mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
054d9522ec
Added support for LMSP plasma rifle to misc_actor in missionpack DLL.
823 lines
23 KiB
C
823 lines
23 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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This file is part of Lazarus Quake 2 Mod source code.
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Lazarus Quake 2 Mod source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Lazarus Quake 2 Mod source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "g_local.h"
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#include "m_actor.h"
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void muzzleflash_think (edict_t *flash)
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{
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if (level.time >= flash->wait)
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{
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flash->svflags |= SVF_NOCLIENT;
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flash->s.effects &= ~EF_HYPERBLASTER;
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}
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else
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{
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flash->svflags &= ~SVF_NOCLIENT;
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if (flash->s.frame ^= 1)
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flash->s.effects |= EF_HYPERBLASTER;
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else
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flash->s.effects &= ~EF_HYPERBLASTER;
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flash->nextthink = level.time + FRAMETIME;
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}
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gi.linkentity(flash);
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}
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void TraceAimPoint (vec3_t start, vec3_t target)
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{
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_DEBUGTRAIL);
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gi.WritePosition (start);
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gi.WritePosition (target);
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gi.multicast (start, MULTICAST_ALL);
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}
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void ActorTarget (edict_t *self, vec3_t target)
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{
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float accuracy;
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float dist;
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float tf;
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vec3_t v;
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if (!self->enemy) {
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VectorClear (target);
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return;
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}
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if (self->monsterinfo.aiflags & AI_GOOD_GUY)
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accuracy = 5.0 - skill->value;
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else
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accuracy = skill->value + 2.0;
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if (self->enemy->health > 0)
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{
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int weapon;
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trace_t tr;
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vec3_t start;
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qboolean can_see=false;
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VectorCopy(self->s.origin,start);
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start[2] += self->viewheight;
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VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
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weapon = self->actor_weapon[self->actor_current_weapon];
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if (weapon == 7 && (rand() & 1))
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{
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// Fire rockets at feet half the time
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target[2] += self->enemy->mins[2] + 1;
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tr = gi.trace(start, NULL, NULL, target, self, MASK_SHOT);
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if (tr.ent == self->enemy)
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can_see=true;
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else
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target[2] -= self->enemy->mins[2] + 1;
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}
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if (!can_see)
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{
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// Fire at origin if origin can be seen
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tr = gi.trace(start, NULL, NULL, target, self, MASK_SHOT);
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if (tr.ent == self->enemy)
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can_see = true;
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}
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// Otherwise fire at eyeballs
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if (!can_see)
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target[2] += self->enemy->viewheight;
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}
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else
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{
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// For dead targets, fire at center of bounding box (point entities)
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// or origin (brush models)
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if (self->enemy->solid == SOLID_BBOX)
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VectorMA (self->enemy->absmin, 0.5, self->enemy->size, target);
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else
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VectorAdd (self->enemy->s.origin, self->enemy->origin_offset, target);
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}
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if (accuracy == 5.0)
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return;
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VectorSubtract (target, self->s.origin, v);
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dist = VectorLength(v);
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tf = (dist < 256) ? dist/2 : 256;
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tf *= (float) (5.0 - accuracy) / 25.0;
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VectorAdd(target, tv(crandom() * tf, crandom() * tf, crandom() * tf * 0.2), target);
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}
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// Blaster
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void actorBlaster (edict_t *self)
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{
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vec3_t start, target;
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vec3_t forward, right, up;
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int damage;
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int effect, color;
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if (!self->enemy || !self->enemy->inuse)
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return;
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// Knightmare- select color and effect
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if (sk_blaster_color->value == 2) { // green
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color = BLASTER_GREEN;
