mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
90274a87dd
Fixed trailing ' in precache entry for weapon_chaingun. Added sk_plasma_rifle_life_bounce and sk_plasma_rifle_life_spread cvars to missionpack DLL to control time-to-remove of plasma rifle projectiles. Added SAVEGAME_DLLNAME specific to Citadel builds of missionpack DLL. Added support for building a version of missionpack DLL specific to Quake2Evolved v0.40b.
3778 lines
98 KiB
C
3778 lines
98 KiB
C
// p_weapon.c
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#include "g_local.h"
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#include "m_player.h"
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qboolean is_quad;
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qboolean is_double;
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/*static*/ qboolean is_quadfire;
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/*static*/ byte is_silenced;
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//PGM
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static byte damage_multiplier;
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//PGM
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// RAFAEL
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void weapon_trap_fire (edict_t *ent, qboolean held);
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void weapon_grenade_fire (edict_t *ent, qboolean held);
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//========
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//ROGUE
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byte P_DamageModifier (edict_t *ent)
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{
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is_quad = 0;
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is_double = 0;
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damage_multiplier = 1;
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if (ent->client->quad_framenum > level.framenum)
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{
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damage_multiplier *= 4;
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is_quad = 1;
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// if we're quad and DF_NO_STACK_DOUBLE is on, return now.
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if (((int)(dmflags->value) & DF_NO_STACK_DOUBLE))
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return damage_multiplier;
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}
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if (ent->client->double_framenum > level.framenum)
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{
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if ((deathmatch->value) || (damage_multiplier == 1))
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{
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damage_multiplier *= 2;
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is_double = 1;
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}
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}
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return damage_multiplier;
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}
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//ROGUE
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//========
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/*static*/ 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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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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/*static*/ void P_ProjectSource2 (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward,
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vec3_t right, vec3_t up, 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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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_ProjectSource2 (point, _distance, forward, right, up, 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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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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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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// PGM -- IF APPROPRIATE!
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if (ent->item->ammo) //PGM
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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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ShowGUN
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VWEP
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===============
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*/
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void ShowGun(edict_t *ent)
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{
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if (ent->s.modelindex == (MAX_MODELS-1)) //was 255
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{
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int i=0;
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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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}
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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)) //was 255
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{
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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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//Knightmare- Gen cam code
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//Skid - CHASECAM
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// if (!ent->client->chasetoggle)
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if (!ent->client->chaseactive)
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ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
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//end
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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; //was 255
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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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// PMM - added rogue weapons to the list
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void NoAmmoWeaponChange (edict_t *ent)
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{
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if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))]
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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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// RAFAEL
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if ( ent->client->pers.inventory[ITEM_INDEX (FindItem ("Magslug"))]
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&& ent->client->pers.inventory[ITEM_INDEX (FindItem ("phalanx"))])
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{
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ent->client->newweapon = FindItem ("phalanx");
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return;
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}
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// RAFAEL
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if ( (ent->client->pers.inventory[ITEM_INDEX (FindItem ("cells"))] >= 2)
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&& ent->client->pers.inventory[ITEM_INDEX (FindItem ("ION Ripper"))])
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{
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ent->client->newweapon = FindItem ("ION Ripper");
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return;
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}
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// ROGUE
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if ( (ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))] >= 2)
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&& ent->client->pers.inventory[ITEM_INDEX(FindItem("Plasma Beam"))] )
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{
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ent->client->newweapon = FindItem ("Plasma Beam");
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return;
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}
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// -ROGUE
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if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))]
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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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// ROGUE
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if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("flechettes"))]
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&& ent->client->pers.inventory[ITEM_INDEX(FindItem("ETF Rifle"))] )
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{
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ent->client->newweapon = FindItem ("ETF Rifle");
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return;
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}
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// -ROGUE
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if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
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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[disruptors_index]
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&& ent->client->pers.inventory[ITEM_INDEX(FindItem("Disintegrator"))] )
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{
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ent->client->pers.weapon = FindItem ("Disintegrator");
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return;
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}
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if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
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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[ITEM_INDEX(FindItem("shells"))] > 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[ITEM_INDEX(FindItem("shells"))]
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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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// added stasis generator support
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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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// 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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//PGM
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P_DamageModifier (ent);
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// is_quad = (ent->client->quad_framenum > level.framenum);
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//PGM
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// RAFAEL
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is_quadfire = (ent->client->quadfire_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 Cmd_DetProx_f (edict_t *ent);
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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 (item == ent->client->pers.weapon)
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// return;
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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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( (index == pl_index) && (current_weapon_index == pl_index) ) ||
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( (index == pr_index) && (current_weapon_index == pr_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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// Knightmare- detprox command
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else if (current_weapon_index == pl_index)
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{
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Cmd_DetProx_f (ent);
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return;
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}
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// Knightmare- we already have alterate weapon selection implemented here.
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// So let's use it for the LM Plasma rifle, too!
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else if (current_weapon_index == pr_index)
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{
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ent->client->pers.plasma_mode = (!ent->client->pers.plasma_mode);
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if (ent->client->pers.plasma_mode)
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gi.cprintf (ent, PRINT_HIGH, "spread plasma\n");
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else
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gi.cprintf (ent, PRINT_HIGH, "bounce plasma\n");
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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])
|
|
{
|
|
// 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
|
|
#if defined (KMQUAKE2_ENGINE_MOD) || defined (Q2E_ENGINE_MOD)
|
|
muzzleflash = MZ_GREENHYPERBLASTER;
|
|
#else
|
|
muzzleflash = MZ_HYPERBLASTER;
|
|
#endif
|
|
else if (color == BLASTER_BLUE)
|
|
muzzleflash = MZ_BLUEHYPERBLASTER;
|
|
// #ifdef KMQUAKE2_ENGINE_MOD
|
|
#if defined (KMQUAKE2_ENGINE_MOD) || defined (Q2E_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
|
|
#if defined (KMQUAKE2_ENGINE_MOD) || defined (Q2E_ENGINE_MOD)
|
|
muzzleflash = MZ_BLUEBLASTER;
|
|
#else
|
|
muzzleflash = MZ_BLASTER;
|
|
#endif
|
|
// #ifdef KMQUAKE2_ENGINE_MOD
|
|
#if defined (KMQUAKE2_ENGINE_MOD) || defined (Q2E_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 !defined (KMQUAKE2_ENGINE_MOD) && !defined (Q2E_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
|
|
#if defined (KMQUAKE2_ENGINE_MOD) || defined (Q2E_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 !defined (KMQUAKE2_ENGINE_MOD) && !defined (Q2E_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
|
|
}
|
|
}
|
|
}
|
|
}
|