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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Doom 3 GPL Source Code
2011-12-06 18:20:15 +00:00
Copyright ( C ) 1999 - 2011 id Software LLC , a ZeniMax Media company .
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2011-12-06 16:14:59 +00:00
This file is part of the Doom 3 GPL Source Code ( " Doom 3 Source Code " ) .
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Doom 3 Source Code is free software : you can redistribute it and / or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation , either version 3 of the License , or
( at your option ) any later version .
Doom 3 Source Code is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code . If not , see < http : //www.gnu.org/licenses/>.
In addition , the Doom 3 Source Code is also subject to certain additional terms . You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code . If not , please request a copy in writing from id Software at the address below .
If you have questions concerning this license or the applicable additional terms , you may contact in writing id Software LLC , c / o ZeniMax Media Inc . , Suite 120 , Rockville , Maryland 20850 USA .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
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# include "sys/platform.h"
# include "framework/DeclEntityDef.h"
# include "framework/DeclSkin.h"
# include "gamesys/SysCvar.h"
# include "ai/AI.h"
# include "Player.h"
# include "Trigger.h"
# include "SmokeParticles.h"
# include "WorldSpawn.h"
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# include "Moveable.h"
# include "BrittleFracture.h"
# include "renderer/ModelManager.h"
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# include "Weapon.h"
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/***********************************************************************
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idWeapon
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
//
// event defs
//
const idEventDef EV_Weapon_Clear ( " <clear> " ) ;
const idEventDef EV_Weapon_GetOwner ( " getOwner " , NULL , ' e ' ) ;
const idEventDef EV_Weapon_Next ( " nextWeapon " ) ;
const idEventDef EV_Weapon_State ( " weaponState " , " sd " ) ;
const idEventDef EV_Weapon_UseAmmo ( " useAmmo " , " d " ) ;
const idEventDef EV_Weapon_AddToClip ( " addToClip " , " d " ) ;
const idEventDef EV_Weapon_AmmoInClip ( " ammoInClip " , NULL , ' f ' ) ;
const idEventDef EV_Weapon_AmmoAvailable ( " ammoAvailable " , NULL , ' f ' ) ;
const idEventDef EV_Weapon_TotalAmmoCount ( " totalAmmoCount " , NULL , ' f ' ) ;
const idEventDef EV_Weapon_ClipSize ( " clipSize " , NULL , ' f ' ) ;
const idEventDef EV_Weapon_WeaponOutOfAmmo ( " weaponOutOfAmmo " ) ;
const idEventDef EV_Weapon_WeaponReady ( " weaponReady " ) ;
const idEventDef EV_Weapon_WeaponReloading ( " weaponReloading " ) ;
const idEventDef EV_Weapon_WeaponHolstered ( " weaponHolstered " ) ;
const idEventDef EV_Weapon_WeaponRising ( " weaponRising " ) ;
const idEventDef EV_Weapon_WeaponLowering ( " weaponLowering " ) ;
const idEventDef EV_Weapon_Flashlight ( " flashlight " , " d " ) ;
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const idEventDef EV_Weapon_LaunchProjectiles ( " launchProjectiles " , " dffffdd " ) ; //ivan last "dd" added
//was: const idEventDef EV_Weapon_CreateProjectile( "createProjectile", NULL, 'e' );
const idEventDef EV_Weapon_CreateProjectile ( " createProjectile " , " d " , ' e ' ) ; //ivan "d" added
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const idEventDef EV_Weapon_EjectBrass ( " ejectBrass " ) ;
const idEventDef EV_Weapon_Melee ( " melee " , NULL , ' d ' ) ;
const idEventDef EV_Weapon_GetWorldModel ( " getWorldModel " , NULL , ' e ' ) ;
const idEventDef EV_Weapon_AllowDrop ( " allowDrop " , " d " ) ;
const idEventDef EV_Weapon_AutoReload ( " autoReload " , NULL , ' f ' ) ;
const idEventDef EV_Weapon_NetReload ( " netReload " ) ;
const idEventDef EV_Weapon_IsInvisible ( " isInvisible " , NULL , ' f ' ) ;
const idEventDef EV_Weapon_NetEndReload ( " netEndReload " ) ;
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//rev grab
const idEventDef EV_Weapon_GrabberHasTarget ( " grabberHasTarget " , NULL , ' d ' ) ;
const idEventDef EV_Weapon_Grabber ( " grabber " , " d " ) ;
const idEventDef EV_Weapon_Grabber_SetGrabDistance ( " grabberGrabDistance " , " f " ) ;
//rev grab
// New------------------
# ifdef _DENTONMOD
const idEventDef EV_Weapon_ChangeProjectileDef ( " changeProjectileDef " , " d " , ' f ' ) ; // New
const idEventDef EV_Weapon_GetProjectileType ( " getProjectileType " , NULL , ' f ' ) ;
const idEventDef EV_Weapon_SetZoom ( " setZoom " , " d " ) ; // New
const idEventDef EV_Weapon_StartParticle ( " startWeaponParticle " , " s " ) ;
const idEventDef EV_Weapon_StopParticle ( " stopWeaponParticle " , " s " ) ;
const idEventDef EV_Weapon_StartWeaponLight ( " startWeaponLight " , " s " ) ;
const idEventDef EV_Weapon_StopWeaponLight ( " stopWeaponLight " , " s " ) ;
# endif //_DENTONMOD
//ivan start
const idEventDef EV_Weapon_StartAutoMelee ( " startAutoMelee " , " fd " ) ;
const idEventDef EV_Weapon_StopAutoMelee ( " stopAutoMelee " ) ;
const idEventDef EV_Weapon_StartMeleeBeam ( " startMeleeBeam " , " d " ) ;
const idEventDef EV_Weapon_StopMeleeBeam ( " stopMeleeBeam " ) ;
const idEventDef EV_Weapon_SetWeaponMode ( " setWeaponMode " , " d " ) ;
const idEventDef EV_Weapon_GetWeaponMode ( " getWeaponMode " , NULL , ' d ' ) ;
//ivan end
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//
// class def
//
CLASS_DECLARATION ( idAnimatedEntity , idWeapon )
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# ifdef _DENTONMOD
EVENT ( EV_Weapon_SetZoom , idWeapon : : Event_SetZoom ) // New
# endif //_DENTONMOD
EVENT ( EV_Weapon_Clear , idWeapon : : Event_Clear )
EVENT ( EV_Weapon_GetOwner , idWeapon : : Event_GetOwner )
EVENT ( EV_Weapon_State , idWeapon : : Event_WeaponState )
EVENT ( EV_Weapon_WeaponReady , idWeapon : : Event_WeaponReady )
EVENT ( EV_Weapon_WeaponOutOfAmmo , idWeapon : : Event_WeaponOutOfAmmo )
EVENT ( EV_Weapon_WeaponReloading , idWeapon : : Event_WeaponReloading )
EVENT ( EV_Weapon_WeaponHolstered , idWeapon : : Event_WeaponHolstered )
EVENT ( EV_Weapon_WeaponRising , idWeapon : : Event_WeaponRising )
EVENT ( EV_Weapon_WeaponLowering , idWeapon : : Event_WeaponLowering )
EVENT ( EV_Weapon_UseAmmo , idWeapon : : Event_UseAmmo )
EVENT ( EV_Weapon_AddToClip , idWeapon : : Event_AddToClip )
EVENT ( EV_Weapon_AmmoInClip , idWeapon : : Event_AmmoInClip )
EVENT ( EV_Weapon_AmmoAvailable , idWeapon : : Event_AmmoAvailable )
EVENT ( EV_Weapon_TotalAmmoCount , idWeapon : : Event_TotalAmmoCount )
EVENT ( EV_Weapon_ClipSize , idWeapon : : Event_ClipSize )
EVENT ( AI_PlayAnim , idWeapon : : Event_PlayAnim )
EVENT ( AI_PlayCycle , idWeapon : : Event_PlayCycle )
EVENT ( AI_SetBlendFrames , idWeapon : : Event_SetBlendFrames )
EVENT ( AI_GetBlendFrames , idWeapon : : Event_GetBlendFrames )
EVENT ( AI_AnimDone , idWeapon : : Event_AnimDone )
EVENT ( EV_Weapon_Next , idWeapon : : Event_Next )
EVENT ( EV_SetSkin , idWeapon : : Event_SetSkin )
EVENT ( EV_Weapon_Flashlight , idWeapon : : Event_Flashlight )
EVENT ( EV_Light_GetLightParm , idWeapon : : Event_GetLightParm )
EVENT ( EV_Light_SetLightParm , idWeapon : : Event_SetLightParm )
EVENT ( EV_Light_SetLightParms , idWeapon : : Event_SetLightParms )
EVENT ( EV_Weapon_LaunchProjectiles , idWeapon : : Event_LaunchProjectiles )
EVENT ( EV_Weapon_CreateProjectile , idWeapon : : Event_CreateProjectile )
EVENT ( EV_Weapon_EjectBrass , idWeapon : : Event_EjectBrass )
EVENT ( EV_Weapon_Melee , idWeapon : : Event_Melee )
EVENT ( EV_Weapon_GetWorldModel , idWeapon : : Event_GetWorldModel )
EVENT ( EV_Weapon_AllowDrop , idWeapon : : Event_AllowDrop )
EVENT ( EV_Weapon_AutoReload , idWeapon : : Event_AutoReload )
EVENT ( EV_Weapon_NetReload , idWeapon : : Event_NetReload )
EVENT ( EV_Weapon_IsInvisible , idWeapon : : Event_IsInvisible )
EVENT ( EV_Weapon_NetEndReload , idWeapon : : Event_NetEndReload )
//rev grab
EVENT ( EV_Weapon_Grabber , idWeapon : : Event_Grabber )
EVENT ( EV_Weapon_GrabberHasTarget , idWeapon : : Event_GrabberHasTarget )
EVENT ( EV_Weapon_Grabber_SetGrabDistance , idWeapon : : Event_GrabberSetGrabDistance )
//rev grab
# ifdef _DENTONMOD
EVENT ( EV_Weapon_ChangeProjectileDef , idWeapon : : Event_ChangeProjectileDef ) // New
EVENT ( EV_Weapon_GetProjectileType , idWeapon : : Event_GetProjectileType ) // New
EVENT ( EV_Weapon_StartParticle , idWeapon : : Event_StartWeaponParticle ) // All Four New
EVENT ( EV_Weapon_StopParticle , idWeapon : : Event_StopWeaponParticle )
EVENT ( EV_Weapon_StartWeaponLight , idWeapon : : Event_StartWeaponLight )
EVENT ( EV_Weapon_StopWeaponLight , idWeapon : : Event_StopWeaponLight )
# endif // _DENTONMOD
//ivan start
EVENT ( EV_Weapon_StartAutoMelee , idWeapon : : Event_StartAutoMelee )
EVENT ( EV_Weapon_StopAutoMelee , idWeapon : : Event_StopAutoMelee )
//EVENT( EV_Weapon_StartMeleeBeam, idWeapon::Event_StartMeleeBeam )
//EVENT( EV_Weapon_StopMeleeBeam, idWeapon::Event_StopMeleeBeam )
EVENT ( EV_Weapon_SetWeaponMode , idWeapon : : Event_SetWeaponMode )
EVENT ( EV_Weapon_GetWeaponMode , idWeapon : : Event_GetWeaponMode )
//ivan end
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END_CLASS
/***********************************************************************
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init
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/*
= = = = = = = = = = = = = = = =
idWeapon : : idWeapon ( )
= = = = = = = = = = = = = = = =
*/
idWeapon : : idWeapon ( ) {
owner = NULL ;
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//worldModel = NULL;
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weaponDef = NULL ;
thread = NULL ;
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//memset( &guiLight, 0, sizeof( guiLight ) );
//memset( &muzzleFlash, 0, sizeof( muzzleFlash ) );
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memset ( & worldMuzzleFlash , 0 , sizeof ( worldMuzzleFlash ) ) ;
memset ( & nozzleGlow , 0 , sizeof ( nozzleGlow ) ) ;
muzzleFlashEnd = 0 ;
flashColor = vec3_origin ;
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//muzzleFlashHandle = -1;
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worldMuzzleFlashHandle = - 1 ;
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//guiLightHandle = -1;
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nozzleGlowHandle = - 1 ;
modelDefHandle = - 1 ;
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//REV GRAB START
grabberState = - 1 ;
//REV GRAB END
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berserk = 2 ;
brassDelay = 0 ;
allowDrop = true ;
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//ivan start
# ifdef TRAIL_FX_CHAIN
//done in Clear()
# else
trailGen = NULL ;
# endif
//ivan end
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Clear ( ) ;
fl . networkSync = true ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : ~ idWeapon ( )
= = = = = = = = = = = = = = = =
*/
idWeapon : : ~ idWeapon ( ) {
Clear ( ) ;
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//delete worldModel.GetEntity();
//ivan start
# ifdef TRAIL_FX_CHAIN
//no need to delete lastBeamInChain
# else
//this is not strictly necessary because weapon is only deallocated at map end... and that's when trailsManager would do this for me.
gameLocal . trailsManager - > RemoveTrailGen ( trailGen ) ;
# endif
//ivan start
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}
/*
= = = = = = = = = = = = = = = =
idWeapon : : Spawn
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Spawn ( void ) {
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//if ( !gameLocal.isClient ) {
// // setup the world model
// worldModel = static_cast< idAnimatedEntity * >( gameLocal.SpawnEntityType( idAnimatedEntity::Type, NULL ) );
// worldModel.GetEntity()->fl.networkSync = true;
//}
//REV GRAB
if ( 1 /*!gameLocal.isMultiplayer*/ ) {
grabber . Initialize ( ) ;
}
//REV GRAB
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thread = new idThread ( ) ;
thread - > ManualDelete ( ) ;
thread - > ManualControl ( ) ;
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//ivan start
# ifdef TRAIL_FX_CHAIN
//nothing to spawn for beams. lastBeamInChain is already null.
# else
//this is spawned once at player spawn and then it is always there.
if ( ! trailGen ) {
trailGen = gameLocal . trailsManager - > NewTrailGen ( ) ;
}
# endif
//ivan end
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}
/*
= = = = = = = = = = = = = = = =
idWeapon : : SetOwner
Only called at player spawn time , not each weapon switch
= = = = = = = = = = = = = = = =
*/
void idWeapon : : SetOwner ( idPlayer * _owner ) {
assert ( ! owner ) ;
owner = _owner ;
SetName ( va ( " %s_weapon " , owner - > name . c_str ( ) ) ) ;
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/*if ( worldModel.GetEntity() ) {
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worldModel . GetEntity ( ) - > SetName ( va ( " %s_weapon_worldmodel " , owner - > name . c_str ( ) ) ) ;
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} */
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}
/*
= = = = = = = = = = = = = = = =
idWeapon : : ShouldConstructScriptObjectAtSpawn
Called during idEntity : : Spawn to see if it should construct the script object or not .
Overridden by subclasses that need to spawn the script object themselves .
= = = = = = = = = = = = = = = =
*/
bool idWeapon : : ShouldConstructScriptObjectAtSpawn ( void ) const {
return false ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : CacheWeapon
= = = = = = = = = = = = = = = =
*/
void idWeapon : : CacheWeapon ( const char * weaponName ) {
const idDeclEntityDef * weaponDef ;
const char * brassDefName ;
const char * clipModelName ;
idTraceModel trm ;
const char * guiName ;
weaponDef = gameLocal . FindEntityDef ( weaponName , false ) ;
if ( ! weaponDef ) {
return ;
}
// precache the brass collision model
brassDefName = weaponDef - > dict . GetString ( " def_ejectBrass " ) ;
if ( brassDefName [ 0 ] ) {
const idDeclEntityDef * brassDef = gameLocal . FindEntityDef ( brassDefName , false ) ;
if ( brassDef ) {
brassDef - > dict . GetString ( " clipmodel " , " " , & clipModelName ) ;
if ( ! clipModelName [ 0 ] ) {
clipModelName = brassDef - > dict . GetString ( " model " ) ; // use the visual model
}
// load the trace model
collisionModelManager - > TrmFromModel ( clipModelName , trm ) ;
}
}
guiName = weaponDef - > dict . GetString ( " gui " ) ;
if ( guiName [ 0 ] ) {
uiManager - > FindGui ( guiName , true , false , true ) ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : Save
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Save ( idSaveGame * savefile ) const {
savefile - > WriteInt ( status ) ;
savefile - > WriteObject ( thread ) ;
savefile - > WriteString ( state ) ;
savefile - > WriteString ( idealState ) ;
savefile - > WriteInt ( animBlendFrames ) ;
savefile - > WriteInt ( animDoneTime ) ;
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savefile - > WriteInt ( lastFiredTime ) ; //ivan
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savefile - > WriteBool ( isLinked ) ;
savefile - > WriteObject ( owner ) ;
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//worldModel.Save( savefile );
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savefile - > WriteInt ( hideTime ) ;
savefile - > WriteFloat ( hideDistance ) ;
savefile - > WriteInt ( hideStartTime ) ;
savefile - > WriteFloat ( hideStart ) ;
savefile - > WriteFloat ( hideEnd ) ;
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//savefile->WriteFloat( hideOffset );
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savefile - > WriteBool ( hide ) ;
savefile - > WriteBool ( disabled ) ;
savefile - > WriteInt ( berserk ) ;
savefile - > WriteVec3 ( playerViewOrigin ) ;
savefile - > WriteMat3 ( playerViewAxis ) ;
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/*
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savefile - > WriteVec3 ( viewWeaponOrigin ) ;
savefile - > WriteMat3 ( viewWeaponAxis ) ;
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*/
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savefile - > WriteVec3 ( muzzleOrigin ) ;
savefile - > WriteMat3 ( muzzleAxis ) ;
savefile - > WriteVec3 ( pushVelocity ) ;
savefile - > WriteString ( weaponDef - > GetName ( ) ) ;
savefile - > WriteFloat ( meleeDistance ) ;
savefile - > WriteString ( meleeDefName ) ;
savefile - > WriteInt ( brassDelay ) ;
savefile - > WriteString ( icon ) ;
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/*
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savefile - > WriteInt ( guiLightHandle ) ;
savefile - > WriteRenderLight ( guiLight ) ;
savefile - > WriteInt ( muzzleFlashHandle ) ;
savefile - > WriteRenderLight ( muzzleFlash ) ;
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*/
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savefile - > WriteInt ( worldMuzzleFlashHandle ) ;
savefile - > WriteRenderLight ( worldMuzzleFlash ) ;
savefile - > WriteVec3 ( flashColor ) ;
savefile - > WriteInt ( muzzleFlashEnd ) ;
savefile - > WriteInt ( flashTime ) ;
savefile - > WriteBool ( lightOn ) ;
savefile - > WriteBool ( silent_fire ) ;
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/*
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savefile - > WriteInt ( kick_endtime ) ;
savefile - > WriteInt ( muzzle_kick_time ) ;
savefile - > WriteInt ( muzzle_kick_maxtime ) ;
savefile - > WriteAngles ( muzzle_kick_angles ) ;
savefile - > WriteVec3 ( muzzle_kick_offset ) ;
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*/
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savefile - > WriteInt ( ammoType ) ;
savefile - > WriteInt ( ammoRequired ) ;
savefile - > WriteInt ( clipSize ) ;
savefile - > WriteInt ( ammoClip ) ;
savefile - > WriteInt ( lowAmmo ) ;
savefile - > WriteBool ( powerAmmo ) ;
// savegames <= 17
savefile - > WriteInt ( 0 ) ;
savefile - > WriteInt ( zoomFov ) ;
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/*
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savefile - > WriteJoint ( barrelJointView ) ;
savefile - > WriteJoint ( flashJointView ) ;
savefile - > WriteJoint ( ejectJointView ) ;