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effect = (EF_BLASTER|EF_TRACKER);
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}
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else if (sk_blaster_color->value == 3) { // blue
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color = BLASTER_BLUE;
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#ifdef KMQUAKE2_ENGINE_MOD
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effect = EF_BLASTER|EF_BLUEHYPERBLASTER;
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#else
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effect = EF_BLUEHYPERBLASTER;
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#endif
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}
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#ifdef KMQUAKE2_ENGINE_MOD
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else if ((int)sk_blaster_color->value == 4) { // red
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color = BLASTER_RED;
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effect = EF_BLASTER|EF_IONRIPPER;
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}
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#endif
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else { // standard yellow
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color = BLASTER_ORANGE;
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effect = EF_BLASTER;
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}
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AngleVectors (self->s.angles, forward, right, up);
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G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
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ActorTarget (self, target);
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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if (self->monsterinfo.aiflags & AI_TWO_GUNS)
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damage = 5;
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else
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damage = 10;
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monster_fire_blaster (self, start, forward, damage, 600, MZ2_SOLDIER_BLASTER_2, effect, color);
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if (developer->value)
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TraceAimPoint (start, target);
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if (self->monsterinfo.aiflags & AI_TWO_GUNS)
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{
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G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start);
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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monster_fire_blaster (self, start, forward, damage, 600, MZ2_SOLDIER_BLASTER_2, effect, color);
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}
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}
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// Shotgun
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void actorShotgun (edict_t *self)
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{
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vec3_t start, target;
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vec3_t forward, right, up;
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if (!self->enemy || !self->enemy->inuse)
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return;
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AngleVectors (self->s.angles, forward, right, up);
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if (self->monsterinfo.aiflags & AI_TWO_GUNS)
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{
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if (self->framenumbers % 2)
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G_ProjectSource2(self->s.origin, self->muzzle2, forward, right, up, start);
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else
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G_ProjectSource2(self->s.origin, self->muzzle, forward, right, up, start);
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self->framenumbers++;
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}
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else
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G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
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ActorTarget (self, target);
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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fire_shotgun (self, start, forward, 4, 8, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SHOTGUN_COUNT, MOD_SHOTGUN);
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_CHAINFIST_SMOKE);
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gi.WritePosition(start);
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gi.multicast(start, MULTICAST_PVS);
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gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/shotgf1b.wav"), 1, ATTN_NORM, 0);
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if (self->flash)
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{
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VectorCopy(start,self->flash->s.origin);
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self->flash->s.frame = 0;
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self->flash->think = muzzleflash_think;
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self->flash->wait = level.time + FRAMETIME;
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self->flash->think(self->flash);
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}
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if (developer->value)
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{
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if (!(self->monsterinfo.aiflags & AI_TWO_GUNS) || (self->framenumbers % 2))
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TraceAimPoint (start, target);
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}
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}
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// Super Shotgun
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void actorSuperShotgun (edict_t *self)
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{
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vec3_t start, target;
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vec3_t forward, right, up;
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vec3_t angles;
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if (!self->enemy || !self->enemy->inuse)
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return;
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AngleVectors (self->s.angles, forward, right, up);
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if (self->monsterinfo.aiflags & AI_TWO_GUNS)
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{
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if (self->framenumbers % 2)
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G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start);
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else
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G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
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self->framenumbers++;
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}
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else
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G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
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ActorTarget (self, target);
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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vectoangles (forward, angles);
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angles[YAW] -= 5;
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AngleVectors(angles,forward,NULL,NULL);
