NoAmmoWeaponChange (ent);
|
|
return;
|
|
}
|
|
|
|
if (is_quad)
|
|
{
|
|
damage *= 4;
|
|
kick *= 4;
|
|
}
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
ent->client->kick_origin[i] = crandom() * 0.35;
|
|
ent->client->kick_angles[i] = crandom() * 0.7;
|
|
}
|
|
|
|
for (i=0 ; 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
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte ((MZ_CHAINGUN1 + shots - 1) | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= shots;
|
|
}
|
|
|
|
|
|
void Weapon_Chaingun (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {38, 43, 51, 61, 0};
|
|
static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0};
|
|
|
|
Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
|
|
}
|
|
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
SHOTGUN / SUPERSHOTGUN
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void weapon_shotgun_fire (edict_t *ent, qboolean altfire)
|
|
{
|
|
vec3_t start;
|
|
vec3_t forward, right;
|
|
vec3_t offset;
|
|
int damage = sk_shotgun_damage->value;
|
|
int kick = 8;
|
|
|
|
if (ent->client->ps.gunframe == 9)
|
|
{
|
|
ent->client->ps.gunframe++;
|
|
return;
|
|
}
|
|
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
|
|
VectorScale (forward, -2, ent->client->kick_origin);
|
|
ent->client->kick_angles[0] = -2;
|
|
|
|
VectorSet(offset, 0, 8, ent->viewheight-8);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
|
|
if (is_quad)
|
|
{
|
|
damage *= 4;
|
|
kick *= 4;
|
|
}
|
|
|
|
if (deathmatch->value)
|
|
fire_shotgun (ent, start, forward, damage, kick, sk_shotgun_hspread->value, sk_shotgun_vspread->value, sk_shotgun_count->value, MOD_SHOTGUN);
|
|
else
|
|
fire_shotgun (ent, start, forward, damage, kick, sk_shotgun_hspread->value, sk_shotgun_vspread->value, sk_shotgun_count->value, MOD_SHOTGUN);
|
|
|
|
// send muzzle flash
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_SHOTGUN | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
ent->client->ps.gunframe++;
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
|
ent->client->pers.inventory[ent->client->ammo_index]--;
|
|
}
|
|
|
|
void Weapon_Shotgun (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {22, 28, 34, 0};
|
|
static int fire_frames[] = {8, 9, 0};
|
|
|
|
Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
|
|
}
|
|
|
|
|
|
void weapon_supershotgun_fire (edict_t *ent, qboolean altfire)
|
|
{
|
|
vec3_t start;
|
|
vec3_t forward, right;
|
|
vec3_t offset;
|
|
vec3_t v;
|
|
int damage = sk_sshotgun_damage->value;
|
|
int kick = 12;
|
|
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
|
|
VectorScale (forward, -2, ent->client->kick_origin);
|
|
ent->client->kick_angles[0] = -2;
|
|
|
|
VectorSet(offset, 0, 8, ent->viewheight-8);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
|
|
if (is_quad)
|
|
{
|
|
damage *= 4;
|
|
kick *= 4;
|
|
}
|
|
|
|
v[PITCH] = ent->client->v_angle[PITCH];
|
|
v[YAW] = ent->client->v_angle[YAW] - 5;
|
|
v[ROLL] = ent->client->v_angle[ROLL];
|
|
AngleVectors (v, forward, NULL, NULL);
|
|
fire_shotgun (ent, start, forward, damage, kick, sk_sshotgun_hspread->value, sk_sshotgun_vspread->value, sk_sshotgun_count->value/2, MOD_SSHOTGUN);
|
|
v[YAW] = ent->client->v_angle[YAW] + 5;
|
|
AngleVectors (v, forward, NULL, NULL);
|
|
fire_shotgun (ent, start, forward, damage, kick, sk_sshotgun_hspread->value, sk_sshotgun_vspread->value, sk_sshotgun_count->value/2, MOD_SSHOTGUN);
|
|
|
|
// send muzzle flash
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_SSHOTGUN | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
ent->client->ps.gunframe++;
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= 2;
|
|
}
|
|
|
|
void Weapon_SuperShotgun (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {29, 42, 57, 0};
|
|
static int fire_frames[] = {7, 0};
|
|
|
|
Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
RAILGUN
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void weapon_railgun_fire (edict_t *ent, qboolean altfire)
|
|
{
|
|
vec3_t start;
|
|
vec3_t forward, right;
|
|
vec3_t offset;
|
|
int damage;
|
|
int kick;
|
|
|
|
if (deathmatch->value)
|
|
{ // normal damage is too extreme in dm
|
|
damage = sk_railgun_damage_dm->value;
|
|
kick = 200;
|
|
}
|
|
else
|
|
{
|
|
damage = sk_railgun_damage->value;
|
|
kick = 250;
|
|
}
|
|
|
|
if (is_quad)
|
|
{
|
|
damage *= 4;
|
|
kick *= 4;
|
|
}
|
|
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
|
|
VectorScale (forward, -3, ent->client->kick_origin);
|
|
ent->client->kick_angles[0] = -3;
|
|
|
|
VectorSet(offset, 0, 7, ent->viewheight-8);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
fire_rail (ent, start, forward, damage, kick);
|
|
|
|
// send muzzle flash