savefile - > WriteJoint ( guiLightJointView ) ;
savefile - > WriteJoint ( ventLightJointView ) ;
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*/
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savefile - > WriteJoint ( flashJointWorld ) ;
savefile - > WriteJoint ( barrelJointWorld ) ;
savefile - > WriteJoint ( ejectJointWorld ) ;
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savefile - > WriteJoint ( meleeJointWorld ) ; //ivan
//ivan start
savefile - > WriteBool ( autoMeleeEnabled ) ;
savefile - > WriteBool ( useMeleeBox ) ;
savefile - > WriteFloat ( comboMultiplier ) ;
savefile - > WriteFloat ( firingWalkSpeedMult ) ;
savefile - > WriteBounds ( meleebox ) ;
savefile - > WriteInt ( trailNumType ) ;
# ifdef TRAIL_FX_CHAIN
lastBeamInChain . Save ( savefile ) ;
# else
//trailGen is saved elsewhere. Here we save only the id to retrieve it later
savefile - > WriteInt ( gameLocal . trailsManager - > GetSafeUniqueId ( trailGen ) ) ;
# endif
savefile - > WriteInt ( trailLowOffset ) ;
savefile - > WriteInt ( trailHighOffset ) ;
//spread
savefile - > WriteFloat ( dynamicSpreadValue ) ;
savefile - > WriteFloat ( spreadBaseValue ) ;
savefile - > WriteFloat ( spreadVelocityFactor ) ;
savefile - > WriteFloat ( spreadCrouchFactor ) ;
savefile - > WriteFloat ( spreadCrouchFactor ) ;
//ivan end
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savefile - > WriteBool ( hasBloodSplat ) ;
savefile - > WriteSoundShader ( sndHum ) ;
savefile - > WriteParticle ( weaponSmoke ) ;
savefile - > WriteInt ( weaponSmokeStartTime ) ;
savefile - > WriteBool ( continuousSmoke ) ;
savefile - > WriteParticle ( strikeSmoke ) ;
savefile - > WriteInt ( strikeSmokeStartTime ) ;
savefile - > WriteVec3 ( strikePos ) ;
savefile - > WriteMat3 ( strikeAxis ) ;
savefile - > WriteInt ( nextStrikeFx ) ;
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savefile - > WriteInt ( nextMeleeSnd ) ; //ivan
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savefile - > WriteBool ( nozzleFx ) ;
savefile - > WriteInt ( nozzleFxFade ) ;
savefile - > WriteInt ( lastAttack ) ;
savefile - > WriteInt ( nozzleGlowHandle ) ;
savefile - > WriteRenderLight ( nozzleGlow ) ;
savefile - > WriteVec3 ( nozzleGlowColor ) ;
savefile - > WriteMaterial ( nozzleGlowShader ) ;
savefile - > WriteFloat ( nozzleGlowRadius ) ;
savefile - > WriteInt ( weaponAngleOffsetAverages ) ;
savefile - > WriteFloat ( weaponAngleOffsetScale ) ;
savefile - > WriteFloat ( weaponAngleOffsetMax ) ;
savefile - > WriteFloat ( weaponOffsetTime ) ;
savefile - > WriteFloat ( weaponOffsetScale ) ;
savefile - > WriteBool ( allowDrop ) ;
savefile - > WriteObject ( projectileEnt ) ;
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savefile - > WriteObject ( lastMeleeEnt ) ; //ivan
//REV GRAB
savefile - > WriteStaticObject ( grabber ) ;
savefile - > WriteInt ( grabberState ) ;
//REV GRAB
// New----------------------------------------------
# ifdef _DENTONMOD
savefile - > WriteInt ( weaponParticles . Num ( ) ) ;
for ( int i = 0 ; i < weaponParticles . Num ( ) ; i + + ) {
WeaponParticle_t * part = weaponParticles . GetIndex ( i ) ;
particleFlags_s flags = part - > particleFlags ;
LittleBitField ( & flags , sizeof ( flags ) ) ;
savefile - > Write ( & flags , sizeof ( flags ) ) ;
savefile - > WriteString ( part - > name ) ;
savefile - > WriteString ( part - > particlename ) ;
savefile - > WriteInt ( part - > startTime ) ;
savefile - > WriteJoint ( part - > joint ) ;
if ( ! part - > particleFlags . isSmoke ) {
savefile - > WriteRenderEntity ( part - > renderEntity ) ;
}
if ( part - > particleFlags . isDir ) {
savefile - > WriteVec3 ( part - > dir ) ;
}
if ( part - > particleFlags . isOffset ) {
savefile - > WriteVec3 ( part - > offset ) ;
}
}
savefile - > WriteInt ( weaponLights . Num ( ) ) ;
for ( int i = 0 ; i < weaponLights . Num ( ) ; i + + ) {
WeaponLight_t * light = weaponLights . GetIndex ( i ) ;
2011-11-22 21:28:15 +00:00
2018-08-27 13:13:17 +00:00
lightFlags_s flags = light - > lightFlags ;
LittleBitField ( & flags , sizeof ( flags ) ) ;
savefile - > Write ( & flags , sizeof ( flags ) ) ;
savefile - > WriteString ( light - > name ) ;
savefile - > WriteInt ( light - > startTime ) ;
savefile - > WriteJoint ( light - > joint ) ;
savefile - > WriteInt ( light - > lightHandle ) ;
savefile - > WriteRenderLight ( light - > light ) ;
if ( ! light - > lightFlags . isAlwaysOn ) {
savefile - > WriteInt ( light - > endTime ) ;
}
if ( light - > lightFlags . isDir ) {
savefile - > WriteVec3 ( light - > dir ) ;
}
if ( light - > lightFlags . isOffset ) {
savefile - > WriteVec3 ( light - > offset ) ;
}
}
# endif // _DENTONMOD
//ivan start
savefile - > WriteInt ( maxAmmo ) ;
savefile - > WriteInt ( spreadMode ) ;
//ivan end
2011-11-22 21:28:15 +00:00
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : Restore
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Restore ( idRestoreGame * savefile ) {
savefile - > ReadInt ( ( int & ) status ) ;
savefile - > ReadObject ( reinterpret_cast < idClass * & > ( thread ) ) ;
savefile - > ReadString ( state ) ;
savefile - > ReadString ( idealState ) ;
savefile - > ReadInt ( animBlendFrames ) ;
savefile - > ReadInt ( animDoneTime ) ;
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savefile - > ReadInt ( lastFiredTime ) ; //ivan
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savefile - > ReadBool ( isLinked ) ;
// Re-link script fields
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WEAPON_ATTACK . LinkTo ( scriptObject , " WEAPON_ATTACK " ) ;
WEAPON_SPECIAL . LinkTo ( scriptObject , " WEAPON_SPECIAL " ) ; // New
WEAPON_SPECIAL_HOLD . LinkTo ( scriptObject , " WEAPON_SPECIAL_HOLD " ) ; //
WEAPON_RELOAD . LinkTo ( scriptObject , " WEAPON_RELOAD " ) ;
WEAPON_NETRELOAD . LinkTo ( scriptObject , " WEAPON_NETRELOAD " ) ;
WEAPON_NETENDRELOAD . LinkTo ( scriptObject , " WEAPON_NETENDRELOAD " ) ;
WEAPON_NETFIRING . LinkTo ( scriptObject , " WEAPON_NETFIRING " ) ;
WEAPON_RAISEWEAPON . LinkTo ( scriptObject , " WEAPON_RAISEWEAPON " ) ;
WEAPON_LOWERWEAPON . LinkTo ( scriptObject , " WEAPON_LOWERWEAPON " ) ;
2011-11-22 21:28:15 +00:00
savefile - > ReadObject ( reinterpret_cast < idClass * & > ( owner ) ) ;
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//worldModel.Restore( savefile );
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savefile - > ReadInt ( hideTime ) ;
savefile - > ReadFloat ( hideDistance ) ;
savefile - > ReadInt ( hideStartTime ) ;
savefile - > ReadFloat ( hideStart ) ;
savefile - > ReadFloat ( hideEnd ) ;
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//savefile->ReadFloat( hideOffset );
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savefile - > ReadBool ( hide ) ;
savefile - > ReadBool ( disabled ) ;
savefile - > ReadInt ( berserk ) ;
savefile - > ReadVec3 ( playerViewOrigin ) ;
savefile - > ReadMat3 ( playerViewAxis ) ;
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/*
2011-11-22 21:28:15 +00:00
savefile - > ReadVec3 ( viewWeaponOrigin ) ;
savefile - > ReadMat3 ( viewWeaponAxis ) ;
2018-08-27 13:13:17 +00:00
*/
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savefile - > ReadVec3 ( muzzleOrigin ) ;
savefile - > ReadMat3 ( muzzleAxis ) ;
savefile - > ReadVec3 ( pushVelocity ) ;
idStr objectname ;
savefile - > ReadString ( objectname ) ;
weaponDef = gameLocal . FindEntityDef ( objectname ) ;
meleeDef = gameLocal . FindEntityDef ( weaponDef - > dict . GetString ( " def_melee " ) , false ) ;
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/* const idDeclEntityDef *projectileDef = gameLocal.FindEntityDef( weaponDef->dict.GetString( "def_projectile" ), false );
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if ( projectileDef ) {
projectileDict = projectileDef - > dict ;
} else {
projectileDict . Clear ( ) ;
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} */
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const idDeclEntityDef * brassDef = gameLocal . FindEntityDef ( weaponDef - > dict . GetString ( " def_ejectBrass " ) , false ) ;
if ( brassDef ) {
brassDict = brassDef - > dict ;
} else {
brassDict . Clear ( ) ;
}
savefile - > ReadFloat ( meleeDistance ) ;
savefile - > ReadString ( meleeDefName ) ;
savefile - > ReadInt ( brassDelay ) ;
savefile - > ReadString ( icon ) ;
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/*
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savefile - > ReadInt ( guiLightHandle ) ;
savefile - > ReadRenderLight ( guiLight ) ;
savefile - > ReadInt ( muzzleFlashHandle ) ;
savefile - > ReadRenderLight ( muzzleFlash ) ;
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*/
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savefile - > ReadInt ( worldMuzzleFlashHandle ) ;
savefile - > ReadRenderLight ( worldMuzzleFlash ) ;
savefile - > ReadVec3 ( flashColor ) ;
savefile - > ReadInt ( muzzleFlashEnd ) ;
savefile - > ReadInt ( flashTime ) ;
savefile - > ReadBool ( lightOn ) ;
savefile - > ReadBool ( silent_fire ) ;
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/*
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savefile - > ReadInt ( kick_endtime ) ;
savefile - > ReadInt ( muzzle_kick_time ) ;
savefile - > ReadInt ( muzzle_kick_maxtime ) ;
savefile - > ReadAngles ( muzzle_kick_angles ) ;
savefile - > ReadVec3 ( muzzle_kick_offset ) ;
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*/
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savefile - > ReadInt ( ( int & ) ammoType ) ;
savefile - > ReadInt ( ammoRequired ) ;
savefile - > ReadInt ( clipSize ) ;
savefile - > ReadInt ( ammoClip ) ;
savefile - > ReadInt ( lowAmmo ) ;
savefile - > ReadBool ( powerAmmo ) ;
// savegame versions <= 17
int foo ;
savefile - > ReadInt ( foo ) ;
savefile - > ReadInt ( zoomFov ) ;
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/*
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savefile - > ReadJoint ( barrelJointView ) ;
savefile - > ReadJoint ( flashJointView ) ;
savefile - > ReadJoint ( ejectJointView ) ;
savefile - > ReadJoint ( guiLightJointView ) ;
savefile - > ReadJoint ( ventLightJointView ) ;
2018-08-27 13:13:17 +00:00
*/
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savefile - > ReadJoint ( flashJointWorld ) ;
savefile - > ReadJoint ( barrelJointWorld ) ;
savefile - > ReadJoint ( ejectJointWorld ) ;
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savefile - > ReadJoint ( meleeJointWorld ) ; //ivan
//ivan start
savefile - > ReadBool ( autoMeleeEnabled ) ;
savefile - > ReadBool ( useMeleeBox ) ;
savefile - > ReadFloat ( comboMultiplier ) ;
savefile - > ReadFloat ( firingWalkSpeedMult ) ;
savefile - > ReadBounds ( meleebox ) ;
savefile - > ReadInt ( trailNumType ) ;
# ifdef TRAIL_FX_CHAIN
lastBeamInChain . Restore ( savefile ) ;
# else
int trailId ; //trailGen was saved elsewhere. Here we read its id to retrieve it.
savefile - > ReadInt ( trailId ) ;
trailGen = gameLocal . trailsManager - > FindTrailByUniqueId ( trailId ) ;
# ifdef TEST_TRAIL
//the test trail was not saved. Create a new one.
//NOTE: the trail object has been correctly restored by the manager, so it's sill there. We just don't know the id.
testGen = NULL ;
# endif
# endif
savefile - > ReadInt ( trailLowOffset ) ;
savefile - > ReadInt ( trailHighOffset ) ;
//spread
savefile - > ReadFloat ( dynamicSpreadValue ) ;
savefile - > ReadFloat ( spreadBaseValue ) ;
savefile - > ReadFloat ( spreadVelocityFactor ) ;
savefile - > ReadFloat ( spreadCrouchFactor ) ;
//ivan end
2011-11-22 21:28:15 +00:00
savefile - > ReadBool ( hasBloodSplat ) ;
savefile - > ReadSoundShader ( sndHum ) ;
savefile - > ReadParticle ( weaponSmoke ) ;
savefile - > ReadInt ( weaponSmokeStartTime ) ;
savefile - > ReadBool ( continuousSmoke ) ;
savefile - > ReadParticle ( strikeSmoke ) ;
savefile - > ReadInt ( strikeSmokeStartTime ) ;
savefile - > ReadVec3 ( strikePos ) ;
savefile - > ReadMat3 ( strikeAxis ) ;
savefile - > ReadInt ( nextStrikeFx ) ;
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savefile - > ReadInt ( nextMeleeSnd ) ; //ivan
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savefile - > ReadBool ( nozzleFx ) ;
savefile - > ReadInt ( nozzleFxFade ) ;
savefile - > ReadInt ( lastAttack ) ;
savefile - > ReadInt ( nozzleGlowHandle ) ;
savefile - > ReadRenderLight ( nozzleGlow ) ;
savefile - > ReadVec3 ( nozzleGlowColor ) ;
savefile - > ReadMaterial ( nozzleGlowShader ) ;
savefile - > ReadFloat ( nozzleGlowRadius ) ;
savefile - > ReadInt ( weaponAngleOffsetAverages ) ;
savefile - > ReadFloat ( weaponAngleOffsetScale ) ;
savefile - > ReadFloat ( weaponAngleOffsetMax ) ;
savefile - > ReadFloat ( weaponOffsetTime ) ;
savefile - > ReadFloat ( weaponOffsetScale ) ;
savefile - > ReadBool ( allowDrop ) ;
savefile - > ReadObject ( reinterpret_cast < idClass * & > ( projectileEnt ) ) ;
2018-08-27 13:13:17 +00:00
savefile - > ReadObject ( reinterpret_cast < idClass * & > ( lastMeleeEnt ) ) ; //ivan
//REV GRAB
savefile - > ReadStaticObject ( grabber ) ;
savefile - > ReadInt ( grabberState ) ;
//REV GRAB
# ifdef _DENTONMOD
if ( ! ChangeProjectileDef ( owner - > GetProjectileType ( ) ) ) { // if restore fails we must clear the dict
projectileDict . Clear ( ) ;
}
//All rest New
int particleCount ;
savefile - > ReadInt ( particleCount ) ;
for ( int i = 0 ; i < particleCount ; i + + ) {
WeaponParticle_t newParticle ;
memset ( & newParticle , 0 , sizeof ( newParticle ) ) ;
savefile - > Read ( & newParticle . particleFlags , sizeof ( newParticle . particleFlags ) ) ;
LittleBitField ( & newParticle . particleFlags , sizeof ( newParticle . particleFlags ) ) ;
idStr prtName , particlename ;
savefile - > ReadString ( prtName ) ;
savefile - > ReadString ( particlename ) ;
strcpy ( newParticle . name , prtName . c_str ( ) ) ;
strcpy ( newParticle . particlename , particlename . c_str ( ) ) ;
savefile - > ReadInt ( newParticle . startTime ) ;
savefile - > ReadJoint ( newParticle . joint ) ;
if ( newParticle . particleFlags . isSmoke ) {
newParticle . particle = static_cast < const idDeclParticle * > ( declManager - > FindType ( DECL_PARTICLE , particlename , false ) ) ;
}
else {
savefile - > ReadRenderEntity ( newParticle . renderEntity ) ;
newParticle . modelDefHandle = - 1 ;
}
if ( newParticle . particleFlags . isDir ) {
savefile - > ReadVec3 ( newParticle . dir ) ;
}
if ( newParticle . particleFlags . isOffset ) {
savefile - > ReadVec3 ( newParticle . offset ) ;
}
weaponParticles . Set ( newParticle . name , newParticle ) ;
}
int lightCount ;
savefile - > ReadInt ( lightCount ) ;
for ( int i = 0 ; i < lightCount ; i + + ) {
WeaponLight_t newLight ;
memset ( & newLight , 0 , sizeof ( newLight ) ) ;
savefile - > Read ( & newLight . lightFlags , sizeof ( newLight . lightFlags ) ) ;
LittleBitField ( & newLight . lightFlags , sizeof ( newLight . lightFlags ) ) ;
idStr lightName ;
savefile - > ReadString ( lightName ) ;
strcpy ( newLight . name , lightName . c_str ( ) ) ;
savefile - > ReadInt ( newLight . startTime ) ;
savefile - > ReadJoint ( newLight . joint ) ;
savefile - > ReadInt ( newLight . lightHandle ) ;
savefile - > ReadRenderLight ( newLight . light ) ;
if ( newLight . lightHandle > = 0 ) {
newLight . lightHandle = gameRenderWorld - > AddLightDef ( & newLight . light ) ;
}
if ( ! newLight . lightFlags . isAlwaysOn ) {
savefile - > ReadInt ( newLight . endTime ) ;
}
if ( newLight . lightFlags . isDir ) {
savefile - > ReadVec3 ( newLight . dir ) ;
}
if ( newLight . lightFlags . isOffset ) {
savefile - > ReadVec3 ( newLight . offset ) ;
}
weaponLights . Set ( newLight . name , newLight ) ;
}
# endif //_DENTONMOD
//ivan start
savefile - > ReadInt ( maxAmmo ) ;
savefile - > ReadInt ( spreadMode ) ;
//ivan end
2011-11-22 21:28:15 +00:00
}
/***********************************************************************
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Weapon definition management
2011-11-22 21:28:15 +00:00
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/*
= = = = = = = = = = = = = = = =
idWeapon : : Clear
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Clear ( void ) {
CancelEvents ( & EV_Weapon_Clear ) ;
DeconstructScriptObject ( ) ;
scriptObject . Free ( ) ;
WEAPON_ATTACK . Unlink ( ) ;
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WEAPON_SPECIAL . Unlink ( ) ; //new
WEAPON_SPECIAL_HOLD . Unlink ( ) ; //new
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WEAPON_RELOAD . Unlink ( ) ;
WEAPON_NETRELOAD . Unlink ( ) ;
WEAPON_NETENDRELOAD . Unlink ( ) ;
WEAPON_NETFIRING . Unlink ( ) ;
WEAPON_RAISEWEAPON . Unlink ( ) ;
WEAPON_LOWERWEAPON . Unlink ( ) ;
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/*
2011-11-22 21:28:15 +00:00
if ( muzzleFlashHandle ! = - 1 ) {
gameRenderWorld - > FreeLightDef ( muzzleFlashHandle ) ;
muzzleFlashHandle = - 1 ;
}
if ( muzzleFlashHandle ! = - 1 ) {
gameRenderWorld - > FreeLightDef ( muzzleFlashHandle ) ;
muzzleFlashHandle = - 1 ;
}
2018-08-27 13:13:17 +00:00
*/
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if ( worldMuzzleFlashHandle ! = - 1 ) {
gameRenderWorld - > FreeLightDef ( worldMuzzleFlashHandle ) ;
worldMuzzleFlashHandle = - 1 ;
}
2018-08-27 13:13:17 +00:00
/*
2011-11-22 21:28:15 +00:00
if ( guiLightHandle ! = - 1 ) {
gameRenderWorld - > FreeLightDef ( guiLightHandle ) ;
guiLightHandle = - 1 ;
}
2018-08-27 13:13:17 +00:00
*/
2011-11-22 21:28:15 +00:00
if ( nozzleGlowHandle ! = - 1 ) {
gameRenderWorld - > FreeLightDef ( nozzleGlowHandle ) ;
nozzleGlowHandle = - 1 ;
}
memset ( & renderEntity , 0 , sizeof ( renderEntity ) ) ;
renderEntity . entityNum = entityNumber ;
renderEntity . noShadow = true ;
renderEntity . noSelfShadow = true ;
renderEntity . customSkin = NULL ;
// set default shader parms
renderEntity . shaderParms [ SHADERPARM_RED ] = 1.0f ;
renderEntity . shaderParms [ SHADERPARM_GREEN ] = 1.0f ;
renderEntity . shaderParms [ SHADERPARM_BLUE ] = 1.0f ;
renderEntity . shaderParms [ 3 ] = 1.0f ;
renderEntity . shaderParms [ SHADERPARM_TIMEOFFSET ] = 0.0f ;
renderEntity . shaderParms [ 5 ] = 0.0f ;
renderEntity . shaderParms [ 6 ] = 0.0f ;
renderEntity . shaderParms [ 7 ] = 0.0f ;
if ( refSound . referenceSound ) {
refSound . referenceSound - > Free ( true ) ;
}
memset ( & refSound , 0 , sizeof ( refSound_t ) ) ;
2011-12-06 18:20:15 +00:00
2011-11-22 21:28:15 +00:00
// setting diversity to 0 results in no random sound. -1 indicates random.