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fire_shotgun (self, start, forward, 6, 12, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
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angles[YAW] += 10;
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AngleVectors(angles,forward,NULL,NULL);
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fire_shotgun (self, start, forward, 6, 12, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2, MOD_SSHOTGUN);
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_CHAINFIST_SMOKE);
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gi.WritePosition(start);
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gi.multicast(start, MULTICAST_PVS);
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gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/sshotf1b.wav"), 1, ATTN_NORM, 0);
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if (self->flash)
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{
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VectorCopy(start,self->flash->s.origin);
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self->flash->s.frame = 0;
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self->flash->think = muzzleflash_think;
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self->flash->wait = level.time + FRAMETIME;
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self->flash->think(self->flash);
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}
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if (developer->value)
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{
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if (!(self->monsterinfo.aiflags & AI_TWO_GUNS) || (self->framenumbers % 2))
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TraceAimPoint (start, target);
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}
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}
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// Machinegun
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void actorMachineGun (edict_t *self)
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{
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vec3_t start, target;
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vec3_t forward, right, up;
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int damage;
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if (!self->enemy || !self->enemy->inuse) {
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self->monsterinfo.pausetime = 0;
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return;
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}
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AngleVectors (self->s.angles, forward, right, up);
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G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
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ActorTarget (self, target);
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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if (self->monsterinfo.aiflags & AI_TWO_GUNS)
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damage = 2;
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else
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damage = 4;
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fire_bullet (self, start, forward, damage, 2, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_CHAINFIST_SMOKE);
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gi.WritePosition(start);
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gi.multicast(start, MULTICAST_PVS);
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gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex(va("weapons/machgf%db.wav", self->actor_gunframe % 5 + 1)), 1, ATTN_NORM, 0);
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if (self->flash)
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{
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VectorCopy (start, self->flash->s.origin);
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self->flash->think = muzzleflash_think;
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self->flash->wait = level.time + FRAMETIME;
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self->flash->think(self->flash);
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}
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if (developer->value)
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TraceAimPoint (start, target);
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if (self->monsterinfo.aiflags & AI_TWO_GUNS)
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{
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G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start);
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ActorTarget (self, target);
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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fire_bullet (self, start, forward, damage, 2, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_MACHINEGUN);
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_CHAINFIST_SMOKE);
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gi.WritePosition(start);
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gi.multicast(start, MULTICAST_PVS);
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}
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}
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// Chaingun
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void actorChaingun (edict_t *self)
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{
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vec3_t start, target;
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vec3_t forward, right, up;
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int i;
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int shots;
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int damage;
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if (!self->enemy || !self->enemy->inuse)
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self->monsterinfo.pausetime = 0;
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if (level.time >= self->monsterinfo.pausetime) {
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self->s.sound = 0;
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gi.sound(self,CHAN_AUTO,gi.soundindex("weapons/chngnd1a.wav"),1,ATTN_IDLE,0);
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return;
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}
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if (self->actor_gunframe == 0)
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gi.sound(self, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0);
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if (self->actor_gunframe == 21 && level.time < self->monsterinfo.pausetime)
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self->actor_gunframe = 15;
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else
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self->actor_gunframe++;
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self->s.sound = gi.soundindex("weapons/chngnl1a.wav");
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#ifdef LOOP_SOUND_ATTENUATION
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self->s.attenuation = ATTN_IDLE;
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#endif
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if (self->actor_gunframe <= 9)
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shots = 1;
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else if (self->actor_gunframe <= 14)
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shots = 2;
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else
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shots = 3;
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AngleVectors (self->s.angles, forward, right, up);
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G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
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ActorTarget (self, target);