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_RAILGUN | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
ent->client->ps.gunframe++;
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
|
ent->client->pers.inventory[ent->client->ammo_index]--;
|
|
}
|
|
|
|
|
|
void Weapon_Railgun (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {56, 0};
|
|
static int fire_frames[] = {4, 0};
|
|
|
|
Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
|
|
}
|
|
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
BFG10K
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void weapon_bfg_fire (edict_t *ent, qboolean altfire)
|
|
{
|
|
vec3_t offset, start;
|
|
vec3_t forward, right;
|
|
int damage;
|
|
float damage_radius = sk_bfg_radius->value;
|
|
|
|
if (deathmatch->value)
|
|
damage = sk_bfg_damage_dm->value;
|
|
else
|
|
damage = sk_bfg_damage->value;
|
|
|
|
if (ent->client->ps.gunframe == 9)
|
|
{
|
|
// send muzzle flash
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_BFG | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
return;
|
|
}
|
|
|
|
// cells can go down during windup (from power armor hits), so
|
|
// check again and abort firing if we don't have enough now
|
|
if (ent->client->pers.inventory[ent->client->ammo_index] < 50)
|
|
{
|
|
ent->client->ps.gunframe++;
|
|
return;
|
|
}
|
|
|
|
if (is_quad)
|
|
damage *= 4;
|
|
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
|
|
VectorScale (forward, -2, ent->client->kick_origin);
|
|
|
|
// make a big pitch kick with an inverse fall
|
|
ent->client->v_dmg_pitch = -40;
|
|
ent->client->v_dmg_roll = crandom()*8;
|
|
ent->client->v_dmg_time = level.time + DAMAGE_TIME;
|
|
|
|
VectorSet(offset, 8, 8, ent->viewheight-8);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
fire_bfg (ent, start, forward, damage, sk_bfg_speed->value, damage_radius);
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= 50;
|
|
}
|
|
|
|
void Weapon_BFG (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {39, 45, 50, 55, 0};
|
|
static int fire_frames[] = {9, 17, 0};
|
|
|
|
Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
|
|
}
|
|
|
|
//======================================================================
|
|
void Weapon_Null(edict_t *ent)
|
|
{
|
|
if (ent->client->newweapon)
|
|
ChangeWeapon(ent);
|
|
}
|
|
//======================================================================
|
|
qboolean Pickup_Health (edict_t *ent, edict_t *other);
|
|
void kick_attack (edict_t *ent)
|
|
{
|
|
vec3_t start;
|
|
vec3_t forward, right;
|
|
vec3_t offset;
|
|
int damage = sk_jump_kick_damage->value;
|
|
int kick = 300;
|
|
trace_t tr;
|
|
vec3_t end;
|
|
|
|
if (ent->client->quad_framenum > level.framenum)
|
|
{
|
|
damage *= 4;
|
|
kick *= 4;
|
|
}
|
|
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
|
|
VectorScale (forward, 0, ent->client->kick_origin);
|
|
|
|
VectorSet(offset, 0, 0, ent->viewheight-20);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
|
|
VectorMA( start, 25, forward, end );
|
|
|
|
tr = gi.trace (ent->s.origin, NULL, NULL, end, ent, MASK_SHOT);
|
|
|
|
// don't need to check for water
|
|
if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
|
|
{
|
|
if (tr.fraction < 1.0)
|
|
{
|
|
if (tr.ent->takedamage)
|
|
{
|
|
if ( tr.ent->health <= 0 )
|
|
return;
|
|
//Knightmare- don't jump kick exploboxes or pushable crates, or insanes, or ambient models
|
|
if (!strcmp(tr.ent->classname, "misc_explobox") || !strcmp(tr.ent->classname, "func_pushable")
|
|
|| !strcmp(tr.ent->classname, "model_spawn") || !strcmp(tr.ent->classname, "model_train")
|
|
|| !strcmp(tr.ent->classname, "misc_insane"))
|
|
return;
|
|
//also don't jumpkick actors, unless they're bad guys
|
|
if (!strcmp(tr.ent->classname, "misc_actor") && (tr.ent->monsterinfo.aiflags & AI_GOOD_GUY))
|
|
return;
|
|
//nor goodguy monsters
|
|
if (strstr(tr.ent->classname, "monster_") && tr.ent->monsterinfo.aiflags & AI_GOOD_GUY)
|
|
return;
|
|
//nor shootable items
|
|
if (tr.ent->item && !strstr(tr.ent->classname, "monster_") && (strstr(tr.ent->classname, "ammo_") || strstr(tr.ent->classname, "weapon_")
|
|
|| strstr(tr.ent->classname, "item_") || strstr(tr.ent->classname, "key_") || tr.ent->item->pickup == Pickup_Health) )
|
|
return;
|
|
if (((tr.ent != ent) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value) && OnSameTeam (tr.ent, ent)))
|
|
return;
|
|
// zucc stop powerful upwards kicking
|
|
//forward[2] = 0;
|
|
|
|
// glass fx
|
|
T_Damage (tr.ent, ent, ent, forward, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_KICK );
|
|
gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/kick.wav"), 1, ATTN_NORM, 0);
|
|
PlayerNoise(ent, ent->s.origin, PNOISE_SELF);
|
|
ent->client->jumping = 0; // only 1 jumpkick per jump
|
|
}
|
|
}
|
|
}
|
|
}
|