refSound . diversity = - 1.0f ;
if ( owner ) {
// don't spatialize the weapon sounds
refSound . listenerId = owner - > GetListenerId ( ) ;
}
// clear out the sounds from our spawnargs since we'll copy them from the weapon def
const idKeyValue * kv = spawnArgs . MatchPrefix ( " snd_ " ) ;
while ( kv ) {
spawnArgs . Delete ( kv - > GetKey ( ) ) ;
kv = spawnArgs . MatchPrefix ( " snd_ " ) ;
}
hideTime = 300 ;
hideDistance = - 15.0f ;
hideStartTime = gameLocal . time - hideTime ;
hideStart = 0.0f ;
hideEnd = 0.0f ;
2018-08-27 13:13:17 +00:00
//hideOffset = 0.0f;
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hide = false ;
disabled = false ;
weaponSmoke = NULL ;
weaponSmokeStartTime = 0 ;
continuousSmoke = false ;
strikeSmoke = NULL ;
strikeSmokeStartTime = 0 ;
strikePos . Zero ( ) ;
strikeAxis = mat3_identity ;
nextStrikeFx = 0 ;
2018-08-27 13:13:17 +00:00
nextMeleeSnd = 0 ; //ivan
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icon = " " ;
playerViewAxis . Identity ( ) ;
playerViewOrigin . Zero ( ) ;
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//viewWeaponAxis.Identity();
//viewWeaponOrigin.Zero();
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muzzleAxis . Identity ( ) ;
muzzleOrigin . Zero ( ) ;
pushVelocity . Zero ( ) ;
status = WP_HOLSTERED ;
state = " " ;
idealState = " " ;
animBlendFrames = 0 ;
animDoneTime = 0 ;
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lastFiredTime = 0 ; //ivan
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projectileDict . Clear ( ) ;
meleeDef = NULL ;
meleeDefName = " " ;
meleeDistance = 0.0f ;
brassDict . Clear ( ) ;
flashTime = 250 ;
lightOn = false ;
silent_fire = false ;
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//rev grab
grabberState = - 1 ;
grabber . Update ( owner , true ) ;
//rev grab
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ammoType = 0 ;
ammoRequired = 0 ;
ammoClip = 0 ;
clipSize = 0 ;
lowAmmo = 0 ;
powerAmmo = false ;
2018-08-27 13:13:17 +00:00
/*
2011-11-22 21:28:15 +00:00
kick_endtime = 0 ;
muzzle_kick_time = 0 ;
muzzle_kick_maxtime = 0 ;
muzzle_kick_angles . Zero ( ) ;
muzzle_kick_offset . Zero ( ) ;
2018-08-27 13:13:17 +00:00
*/
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zoomFov = 90 ;
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/*
2011-11-22 21:28:15 +00:00
barrelJointView = INVALID_JOINT ;
flashJointView = INVALID_JOINT ;
ejectJointView = INVALID_JOINT ;
guiLightJointView = INVALID_JOINT ;
ventLightJointView = INVALID_JOINT ;
2018-08-27 13:13:17 +00:00
*/
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barrelJointWorld = INVALID_JOINT ;
flashJointWorld = INVALID_JOINT ;
ejectJointWorld = INVALID_JOINT ;
2018-08-27 13:13:17 +00:00
meleeJointWorld = INVALID_JOINT ; //ivan
// ------------------- New Start
# ifdef _DENTONMOD
//Clean up the weapon particles
for ( int i = 0 ; i < weaponParticles . Num ( ) ; i + + ) {
WeaponParticle_t * part = weaponParticles . GetIndex ( i ) ;
if ( ! part - > particleFlags . isSmoke ) {
if ( part - > modelDefHandle > = 0 )
gameRenderWorld - > FreeEntityDef ( part - > modelDefHandle ) ;
}
}
weaponParticles . Clear ( ) ;
//Clean up the weapon lights
for ( int i = 0 ; i < weaponLights . Num ( ) ; i + + ) {
WeaponLight_t * light = weaponLights . GetIndex ( i ) ;
if ( light - > lightHandle ! = - 1 ) {
gameRenderWorld - > FreeLightDef ( light - > lightHandle ) ;
}
}
weaponLights . Clear ( ) ;
//------------------------------------ New End
# endif //_DENTONMOD
2011-11-22 21:28:15 +00:00
hasBloodSplat = false ;
nozzleFx = false ;
nozzleFxFade = 1500 ;
lastAttack = 0 ;
2018-08-27 13:13:17 +00:00
// lastSpecialFunc = 0; // new
2011-11-22 21:28:15 +00:00
nozzleGlowHandle = - 1 ;
nozzleGlowShader = NULL ;
nozzleGlowRadius = 10 ;
nozzleGlowColor . Zero ( ) ;
weaponAngleOffsetAverages = 0 ;
weaponAngleOffsetScale = 0.0f ;
weaponAngleOffsetMax = 0.0f ;
weaponOffsetTime = 0.0f ;
weaponOffsetScale = 0.0f ;
allowDrop = true ;
animator . ClearAllAnims ( gameLocal . time , 0 ) ;
FreeModelDef ( ) ;
sndHum = NULL ;
isLinked = false ;
projectileEnt = NULL ;
2018-08-27 13:13:17 +00:00
//ivan start
lastMeleeEnt = NULL ;
2011-11-22 21:28:15 +00:00
isFiring = false ;
2018-08-27 13:13:17 +00:00
isSecFiring = false ;
autoMeleeEnabled = false ;
useMeleeBox = false ;
comboMultiplier = 1.0f ;
firingWalkSpeedMult = 1.0f ;
meleebox . Zero ( ) ;
trailNumType = TRAIL_NONE ;
# ifdef TRAIL_FX_CHAIN
lastBeamInChain = NULL ;
# else
//check if trailGen is != null because this is also called by the constructor!
if ( trailGen & & trailGen - > IsEnabled ( ) ) { //this also happens when weapon change. Make sure no trail is going.
trailGen - > StopTrail ( ) ;
}
trailLowOffset = 0 ;
trailHighOffset = 0 ;
# endif
//spread
dynamicSpreadValue = 0.0f ;
spreadBaseValue = 0.0f ;
spreadVelocityFactor = 0.0f ;
spreadCrouchFactor = 0.0f ;
//ivan end
2011-11-22 21:28:15 +00:00
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : InitWorldModel
= = = = = = = = = = = = = = = =
*/
void idWeapon : : InitWorldModel ( const idDeclEntityDef * def ) {
2018-08-27 13:13:17 +00:00
/*
2011-11-22 21:28:15 +00:00
idEntity * ent ;
ent = worldModel . GetEntity ( ) ;
assert ( ent ) ;
2018-08-27 13:13:17 +00:00
*/
2011-11-22 21:28:15 +00:00
assert ( def ) ;
const char * model = def - > dict . GetString ( " model_world " ) ;
const char * attach = def - > dict . GetString ( " joint_attach " ) ;
2018-08-27 13:13:17 +00:00
/*
//old code
2011-11-22 21:28:15 +00:00
ent - > SetSkin ( NULL ) ;
if ( model [ 0 ] & & attach [ 0 ] ) {
ent - > Show ( ) ;
ent - > SetModel ( model ) ;
if ( ent - > GetAnimator ( ) - > ModelDef ( ) ) {
ent - > SetSkin ( ent - > GetAnimator ( ) - > ModelDef ( ) - > GetDefaultSkin ( ) ) ;
}
ent - > GetPhysics ( ) - > SetContents ( 0 ) ;
ent - > GetPhysics ( ) - > SetClipModel ( NULL , 1.0f ) ;
ent - > BindToJoint ( owner , attach , true ) ;
ent - > GetPhysics ( ) - > SetOrigin ( vec3_origin ) ;
ent - > GetPhysics ( ) - > SetAxis ( mat3_identity ) ;
// supress model in player views, but allow it in mirrors and remote views
renderEntity_t * worldModelRenderEntity = ent - > GetRenderEntity ( ) ;
if ( worldModelRenderEntity ) {
worldModelRenderEntity - > suppressSurfaceInViewID = owner - > entityNumber + 1 ;
worldModelRenderEntity - > suppressShadowInViewID = owner - > entityNumber + 1 ;
worldModelRenderEntity - > suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + owner - > entityNumber ;
}
} else {
ent - > SetModel ( " " ) ;
ent - > Hide ( ) ;
}
flashJointWorld = ent - > GetAnimator ( ) - > GetJointHandle ( " flash " ) ;
ejectJointWorld = ent - > GetAnimator ( ) - > GetJointHandle ( " eject " ) ;
2018-08-27 13:13:17 +00:00
meleeJointWorld = ent - > GetAnimator ( ) - > GetJointHandle ( " melee " ) ; //ivan
//ivan - fix for bfg or custom barrel joint
//was: barrelJointWorld = ent->GetAnimator()->GetJointHandle( "barrel" ); //ivan - was "muzzle"
barrelJointWorld = ent - > GetAnimator ( ) - > GetJointHandle ( def - > dict . GetString ( " world_barrel_joint " , " barrel " ) ) ;
//ivan end
*/
//ivan start
if ( model [ 0 ] & & attach [ 0 ] ) {
SetModel ( model ) ;
GetPhysics ( ) - > SetContents ( 0 ) ;
GetPhysics ( ) - > SetClipModel ( NULL , 1.0f ) ;
BindToJoint ( owner , attach , true ) ;
GetPhysics ( ) - > SetOrigin ( vec3_origin ) ;
GetPhysics ( ) - > SetAxis ( mat3_identity ) ;
// supress model in player views, but allow it in mirrors and remote views
renderEntity . suppressSurfaceInViewID = owner - > entityNumber + 1 ;
renderEntity . suppressShadowInViewID = owner - > entityNumber + 1 ;
renderEntity . suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + owner - > entityNumber ;
} else {
SetModel ( " " ) ;
}
// find some joints in the model for locating effects
barrelJointWorld = animator . GetJointHandle ( def - > dict . GetString ( " world_barrel_joint " , " barrel " ) ) ;
flashJointWorld = animator . GetJointHandle ( " flash " ) ;
ejectJointWorld = animator . GetJointHandle ( " eject " ) ;
meleeJointWorld = animator . GetJointHandle ( " melee " ) ; //ivan
//ivan end
//ivan - initialize the tracer bbox
meleebox . Zero ( ) ;
float expansion = def - > dict . GetFloat ( " melee_tracerWidth " , " 0 " ) ;
if ( expansion > 0 ) {
useMeleeBox = true ;
meleebox . ExpandSelf ( expansion ) ;
}
}
//van start
/*
= = = = = = = = = = = = = = = =
idWeapon : : UpdSpreadSettings
= = = = = = = = = = = = = = = =
*/
void idWeapon : : UpdSpreadSettings ( void ) {
int myMode = owner - > GetCurrentWeaponMode ( ) ;
//base value
spreadBaseValue = weaponDef - > dict . GetFloat ( va ( " spread_mode%d " , myMode ) , " -1 " ) ; //use a negative default to check if it's present quickly
if ( spreadBaseValue < 0 ) {
spreadBaseValue = weaponDef - > dict . GetFloat ( " spread " , " 0 " ) ; //default no spread
}
//spreadVelocityPct
spreadVelocityFactor = weaponDef - > dict . GetFloat ( va ( " spreadVelocityPct_mode%d " , myMode ) , " -1 " ) ; //use a negative default to check if it's present quickly
if ( spreadVelocityFactor < 0 ) {
spreadVelocityFactor = weaponDef - > dict . GetFloat ( " spreadVelocityPct " , " 0 " ) ; //default no extra-speed-based spread
}
//spreadCrouchPct
spreadCrouchFactor = weaponDef - > dict . GetFloat ( va ( " spreadCrouchPct_mode%d " , myMode ) , " -1 " ) ; //use a negative default to check if it's present quickly
if ( spreadCrouchFactor < 0 ) {
spreadCrouchFactor = weaponDef - > dict . GetFloat ( " spreadCrouchPct " , " 100 " ) ; //default crouch leave spread 100% unaltered
}
/*
gameLocal . Printf ( " -- mode %d -- \n " , myMode ) ;
gameLocal . Printf ( " spreadBaseValue %f \n " , spreadBaseValue ) ;
gameLocal . Printf ( " spreadVelocityFactor %f \n " , spreadVelocityFactor ) ;
gameLocal . Printf ( " spreadCrouchFactor %f \n " , spreadCrouchFactor ) ;
*/
spreadVelocityFactor = spreadVelocityFactor / 100 ; //pct velocity to use
spreadCrouchFactor = spreadCrouchFactor / 100 ; //pct spread to use when crouched
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}
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//ivan end
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/*
= = = = = = = = = = = = = = = =
idWeapon : : GetWeaponDef
= = = = = = = = = = = = = = = =
*/
void idWeapon : : GetWeaponDef ( const char * objectname , int ammoinclip ) {
const char * shader ;
const char * objectType ;
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//const char *vmodel;
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const char * guiName ;
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// const char *projectileName;
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const char * brassDefName ;
const char * smokeName ;
int ammoAvail ;
Clear ( ) ;
if ( ! objectname | | ! objectname [ 0 ] ) {
return ;
}
assert ( owner ) ;
weaponDef = gameLocal . FindEntityDef ( objectname ) ;
ammoType = GetAmmoNumForName ( weaponDef - > dict . GetString ( " ammoType " ) ) ;
ammoRequired = weaponDef - > dict . GetInt ( " ammoRequired " ) ;
clipSize = weaponDef - > dict . GetInt ( " clipSize " ) ;
lowAmmo = weaponDef - > dict . GetInt ( " lowAmmo " ) ;
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//ivan start
maxAmmo = owner - > inventory . MaxAmmoForAmmoClass ( owner , weaponDef - > dict . GetString ( " ammoType " ) ) ;
spreadMode = weaponDef - > dict . GetInt ( " spreadMode " , " 0 " ) ;
//ivan end
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icon = weaponDef - > dict . GetString ( " icon " ) ;
silent_fire = weaponDef - > dict . GetBool ( " silent_fire " ) ;
powerAmmo = weaponDef - > dict . GetBool ( " powerAmmo " ) ;
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/*
# ifdef _DENTONMOD
# else
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muzzle_kick_time = SEC2MS ( weaponDef - > dict . GetFloat ( " muzzle_kick_time " ) ) ;
muzzle_kick_maxtime = SEC2MS ( weaponDef - > dict . GetFloat ( " muzzle_kick_maxtime " ) ) ;
muzzle_kick_angles = weaponDef - > dict . GetAngles ( " muzzle_kick_angles " ) ;
muzzle_kick_offset = weaponDef - > dict . GetVector ( " muzzle_kick_offset " ) ;
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# endif
*/
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hideTime = SEC2MS ( weaponDef - > dict . GetFloat ( " hide_time " , " 0.3 " ) ) ;
hideDistance = weaponDef - > dict . GetFloat ( " hide_distance " , " -15 " ) ;
// muzzle smoke
smokeName = weaponDef - > dict . GetString ( " smoke_muzzle " ) ;
if ( * smokeName ! = ' \0 ' ) {
weaponSmoke = static_cast < const idDeclParticle * > ( declManager - > FindType ( DECL_PARTICLE , smokeName ) ) ;
} else {
weaponSmoke = NULL ;
}
continuousSmoke = weaponDef - > dict . GetBool ( " continuousSmoke " ) ;
weaponSmokeStartTime = ( continuousSmoke ) ? gameLocal . time : 0 ;
smokeName = weaponDef - > dict . GetString ( " smoke_strike " ) ;
if ( * smokeName ! = ' \0 ' ) {
strikeSmoke = static_cast < const idDeclParticle * > ( declManager - > FindType ( DECL_PARTICLE , smokeName ) ) ;
} else {
strikeSmoke = NULL ;
}
strikeSmokeStartTime = 0 ;
strikePos . Zero ( ) ;
strikeAxis = mat3_identity ;
nextStrikeFx = 0 ;
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//ivan start
nextMeleeSnd = 0 ;
firingWalkSpeedMult = weaponDef - > dict . GetFloat ( " firingWalkSpeedMult " , " 1.0 " ) ;
trailLowOffset = weaponDef - > dict . GetInt ( " trailLowOffset " , " 0 " ) ;
trailHighOffset = weaponDef - > dict . GetInt ( " trailHighOffset " , " 0 " ) ;
//spread
UpdSpreadSettings ( ) ;
//ivan end
/*
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// setup gui light
memset ( & guiLight , 0 , sizeof ( guiLight ) ) ;
const char * guiLightShader = weaponDef - > dict . GetString ( " mtr_guiLightShader " ) ;
if ( * guiLightShader ! = ' \0 ' ) {
guiLight . shader = declManager - > FindMaterial ( guiLightShader , false ) ;
guiLight . lightRadius [ 0 ] = guiLight . lightRadius [ 1 ] = guiLight . lightRadius [ 2 ] = 3 ;
guiLight . pointLight = true ;
}
// setup the view model
vmodel = weaponDef - > dict . GetString ( " model_view " ) ;
SetModel ( vmodel ) ;
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*/
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// setup the world model
InitWorldModel ( weaponDef ) ;
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// copy the sounds from the weapon view model def into out spawnargs
const idKeyValue * kv = weaponDef - > dict . MatchPrefix ( " snd_ " ) ;
while ( kv ) {
spawnArgs . Set ( kv - > GetKey ( ) , kv - > GetValue ( ) ) ;
kv = weaponDef - > dict . MatchPrefix ( " snd_ " , kv ) ;
}
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/*
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// find some joints in the model for locating effects
barrelJointView = animator . GetJointHandle ( " barrel " ) ;
flashJointView = animator . GetJointHandle ( " flash " ) ;
ejectJointView = animator . GetJointHandle ( " eject " ) ;
guiLightJointView = animator . GetJointHandle ( " guiLight " ) ;
ventLightJointView = animator . GetJointHandle ( " ventLight " ) ;
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*/
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# ifdef _DENTONMOD
# else
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// get the projectile
projectileDict . Clear ( ) ;
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const char * projectileName = weaponDef - > dict . GetString ( " def_projectile " ) ;
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if ( projectileName [ 0 ] ! = ' \0 ' ) {
const idDeclEntityDef * projectileDef = gameLocal . FindEntityDef ( projectileName , false ) ;
if ( ! projectileDef ) {
gameLocal . Warning ( " Unknown projectile '%s' in weapon '%s' " , projectileName , objectname ) ;
} else {
const char * spawnclass = projectileDef - > dict . GetString ( " spawnclass " ) ;
idTypeInfo * cls = idClass : : GetClass ( spawnclass ) ;
if ( ! cls | | ! cls - > IsType ( idProjectile : : Type ) ) {
gameLocal . Warning ( " Invalid spawnclass '%s' on projectile '%s' (used by weapon '%s') " , spawnclass , projectileName , objectname ) ;
} else {
projectileDict = projectileDef - > dict ;
}
}
}
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# endif
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// set up muzzleflash render light
const idMaterial * flashShader ;
idVec3 flashTarget ;
idVec3 flashUp ;
idVec3 flashRight ;
float flashRadius ;
bool flashPointLight ;
weaponDef - > dict . GetString ( " mtr_flashShader " , " " , & shader ) ;
flashShader = declManager - > FindMaterial ( shader , false ) ;
flashPointLight = weaponDef - > dict . GetBool ( " flashPointLight " , " 1 " ) ;
weaponDef - > dict . GetVector ( " flashColor " , " 0 0 0 " , flashColor ) ;
flashRadius = ( float ) weaponDef - > dict . GetInt ( " flashRadius " ) ; // if 0, no light will spawn
flashTime = SEC2MS ( weaponDef - > dict . GetFloat ( " flashTime " , " 0.25 " ) ) ;
flashTarget = weaponDef - > dict . GetVector ( " flashTarget " ) ;
flashUp = weaponDef - > dict . GetVector ( " flashUp " ) ;
flashRight = weaponDef - > dict . GetVector ( " flashRight " ) ;
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/*
//old code
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memset ( & muzzleFlash , 0 , sizeof ( muzzleFlash ) ) ;
muzzleFlash . lightId = LIGHTID_VIEW_MUZZLE_FLASH + owner - > entityNumber ;
muzzleFlash . allowLightInViewID = owner - > entityNumber + 1 ;
// the weapon lights will only be in first person
guiLight . allowLightInViewID = owner - > entityNumber + 1 ;
nozzleGlow . allowLightInViewID = owner - > entityNumber + 1 ;
muzzleFlash . pointLight = flashPointLight ;
muzzleFlash . shader = flashShader ;
muzzleFlash . shaderParms [ SHADERPARM_RED ] = flashColor [ 0 ] ;
muzzleFlash . shaderParms [ SHADERPARM_GREEN ] = flashColor [ 1 ] ;
muzzleFlash . shaderParms [ SHADERPARM_BLUE ] = flashColor [ 2 ] ;
muzzleFlash . shaderParms [ SHADERPARM_TIMESCALE ] = 1.0f ;
muzzleFlash . lightRadius [ 0 ] = flashRadius ;
muzzleFlash . lightRadius [ 1 ] = flashRadius ;
muzzleFlash . lightRadius [ 2 ] = flashRadius ;
if ( ! flashPointLight ) {
muzzleFlash . target = flashTarget ;
muzzleFlash . up = flashUp ;
muzzleFlash . right = flashRight ;
muzzleFlash . end = flashTarget ;
}
// the world muzzle flash is the same, just positioned differently
worldMuzzleFlash = muzzleFlash ;
worldMuzzleFlash . suppressLightInViewID = owner - > entityNumber + 1 ;
worldMuzzleFlash . allowLightInViewID = 0 ;
worldMuzzleFlash . lightId = LIGHTID_WORLD_MUZZLE_FLASH + owner - > entityNumber ;
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*/
//ivan start
memset ( & worldMuzzleFlash , 0 , sizeof ( worldMuzzleFlash ) ) ;
//nozzleGlow will only be in first person //TODO: use nozzle stuff in 3th person?
nozzleGlow . allowLightInViewID = owner - > entityNumber + 1 ;
worldMuzzleFlash . suppressLightInViewID = owner - > entityNumber + 1 ;
worldMuzzleFlash . allowLightInViewID = 0 ;
worldMuzzleFlash . lightId = LIGHTID_WORLD_MUZZLE_FLASH + owner - > entityNumber ;
worldMuzzleFlash . pointLight = flashPointLight ;
worldMuzzleFlash . shader = flashShader ;
worldMuzzleFlash . shaderParms [ SHADERPARM_RED ] = flashColor [ 0 ] ;
worldMuzzleFlash . shaderParms [ SHADERPARM_GREEN ] = flashColor [ 1 ] ;
worldMuzzleFlash . shaderParms [ SHADERPARM_BLUE ] = flashColor [ 2 ] ;
worldMuzzleFlash . shaderParms [ SHADERPARM_TIMESCALE ] = 1.0f ;
worldMuzzleFlash . lightRadius [ 0 ] = flashRadius ;
worldMuzzleFlash . lightRadius [ 1 ] = flashRadius ;
worldMuzzleFlash . lightRadius [ 2 ] = flashRadius ;
if ( ! flashPointLight ) {
worldMuzzleFlash . target = flashTarget ;
worldMuzzleFlash . up = flashUp ;
worldMuzzleFlash . right = flashRight ;
worldMuzzleFlash . end = flashTarget ;
}
//ivan end
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//-----------------------------------
nozzleFx = weaponDef - > dict . GetBool ( " nozzleFx " ) ;
nozzleFxFade = weaponDef - > dict . GetInt ( " nozzleFxFade " , " 1500 " ) ;
nozzleGlowColor = weaponDef - > dict . GetVector ( " nozzleGlowColor " , " 1 1 1 " ) ;
nozzleGlowRadius = weaponDef - > dict . GetFloat ( " nozzleGlowRadius " , " 10 " ) ;
weaponDef - > dict . GetString ( " mtr_nozzleGlowShader " , " " , & shader ) ;
nozzleGlowShader = declManager - > FindMaterial ( shader , false ) ;
// get the melee damage def
meleeDistance = weaponDef - > dict . GetFloat ( " melee_distance " ) ;
meleeDefName = weaponDef - > dict . GetString ( " def_melee " ) ;
if ( meleeDefName . Length ( ) ) {
meleeDef = gameLocal . FindEntityDef ( meleeDefName , false ) ;
if ( ! meleeDef ) {
gameLocal . Error ( " Unknown melee '%s' " , meleeDefName . c_str ( ) ) ;
}
}
// get the brass def
brassDict . Clear ( ) ;
brassDelay = weaponDef - > dict . GetInt ( " ejectBrassDelay " , " 0 " ) ;
brassDefName = weaponDef - > dict . GetString ( " def_ejectBrass " ) ;
if ( brassDefName [ 0 ] ) {
const idDeclEntityDef * brassDef = gameLocal . FindEntityDef ( brassDefName , false ) ;
if ( ! brassDef ) {
gameLocal . Warning ( " Unknown brass '%s' " , brassDefName ) ;
} else {
brassDict = brassDef - > dict ;
}
}
if ( ( ammoType < 0 ) | | ( ammoType > = AMMO_NUMTYPES ) ) {
gameLocal . Warning ( " Unknown ammotype in object '%s' " , objectname ) ;
}
ammoClip = ammoinclip ;
if ( ( ammoClip < 0 ) | | ( ammoClip > clipSize ) ) {
// first time using this weapon so have it fully loaded to start
ammoClip = clipSize ;
ammoAvail = owner - > inventory . HasAmmo ( ammoType , ammoRequired ) ;
if ( ammoClip > ammoAvail ) {
ammoClip = ammoAvail ;
}
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//In D3XP we use ammo as soon as it is moved into the clip. This allows for weapons that share ammo
//owner->inventory.UseAmmo(ammoType, ammoClip); //ivan - commented out!