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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if (self->monsterinfo.aiflags & AI_TWO_GUNS)
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damage = 2;
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else
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damage = 4;
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for (i=0; i<shots; i++)
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fire_bullet (self, start, forward, damage, 2, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_CHAINFIST_SMOKE);
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gi.WritePosition(start);
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gi.multicast(start, MULTICAST_PVS);
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gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex(va("weapons/machgf%db.wav",self->actor_gunframe % 5 + 1)), 1, ATTN_NORM, 0);
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if (self->flash)
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{
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VectorCopy(start,self->flash->s.origin);
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self->flash->think = muzzleflash_think;
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self->flash->wait = level.time + FRAMETIME;
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self->flash->think(self->flash);
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}
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if (developer->value)
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TraceAimPoint (start, target);
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if (self->monsterinfo.aiflags & AI_TWO_GUNS)
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{
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G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start);
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ActorTarget (self, target);
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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for (i=0; i<shots; i++)
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fire_bullet (self, start, forward, damage, 2, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MOD_CHAINGUN);
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_CHAINFIST_SMOKE);
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gi.WritePosition(start);
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gi.multicast(start, MULTICAST_PVS);
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}
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}
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// Grenade Launcher
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// DWH: Pretty much a straight copy from Lazarus gunner code
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#define GRENADE_VELOCITY 632.4555320337
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#define GRENADE_VELOCITY_SQUARED 400000
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void actorGrenadeLauncher (edict_t *self)
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{
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vec3_t start,target;
|
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vec3_t forward, right, up;
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vec3_t aim;
|
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vec3_t dist;
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vec_t monster_speed;
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if (!self->enemy || !self->enemy->inuse)
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return;
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AngleVectors (self->s.angles, forward, right, up);
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if (self->monsterinfo.aiflags & AI_TWO_GUNS)
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{
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if (self->framenumbers % 2)
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G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start);
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else
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G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
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self->framenumbers++;
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}
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else
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G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
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ActorTarget (self, target);
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if (self->enemy->absmin[2] <= self->absmax[2])
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target[2] += self->enemy->mins[2] - self->enemy->viewheight;
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VectorSubtract (target, start, aim);
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// lead target... 20, 35, 50, 65 chance of leading
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if ( random() < (0.2 + skill->value * 0.15) )
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{
|
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float dist;
|
|
float time;
|
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|
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dist = VectorLength (aim);
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time = dist/GRENADE_VELOCITY; // Not correct, but better than nothin'
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VectorMA(target, time, self->enemy->velocity, target);
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VectorSubtract (target, start, aim);
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}
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VectorCopy (aim, forward);
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VectorNormalize (aim);
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|
if (aim[2] < 1.0)
|
|
{
|
|
float cosa, t, x, vx, y;
|
|
float drop;
|
|
float last_error, last_up, v_error;
|
|
int i;
|
|
|
|
VectorCopy (forward, target); // save target point
|
|
// horizontal distance to target
|
|
x = sqrt( forward[0] * forward[0] + forward[1] * forward[1]);
|
|
cosa = sqrt(aim[0] * aim[0] + aim[1] * aim[1]);
|
|
// constant horizontal velocity (since grenades don't have drag)
|
|
vx = GRENADE_VELOCITY * cosa;
|
|
// time to reach target x
|
|
t = x / vx;
|
|
// in that time, grenade will drop this much:
|
|
drop = 0.5 * sv_gravity->value * t * (t + FRAMETIME);
|
|
forward[2] = target[2] + drop;
|
|
// this is a good first cut, but incorrect since angle now changes, so
|
|
// horizontal speed changes
|
|
VectorCopy (forward, aim);
|
|
VectorNormalize (aim);
|
|
cosa = sqrt(aim[0] * aim[0] + aim[1] * aim[1]);
|
|
vx = GRENADE_VELOCITY * cosa;
|
|
t = x / vx;
|
|
y = GRENADE_VELOCITY * aim[2] * t - 0.5 * sv_gravity->value * t * (t + FRAMETIME);
|
|
v_error = target[2] - y;
|
|
last_error = 2 * v_error;
|
|
for (i=0; i<10 && fabs(v_error) > 4 && fabs(v_error) < fabs(last_error); i++)
|
|
{
|
|
drop = 0.5 * sv_gravity->value * t * (t + FRAMETIME);
|
|
forward[2] = target[2] + drop;
|
|
VectorCopy (forward, aim);
|
|
VectorNormalize (aim);
|
|
cosa = sqrt(aim[0] * aim[0] + aim[1] * aim[1]);
|
|
vx = GRENADE_VELOCITY * cosa;
|
|
t = x / vx;
|
|
y = GRENADE_VELOCITY * aim[2] * t - 0.5 * sv_gravity->value * t * (t + FRAMETIME);
|
|
v_error = target[2]-y;
|
|
// If error is increasing... we can't get there from here and
|
|
// probably shouldn't be here in the first place. Too late now...
|
|
// use last aim vector and shoot.
|
|
if (fabs(v_error) < fabs(last_error))
|
|
last_up = forward[2];
|
|
}
|
|
if (fabs(v_error) > fabs(last_error)) {
|
|
forward[2] = last_up;
|
|
VectorCopy (forward, aim);
|
|
VectorNormalize (aim);
|
|
}
|
|
// Sanity check... if gunner is at the same elevation or a bit above the
|
|
// target entity, check to make sure he won't bounce grenades off the
|
|
// top of a doorway. If he WOULD do that, then figure out the max elevation
|
|
// angle that will get the grenade through the door, and hope we get a
|
|
// good bounce.
|
|
if ( (self->s.origin[2] - self->enemy->s.origin[2] < 160) &&
|
|
(self->s.origin[2] - self->enemy->s.origin[2] > -16) ) {
|
|
trace_t tr;
|
|
|
|
VectorAdd (start, forward, target);
|
|
tr = gi.trace(start, vec3_origin, vec3_origin, target, self, MASK_SOLID);
|
|
if (tr.fraction < 1.0) {
|
|
// OK... the aim vector hit a solid, but would the grenade actually hit?
|
|
int contents;
|
|
|
|
cosa = sqrt(aim[0] * aim[0] + aim[1] * aim[1]);
|
|
vx = GRENADE_VELOCITY * cosa;
|
|
VectorSubtract (tr.endpos, start, dist);
|
|
dist[2] = 0;
|
|
x = VectorLength(dist);
|
|
t = x / vx;
|
|
drop = 0.5 * sv_gravity->value * t * (t + FRAMETIME);
|
|
tr.endpos[2] -= drop;
|
|
// move just a bit in the aim direction
|
|
tr.endpos[0] += aim[0];
|
|
tr.endpos[1] += aim[1];
|
|
contents = gi.pointcontents(tr.endpos);
|
|
while ((contents & MASK_SOLID) && (target[2] > self->enemy->s.origin[2]))
|
|
{
|
|
target[2] -= 8.0;
|
|
VectorSubtract (target, start, forward);
|
|
VectorCopy (forward, aim);
|
|
VectorNormalize (aim);
|
|
tr = gi.trace(start, vec3_origin, vec3_origin, target, self, MASK_SOLID);
|
|
if (tr.fraction < 1.0)
|
|
{
|
|
cosa = sqrt(aim[0] * aim[0] + aim[1] * aim[1]);
|
|
vx = GRENADE_VELOCITY * cosa;
|
|
VectorSubtract (tr.endpos, start, dist);
|
|
dist[2] = 0;
|
|
x = VectorLength(dist);
|
|
t = x / vx;
|
|
drop = 0.5 * sv_gravity->value * t * (t + FRAMETIME);
|
|
tr.endpos[2] -= drop;
|
|
tr.endpos[0] += aim[0];
|
|
tr.endpos[1] += aim[1];
|
|
contents = gi.pointcontents(tr.endpos);
|
|
}
|
|
// drop aim point another bit for insurance
|
|
target[2] -= 8;
|
|
VectorSubtract (target, start, forward);
|
|
VectorCopy (forward, aim);
|
|
VectorNormalize (aim);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// DWH - take into account (sort of) Lazarus feature of adding shooter's velocity to
|
|
// grenade velocity
|
|
monster_speed = VectorLength(self->velocity);
|
|
if (monster_speed > 0) {
|
|
vec3_t v1;
|
|
vec_t delta;
|
|
|
|
VectorCopy (self->velocity, v1);
|
|
VectorNormalize (v1);
|
|
delta = -monster_speed / GRENADE_VELOCITY;
|
|
VectorMA (aim, delta, v1, aim);
|
|
VectorNormalize (aim);
|
|
}
|
|
fire_grenade (self, start, aim, 50, GRENADE_VELOCITY, 2.5, 90, false);
|
|
|
|
gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
|
|
|
|
if (developer->value)
|
|
{
|
|
if (!(self->monsterinfo.aiflags & AI_TWO_GUNS) || (self->framenumbers % 2))
|
|
TraceAimPoint (start, target);
|
|
}
|
|
}
|
|
|
|
|
|
// Rocket Launcher
|
|
void actorRocket (edict_t *self)
|
|
{
|
|
vec3_t start, target;
|
|
vec3_t forward, right, up;
|
|
int damage = 80;
|
|
|
|
if (!self->enemy || !self->enemy->inuse)
|
|
return;
|
|
|
|
AngleVectors (self->s.angles, forward, right, up);
|
|
if (self->monsterinfo.aiflags & AI_TWO_GUNS)
|
|
{
|
|
if (self->framenumbers % 2)
|
|
G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start);
|
|
else
|
|
G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