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}
renderEntity . gui [ 0 ] = NULL ;
guiName = weaponDef - > dict . GetString ( " gui " ) ;
if ( guiName [ 0 ] ) {
renderEntity . gui [ 0 ] = uiManager - > FindGui ( guiName , true , false , true ) ;
}
zoomFov = weaponDef - > dict . GetInt ( " zoomFov " , " 70 " ) ;
berserk = weaponDef - > dict . GetInt ( " berserk " , " 2 " ) ;
weaponAngleOffsetAverages = weaponDef - > dict . GetInt ( " weaponAngleOffsetAverages " , " 10 " ) ;
weaponAngleOffsetScale = weaponDef - > dict . GetFloat ( " weaponAngleOffsetScale " , " 0.25 " ) ;
weaponAngleOffsetMax = weaponDef - > dict . GetFloat ( " weaponAngleOffsetMax " , " 10 " ) ;
weaponOffsetTime = weaponDef - > dict . GetFloat ( " weaponOffsetTime " , " 400 " ) ;
weaponOffsetScale = weaponDef - > dict . GetFloat ( " weaponOffsetScale " , " 0.005 " ) ;
if ( ! weaponDef - > dict . GetString ( " weapon_scriptobject " , NULL , & objectType ) ) {
gameLocal . Error ( " No 'weapon_scriptobject' set on '%s'. " , objectname ) ;
}
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// setup script object
if ( ! scriptObject . SetType ( objectType ) ) {
gameLocal . Error ( " Script object '%s' not found on weapon '%s'. " , objectType , objectname ) ;
}
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WEAPON_ATTACK . LinkTo ( scriptObject , " WEAPON_ATTACK " ) ;
WEAPON_SPECIAL . LinkTo ( scriptObject , " WEAPON_SPECIAL " ) ; //new
WEAPON_SPECIAL_HOLD . LinkTo ( scriptObject , " WEAPON_SPECIAL_HOLD " ) ; //
WEAPON_RELOAD . LinkTo ( scriptObject , " WEAPON_RELOAD " ) ;
WEAPON_NETRELOAD . LinkTo ( scriptObject , " WEAPON_NETRELOAD " ) ;
WEAPON_NETENDRELOAD . LinkTo ( scriptObject , " WEAPON_NETENDRELOAD " ) ;
WEAPON_NETFIRING . LinkTo ( scriptObject , " WEAPON_NETFIRING " ) ;
WEAPON_RAISEWEAPON . LinkTo ( scriptObject , " WEAPON_RAISEWEAPON " ) ;
WEAPON_LOWERWEAPON . LinkTo ( scriptObject , " WEAPON_LOWERWEAPON " ) ;
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spawnArgs = weaponDef - > dict ;
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# ifdef _DENTONMOD
projectileDict . Clear ( ) ;
ChangeProjectileDef ( owner - > GetProjectileType ( ) ) ;
# endif
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shader = spawnArgs . GetString ( " snd_hum " ) ;
if ( shader & & * shader ) {
sndHum = declManager - > FindSound ( shader ) ;
StartSoundShader ( sndHum , SND_CHANNEL_BODY , 0 , false , NULL ) ;
}
isLinked = true ;
// call script object's constructor
ConstructScriptObject ( ) ;
// make sure we have the correct skin
UpdateSkin ( ) ;
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# ifdef _DENTONMOD
InitWeaponFx ( ) ;
# endif
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}
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/*********************
idWeapon : : initWeaponFx
* * * * * * * * * * * * * * * * * * * * * */
# ifdef _DENTONMOD
void idWeapon : : InitWeaponFx ( void )
{
const idKeyValue * pkv ;
/*
// Create new joints
const idKeyValue * pkv = weaponDef - > dict . MatchPrefix ( " weapon_createjoint " , NULL ) ;
while ( pkv ) {
WeaponJoint_t newJoint ;
jointHandle_t joint ;
idStr jointName = pkv - > GetValue ( ) ;
bool isOnWorldModel = weaponDef - > dict . GetBool ( va ( " %s_onWorldModel " , jointName . c_str ( ) ) , " 0 " ) ;
idStr referenceJoint = weaponDef - > dict . GetString ( va ( " %s_referencejoint " , jointName . c_str ( ) ) ) ;
idAnimator * weapAnimator ;
if ( ! isOnWorldModel ) {
joint = animator . GetJointHandle ( referenceJoint . c_str ( ) ) ;
weapAnimator = & animator ;
}
else {
idEntity * ent = worldModel . GetEntity ( ) ;
weapAnimator = ent - > GetAnimator ( ) ;
joint = weapAnimator - > GetJointHandle ( referenceJoint . c_str ( ) ) ;
}
if ( joint ! = INVALID_JOINT ) { // To create a new joint we need a reference to an existing joint
idVec3 offset , origin , dir ;
idMat3 axis ;
GetGlobalJointTransform ( ! isOnWorldModel , joint , origin , axis ) ;
if ( weaponDef - > dict . GetVector ( va ( " %s_offset " , jointName . c_str ( ) ) , " 0 0 0 " , offset ) ) {
origin + = axis * offset ;
}
if ( weaponDef - > dict . GetVector ( va ( " %s_dir " , jointName . c_str ( ) ) , " 1 0 0 " , dir ) ) {
idVec3 & xAxis = axis [ 0 ] ;
xAxis = axis * dir ;
xAxis . Normalize ( ) ;
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axis = xAxis . ToMat3 ( ) ;
}
strcpy ( newJoint . name , jointName . c_str ( ) ) ;
newJoint . joint = ( jointHandle_t ) weapAnimator - > NumJoints ( ) ;
weapAnimator - > SetJointPos ( newJoint . joint , JOINTMOD_WORLD_OVERRIDE , origin ) ;
weapAnimator - > SetJointAxis ( newJoint . joint , JOINTMOD_WORLD_OVERRIDE , axis ) ;
weaponJoints . Set ( jointName . c_str ( ) , newJoint ) ;
}
pkv = weaponDef - > dict . MatchPrefix ( " weapon_createjoint " , pkv ) ;
}
// Update existing joints
pkv = weaponDef - > dict . MatchPrefix ( " weapon_updatejoint " , NULL ) ;
while ( pkv ) {
jointHandle_t refJoint , joint ;
idStr jointName = pkv - > GetValue ( ) ;
bool isOnWorldModel = weaponDef - > dict . GetBool ( va ( " %s_onWorldModel " , jointName . c_str ( ) ) , " 0 " ) ;
idStr refJointName = weaponDef - > dict . GetString ( va ( " %s_referencejoint " , jointName . c_str ( ) ) ) ;
idAnimator * weapAnimator ;
if ( ! isOnWorldModel ) {
refJoint = animator . GetJointHandle ( refJointName . c_str ( ) ) ;
joint = animator . GetJointHandle ( jointName . c_str ( ) ) ;
weapAnimator = & animator ;
}
else {
idEntity * ent = worldModel . GetEntity ( ) ;
weapAnimator = ent - > GetAnimator ( ) ;
refJoint = weapAnimator - > GetJointHandle ( refJointName . c_str ( ) ) ;
joint = weapAnimator - > GetJointHandle ( jointName . c_str ( ) ) ;
}
if ( joint ! = INVALID_JOINT & & refJoint ! = INVALID_JOINT ) {
idVec3 offset , origin , dir ;
idMat3 axis ;
GetGlobalJointTransform ( ! isOnWorldModel , refJoint , origin , axis ) ;
if ( weaponDef - > dict . GetVector ( va ( " %s_offset " , jointName . c_str ( ) ) , " 0 0 0 " , offset ) ) {
origin + = axis * offset ;
}
if ( weaponDef - > dict . GetVector ( va ( " %s_dir " , jointName . c_str ( ) ) , " 1 0 0 " , dir ) ) {
idVec3 & xAxis = axis [ 0 ] ;
xAxis = axis * dir ;
xAxis . Normalize ( ) ;
axis = xAxis . ToMat3 ( ) ;
}
weapAnimator - > SetJointAxis ( joint , JOINTMOD_WORLD_OVERRIDE , axis ) ;
weapAnimator - > SetJointPos ( joint , JOINTMOD_WORLD_OVERRIDE , origin ) ;
}
pkv = weaponDef - > dict . MatchPrefix ( " weapon_updatejoint " , pkv ) ;
}
*/
//Initialize the particles
pkv = weaponDef - > dict . MatchPrefix ( " weapon_particle " , NULL ) ;
while ( pkv ) {
WeaponParticle_t newParticle ;
memset ( & newParticle , 0 , sizeof ( newParticle ) ) ;
idStr prtName = pkv - > GetValue ( ) ;
strcpy ( newParticle . name , prtName . c_str ( ) ) ;
newParticle . particleFlags . isOffset = weaponDef - > dict . GetVector ( va ( " %s_offset " , prtName . c_str ( ) ) , " 0 0 0 " , newParticle . offset ) ; // this offset will be added to the origin
newParticle . particleFlags . isDir = weaponDef - > dict . GetVector ( va ( " %s_dir " , prtName . c_str ( ) ) , " 1 0 0 " , newParticle . dir ) ; // adjust the dir
newParticle . particleFlags . isViewDir = weaponDef - > dict . GetBool ( va ( " %s_useViewDir " , prtName . c_str ( ) ) , " 0 " ) ; //ivan
newParticle . particleFlags . isOnWorldModel = weaponDef - > dict . GetBool ( va ( " %s_onWorldModel " , prtName . c_str ( ) ) , " 0 " ) ;
idStr jointName = weaponDef - > dict . GetString ( va ( " %s_joint " , prtName . c_str ( ) ) ) ;
// WeaponJoint_t *customJoint;
//ivan start
/*
//was
if ( ! newParticle . particleFlags . isOnWorldModel ) { // Smoke is not differentiated as world and view particles
newParticle . particleFlags . isSmoke = weaponDef - > dict . GetBool ( va ( " %s_smoke " , prtName . c_str ( ) ) , " 0 " ) ;
newParticle . joint = animator . GetJointHandle ( jointName . c_str ( ) ) ;
}
else {
idEntity * ent = worldModel . GetEntity ( ) ;
newParticle . particleFlags . isSmoke = false ;
newParticle . joint = ent - > GetAnimator ( ) - > GetJointHandle ( jointName . c_str ( ) ) ;
}
*/
newParticle . particleFlags . isSmoke = weaponDef - > dict . GetBool ( va ( " %s_smoke " , prtName . c_str ( ) ) , " 0 " ) ;
if ( newParticle . particleFlags . isOnWorldModel ) { //now worldmodel is the weapon model itself
newParticle . joint = animator . GetJointHandle ( jointName . c_str ( ) ) ;
}
else { //not supported
newParticle . joint = INVALID_JOINT ;
}
/*
if ( newParticle . joint = = INVALID_JOINT ) {
gameLocal . Printf ( " joint %s for %s is INVALID \n " , jointName . c_str ( ) , prtName . c_str ( ) ) ;
} else {
gameLocal . Printf ( " joint %s for %s is OK \n " , jointName . c_str ( ) , prtName . c_str ( ) ) ;
}
*/
//ivan end
newParticle . particleFlags . isActive = false ;
newParticle . startTime = 0 ;
idStr particle = weaponDef - > dict . GetString ( va ( " %s_particle " , prtName . c_str ( ) ) ) ;
strcpy ( newParticle . particlename , particle . c_str ( ) ) ;
newParticle . particleFlags . isContinuous = weaponDef - > dict . GetBool ( va ( " %s_continuous " , prtName . c_str ( ) ) , " 1 " ) ;
if ( newParticle . particleFlags . isSmoke ) {
// newParticle.particleFlags.isContinuous = weaponDef->dict.GetBool(va("%s_continuous", prtName.c_str()), "1");
newParticle . particle = static_cast < const idDeclParticle * > ( declManager - > FindType ( DECL_PARTICLE , particle . c_str ( ) , false ) ) ;
}
else {
newParticle . renderEntity . shaderParms [ SHADERPARM_RED ] = 1.0 ;
newParticle . renderEntity . shaderParms [ SHADERPARM_GREEN ] = 1.0 ;
newParticle . renderEntity . shaderParms [ SHADERPARM_BLUE ] = 1.0 ;
newParticle . renderEntity . shaderParms [ SHADERPARM_ALPHA ] = 1.0 ;
if ( newParticle . particleFlags . isOnWorldModel ) {
newParticle . renderEntity . suppressSurfaceInViewID = owner - > entityNumber + 1 ; // Make sure this is third person effect only.
}
else {
newParticle . renderEntity . weaponDepthHack = weaponDef - > dict . GetBool ( va ( " %s_weaponDepthHack " , prtName . c_str ( ) ) , " 0 " ) ;
newParticle . renderEntity . allowSurfaceInViewID = owner - > entityNumber + 1 ; // Make sure this is first person effect only.
}
const idDeclModelDef * modelDef = static_cast < const idDeclModelDef * > ( declManager - > FindType ( DECL_MODELDEF , newParticle . particlename ) ) ;
if ( modelDef ) {
newParticle . renderEntity . hModel = renderModelManager - > FindModel ( newParticle . particlename ) ;
}
newParticle . modelDefHandle = - 1 ;
}
weaponParticles . Set ( prtName . c_str ( ) , newParticle ) ;
pkv = weaponDef - > dict . MatchPrefix ( " weapon_particle " , pkv ) ;
}
const idKeyValue * lkv = weaponDef - > dict . MatchPrefix ( " weapon_light " , NULL ) ;
while ( lkv ) {
WeaponLight_t newLight ;
memset ( & newLight , 0 , sizeof ( newLight ) ) ;
newLight . lightHandle = - 1 ;
newLight . lightFlags . isActive = false ;
newLight . startTime = 0 ;
idStr lightName = lkv - > GetValue ( ) , debug ;
strcpy ( newLight . name , lightName . c_str ( ) ) ;
newLight . lightFlags . isOffset = weaponDef - > dict . GetVector ( va ( " %s_offset " , lightName . c_str ( ) ) , " 0 0 0 " , newLight . offset ) ; // this offset will be added to the origin
newLight . lightFlags . isDir = weaponDef - > dict . GetVector ( va ( " %s_dir " , lightName . c_str ( ) ) , " 1 0 0 " , newLight . dir ) ; // Direction can be adjusted with this
idStr lightShader = weaponDef - > dict . GetString ( va ( " %s_shader " , lightName . c_str ( ) ) ) ;
newLight . light . shader = declManager - > FindMaterial ( lightShader . c_str ( ) , false ) ;
float radius = weaponDef - > dict . GetFloat ( va ( " %s_radius " , lightName . c_str ( ) ) ) ;
newLight . light . lightRadius [ 0 ] = radius ;
newLight . light . lightRadius [ 1 ] = radius ;
newLight . light . lightRadius [ 2 ] = radius ;
newLight . lightFlags . isAlwaysOn = weaponDef - > dict . GetBool ( va ( " %s_alwaysOn " , lightName . c_str ( ) ) , " 1 " ) ;
newLight . light . pointLight = weaponDef - > dict . GetBool ( va ( " %s_pointLight " , lightName . c_str ( ) ) , " 0 " ) ;
newLight . light . noShadows = weaponDef - > dict . GetBool ( va ( " %s_noShadows " , lightName . c_str ( ) ) , " 0 " ) ;
if ( ! newLight . light . pointLight ) {
newLight . light . target = weaponDef - > dict . GetVector ( va ( " %s_target " , lightName . c_str ( ) ) ) ;
newLight . light . up = weaponDef - > dict . GetVector ( va ( " %s_up " , lightName . c_str ( ) ) ) ;
newLight . light . right = weaponDef - > dict . GetVector ( va ( " %s_right " , lightName . c_str ( ) ) ) ;
newLight . light . end = newLight . light . target ;
}
if ( ! newLight . lightFlags . isAlwaysOn ) {
newLight . endTime = SEC2MS ( weaponDef - > dict . GetFloat ( va ( " %s_endTime " , lightName . c_str ( ) ) , " 0.25 " ) ) ;
}
idVec3 lightColor = weaponDef - > dict . GetVector ( va ( " %s_color " , lightName . c_str ( ) ) , " 1 1 1 " ) ;
newLight . light . shaderParms [ SHADERPARM_RED ] = lightColor [ 0 ] ;
newLight . light . shaderParms [ SHADERPARM_GREEN ] = lightColor [ 1 ] ;
newLight . light . shaderParms [ SHADERPARM_BLUE ] = lightColor [ 2 ] ;
newLight . light . shaderParms [ SHADERPARM_TIMESCALE ] = 1.0f ;
newLight . lightFlags . isOnWorldModel = weaponDef - > dict . GetBool ( va ( " %s_onWorldModel " , lightName . c_str ( ) ) , " 0 " ) ;
idStr jointName = weaponDef - > dict . GetString ( va ( " %s_joint " , lightName . c_str ( ) ) ) ;
/*
//was
if ( newLight . lightFlags . isOnWorldModel ) { // third person only light
idEntity * ent = worldModel . GetEntity ( ) ;
newLight . joint = ent - > GetAnimator ( ) - > GetJointHandle ( jointName . c_str ( ) ) ;
newLight . light . suppressLightInViewID = owner - > entityNumber + 1 ;
}
else {
newLight . joint = animator . GetJointHandle ( jointName . c_str ( ) ) ;
newLight . light . allowLightInViewID = owner - > entityNumber + 1 ;
}
*/
//ivan start
if ( newLight . lightFlags . isOnWorldModel ) { // third person only light
newLight . joint = animator . GetJointHandle ( jointName . c_str ( ) ) ; //ivan
newLight . light . suppressLightInViewID = owner - > entityNumber + 1 ;
}
else { //not supported
newLight . joint = INVALID_JOINT ; //ivan
newLight . light . allowLightInViewID = owner - > entityNumber + 1 ;
}
//ivan end
weaponLights . Set ( lightName . c_str ( ) , newLight ) ;
lkv = weaponDef - > dict . MatchPrefix ( " weapon_light " , lkv ) ;
}
}
# endif //_DENTONMOD
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/***********************************************************************
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GUIs
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/*
= = = = = = = = = = = = = = = =
idWeapon : : Icon
= = = = = = = = = = = = = = = =
*/
const char * idWeapon : : Icon ( void ) const {
return icon ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : UpdateGUI
= = = = = = = = = = = = = = = =
*/
void idWeapon : : UpdateGUI ( void ) {
if ( ! renderEntity . gui [ 0 ] ) {
return ;
}
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if ( status = = WP_HOLSTERED ) {
return ;
}
if ( owner - > weaponGone ) {
// dropping weapons was implemented wierd, so we have to not update the gui when it happens or we'll get a negative ammo count
return ;
}
if ( gameLocal . localClientNum ! = owner - > entityNumber ) {
// if updating the hud for a followed client
if ( gameLocal . localClientNum > = 0 & & gameLocal . entities [ gameLocal . localClientNum ] & & gameLocal . entities [ gameLocal . localClientNum ] - > IsType ( idPlayer : : Type ) ) {
idPlayer * p = static_cast < idPlayer * > ( gameLocal . entities [ gameLocal . localClientNum ] ) ;
if ( ! p - > spectating | | p - > spectator ! = owner - > entityNumber ) {
return ;
}
} else {
return ;
}
}
int inclip = AmmoInClip ( ) ;
int ammoamount = AmmoAvailable ( ) ;
if ( ammoamount < 0 ) {
// show infinite ammo
renderEntity . gui [ 0 ] - > SetStateString ( " player_ammo " , " " ) ;
} else {
// show remaining ammo
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renderEntity . gui [ 0 ] - > SetStateString ( " player_totalammo " , va ( " %i " , ammoamount ) ) ; //new
// renderEntity.gui[ 0 ]->SetStateString( "player_totalammo", va( "%i", ammoamount - inclip) );
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renderEntity . gui [ 0 ] - > SetStateString ( " player_ammo " , ClipSize ( ) ? va ( " %i " , inclip ) : " -- " ) ;
renderEntity . gui [ 0 ] - > SetStateString ( " player_clips " , ClipSize ( ) ? va ( " %i " , ammoamount / ClipSize ( ) ) : " -- " ) ;
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// renderEntity.gui[ 0 ]->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount - inclip ) );
renderEntity . gui [ 0 ] - > SetStateString ( " player_allammo " , va ( " %i/%i " , inclip , ammoamount ) ) ; //new
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}
renderEntity . gui [ 0 ] - > SetStateBool ( " player_ammo_empty " , ( ammoamount = = 0 ) ) ;
renderEntity . gui [ 0 ] - > SetStateBool ( " player_clip_empty " , ( inclip = = 0 ) ) ;
renderEntity . gui [ 0 ] - > SetStateBool ( " player_clip_low " , ( inclip < = lowAmmo ) ) ;
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//Let the HUD know the total amount of ammo regardless of the ammo required value
renderEntity . gui [ 0 ] - > SetStateString ( " player_ammo_count " , va ( " %i " , AmmoCount ( ) ) ) ; //new
//rev grab
//Grabber Gui Info
renderEntity . gui [ 0 ] - > SetStateString ( " grabber_state " , va ( " %i " , grabberState ) ) ;
//rev grab
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}
/***********************************************************************
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Model and muzzleflash
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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/********************************************************************
idWeapon : : UpdateWeaponFx ( void )
Updates custom weapon particles and lights - By Clone JC Denton
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# ifdef _DENTONMOD
void idWeapon : : UpdateWeaponFx ( void )
{
for ( int i = 0 ; i < weaponParticles . Num ( ) ; i + + ) {
WeaponParticle_t * part = weaponParticles . GetIndex ( i ) ;
//ivan - skip view particles!