|
|
self->framenumbers++;
|
|
}
|
|
else
|
|
G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
|
|
ActorTarget (self, target);
|
|
VectorSubtract (target, start, forward);
|
|
VectorNormalize (forward);
|
|
fire_rocket (self, start, forward, damage, 550, damage+20, damage,
|
|
( (self->spawnflags & SF_MONSTER_SPECIAL) ? self->enemy : NULL) );
|
|
|
|
gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/rocklf1a.wav"), 1, ATTN_NORM, 0);
|
|
|
|
if (developer->value)
|
|
{
|
|
if (!(self->monsterinfo.aiflags & AI_TWO_GUNS) || (self->framenumbers % 2))
|
|
TraceAimPoint (start, target);
|
|
}
|
|
}
|
|
|
|
void actorHyperblaster (edict_t *self)
|
|
{
|
|
vec3_t start, target;
|
|
vec3_t forward, right, up;
|
|
int damage;
|
|
int effect;
|
|
int color;
|
|
|
|
if (!self->enemy || !self->enemy->inuse) {
|
|
self->monsterinfo.pausetime = 0;
|
|
self->s.sound = 0;
|
|
return;
|
|
}
|
|
|
|
self->s.sound = gi.soundindex("weapons/hyprbl1a.wav");
|
|
#ifdef LOOP_SOUND_ATTENUATION
|
|
self->s.attenuation = ATTN_IDLE;
|
|
#endif
|
|
|
|
if (level.time >= self->monsterinfo.pausetime)
|
|
{
|
|
self->actor_gunframe++;
|
|
}
|
|
else
|
|
{
|
|
// Knightmare- select color
|
|
if ((int)sk_hyperblaster_color->value == 2) // green
|
|
color = BLASTER_GREEN;
|
|
else if ((int)sk_hyperblaster_color->value == 3) // blue
|
|
color = BLASTER_BLUE;
|
|
#ifdef KMQUAKE2_ENGINE_MOD
|
|
else if ((int)sk_hyperblaster_color->value == 4) // red
|
|
color = BLASTER_RED;
|
|
#endif
|
|
else // standard yellow
|
|
color = BLASTER_ORANGE;
|
|
|
|
AngleVectors (self->s.angles, forward, right, up);
|
|
G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
|
|
ActorTarget (self, target);
|
|
VectorSubtract (target, start, forward);
|
|
VectorNormalize (forward);
|
|
if ((random() * 3) < 1)
|
|
{
|
|
if ((int)sk_hyperblaster_color->value == 2) // green
|
|
effect = (EF_HYPERBLASTER|EF_TRACKER);
|
|
else if ((int)sk_hyperblaster_color->value == 3) // blue
|
|
effect = EF_BLUEHYPERBLASTER;
|
|
#ifdef KMQUAKE2_ENGINE_MOD
|
|
else if ((int)sk_hyperblaster_color->value == 4) // red
|
|
effect = EF_HYPERBLASTER|EF_IONRIPPER;
|
|
#endif
|
|
else // standard yellow
|
|
effect = EF_HYPERBLASTER;
|
|
}
|
|
else
|
|
effect = 0;
|
|
|
|
gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/hyprbf1a.wav"), 1, ATTN_NORM, 0);
|
|
|
|
if (self->monsterinfo.aiflags & AI_TWO_GUNS)
|
|
damage = 8;
|
|
else
|
|
damage = 15;
|
|
|
|
fire_blaster (self, start, forward, damage, 1000, effect, true, color);
|
|
|
|
if (developer->value)
|
|
TraceAimPoint (start, target);
|
|
|
|
if (self->monsterinfo.aiflags & AI_TWO_GUNS)
|
|
{
|
|
G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start);
|
|
ActorTarget (self, target);
|
|
VectorSubtract (target, start, forward);
|
|
VectorNormalize (forward);
|
|
if ((random() * 3) < 1)
|
|
{
|
|
if (sk_hyperblaster_color->value == 2) // green
|
|
effect = (EF_HYPERBLASTER|EF_TRACKER);