if ( ! part - > particleFlags . isOnWorldModel ) continue ;
if ( part - > particleFlags . isActive ) {
if ( part - > particleFlags . isSmoke ) {
if ( part - > joint ! = INVALID_JOINT ) {
//ivan start
/*
//was
GetGlobalJointTransform ( true , part - > joint , muzzleOrigin , muzzleAxis ) ;
*/
GetGlobalJointTransform ( part - > joint , muzzleOrigin , muzzleAxis ) ;
if ( part - > particleFlags . isViewDir ) { //use view dir awyway
muzzleAxis = playerViewAxis ;
} else {
//direction fix!
idVec3 tmp = muzzleAxis [ 2 ] ;
muzzleAxis [ 2 ] = muzzleAxis [ 0 ] ;
muzzleAxis [ 0 ] = - tmp ;
}
//ivan end
} else {
// default to going straight out the view
muzzleOrigin = playerViewOrigin ;
muzzleAxis = playerViewAxis ;
}
if ( part - > particleFlags . isOffset ) {
muzzleOrigin + = muzzleAxis * part - > offset ;
}
if ( part - > particleFlags . isDir ) {
idVec3 & dir = muzzleAxis [ 0 ] ;
dir = muzzleAxis * part - > dir ;
dir . Normalize ( ) ;
muzzleAxis = dir . ToMat3 ( ) ;
}
if ( ! gameLocal . smokeParticles - > EmitSmoke ( part - > particle , part - > startTime , gameLocal . random . RandomFloat ( ) , muzzleOrigin , muzzleAxis ) ) {
if ( ! part - > particleFlags . isContinuous ) {
part - > particleFlags . isActive = false ; // all done
part - > startTime = 0 ;
}
else {
part - > startTime = gameLocal . time ; // for continuous effect
}
}
}
else {
if ( part - > renderEntity . hModel ) {
//ivan start
/*
//was:
GetGlobalJointTransform ( ! part - > particleFlags . isOnWorldModel , part - > joint , part - > renderEntity . origin , part - > renderEntity . axis ) ;
if ( part - > particleFlags . isOffset ) {
part - > renderEntity . origin + = part - > renderEntity . axis * part - > offset ;
}
if ( part - > particleFlags . isDir ) {
idVec3 & dir = part - > renderEntity . axis [ 0 ] ;
dir = part - > renderEntity . axis * part - > dir ;
dir . Normalize ( ) ;
part - > renderEntity . axis = dir . ToMat3 ( ) ;
}
*/
//GetGlobalJointTransform( !part->particleFlags.isOnWorldModel, part->joint, muzzleOrigin, muzzleAxis );
GetGlobalJointTransform ( part - > joint , muzzleOrigin , muzzleAxis ) ;
if ( part - > particleFlags . isViewDir ) { //use view dir awyway
muzzleAxis = playerViewAxis ;
}
//direction fix!
//do this also is isViewDir, so the "up" of the particle means "forward" also in that case
idVec3 tmp = muzzleAxis [ 2 ] ;
muzzleAxis [ 2 ] = muzzleAxis [ 0 ] ;
muzzleAxis [ 0 ] = - tmp ;
if ( part - > particleFlags . isDir ) {
idVec3 & dir = muzzleAxis [ 0 ] ;
dir = muzzleAxis * part - > dir ;
dir . Normalize ( ) ;
muzzleAxis = dir . ToMat3 ( ) ;
}
if ( part - > particleFlags . isOffset ) {
muzzleOrigin + = muzzleAxis * part - > offset ;
}
part - > renderEntity . origin = muzzleOrigin ;
part - > renderEntity . axis = muzzleAxis ;
//ivan end
if ( part - > modelDefHandle ! = - 1 ) {
gameRenderWorld - > UpdateEntityDef ( part - > modelDefHandle , & part - > renderEntity ) ;
}
else {
part - > renderEntity . shaderParms [ SHADERPARM_TIMEOFFSET ] = - MS2SEC ( gameLocal . time ) ;
part - > renderEntity . shaderParms [ SHADERPARM_DIVERSITY ] = gameLocal . random . RandomFloat ( ) ; // For effects like muzzleflashes etc.
part - > modelDefHandle = gameRenderWorld - > AddEntityDef ( & part - > renderEntity ) ;
}
}
}
}
}
for ( int i = 0 ; i < weaponLights . Num ( ) ; i + + ) {
WeaponLight_t * light = weaponLights . GetIndex ( i ) ;
//ivan - skip view lights!
if ( ! light - > lightFlags . isOnWorldModel ) continue ;
if ( light - > lightFlags . isActive ) {
//if (GetGlobalJointTransform( !light->lightFlags.isOnWorldModel, light->joint, light->light.origin, light->light.axis )) {
if ( GetGlobalJointTransform ( light - > joint , light - > light . origin , light - > light . axis ) ) {
if ( light - > lightFlags . isOffset ) {
light - > light . origin + = light - > light . axis [ 0 ] * light - > offset [ 0 ] + light - > light . axis [ 1 ] * light - > offset [ 1 ] + light - > light . axis [ 2 ] * light - > offset [ 2 ] ;
}
if ( light - > lightFlags . isDir ) {
idVec3 & dir = light - > light . axis [ 0 ] ;
dir = light - > light . axis * light - > dir ;
dir . Normalize ( ) ;
light - > light . axis = dir . ToMat3 ( ) ;
}
if ( ( light - > lightHandle ! = - 1 ) ) {
gameRenderWorld - > UpdateLightDef ( light - > lightHandle , & light - > light ) ;
}
else {
light - > light . shaderParms [ SHADERPARM_TIMEOFFSET ] = - MS2SEC ( gameLocal . time ) ;
light - > light . shaderParms [ SHADERPARM_DIVERSITY ] = renderEntity . shaderParms [ SHADERPARM_DIVERSITY ] ; // For muzzleflashes.
light - > lightHandle = gameRenderWorld - > AddLightDef ( & light - > light ) ;
}
if ( ! light - > lightFlags . isAlwaysOn & & ( gameLocal . time > = light - > endTime ) ) {
light - > endTime - = light - > startTime ; // readjust the value.
Event_StopWeaponLight ( light - > name ) ;
}
}
}
}
}
/********************************************************************
idWeapon : : StopWeaponFx ( void )
Stops custom weapon particles and lights temporarily - By Clone JC Denton
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
void idWeapon : : StopWeaponFx ( void )
{
for ( int i = 0 ; i < weaponParticles . Num ( ) ; i + + ) {
WeaponParticle_t * part = weaponParticles . GetIndex ( i ) ;
if ( part - > particleFlags . isActive ) {
//Free the particles
if ( ! part - > particleFlags . isSmoke & & part - > modelDefHandle > - 1 ) {
gameRenderWorld - > FreeEntityDef ( part - > modelDefHandle ) ;
part - > modelDefHandle = - 1 ;
}
}
}
for ( int i = 0 ; i < weaponLights . Num ( ) ; i + + ) {
WeaponLight_t * light = weaponLights . GetIndex ( i ) ;
if ( light - > lightFlags . isActive ) {
if ( light - > lightHandle ! = - 1 ) {
gameRenderWorld - > FreeLightDef ( light - > lightHandle ) ;
light - > lightHandle = - 1 ;
}
}
}
}
# endif
2011-11-22 21:28:15 +00:00
/*
= = = = = = = = = = = = = = = =
idWeapon : : UpdateFlashPosition
= = = = = = = = = = = = = = = =
*/
void idWeapon : : UpdateFlashPosition ( void ) {
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/*
if ( flashJointView ! = INVALID_JOINT ) { //ivan
// the flash has an explicit joint for locating it
GetGlobalJointTransform ( true , flashJointView , muzzleFlash . origin , muzzleFlash . axis ) ;
}
*/
/* ivan - commented out - don't waste time for useless things
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// if the desired point is inside or very close to a wall, back it up until it is clear
idVec3 start = muzzleFlash . origin - playerViewAxis [ 0 ] * 16 ;
idVec3 end = muzzleFlash . origin + playerViewAxis [ 0 ] * 8 ;
trace_t tr ;
gameLocal . clip . TracePoint ( tr , start , end , MASK_SHOT_RENDERMODEL , owner ) ;
// be at least 8 units away from a solid
muzzleFlash . origin = tr . endpos - playerViewAxis [ 0 ] * 8 ;
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*/
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// put the world muzzle flash on the end of the joint, no matter what
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//GetGlobalJointTransform( false, flashJointWorld, worldMuzzleFlash.origin, worldMuzzleFlash.axis );
GetGlobalJointTransform ( flashJointWorld , worldMuzzleFlash . origin , worldMuzzleFlash . axis ) ;
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}
/*
= = = = = = = = = = = = = = = =
idWeapon : : MuzzleFlashLight
= = = = = = = = = = = = = = = =
*/
void idWeapon : : MuzzleFlashLight ( void ) {
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2018-08-27 13:13:17 +00:00
if ( ! lightOn & & ( ! g_muzzleFlash . GetBool ( ) | | ! worldMuzzleFlash . lightRadius [ 0 ] ) ) { //was: muzzleFlash
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return ;
}
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if ( flashJointWorld = = INVALID_JOINT ) {
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return ;
}
UpdateFlashPosition ( ) ;
// these will be different each fire
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//commented out by ivan
//muzzleFlash.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
//muzzleFlash.shaderParms[ SHADERPARM_DIVERSITY ] = renderEntity.shaderParms[ SHADERPARM_DIVERSITY ];
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worldMuzzleFlash . shaderParms [ SHADERPARM_TIMEOFFSET ] = - MS2SEC ( gameLocal . time ) ;
worldMuzzleFlash . shaderParms [ SHADERPARM_DIVERSITY ] = renderEntity . shaderParms [ SHADERPARM_DIVERSITY ] ;
// the light will be removed at this time
muzzleFlashEnd = gameLocal . time + flashTime ;
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//ivan start
/*
//was:
2011-11-22 21:28:15 +00:00
if ( muzzleFlashHandle ! = - 1 ) {
gameRenderWorld - > UpdateLightDef ( muzzleFlashHandle , & muzzleFlash ) ;
gameRenderWorld - > UpdateLightDef ( worldMuzzleFlashHandle , & worldMuzzleFlash ) ;
} else {
muzzleFlashHandle = gameRenderWorld - > AddLightDef ( & muzzleFlash ) ;
worldMuzzleFlashHandle = gameRenderWorld - > AddLightDef ( & worldMuzzleFlash ) ;
}
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*/
if ( worldMuzzleFlashHandle ! = - 1 ) {
gameRenderWorld - > UpdateLightDef ( worldMuzzleFlashHandle , & worldMuzzleFlash ) ;
} else {
worldMuzzleFlashHandle = gameRenderWorld - > AddLightDef ( & worldMuzzleFlash ) ;
}
//ivan end
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}
/*
= = = = = = = = = = = = = = = =
idWeapon : : UpdateSkin
= = = = = = = = = = = = = = = =
*/
bool idWeapon : : UpdateSkin ( void ) {
const function_t * func ;
if ( ! isLinked ) {
return false ;
}
func = scriptObject . GetFunction ( " UpdateSkin " ) ;
if ( ! func ) {
common - > Warning ( " Can't find function 'UpdateSkin' in object '%s' " , scriptObject . GetTypeName ( ) ) ;
return false ;
}
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2011-11-22 21:28:15 +00:00
// use the frameCommandThread since it's safe to use outside of framecommands
gameLocal . frameCommandThread - > CallFunction ( this , func , true ) ;
gameLocal . frameCommandThread - > Execute ( ) ;
return true ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : SetModel
= = = = = = = = = = = = = = = =
*/
void idWeapon : : SetModel ( const char * modelname ) {
assert ( modelname ) ;
if ( modelDefHandle > = 0 ) {
gameRenderWorld - > RemoveDecals ( modelDefHandle ) ;
}
renderEntity . hModel = animator . SetModel ( modelname ) ;
if ( renderEntity . hModel ) {
renderEntity . customSkin = animator . ModelDef ( ) - > GetDefaultSkin ( ) ;
animator . GetJoints ( & renderEntity . numJoints , & renderEntity . joints ) ;
} else {
renderEntity . customSkin = NULL ;
renderEntity . callback = NULL ;
renderEntity . numJoints = 0 ;
renderEntity . joints = NULL ;
}
// hide the model until an animation is played
Hide ( ) ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : GetGlobalJointTransform
This returns the offset and axis of a weapon bone in world space , suitable for attaching models or lights
= = = = = = = = = = = = = = = =
*/
2018-08-27 13:13:17 +00:00
//bool idWeapon::GetGlobalJointTransform( bool viewModel, const jointHandle_t jointHandle, idVec3 &offset, idMat3 &axis ) {
bool idWeapon : : GetGlobalJointTransform ( const jointHandle_t jointHandle , idVec3 & offset , idMat3 & axis ) {
/*
//was:
2011-11-22 21:28:15 +00:00
if ( viewModel ) {
// view model
if ( animator . GetJointTransform ( jointHandle , gameLocal . time , offset , axis ) ) {
offset = offset * viewWeaponAxis + viewWeaponOrigin ;
axis = axis * viewWeaponAxis ;
return true ;
}
} else {
// world model
if ( worldModel . GetEntity ( ) & & worldModel . GetEntity ( ) - > GetAnimator ( ) - > GetJointTransform ( jointHandle , gameLocal . time , offset , axis ) ) {
offset = worldModel . GetEntity ( ) - > GetPhysics ( ) - > GetOrigin ( ) + offset * worldModel . GetEntity ( ) - > GetPhysics ( ) - > GetAxis ( ) ;
axis = axis * worldModel . GetEntity ( ) - > GetPhysics ( ) - > GetAxis ( ) ;
return true ;
2018-08-27 13:13:17 +00:00
}
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}
offset = viewWeaponOrigin ;
axis = viewWeaponAxis ;
return false ;
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*/
//ivan start - world model is now the model itself
if ( animator . GetJointTransform ( jointHandle , gameLocal . time , offset , axis ) ) {
offset = GetPhysics ( ) - > GetOrigin ( ) + offset * GetPhysics ( ) - > GetAxis ( ) ;
axis = axis * GetPhysics ( ) - > GetAxis ( ) ;
return true ;
}
offset = GetPhysics ( ) - > GetOrigin ( ) ; //viewWeaponOrigin;
axis = GetPhysics ( ) - > GetAxis ( ) ; //viewWeaponAxis;
return false ;
//ivan end
2011-11-22 21:28:15 +00:00
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : SetPushVelocity
= = = = = = = = = = = = = = = =
*/
void idWeapon : : SetPushVelocity ( const idVec3 & pushVelocity ) {
this - > pushVelocity = pushVelocity ;
}
/***********************************************************************
2018-08-27 13:13:17 +00:00
State control / player interface
2011-11-22 21:28:15 +00:00
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/*
= = = = = = = = = = = = = = = =
idWeapon : : Think
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Think ( void ) {
// do nothing because the present is called from the player through PresentWeapon
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : Raise
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Raise ( void ) {
if ( isLinked ) {
WEAPON_RAISEWEAPON = true ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : PutAway
= = = = = = = = = = = = = = = =
*/
void idWeapon : : PutAway ( void ) {
hasBloodSplat = false ;
if ( isLinked ) {
WEAPON_LOWERWEAPON = true ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : Reload
NOTE : this is only for impulse - triggered reload , auto reload is scripted
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Reload ( void ) {
if ( isLinked ) {
WEAPON_RELOAD = true ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : LowerWeapon
= = = = = = = = = = = = = = = =
*/
void idWeapon : : LowerWeapon ( void ) {
if ( ! hide ) {
hideStart = 0.0f ;
hideEnd = hideDistance ;
if ( gameLocal . time - hideStartTime < hideTime ) {
hideStartTime = gameLocal . time - ( hideTime - ( gameLocal . time - hideStartTime ) ) ;
} else {
hideStartTime = gameLocal . time ;
}
hide = true ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : RaiseWeapon
= = = = = = = = = = = = = = = =
*/
void idWeapon : : RaiseWeapon ( void ) {
Show ( ) ;
if ( hide ) {
hideStart = hideDistance ;
hideEnd = 0.0f ;
if ( gameLocal . time - hideStartTime < hideTime ) {
hideStartTime = gameLocal . time - ( hideTime - ( gameLocal . time - hideStartTime ) ) ;
} else {
hideStartTime = gameLocal . time ;
}
hide = false ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : HideWeapon
= = = = = = = = = = = = = = = =
*/
void idWeapon : : HideWeapon ( void ) {
Hide ( ) ;
2018-08-27 13:13:17 +00:00
/*
2011-11-22 21:28:15 +00:00
if ( worldModel . GetEntity ( ) ) {
worldModel . GetEntity ( ) - > Hide ( ) ;
}
2018-08-27 13:13:17 +00:00
*/
2011-11-22 21:28:15 +00:00
muzzleFlashEnd = 0 ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : ShowWeapon
= = = = = = = = = = = = = = = =
*/
void idWeapon : : ShowWeapon ( void ) {
Show ( ) ;
2018-08-27 13:13:17 +00:00
/*
2011-11-22 21:28:15 +00:00
if ( worldModel . GetEntity ( ) ) {
worldModel . GetEntity ( ) - > Show ( ) ;
}
2018-08-27 13:13:17 +00:00
*/
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if ( lightOn ) {
MuzzleFlashLight ( ) ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : HideWorldModel
= = = = = = = = = = = = = = = =
*/
void idWeapon : : HideWorldModel ( void ) {
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/*
//was:
2011-11-22 21:28:15 +00:00
if ( worldModel . GetEntity ( ) ) {
worldModel . GetEntity ( ) - > Hide ( ) ;
}
2018-08-27 13:13:17 +00:00
*/
Hide ( ) ; //ivan
2011-11-22 21:28:15 +00:00
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : ShowWorldModel
= = = = = = = = = = = = = = = =
*/
void idWeapon : : ShowWorldModel ( void ) {
2018-08-27 13:13:17 +00:00
/*
//was:
2011-11-22 21:28:15 +00:00
if ( worldModel . GetEntity ( ) ) {
worldModel . GetEntity ( ) - > Show ( ) ;
}
2018-08-27 13:13:17 +00:00
*/
Show ( ) ; //ivan
2011-11-22 21:28:15 +00:00
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : OwnerDied
= = = = = = = = = = = = = = = =
*/
void idWeapon : : OwnerDied ( void ) {
if ( isLinked ) {
SetState ( " OwnerDied " , 0 ) ;
thread - > Execute ( ) ;
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//rev grab
// Update the grabber effects
if ( /*!gameLocal.isMultiplayer &&*/ grabberState ! = - 1 ) {
grabber . Update ( owner , hide ) ;
}
//rev grab
2011-11-22 21:28:15 +00:00
}
Hide ( ) ;
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/*
2011-11-22 21:28:15 +00:00
if ( worldModel . GetEntity ( ) ) {
worldModel . GetEntity ( ) - > Hide ( ) ;
}
2018-08-27 13:13:17 +00:00
*/
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// don't clear the weapon immediately since the owner might have killed himself by firing the weapon
// within the current stack frame
PostEventMS ( & EV_Weapon_Clear , 0 ) ;
}
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/*
= = = = = = = = = = = = = = = =
idWeapon : : BeginSpecialFunction
= = = = = = = = = = = = = = = =
*/
void idWeapon : : BeginSpecialFunction ( bool keyTapped ) { // new
if ( isLinked ) {
if ( keyTapped ) {
WEAPON_SPECIAL = true ;
}
WEAPON_SPECIAL_HOLD = true ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : EndSpecialFunc
= = = = = = = = = = = = = = = =
*/
void idWeapon : : EndSpecialFunction ( void ) { //New
if ( ! WEAPON_SPECIAL_HOLD . IsLinked ( ) ) {
return ;
}
if ( WEAPON_SPECIAL_HOLD ) {
WEAPON_SPECIAL_HOLD = false ;
}
}
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/*
= = = = = = = = = = = = = = = =
idWeapon : : BeginAttack
= = = = = = = = = = = = = = = =
*/
2011-12-06 18:20:15 +00:00
void idWeapon : : BeginAttack ( void ) {
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if ( status ! = WP_OUTOFAMMO ) {
lastAttack = gameLocal . time ;
}
if ( ! isLinked ) {
return ;
}
if ( ! WEAPON_ATTACK ) {
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//rev grab
//if ( sndHum ) {
if ( sndHum & & grabberState = = - 1 ) { // _D3XP :: don't stop grabber hum
//rev grab
2011-11-22 21:28:15 +00:00
StopSound ( SND_CHANNEL_BODY , false ) ;
}
}
WEAPON_ATTACK = true ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : EndAttack
= = = = = = = = = = = = = = = =
*/
void idWeapon : : EndAttack ( void ) {
if ( ! WEAPON_ATTACK . IsLinked ( ) ) {
return ;
}
if ( WEAPON_ATTACK ) {
WEAPON_ATTACK = false ;
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//rev grab
//if ( sndHum ) {
if ( sndHum & & grabberState = = - 1 ) { // _D3XP :: don't stop grabber hum
//rev grab
2011-11-22 21:28:15 +00:00
StartSoundShader ( sndHum , SND_CHANNEL_BODY , 0 , false , NULL ) ;
}
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : isReady
= = = = = = = = = = = = = = = =
*/
bool idWeapon : : IsReady ( void ) const {
return ! hide & & ! IsHidden ( ) & & ( ( status = = WP_RELOAD ) | | ( status = = WP_READY ) | | ( status = = WP_OUTOFAMMO ) ) ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : IsReloading