|
|
else if (sk_hyperblaster_color->value == 3) // blue
|
|
effect = EF_BLUEHYPERBLASTER;
|
|
#ifdef KMQUAKE2_ENGINE_MOD
|
|
else if (sk_hyperblaster_color->value == 4) // red
|
|
effect = EF_HYPERBLASTER|EF_IONRIPPER;
|
|
#endif
|
|
else // standard yellow
|
|
effect = EF_HYPERBLASTER;
|
|
}
|
|
else
|
|
effect = 0;
|
|
fire_blaster (self, start, forward, damage, 1000, effect, true, color);
|
|
}
|
|
|
|
self->actor_gunframe++;
|
|
if (self->actor_gunframe == 12)
|
|
self->actor_gunframe = 6;
|
|
}
|
|
|
|
if (self->actor_gunframe == 12)
|
|
{
|
|
gi.sound(self, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
|
|
self->s.sound = 0;
|
|
}
|
|
|
|
}
|
|
|
|
// Railgun
|
|
void actorRailGun (edict_t *self)
|
|
{
|
|
vec3_t start, target;
|
|
vec3_t forward, right, up;
|
|
|
|
if (!self->enemy || !self->enemy->inuse)
|
|
return;
|
|
|
|
AngleVectors (self->s.angles, forward, right, up);
|
|
if (self->monsterinfo.aiflags & AI_TWO_GUNS)
|
|
{
|
|
if (self->framenumbers % 2)
|
|
G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start);
|
|
else
|
|
G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
|
|
self->framenumbers++;
|
|
}
|
|
else
|
|
G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
|
|
ActorTarget (self, target);
|
|
VectorSubtract (target, start, forward);
|
|
VectorNormalize (forward);
|
|
fire_rail (self, start, forward, 80, 100, false, 0, 0, 0); // Do slightly less damage
|
|
|
|
gi.positioned_sound(start, self, CHAN_WEAPON, gi.soundindex("weapons/railgf1a.wav"), 1, ATTN_NORM, 0);
|
|
|
|
if (developer->value)
|
|
{
|
|
if (!(self->monsterinfo.aiflags & AI_TWO_GUNS) || (self->framenumbers % 2))
|
|
TraceAimPoint (start, target);
|
|
}
|
|
}
|
|
|
|
void actorBFG (edict_t *self)
|
|
{
|
|
vec3_t start, target;
|
|
vec3_t forward, right, up;
|
|
|
|
if (!self->enemy || !self->enemy->inuse) {
|
|
self->monsterinfo.pausetime = 0;
|
|
return;
|
|
}
|
|
|
|
if (self->actor_gunframe == 0)
|
|
gi.positioned_sound(self->s.origin, self, CHAN_WEAPON, gi.soundindex("weapons/bfg__f1y.wav"), 1, ATTN_NORM, 0);
|
|
|
|
if (self->actor_gunframe == 10)
|
|
{
|
|
AngleVectors (self->s.angles, forward, right, up);
|
|
if (self->monsterinfo.aiflags & AI_TWO_GUNS)
|
|
{
|
|
if (self->framenumbers % 2)
|
|
G_ProjectSource2 (self->s.origin, self->muzzle2, forward, right, up, start);
|
|
else
|
|
G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
|
|
self->framenumbers++;
|
|
}
|
|
else
|
|
G_ProjectSource2 (self->s.origin, self->muzzle, forward, right, up, start);
|
|
|
|
ActorTarget (self, target);
|
|
VectorSubtract (target, start, forward);
|
|
VectorNormalize (forward);
|
|
fire_bfg (self, start, forward, 500, 300, 1000);
|
|
self->endtime = level.time + 1;
|
|
if (developer->value)
|
|
{
|
|
if (!(self->monsterinfo.aiflags & AI_TWO_GUNS) || (self->framenumbers % 2))
|
|
TraceAimPoint (start, target);
|
|
}
|
|
}
|
|
self->actor_gunframe++;
|
|
}
|