= = = = = = = = = = = = = = = =
*/
bool idWeapon : : IsReloading ( void ) const {
return ( status = = WP_RELOAD ) ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : IsHolstered
= = = = = = = = = = = = = = = =
*/
bool idWeapon : : IsHolstered ( void ) const {
return ( status = = WP_HOLSTERED ) ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : ShowCrosshair
= = = = = = = = = = = = = = = =
*/
bool idWeapon : : ShowCrosshair ( void ) const {
return ! ( state = = idStr ( WP_RISING ) | | state = = idStr ( WP_LOWERING ) | | state = = idStr ( WP_HOLSTERED ) ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = =
idWeapon : : CanDrop
= = = = = = = = = = = = = = = = = = = = =
*/
bool idWeapon : : CanDrop ( void ) const {
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if ( ! weaponDef ) { // || !worldModel.GetEntity()
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return false ;
}
const char * classname = weaponDef - > dict . GetString ( " def_dropItem " ) ;
if ( ! classname [ 0 ] ) {
return false ;
}
return true ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : WeaponStolen
= = = = = = = = = = = = = = = =
*/
void idWeapon : : WeaponStolen ( void ) {
assert ( ! gameLocal . isClient ) ;
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//ivan start - always set WeaponDropped state
/*
//was:
2011-11-22 21:28:15 +00:00
if ( projectileEnt ) {
if ( isLinked ) {
SetState ( " WeaponStolen " , 0 ) ;
thread - > Execute ( ) ;
}
projectileEnt = NULL ;
}
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*/
if ( isLinked ) {
SetState ( " WeaponDropped " , 0 ) ;
thread - > Execute ( ) ;
}
if ( projectileEnt ) {
projectileEnt = NULL ;
}
//ivan end
2011-11-22 21:28:15 +00:00
// set to holstered so we can switch weapons right away
status = WP_HOLSTERED ;
HideWeapon ( ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = =
idWeapon : : DropItem
= = = = = = = = = = = = = = = = = = = = =
*/
idEntity * idWeapon : : DropItem ( const idVec3 & velocity , int activateDelay , int removeDelay , bool died ) {
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if ( ! weaponDef ) { //|| !worldModel.GetEntity()
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return NULL ;
}
if ( ! allowDrop ) {
return NULL ;
}
const char * classname = weaponDef - > dict . GetString ( " def_dropItem " ) ;
if ( ! classname [ 0 ] ) {
return NULL ;
}
StopSound ( SND_CHANNEL_BODY , true ) ;
StopSound ( SND_CHANNEL_BODY3 , true ) ;
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//ivan start
//was:
//idMoveableItem::DropItem( classname, worldModel.GetEntity()->GetPhysics()->GetOrigin(), worldModel.GetEntity()->GetPhysics()->GetAxis(), velocity, activateDelay, removeDelay );
return idMoveableItem : : DropItem ( classname , GetPhysics ( ) - > GetOrigin ( ) , GetPhysics ( ) - > GetAxis ( ) , velocity , activateDelay , removeDelay ) ;
//ivan end
2011-11-22 21:28:15 +00:00
}
/***********************************************************************
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Script state management
2011-11-22 21:28:15 +00:00
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/*
= = = = = = = = = = = = = = = = = = = = =
idWeapon : : SetState
= = = = = = = = = = = = = = = = = = = = =
*/
void idWeapon : : SetState ( const char * statename , int blendFrames ) {
const function_t * func ;
if ( ! isLinked ) {
return ;
}
func = scriptObject . GetFunction ( statename ) ;
if ( ! func ) {
assert ( 0 ) ;
gameLocal . Error ( " Can't find function '%s' in object '%s' " , statename , scriptObject . GetTypeName ( ) ) ;
}
thread - > CallFunction ( this , func , true ) ;
state = statename ;
animBlendFrames = blendFrames ;
if ( g_debugWeapon . GetBool ( ) ) {
gameLocal . Printf ( " %d: weapon state : %s \n " , gameLocal . time , statename ) ;
}
idealState = " " ;
}
/***********************************************************************
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Particles / Effects
2011-11-22 21:28:15 +00:00
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/*
= = = = = = = = = = = = = = = =
idWeapon : : UpdateNozzelFx
= = = = = = = = = = = = = = = =
*/
void idWeapon : : UpdateNozzleFx ( void ) {
if ( ! nozzleFx ) {
return ;
}
//
// shader parms
//
int la = gameLocal . time - lastAttack + 1 ;
float s = 1.0f ;
float l = 0.0f ;
if ( la < nozzleFxFade ) {
s = ( ( float ) la / nozzleFxFade ) ;
l = 1.0f - s ;
}
renderEntity . shaderParms [ 5 ] = s ;
renderEntity . shaderParms [ 6 ] = l ;
2018-08-27 13:13:17 +00:00
/*
2011-11-22 21:28:15 +00:00
if ( ventLightJointView = = INVALID_JOINT ) {
return ;
}
//
// vent light
//
if ( nozzleGlowHandle = = - 1 ) {
memset ( & nozzleGlow , 0 , sizeof ( nozzleGlow ) ) ;
if ( owner ) {
nozzleGlow . allowLightInViewID = owner - > entityNumber + 1 ;
}
nozzleGlow . pointLight = true ;
nozzleGlow . noShadows = true ;
nozzleGlow . lightRadius . x = nozzleGlowRadius ;
nozzleGlow . lightRadius . y = nozzleGlowRadius ;
nozzleGlow . lightRadius . z = nozzleGlowRadius ;
nozzleGlow . shader = nozzleGlowShader ;
nozzleGlow . shaderParms [ SHADERPARM_TIMESCALE ] = 1.0f ;
nozzleGlow . shaderParms [ SHADERPARM_TIMEOFFSET ] = - MS2SEC ( gameLocal . time ) ;
GetGlobalJointTransform ( true , ventLightJointView , nozzleGlow . origin , nozzleGlow . axis ) ;
nozzleGlowHandle = gameRenderWorld - > AddLightDef ( & nozzleGlow ) ;
}
GetGlobalJointTransform ( true , ventLightJointView , nozzleGlow . origin , nozzleGlow . axis ) ;
nozzleGlow . shaderParms [ SHADERPARM_RED ] = nozzleGlowColor . x * s ;
nozzleGlow . shaderParms [ SHADERPARM_GREEN ] = nozzleGlowColor . y * s ;
nozzleGlow . shaderParms [ SHADERPARM_BLUE ] = nozzleGlowColor . z * s ;
gameRenderWorld - > UpdateLightDef ( nozzleGlowHandle , & nozzleGlow ) ;
2018-08-27 13:13:17 +00:00
*/
2011-11-22 21:28:15 +00:00
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : BloodSplat
= = = = = = = = = = = = = = = =
*/
bool idWeapon : : BloodSplat ( float size ) {
float s , c ;
idMat3 localAxis , axistemp ;
idVec3 localOrigin , normal ;
if ( hasBloodSplat ) {
return true ;
}
hasBloodSplat = true ;
if ( modelDefHandle < 0 ) {
return false ;
}
2018-08-27 13:13:17 +00:00
if ( ! GetGlobalJointTransform ( ejectJointWorld , localOrigin , localAxis ) ) { //ivan
//was: if ( !GetGlobalJointTransform( true, ejectJointView, localOrigin, localAxis ) ) {
2011-11-22 21:28:15 +00:00
return false ;
}
localOrigin [ 0 ] + = gameLocal . random . RandomFloat ( ) * - 10.0f ;
localOrigin [ 1 ] + = gameLocal . random . RandomFloat ( ) * 1.0f ;
localOrigin [ 2 ] + = gameLocal . random . RandomFloat ( ) * - 2.0f ;
normal = idVec3 ( gameLocal . random . CRandomFloat ( ) , - gameLocal . random . RandomFloat ( ) , - 1 ) ;
normal . Normalize ( ) ;
idMath : : SinCos16 ( gameLocal . random . RandomFloat ( ) * idMath : : TWO_PI , s , c ) ;
localAxis [ 2 ] = - normal ;
localAxis [ 2 ] . NormalVectors ( axistemp [ 0 ] , axistemp [ 1 ] ) ;
localAxis [ 0 ] = axistemp [ 0 ] * c + axistemp [ 1 ] * - s ;
localAxis [ 1 ] = axistemp [ 0 ] * - s + axistemp [ 1 ] * - c ;
localAxis [ 0 ] * = 1.0f / size ;
localAxis [ 1 ] * = 1.0f / size ;
idPlane localPlane [ 2 ] ;
localPlane [ 0 ] = localAxis [ 0 ] ;
localPlane [ 0 ] [ 3 ] = - ( localOrigin * localAxis [ 0 ] ) + 0.5f ;
localPlane [ 1 ] = localAxis [ 1 ] ;
localPlane [ 1 ] [ 3 ] = - ( localOrigin * localAxis [ 1 ] ) + 0.5f ;
const idMaterial * mtr = declManager - > FindMaterial ( " textures/decals/duffysplatgun " ) ;
gameRenderWorld - > ProjectOverlay ( modelDefHandle , localPlane , mtr ) ;
return true ;
}
/***********************************************************************
2018-08-27 13:13:17 +00:00
Visual presentation
2011-11-22 21:28:15 +00:00
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/*
= = = = = = = = = = = = = = = =
idWeapon : : MuzzleRise
The machinegun and chaingun will incrementally back up as they are being fired
= = = = = = = = = = = = = = = =
2018-08-27 13:13:17 +00:00
2011-11-22 21:28:15 +00:00
void idWeapon : : MuzzleRise ( idVec3 & origin , idMat3 & axis ) {
int time ;
float amount ;
idAngles ang ;
idVec3 offset ;
time = kick_endtime - gameLocal . time ;
if ( time < = 0 ) {
return ;
}
if ( muzzle_kick_maxtime < = 0 ) {
return ;
}
if ( time > muzzle_kick_maxtime ) {
time = muzzle_kick_maxtime ;
}
2011-12-06 18:20:15 +00:00
2011-11-22 21:28:15 +00:00
amount = ( float ) time / ( float ) muzzle_kick_maxtime ;
ang = muzzle_kick_angles * amount ;
offset = muzzle_kick_offset * amount ;
origin = origin - axis * offset ;
axis = ang . ToMat3 ( ) * axis ;
}
2018-08-27 13:13:17 +00:00
*/
2011-11-22 21:28:15 +00:00
/*
= = = = = = = = = = = = = = = =
idWeapon : : ConstructScriptObject
Called during idEntity : : Spawn . Calls the constructor on the script object .
Can be overridden by subclasses when a thread doesn ' t need to be allocated .
= = = = = = = = = = = = = = = =
*/
idThread * idWeapon : : ConstructScriptObject ( void ) {
const function_t * constructor ;
thread - > EndThread ( ) ;
// call script object's constructor
constructor = scriptObject . GetConstructor ( ) ;
if ( ! constructor ) {
gameLocal . Error ( " Missing constructor on '%s' for weapon " , scriptObject . GetTypeName ( ) ) ;
}
// init the script object's data
scriptObject . ClearObject ( ) ;
thread - > CallFunction ( this , constructor , true ) ;
thread - > Execute ( ) ;
return thread ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : DeconstructScriptObject
Called during idEntity : : ~ idEntity . Calls the destructor on the script object .
Can be overridden by subclasses when a thread doesn ' t need to be allocated .
Not called during idGameLocal : : MapShutdown .
= = = = = = = = = = = = = = = =
*/
void idWeapon : : DeconstructScriptObject ( void ) {
const function_t * destructor ;
if ( ! thread ) {
return ;
}
2011-12-06 18:20:15 +00:00
2011-11-22 21:28:15 +00:00
// don't bother calling the script object's destructor on map shutdown
if ( gameLocal . GameState ( ) = = GAMESTATE_SHUTDOWN ) {
return ;
}
thread - > EndThread ( ) ;
// call script object's destructor
destructor = scriptObject . GetDestructor ( ) ;
if ( destructor ) {
// start a thread that will run immediately and end
thread - > CallFunction ( this , destructor , true ) ;
thread - > Execute ( ) ;
thread - > EndThread ( ) ;
}
// clear out the object's memory
scriptObject . ClearObject ( ) ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : UpdateScript
= = = = = = = = = = = = = = = =
*/
void idWeapon : : UpdateScript ( void ) {
int count ;
if ( ! isLinked ) {
return ;
}
// only update the script on new frames
if ( ! gameLocal . isNewFrame ) {
return ;
}
if ( idealState . Length ( ) ) {
SetState ( idealState , animBlendFrames ) ;
}
// update script state, which may call Event_LaunchProjectiles, among other things
count = 10 ;
while ( ( thread - > Execute ( ) | | idealState . Length ( ) ) & & count - - ) {
// happens for weapons with no clip (like grenades)
if ( idealState . Length ( ) ) {
SetState ( idealState , animBlendFrames ) ;
}
}
2018-08-27 13:13:17 +00:00
WEAPON_RELOAD = false ;
WEAPON_SPECIAL = false ;
2011-11-22 21:28:15 +00:00
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : AlertMonsters
= = = = = = = = = = = = = = = =
*/
void idWeapon : : AlertMonsters ( void ) {
trace_t tr ;
idEntity * ent ;
2018-08-27 13:13:17 +00:00
/*
//was:
2011-11-22 21:28:15 +00:00
idVec3 end = muzzleFlash . origin + muzzleFlash . axis * muzzleFlash . target ;
gameLocal . clip . TracePoint ( tr , muzzleFlash . origin , end , CONTENTS_OPAQUE | MASK_SHOT_RENDERMODEL | CONTENTS_FLASHLIGHT_TRIGGER , owner ) ;
if ( g_debugWeapon . GetBool ( ) ) {
gameRenderWorld - > DebugLine ( colorYellow , muzzleFlash . origin , end , 0 ) ;
gameRenderWorld - > DebugArrow ( colorGreen , muzzleFlash . origin , tr . endpos , 2 , 0 ) ;
}
2018-08-27 13:13:17 +00:00
*/
//ivan start
idVec3 end = worldMuzzleFlash . origin + worldMuzzleFlash . axis * worldMuzzleFlash . target ;
gameLocal . clip . TracePoint ( tr , worldMuzzleFlash . origin , end , CONTENTS_OPAQUE | MASK_SHOT_RENDERMODEL | CONTENTS_FLASHLIGHT_TRIGGER , owner ) ;
if ( g_debugWeapon . GetBool ( ) ) {
gameRenderWorld - > DebugLine ( colorYellow , worldMuzzleFlash . origin , end , 0 ) ;
gameRenderWorld - > DebugArrow ( colorGreen , worldMuzzleFlash . origin , tr . endpos , 2 , 0 ) ;
}
//ivan end
2011-11-22 21:28:15 +00:00
if ( tr . fraction < 1.0f ) {
ent = gameLocal . GetTraceEntity ( tr ) ;
if ( ent - > IsType ( idAI : : Type ) ) {
static_cast < idAI * > ( ent ) - > TouchedByFlashlight ( owner ) ;
} else if ( ent - > IsType ( idTrigger : : Type ) ) {
ent - > Signal ( SIG_TOUCH ) ;
ent - > ProcessEvent ( & EV_Touch , owner , & tr ) ;
}
}
// jitter the trace to try to catch cases where a trace down the center doesn't hit the monster
2018-08-27 13:13:17 +00:00
/*
//was:
2011-11-22 21:28:15 +00:00
end + = muzzleFlash . axis * muzzleFlash . right * idMath : : Sin16 ( MS2SEC ( gameLocal . time ) * 31.34f ) ;
end + = muzzleFlash . axis * muzzleFlash . up * idMath : : Sin16 ( MS2SEC ( gameLocal . time ) * 12.17f ) ;
gameLocal . clip . TracePoint ( tr , muzzleFlash . origin , end , CONTENTS_OPAQUE | MASK_SHOT_RENDERMODEL | CONTENTS_FLASHLIGHT_TRIGGER , owner ) ;
if ( g_debugWeapon . GetBool ( ) ) {
gameRenderWorld - > DebugLine ( colorYellow , muzzleFlash . origin , end , 0 ) ;
gameRenderWorld - > DebugArrow ( colorGreen , muzzleFlash . origin , tr . endpos , 2 , 0 ) ;
}
2018-08-27 13:13:17 +00:00
*/
//ivan start
end + = worldMuzzleFlash . axis * worldMuzzleFlash . right * idMath : : Sin16 ( MS2SEC ( gameLocal . time ) * 31.34f ) ;
end + = worldMuzzleFlash . axis * worldMuzzleFlash . up * idMath : : Sin16 ( MS2SEC ( gameLocal . time ) * 12.17f ) ;
gameLocal . clip . TracePoint ( tr , worldMuzzleFlash . origin , end , CONTENTS_OPAQUE | MASK_SHOT_RENDERMODEL | CONTENTS_FLASHLIGHT_TRIGGER , owner ) ;
if ( g_debugWeapon . GetBool ( ) ) {
gameRenderWorld - > DebugLine ( colorYellow , worldMuzzleFlash . origin , end , 0 ) ;
gameRenderWorld - > DebugArrow ( colorGreen , worldMuzzleFlash . origin , tr . endpos , 2 , 0 ) ;
}
//ivan end
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if ( tr . fraction < 1.0f ) {
ent = gameLocal . GetTraceEntity ( tr ) ;
if ( ent - > IsType ( idAI : : Type ) ) {
static_cast < idAI * > ( ent ) - > TouchedByFlashlight ( owner ) ;
} else if ( ent - > IsType ( idTrigger : : Type ) ) {
ent - > Signal ( SIG_TOUCH ) ;
ent - > ProcessEvent ( & EV_Touch , owner , & tr ) ;
}
}
}
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//ivan start
/*
= = = = = = = = = = = = = = = =
idWeapon : : CalculateDynamicSpread
= = = = = = = = = = = = = = = =
*/
void idWeapon : : CalculateDynamicSpread ( void ) {
if ( spreadVelocityFactor > 0 ) {
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//float velocity = owner->GetPlayerPhysics()->GetLinearVelocity().LengthFast();
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////Updated Rev 2018 for walk aiming Movement speed is no longer a factor. Spread changes depend on the player walking, running and crouching.
dynamicSpreadValue = spreadBaseValue + spreadVelocityFactor ; //dynamicSpreadValue = spreadBaseValue + velocity * spreadVelocityFactor;
} else {
dynamicSpreadValue = spreadBaseValue ;
}
if ( owner - > AI_CROUCH ) {
dynamicSpreadValue = dynamicSpreadValue * spreadCrouchFactor ;
}
if ( owner - > AI_RUN ) { //Added in 2018 by Rev for new walk aim system. We will just use crouch factor to set this instead of making a clone of it. Really no need for the extra code
dynamicSpreadValue = dynamicSpreadValue * spreadCrouchFactor ;
}
//gameLocal.Printf("dynamicSpreadValue: %f\n", dynamicSpreadValue);
}
//ivan end
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/*
= = = = = = = = = = = = = = = =
idWeapon : : PresentWeapon
= = = = = = = = = = = = = = = =
*/
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void idWeapon : : PresentWeapon ( bool showViewModel ) { //showViewModel is "ui_showGun". We want to make everything to work in 3th person even if this is false
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playerViewOrigin = owner - > firstPersonViewOrigin ;
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# ifdef USE_AIM_DIR_FIX
playerViewAxis = owner - > fixedAimViewAxis ;
# else
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playerViewAxis = owner - > firstPersonViewAxis ;
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# endif
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/*
//ivan test start
if ( worldModel . GetEntity ( ) ) {
gameLocal . Printf ( " DIVERSITY: %f " , worldModel . GetEntity ( ) - > GetRenderEntity ( ) - > shaderParms [ SHADERPARM_DIVERSITY ] ) ;
gameLocal . Printf ( " - TIMEOFFSET: %f " , worldModel . GetEntity ( ) - > GetRenderEntity ( ) - > shaderParms [ SHADERPARM_TIMEOFFSET ] ) ;
gameLocal . Printf ( " - MODE: %f " , worldModel . GetEntity ( ) - > GetRenderEntity ( ) - > shaderParms [ SHADERPARM_MODE ] ) ;
gameLocal . Printf ( " - TIMESCALE: %f " , worldModel . GetEntity ( ) - > GetRenderEntity ( ) - > shaderParms [ SHADERPARM_TIMESCALE ] ) ;
gameLocal . Printf ( " - PARTICLE_STOPTIME: %f \n " , worldModel . GetEntity ( ) - > GetRenderEntity ( ) - > shaderParms [ SHADERPARM_PARTICLE_STOPTIME ] ) ;
}
//ivan test end
*/
//ivan start
// calculate dynamic spread
CalculateDynamicSpread ( ) ;
//ivan end
/*
//was:
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// calculate weapon position based on player movement bobbing
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owner - > CalculateViewWeaponPos ( viewWeaponOrigin , viewWeaponAxis ) ; //no: now weapon is bound to joint
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// hide offset is for dropping the gun when approaching a GUI or NPC //no: now weapon is bound to joint
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// This is simpler to manage than doing the weapon put-away animation
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if ( gameLocal . time - hideStartTime < hideTime ) {
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float frac = ( float ) ( gameLocal . time - hideStartTime ) / ( float ) hideTime ;
if ( hideStart < hideEnd ) {
frac = 1.0f - frac ;
frac = 1.0f - frac * frac ;
} else {
frac = frac * frac ;
}
hideOffset = hideStart + ( hideEnd - hideStart ) * frac ;
} else {
hideOffset = hideEnd ;
if ( hide & & disabled ) {
Hide ( ) ;
}
}
viewWeaponOrigin + = hideOffset * viewWeaponAxis [ 2 ] ;
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// kick up based on repeat firing //no: now weapon is bound to joint
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MuzzleRise ( viewWeaponOrigin , viewWeaponAxis ) ;
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// set the physics position and orientation //no: now weapon is bound to joint
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GetPhysics ( ) - > SetOrigin ( viewWeaponOrigin ) ;
GetPhysics ( ) - > SetAxis ( viewWeaponAxis ) ;
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UpdateVisuals ( ) ; //not needed now?
*/
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// update the weapon script
UpdateScript ( ) ;
UpdateGUI ( ) ;
// update animation
UpdateAnimation ( ) ;
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/*
//was:
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// only show the surface in player view
renderEntity . allowSurfaceInViewID = owner - > entityNumber + 1 ;
// crunch the depth range so it never pokes into walls this breaks the machine gun gui
renderEntity . weaponDepthHack = true ;
// present the model
if ( showViewModel ) {
Present ( ) ;
} else {
FreeModelDef ( ) ;
}
if ( worldModel . GetEntity ( ) & & worldModel . GetEntity ( ) - > GetRenderEntity ( ) ) {
// deal with the third-person visible world model
// don't show shadows of the world model in first person
if ( gameLocal . isMultiplayer | | g_showPlayerShadow . GetBool ( ) | | pm_thirdPerson . GetBool ( ) ) {
worldModel . GetEntity ( ) - > GetRenderEntity ( ) - > suppressShadowInViewID = 0 ;
} else {
worldModel . GetEntity ( ) - > GetRenderEntity ( ) - > suppressShadowInViewID = owner - > entityNumber + 1 ;
worldModel . GetEntity ( ) - > GetRenderEntity ( ) - > suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + owner - > entityNumber ;
}
}
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*/
//ivan start
Present ( ) ; //always show the model
renderEntity . suppressShadowInViewID = 0 ; //allow shadows
//ivan end
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if ( nozzleFx ) {
UpdateNozzleFx ( ) ;
}
// muzzle smoke
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if ( ! disabled & & weaponSmoke & & ( weaponSmokeStartTime ! = 0 ) ) {
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// use the barrel joint if available
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/*
//was:
//ivan start - try worldmodel first!
if ( barrelJointWorld ! = INVALID_JOINT ) { //ivan - compare with INVALID_JOINT !
GetGlobalJointTransform ( false , barrelJointWorld , muzzleOrigin , muzzleAxis ) ;
} else
//ivan end
if ( showViewModel & & barrelJointView ! = INVALID_JOINT ) { //ivan - compare with INVALID_JOINT ! - showViewModel added
GetGlobalJointTransform ( true , barrelJointView , muzzleOrigin , muzzleAxis ) ;
} else {
// default to going straight out the view
muzzleOrigin = playerViewOrigin ;
muzzleAxis = playerViewAxis ;
}
*/
//ivan start
if ( barrelJointWorld ! = INVALID_JOINT ) { //compare with INVALID_JOINT !
GetGlobalJointTransform ( barrelJointWorld , muzzleOrigin , muzzleAxis ) ;
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} else {
// default to going straight out the view
muzzleOrigin = playerViewOrigin ;
muzzleAxis = playerViewAxis ;
}
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//ivan end
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// spit out a particle
if ( ! gameLocal . smokeParticles - > EmitSmoke ( weaponSmoke , weaponSmokeStartTime , gameLocal . random . RandomFloat ( ) , muzzleOrigin , muzzleAxis ) ) {
weaponSmokeStartTime = ( continuousSmoke ) ? gameLocal . time : 0 ;
}
}
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if ( strikeSmoke & & strikeSmokeStartTime ! = 0 ) {
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// spit out a particle
if ( ! gameLocal . smokeParticles - > EmitSmoke ( strikeSmoke , strikeSmokeStartTime , gameLocal . random . RandomFloat ( ) , strikePos , strikeAxis ) ) {
strikeSmokeStartTime = 0 ;
}
}
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# ifdef _DENTONMOD
//ivan start
/*
//was:
if ( showViewModel & & ! disabled ) {
UpdateWeaponFx ( ) ;
}
*/
//disabled flag ensures that fx wont be played when entering cinematic
if ( ! disabled ) {
UpdateWeaponFx ( ) ;
}
//ivan end
# endif //_DENTONMOD
//rev grab
// Update the grabber effects
if ( grabberState ! = - 1 ) {
grabberState = grabber . Update ( owner , hide ) ;
}
//rev grab
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// remove the muzzle flash light when it's done
if ( ( ! lightOn & & ( gameLocal . time > = muzzleFlashEnd ) ) | | IsHidden ( ) ) {
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/*
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if ( muzzleFlashHandle ! = - 1 ) {
gameRenderWorld - > FreeLightDef ( muzzleFlashHandle ) ;
muzzleFlashHandle = - 1 ;
}
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*/
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if ( worldMuzzleFlashHandle ! = - 1 ) {
gameRenderWorld - > FreeLightDef ( worldMuzzleFlashHandle ) ;
worldMuzzleFlashHandle = - 1 ;
}
}
// update the muzzle flash light, so it moves with the gun
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if ( worldMuzzleFlashHandle ! = - 1 ) { //was: muzzleFlashHandle
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UpdateFlashPosition ( ) ;
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//gameRenderWorld->UpdateLightDef( muzzleFlashHandle, &muzzleFlash );
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gameRenderWorld - > UpdateLightDef ( worldMuzzleFlashHandle , & worldMuzzleFlash ) ;
// wake up monsters with the flashlight
if ( ! gameLocal . isMultiplayer & & lightOn & & ! owner - > fl . notarget ) {
AlertMonsters ( ) ;
}
}
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/*
2011-11-22 21:28:15 +00:00
// update the gui light
if ( guiLight . lightRadius [ 0 ] & & guiLightJointView ! = INVALID_JOINT ) {
GetGlobalJointTransform ( true , guiLightJointView , guiLight . origin , guiLight . axis ) ;
if ( ( guiLightHandle ! = - 1 ) ) {
gameRenderWorld - > UpdateLightDef ( guiLightHandle , & guiLight ) ;
} else {
guiLightHandle = gameRenderWorld - > AddLightDef ( & guiLight ) ;
}
}
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*/
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if ( status ! = WP_READY & & sndHum ) {
StopSound ( SND_CHANNEL_BODY , false ) ;
}
UpdateSound ( ) ;
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//ivan start
if ( autoMeleeEnabled & & ! disabled ) { //no in cinematic
EvaluateMelee ( ) ;
}
# ifdef TRAIL_FX_CHAIN
//the beams'chain is updated inside EvaluateMelee();
# else
if ( trailGen - > IsEnabled ( ) ) {
UpdateTrailVerts ( ) ;
}
# endif
//ivan end
}
//Ivan start
/*
= = = = = = = = = = = = = = = = = = = = =
idWeapon : : StartAutoMelee
= = = = = = = = = = = = = = = = = = = = =
*/
void idWeapon : : StartAutoMelee ( float dmgMult , int trailNum ) {
if ( g_debugWeapon . GetBool ( ) ) {
gameLocal . Printf ( " idWeapon::StartAutoMelee - dmgMult: %f,trailNum: %d - time:%d \n " , dmgMult , trailNum , gameLocal . time ) ;
}
comboMultiplier = dmgMult ;
lastMeleeEnt = NULL ; //reset it so that can be hit again
autoMeleeEnabled = true ;
nextStrikeFx = gameLocal . time + 100 ; //delay snd+prt for LOW priority entities after the beginning of the attack
nextMeleeSnd = gameLocal . time + 100 ; //don't play snd on world too early - this could not be used
//-- trail --
//make sure no trail is started if there is ever started if there is no melee joint
if ( meleeJointWorld = = INVALID_JOINT ) {
return ;
}
# ifdef TRAIL_FX_CHAIN
lastBeamInChain = NULL ; //next node will be the first of the chain. This also allows the beam type to change.
trailNumType = ( trailNum > = 0 ) ? trailNum : TRAIL_NONE ;
# else
if ( trailNum < 0 ) { //no trail. stop the current one, if any.
if ( trailGen - > IsEnabled ( ) ) {
trailGen - > FadeTrail ( ) ;
}
trailNumType = TRAIL_NONE ;
} else {
if ( trailNumType = = trailNum ) { //last trail type used was exactly this one
trailGen - > RestartTrail ( ) ; //this is faster
} else {
trailGen - > StartTrail ( weaponDef - > dict . GetString ( va ( " def_trail%d " , trailNum ) ) ) ;
}
trailNumType = trailNum ;
# ifdef TEST_TRAIL
if ( trailNumType ! = 0 ) {
//random remove test
int randPos = 1 + gameLocal . random . RandomInt ( 8 ) ; //never remove the first one... weapon is using it
idTrailGenerator * toRemove = gameLocal . trailsManager - > FindTrailByLocalPos ( randPos ) ;
gameLocal . trailsManager - > RemoveTrailGen ( toRemove ) ;
toRemove = NULL ;
} else {
//create new test
testGen = gameLocal . trailsManager - > NewTrailGen ( ) ;
testGen - > StartTrail ( weaponDef - > dict . GetString ( va ( " def_trail%d " , trailNum ) ) ) ;
}
# endif
}
# endif
}
/*
= = = = = = = = = = = = = = = = = = = = =
idWeapon : : StopAutoMelee
= = = = = = = = = = = = = = = = = = = = =
*/
void idWeapon : : StopAutoMelee ( void ) {
comboMultiplier = 1.0f ;
lastMeleeEnt = NULL ; //don't remember it in the future
autoMeleeEnabled = false ;
//beam
# ifdef TRAIL_FX_CHAIN
trailNumType = TRAIL_NONE ; //turn off the trail
lastBeamInChain = NULL ; //next node will be the first of the chain. This also allows the beam type to change.
# else
//note: don't set trailNumType = TRAIL_NONE in this case.
//The trail will start fading and could be restored wihout changing the type.
if ( trailGen - > IsEnabled ( ) ) {
trailGen - > FadeTrail ( ) ;
}
# endif
}
/*
= = = = = = = = = = = = = = = = = = = = =
idWeapon : : Event_StartAutoMelee
= = = = = = = = = = = = = = = = = = = = =
*/
void idWeapon : : Event_StartAutoMelee ( float dmgMult , int trailNum ) {
StartAutoMelee ( dmgMult , trailNum ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = =
idWeapon : : Event_StopAutoMelee
= = = = = = = = = = = = = = = = = = = = =
*/
void idWeapon : : Event_StopAutoMelee ( void ) {
StopAutoMelee ( ) ;
}
# ifdef TRAIL_FX_CHAIN
/*
= = = = = = = = = = = = = = = = = = = = =
idWeapon : : SpawnMeleeBeam
NOTE : this only spawns the first elem of the chain . The other will be just a copy of this one .
= = = = = = = = = = = = = = = = = = = = =
*/
idBeam * idWeapon : : SpawnMeleeBeam ( const idVec3 & pos ) {
idEntity * ent ;
const char * classname = weaponDef - > dict . GetString ( va ( " def_meleeBeam%d " , trailNumType ) ) ;
if ( ! classname [ 0 ] ) {
return NULL ;
}
const idDict * beam_args = gameLocal . FindEntityDefDict ( classname , false ) ;
if ( ! beam_args ) {
gameLocal . Error ( " Unknown classname '%s' " , classname ) ;
}
gameLocal . SpawnEntityDef ( * beam_args , & ent , false ) ;
if ( ! ent | | ! ent - > IsType ( idBeam : : Type ) ) {
gameLocal . Error ( " Beam entity is not an idBeam " ) ;
}
ent - > SetOrigin ( pos ) ;
//gameLocal.Printf("Created first node at '%s'\n", pos.ToString() );
return ( static_cast < idBeam * > ( ent ) ) ;
}
# else
//custom geometry trail only
void idWeapon : : UpdateTrailVerts ( void ) {
//meleeJointWorld should be a valid joint. It is checked when we try to start a trail.
GetGlobalJointTransform ( meleeJointWorld , meleeJointOrigin , meleeJointAxis ) ; //to do: upd this somewhere else?
trailGen - > AddNewPoints ( meleeJointOrigin + meleeJointAxis [ 0 ] * trailLowOffset , meleeJointOrigin + meleeJointAxis [ 0 ] * trailHighOffset ) ;
# ifdef TEST_TRAIL
if ( testGen & & testGen - > IsEnabled ( ) ) {
testGen - > AddNewPoints ( meleeJointOrigin + meleeJointAxis [ 0 ] * 20 , meleeJointOrigin + meleeJointAxis [ 0 ] * 50 ) ;
}
# endif
}
# endif
/*
= = = = = = = = = = = = = = = = = = = = =
idWeapon : : EvaluateMelee
= = = = = = = = = = = = = = = = = = = = =
*/
bool idWeapon : : EvaluateMelee ( void ) {
idEntity * ent ;
trace_t tr ;
if ( ! meleeDef ) {
gameLocal . Error ( " No meleeDef on '%s' " , weaponDef - > dict . GetString ( " classname " ) ) ;
}
if ( ! gameLocal . isClient ) {
idVec3 start ;
idVec3 end ;
//get origin end axis of the joint "melee" if available
if ( meleeJointWorld = = INVALID_JOINT ) {
//gameLocal.Printf( "idWeapon::EvaluateMelee - Invalid joint 'melee' \n" );
start = playerViewOrigin ;
end = start + playerViewAxis [ 0 ] * ( meleeDistance * owner - > PowerUpModifier ( MELEE_DISTANCE ) ) ;
} else {
GetGlobalJointTransform ( meleeJointWorld , meleeJointOrigin , meleeJointAxis ) ; //to do: upd this somewhere else?
start = meleeJointOrigin ;
end = start + meleeJointAxis [ 0 ] * ( meleeDistance * owner - > PowerUpModifier ( MELEE_DISTANCE ) ) ;
//gameLocal.Printf( "idWeapon::EvaluateMelee - start %f %f %f \n",start[0],start[1],start[2] );
}
# ifdef TRAIL_FX_CHAIN
//fx test start
if ( trailNumType ! = TRAIL_NONE ) {
idVec3 beamPos ;
if ( meleeJointWorld = = INVALID_JOINT ) { //this should not happen...
beamPos = end ;
} else {
beamPos = start + meleeJointAxis [ 0 ] * ( meleeDistance / 2 ) ;
}
if ( lastBeamInChain . GetEntity ( ) ) {
lastBeamInChain = lastBeamInChain . GetEntity ( ) - > AddChainNodeAtPos ( beamPos ) ;
} else { //first one!
lastBeamInChain = SpawnMeleeBeam ( beamPos ) ;
}
if ( lastBeamInChain . GetEntity ( ) ) {
//NOTE: make sure they auto-remove themself!
lastBeamInChain . GetEntity ( ) - > PostEventMS ( & EV_FadeBeamColor , 1 ) ; //wait 1 frame so it has time to check its targets!
}
}
//fx test end
# endif
if ( useMeleeBox ) {
gameLocal . clip . TraceBounds ( tr , start , end , meleebox , MASK_SHOT_RENDERMODEL , owner ) ; //ignore player
} else {
gameLocal . clip . TracePoint ( tr , start , end , MASK_SHOT_RENDERMODEL , owner ) ; //ignore player
}
if ( tr . fraction < 1.0f ) {
ent = gameLocal . entities [ tr . c . entityNum ] ; //fix the headshot bug with melee attacks
if ( ( ent ) & & ! ( ent - > IsType ( idAFAttachment : : Type ) ) ) { //only if it's not an idAFAttachment
ent = gameLocal . GetTraceEntity ( tr ) ;
}
} else {
ent = NULL ;
}
if ( g_debugWeapon . GetBool ( ) ) {
gameRenderWorld - > DebugLine ( colorYellow , start , end , 100 ) ;
if ( useMeleeBox ) {
gameRenderWorld - > DebugBounds ( colorBlue , meleebox , start , 100 ) ;
gameRenderWorld - > DebugBounds ( colorBlue , meleebox , end , 100 ) ;
}
if ( ent ) {
gameRenderWorld - > DebugBounds ( colorRed , ent - > GetPhysics ( ) - > GetBounds ( ) , ent - > GetPhysics ( ) - > GetOrigin ( ) , 100 ) ;
}
}
bool hit = false ;
const char * hitSound = meleeDef - > dict . GetString ( " snd_miss " ) ;
if ( ent ) { //something hit
//gameLocal.Printf( "idWeapon::EvaluateMelee - ent = %s \n",ent->GetName());
if ( autoMeleeEnabled & & ( ent = = lastMeleeEnt ) ) { //ignore the last entity hit
//gameLocal.Printf( "idWeapon::EvaluateMelee - entity ignored\n" );
return true ; //we hit the same thing again... do nothing now.
}
//gameLocal.Printf( "idWeapon::EvaluateMelee - ent = %s \n",ent->GetName());
if ( gameLocal . world - > spawnArgs . GetBool ( " no_Weapons " ) & & ( ent - > IsType ( idActor : : Type ) | | ent - > IsType ( idAFAttachment : : Type ) ) ) { //no melee if noweapons = 1?
autoMeleeEnabled = false ; //make sure
return false ;
}
// weapon stealing - do this before damaging so weapons are not dropped twice - disabled if autoMeleeEnabled
if ( ! autoMeleeEnabled
& & gameLocal . isMultiplayer
& & weaponDef & & weaponDef - > dict . GetBool ( " stealing " )
& & ent - > IsType ( idPlayer : : Type )
& & ! owner - > PowerUpActive ( BERSERK )
& & ( gameLocal . gameType ! = GAME_TDM | | gameLocal . serverInfo . GetBool ( " si_teamDamage " ) | | ( owner - > team ! = static_cast < idPlayer * > ( ent ) - > team ) )
) {
owner - > StealWeapon ( static_cast < idPlayer * > ( ent ) ) ;
}
if ( ent - > fl . takedamage ) {
idVec3 kickDir , globalKickDir ;
meleeDef - > dict . GetVector ( " kickDir " , " 0 0 0 " , kickDir ) ;
globalKickDir = muzzleAxis * kickDir ;
//Ivan fix - transform clipmodel to joint handle to correctly get the damage zone in idActor::Damage
//was: ent->Damage( owner, owner, globalKickDir, meleeDefName, owner->PowerUpModifier( MELEE_DAMAGE ), tr.c.id );
ent - > Damage ( owner , owner , globalKickDir , meleeDefName , ( comboMultiplier * owner - > PowerUpModifier ( MELEE_DAMAGE ) ) , CLIPMODEL_ID_TO_JOINT_HANDLE ( tr . c . id ) ) ;
lastMeleeEnt = ent ; //remember this to avoid hitting it consecutively
hit = true ;
}
//push
float push = meleeDef - > dict . GetFloat ( " push " ) ;
idVec3 impulse = - push * owner - > PowerUpModifier ( SPEED ) * tr . c . normal ;
//extra push for AFs
if ( ( ent - > health < = 0 ) & & ( ent - > IsType ( idAFEntity_Base : : Type ) ) ) {
idAFEntity_Base * p = static_cast < idAFEntity_Base * > ( ent ) ;
if ( p - > IsActiveAF ( ) ) {
//gameLocal.Printf( "p->IsActiveAF()\n" );
impulse * = meleeDef - > dict . GetInt ( " pushAFMult " , " 1 " ) ;
//quinak and dirty fix for flying ragdolls
/*
if ( impulse . z > 70000 ) {
impulse . z = 70000 ,
} else if ( impulse . z < - 70000 ) {
impulse . z = - 70000 ,
}
*/
//gameLocal.Printf( "idWeapon::EvaluateMelee - impulse: %s, lenght: %f\n", impulse.ToString(), impulse.Length() );
}
}
ent - > ApplyImpulse ( this , tr . c . id , tr . c . point , impulse ) ;
if ( weaponDef - > dict . GetBool ( " impact_damage_effect " ) ) {
/* ivan - was:
if ( ent - > spawnArgs . GetBool ( " bleed " ) ) {
hitSound = meleeDef - > dict . GetString ( owner - > PowerUpActive ( BERSERK ) ? " snd_hit_berserk " : " snd_hit " ) ;
ent - > AddDamageEffect ( tr , impulse , meleeDef - > dict . GetString ( " classname " ) ) ;
} */
//case 1/3: HIGH priority entities: ALWAYS play the snd and the prt on them, unless 'bleed' key is set to '0'. (sword or chainsaw on HIGH priority entities)
if ( ( ent - > IsType ( idBrittleFracture : : Type ) | | ent - > IsType ( idAnimatedEntity : : Type ) | | ent - > IsType ( idMoveable : : Type ) | | ent - > IsType ( idMoveableItem : : Type ) ) & & ent - > spawnArgs . GetBool ( " bleed " , " 1 " ) ) {
nextStrikeFx = gameLocal . time + 500 ; ///delay snd+prt for LOW priority entities after an hit on HIGH priority entity
hitSound = meleeDef - > dict . GetString ( owner - > PowerUpActive ( BERSERK ) ? " snd_hit_berserk " : " snd_hit " ) ;
ent - > AddDamageEffect ( tr , impulse , meleeDef - > dict . GetString ( " classname " ) ) ; //play the sound from the entity hit!
hitSound = " " ; //don't play hitsound because AddDamageEffect already plays its own sound
}
//case 2/3: (LOW priority entities + we don't have our own .prt to show) AND (can bleed) -> play the snd and the prt less frequently - (example: sword on LOW priority entities)
else if ( strikeSmoke = = NULL & & ent - > spawnArgs . GetBool ( " bleed " , " 1 " ) ) { // Again, this is not done if 'bleed' key is set to '0'.
if ( ( gameLocal . time > nextStrikeFx ) ) { //this is usually the worldspawn... don't play too much snd and prt on it!
nextStrikeFx = gameLocal . time + 300 ; //delay snd+prt for LOW priority entities after an hit on LOW priority entity
hitSound = meleeDef - > dict . GetString ( owner - > PowerUpActive ( BERSERK ) ? " snd_hit_berserk " : " snd_hit " ) ;
ent - > AddDamageEffect ( tr , impulse , meleeDef - > dict . GetString ( " classname " ) , this ) ; //play the sound from the weapon itself!
hitSound = " " ; //don't play hitsound because AddDamageEffect already plays its own sound from the weapon
}
}
//case 3/3: (LOW priority entities + we have our own .prt to show) OR (cannot bleed) -> play our snd and our prt less frequently (example: chainsaw on LOW priority entities)
else {
int type = tr . c . material - > GetSurfaceType ( ) ;
if ( type = = SURFTYPE_NONE ) {
type = GetDefaultSurfaceType ( ) ;
}
const char * materialType = gameLocal . sufaceTypeNames [ type ] ;
// start impact sound based on material type
hitSound = meleeDef - > dict . GetString ( va ( " snd_%s " , materialType ) ) ;
if ( * hitSound = = ' \0 ' ) {
hitSound = meleeDef - > dict . GetString ( " snd_metal " ) ;
}
if ( gameLocal . time > nextStrikeFx ) {
const char * decal ;
// project decal
decal = weaponDef - > dict . GetString ( " mtr_strike " ) ;
if ( decal & & * decal ) {
gameLocal . ProjectDecal ( tr . c . point , - tr . c . normal , 8.0f , true , 6.0 , decal ) ;
}
nextStrikeFx = gameLocal . time + 200 ;
} else {
hitSound = " " ;
}
strikeSmokeStartTime = gameLocal . time ;
strikePos = tr . c . point ;
strikeAxis = - tr . endAxis ;
}
}
}
//always play sound if autoMelee is disabled, otherwise only if (we damaged something ) or (hit something not damaged, as world, and we are beyond the min time)
if ( ( hit ) | | ( ent & & gameLocal . time > nextMeleeSnd ) | | ( ! autoMeleeEnabled ) ) {
if ( * hitSound ! = ' \0 ' ) {
const idSoundShader * snd = declManager - > FindSound ( hitSound ) ;
StartSoundShader ( snd , SND_CHANNEL_BODY2 , 0 , true , NULL ) ;
nextMeleeSnd = gameLocal . time + 1000 ;
}
}
if ( ! autoMeleeEnabled ) { owner - > WeaponFireFeedback ( & weaponDef - > dict ) ; } //autoMeleeEnabled --> no need for feedback
return hit ;
}
if ( ! autoMeleeEnabled ) { owner - > WeaponFireFeedback ( & weaponDef - > dict ) ; } //autoMeleeEnabled --> no need for feedback
return false ;
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}
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//Ivan end
2011-11-22 21:28:15 +00:00
/*
= = = = = = = = = = = = = = = =
idWeapon : : EnterCinematic
= = = = = = = = = = = = = = = =
*/
void idWeapon : : EnterCinematic ( void ) {
StopSound ( SND_CHANNEL_ANY , false ) ;
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# ifdef _DENTONMOD
StopWeaponFx ( ) ;
# endif
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if ( isLinked ) {
SetState ( " EnterCinematic " , 0 ) ;
thread - > Execute ( ) ;
WEAPON_ATTACK = false ;
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WEAPON_SPECIAL = false ; // new
WEAPON_SPECIAL_HOLD = false ; // new
2011-11-22 21:28:15 +00:00
WEAPON_RELOAD = false ;
WEAPON_NETRELOAD = false ;
WEAPON_NETENDRELOAD = false ;
WEAPON_NETFIRING = false ;
WEAPON_RAISEWEAPON = false ;
WEAPON_LOWERWEAPON = false ;
2018-08-27 13:13:17 +00:00
//rev grab
grabber . Update ( this - > GetOwner ( ) , true ) ;
//rev grab
2011-11-22 21:28:15 +00:00
}
disabled = true ;
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autoMeleeEnabled = false ; //ivan - disable in cinematic
2011-11-22 21:28:15 +00:00
LowerWeapon ( ) ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : ExitCinematic
= = = = = = = = = = = = = = = =
*/
void idWeapon : : ExitCinematic ( void ) {
disabled = false ;
if ( isLinked ) {
SetState ( " ExitCinematic " , 0 ) ;
thread - > Execute ( ) ;
}
RaiseWeapon ( ) ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : NetCatchup
= = = = = = = = = = = = = = = =
*/
void idWeapon : : NetCatchup ( void ) {
if ( isLinked ) {
SetState ( " NetCatchup " , 0 ) ;
thread - > Execute ( ) ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : GetZoomFov
= = = = = = = = = = = = = = = =
*/
int idWeapon : : GetZoomFov ( void ) {
return zoomFov ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : GetWeaponAngleOffsets
= = = = = = = = = = = = = = = =
*/
void idWeapon : : GetWeaponAngleOffsets ( int * average , float * scale , float * max ) {
* average = weaponAngleOffsetAverages ;
* scale = weaponAngleOffsetScale ;
* max = weaponAngleOffsetMax ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : GetWeaponTimeOffsets
= = = = = = = = = = = = = = = =
*/
void idWeapon : : GetWeaponTimeOffsets ( float * time , float * scale ) {
* time = weaponOffsetTime ;
* scale = weaponOffsetScale ;
}
/***********************************************************************
2018-08-27 13:13:17 +00:00
Ammo
2011-11-22 21:28:15 +00:00
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/*
= = = = = = = = = = = = = = = =
idWeapon : : GetAmmoNumForName
= = = = = = = = = = = = = = = =
*/
ammo_t idWeapon : : GetAmmoNumForName ( const char * ammoname ) {
int num ;
const idDict * ammoDict ;
assert ( ammoname ) ;
ammoDict = gameLocal . FindEntityDefDict ( " ammo_types " , false ) ;
if ( ! ammoDict ) {
gameLocal . Error ( " Could not find entity definition for 'ammo_types' \n " ) ;
}
if ( ! ammoname [ 0 ] ) {
return 0 ;
}
if ( ! ammoDict - > GetInt ( ammoname , " -1 " , num ) ) {
gameLocal . Error ( " Unknown ammo type '%s' " , ammoname ) ;
}
if ( ( num < 0 ) | | ( num > = AMMO_NUMTYPES ) ) {
gameLocal . Error ( " Ammo type '%s' value out of range. Maximum ammo types is %d. \n " , ammoname , AMMO_NUMTYPES ) ;
}
return ( ammo_t ) num ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : GetAmmoNameForNum
= = = = = = = = = = = = = = = =
*/
const char * idWeapon : : GetAmmoNameForNum ( ammo_t ammonum ) {
int i ;
int num ;
const idDict * ammoDict ;
const idKeyValue * kv ;
char text [ 32 ] ;
ammoDict = gameLocal . FindEntityDefDict ( " ammo_types " , false ) ;
if ( ! ammoDict ) {
gameLocal . Error ( " Could not find entity definition for 'ammo_types' \n " ) ;
}
sprintf ( text , " %d " , ammonum ) ;
num = ammoDict - > GetNumKeyVals ( ) ;
for ( i = 0 ; i < num ; i + + ) {
kv = ammoDict - > GetKeyVal ( i ) ;
if ( kv - > GetValue ( ) = = text ) {
return kv - > GetKey ( ) ;
}
}
return NULL ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : GetAmmoPickupNameForNum
= = = = = = = = = = = = = = = =
*/
const char * idWeapon : : GetAmmoPickupNameForNum ( ammo_t ammonum ) {
int i ;
int num ;
const idDict * ammoDict ;
const idKeyValue * kv ;
ammoDict = gameLocal . FindEntityDefDict ( " ammo_names " , false ) ;
if ( ! ammoDict ) {
gameLocal . Error ( " Could not find entity definition for 'ammo_names' \n " ) ;
}
const char * name = GetAmmoNameForNum ( ammonum ) ;
if ( name & & * name ) {
num = ammoDict - > GetNumKeyVals ( ) ;
for ( i = 0 ; i < num ; i + + ) {
kv = ammoDict - > GetKeyVal ( i ) ;
if ( idStr : : Icmp ( kv - > GetKey ( ) , name ) = = 0 ) {
return kv - > GetValue ( ) ;
}
}
}
return " " ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : AmmoAvailable
= = = = = = = = = = = = = = = =
*/
int idWeapon : : AmmoAvailable ( void ) const {
if ( owner ) {
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//ivan - this was wrong! everyone expects this being the real amount of ammo avalable, including clip!
2011-11-22 21:28:15 +00:00
return owner - > inventory . HasAmmo ( ammoType , ammoRequired ) ;
} else {
return 0 ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : AmmoInClip
= = = = = = = = = = = = = = = =
*/
int idWeapon : : AmmoInClip ( void ) const {
return ammoClip ;
}
2018-08-27 13:13:17 +00:00
//ivan start
/*
= = = = = = = = = = = = = = = =
idWeapon : : GetMaxAmmo
= = = = = = = = = = = = = = = =
*/
int idWeapon : : GetMaxAmmo ( void ) const {
return maxAmmo ;
}
//ivan end
2011-11-22 21:28:15 +00:00
/*
= = = = = = = = = = = = = = = =
idWeapon : : ResetAmmoClip
= = = = = = = = = = = = = = = =
*/
void idWeapon : : ResetAmmoClip ( void ) {
ammoClip = - 1 ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : GetAmmoType
= = = = = = = = = = = = = = = =
*/
ammo_t idWeapon : : GetAmmoType ( void ) const {
return ammoType ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : ClipSize
= = = = = = = = = = = = = = = =
*/
int idWeapon : : ClipSize ( void ) const {
return clipSize ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : LowAmmo
= = = = = = = = = = = = = = = =
*/
int idWeapon : : LowAmmo ( ) const {
return lowAmmo ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : AmmoRequired
= = = = = = = = = = = = = = = =
*/
int idWeapon : : AmmoRequired ( void ) const {
return ammoRequired ;
}
2018-08-27 13:13:17 +00:00
//REV GRAB START
2011-11-22 21:28:15 +00:00
/*
= = = = = = = = = = = = = = = =
2018-08-27 13:13:17 +00:00
idWeapon : : GetGrabberState
Returns the current grabberState
= = = = = = = = = = = = = = = =
*/
int idWeapon : : GetGrabberState ( void ) const {
return grabberState ;
}
//REV GRAB END
/*
= = = = = = = = = = = = = = = =
idWeapon : : WriteToSnapshot
2011-11-22 21:28:15 +00:00
= = = = = = = = = = = = = = = =
*/
void idWeapon : : WriteToSnapshot ( idBitMsgDelta & msg ) const {
msg . WriteBits ( ammoClip , ASYNC_PLAYER_INV_CLIP_BITS ) ;
2018-08-27 13:13:17 +00:00
//msg.WriteBits( worldModel.GetSpawnId(), 32 );
2011-11-22 21:28:15 +00:00
msg . WriteBits ( lightOn , 1 ) ;
msg . WriteBits ( isFiring ? 1 : 0 , 1 ) ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : ReadFromSnapshot
= = = = = = = = = = = = = = = =
*/
2011-12-06 18:20:15 +00:00
void idWeapon : : ReadFromSnapshot ( const idBitMsgDelta & msg ) {
2011-11-22 21:28:15 +00:00
ammoClip = msg . ReadBits ( ASYNC_PLAYER_INV_CLIP_BITS ) ;
2018-08-27 13:13:17 +00:00
//worldModel.SetSpawnId( msg.ReadBits( 32 ) );
2011-11-22 21:28:15 +00:00
bool snapLight = msg . ReadBits ( 1 ) ! = 0 ;
isFiring = msg . ReadBits ( 1 ) ! = 0 ;
// WEAPON_NETFIRING is only turned on for other clients we're predicting. not for local client
if ( owner & & gameLocal . localClientNum ! = owner - > entityNumber & & WEAPON_NETFIRING . IsLinked ( ) ) {
// immediately go to the firing state so we don't skip fire animations
if ( ! WEAPON_NETFIRING & & isFiring ) {
2018-08-27 13:13:17 +00:00
idealState = " Fire " ;
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}
2011-12-06 18:20:15 +00:00
// immediately switch back to idle
if ( WEAPON_NETFIRING & & ! isFiring ) {
idealState = " Idle " ;
}
2011-11-22 21:28:15 +00:00
WEAPON_NETFIRING = isFiring ;
}
if ( snapLight ! = lightOn ) {
Reload ( ) ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : ClientReceiveEvent
= = = = = = = = = = = = = = = =
*/
bool idWeapon : : ClientReceiveEvent ( int event , int time , const idBitMsg & msg ) {
switch ( event ) {
case EVENT_RELOAD : {
if ( gameLocal . time - time < 1000 ) {
if ( WEAPON_NETRELOAD . IsLinked ( ) ) {
WEAPON_NETRELOAD = true ;
WEAPON_NETENDRELOAD = false ;
}
}
return true ;
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}
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case EVENT_ENDRELOAD : {
if ( WEAPON_NETENDRELOAD . IsLinked ( ) ) {
WEAPON_NETENDRELOAD = true ;
}
return true ;
2018-08-27 13:13:17 +00:00
}
2011-11-22 21:28:15 +00:00
case EVENT_CHANGESKIN : {
2012-06-28 11:19:14 +00:00
int index = gameLocal . ClientRemapDecl ( DECL_SKIN , msg . ReadInt ( ) ) ;
2011-11-22 21:28:15 +00:00
renderEntity . customSkin = ( index ! = - 1 ) ? static_cast < const idDeclSkin * > ( declManager - > DeclByIndex ( DECL_SKIN , index ) ) : NULL ;
UpdateVisuals ( ) ;
2018-08-27 13:13:17 +00:00
/*
2011-11-22 21:28:15 +00:00
if ( worldModel . GetEntity ( ) ) {
worldModel . GetEntity ( ) - > SetSkin ( renderEntity . customSkin ) ;
}
2018-08-27 13:13:17 +00:00
*/
2011-11-22 21:28:15 +00:00
return true ;
}
2012-01-15 12:39:23 +00:00
default :
break ;
2011-11-22 21:28:15 +00:00
}
2012-01-15 12:39:23 +00:00
return idEntity : : ClientReceiveEvent ( event , time , msg ) ;
2011-11-22 21:28:15 +00:00
}
/***********************************************************************
2018-08-27 13:13:17 +00:00
Script events
2011-11-22 21:28:15 +00:00
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_Clear
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_Clear ( void ) {
Clear ( ) ;
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_GetOwner
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_GetOwner ( void ) {
idThread : : ReturnEntity ( owner ) ;
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_WeaponState
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_WeaponState ( const char * statename , int blendFrames ) {
const function_t * func ;
func = scriptObject . GetFunction ( statename ) ;
if ( ! func ) {
assert ( 0 ) ;
gameLocal . Error ( " Can't find function '%s' in object '%s' " , statename , scriptObject . GetTypeName ( ) ) ;
}
idealState = statename ;
2018-08-27 13:13:17 +00:00
//ivan start
/* was:
2011-11-22 21:28:15 +00:00
if ( ! idealState . Icmp ( " Fire " ) ) {
isFiring = true ;
} else {
isFiring = false ;
2018-08-27 13:13:17 +00:00
} */
//ivan start
if ( ! idealState . Icmp ( " Fire " ) ) {
isFiring = true ;
isSecFiring = false ;
} else if ( ! idealState . Icmp ( " SecFire " ) ) {
isFiring = false ;
isSecFiring = true ;
} else {
isFiring = false ;
isSecFiring = false ;
2011-11-22 21:28:15 +00:00
}
2018-08-27 13:13:17 +00:00
//ivan end
2011-11-22 21:28:15 +00:00
animBlendFrames = blendFrames ;
thread - > DoneProcessing ( ) ;
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_WeaponReady
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_WeaponReady ( void ) {
status = WP_READY ;
if ( isLinked ) {
WEAPON_RAISEWEAPON = false ;
}
if ( sndHum ) {
StartSoundShader ( sndHum , SND_CHANNEL_BODY , 0 , false , NULL ) ;
}
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_WeaponOutOfAmmo
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_WeaponOutOfAmmo ( void ) {
status = WP_OUTOFAMMO ;
if ( isLinked ) {
WEAPON_RAISEWEAPON = false ;
}
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_WeaponReloading
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_WeaponReloading ( void ) {
status = WP_RELOAD ;
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_WeaponHolstered
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_WeaponHolstered ( void ) {
status = WP_HOLSTERED ;
if ( isLinked ) {
WEAPON_LOWERWEAPON = false ;
}
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_WeaponRising
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_WeaponRising ( void ) {
status = WP_RISING ;
if ( isLinked ) {
WEAPON_LOWERWEAPON = false ;
}
owner - > WeaponRisingCallback ( ) ;
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_WeaponLowering
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_WeaponLowering ( void ) {
status = WP_LOWERING ;
if ( isLinked ) {
WEAPON_RAISEWEAPON = false ;
}
owner - > WeaponLoweringCallback ( ) ;
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_UseAmmo
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_UseAmmo ( int amount ) {
if ( gameLocal . isClient ) {
return ;
}
2018-08-27 13:13:17 +00:00
//#ifdef _DENTONMOD
//#else
2011-11-22 21:28:15 +00:00
owner - > inventory . UseAmmo ( ammoType , ( powerAmmo ) ? amount : ( amount * ammoRequired ) ) ;
2018-08-27 13:13:17 +00:00
//#endif
2011-11-22 21:28:15 +00:00
if ( clipSize & & ammoRequired ) {
ammoClip - = powerAmmo ? amount : ( amount * ammoRequired ) ;
if ( ammoClip < 0 ) {
2018-08-27 13:13:17 +00:00
//#ifdef _DENTONMOD
// Now, the ammo in clip is separate from that of ammo in inventory. So when the ammo is removed from clip,
// only remove remaining ammo from the inventory
// owner->inventory.UseAmmo( ammoType, -ammoClip );
//#endif
2011-11-22 21:28:15 +00:00
ammoClip = 0 ;
}
}
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_AddToClip
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_AddToClip ( int amount ) {
int ammoAvail ;
if ( gameLocal . isClient ) {
return ;
}
2018-08-27 13:13:17 +00:00
/*
//ivan - commented out
int oldAmmo = ammoClip ;
ammoAvail = owner - > inventory . HasAmmo ( ammoType , ammoRequired ) ;
ammoClip + = amount ;
if ( ammoClip > clipSize ) {
ammoClip = clipSize ;
}
if ( ammoClip > ammoAvail ) {
ammoClip = ammoAvail ;
}
// for shared ammo we need to use the ammo when it is moved into the clip
int usedAmmo = ammoClip - oldAmmo ;
owner - > inventory . UseAmmo ( ammoType , usedAmmo ) ;
*/
2011-11-22 21:28:15 +00:00
ammoClip + = amount ;
if ( ammoClip > clipSize ) {
ammoClip = clipSize ;
}
ammoAvail = owner - > inventory . HasAmmo ( ammoType , ammoRequired ) ;
if ( ammoClip > ammoAvail ) {
ammoClip = ammoAvail ;
}
2018-08-27 13:13:17 +00:00
//ivan end
2011-11-22 21:28:15 +00:00
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_AmmoInClip
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_AmmoInClip ( void ) {
int ammo = AmmoInClip ( ) ;
2011-12-06 18:20:15 +00:00
idThread : : ReturnFloat ( ammo ) ;
2011-11-22 21:28:15 +00:00
}
2018-08-27 13:13:17 +00:00
2011-11-22 21:28:15 +00:00
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_AmmoAvailable
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_AmmoAvailable ( void ) {
2018-08-27 13:13:17 +00:00
2011-11-22 21:28:15 +00:00
int ammoAvail = owner - > inventory . HasAmmo ( ammoType , ammoRequired ) ;
2018-08-27 13:13:17 +00:00
//ivan - out: ammoAvail += AmmoInClip();
2011-11-22 21:28:15 +00:00
idThread : : ReturnFloat ( ammoAvail ) ;
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_TotalAmmoCount
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_TotalAmmoCount ( void ) {
int ammoAvail = owner - > inventory . HasAmmo ( ammoType , 1 ) ;
idThread : : ReturnFloat ( ammoAvail ) ;
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_ClipSize
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_ClipSize ( void ) {
2011-12-06 18:20:15 +00:00
idThread : : ReturnFloat ( clipSize ) ;
2011-11-22 21:28:15 +00:00
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_AutoReload
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_AutoReload ( void ) {
assert ( owner ) ;
if ( gameLocal . isClient ) {
idThread : : ReturnFloat ( 0.0f ) ;
return ;
}
idThread : : ReturnFloat ( gameLocal . userInfo [ owner - > entityNumber ] . GetBool ( " ui_autoReload " ) ) ;
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_NetReload
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_NetReload ( void ) {
assert ( owner ) ;
if ( gameLocal . isServer ) {
ServerSendEvent ( EVENT_RELOAD , NULL , false , - 1 ) ;
}
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_NetEndReload
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_NetEndReload ( void ) {
assert ( owner ) ;
if ( gameLocal . isServer ) {
ServerSendEvent ( EVENT_ENDRELOAD , NULL , false , - 1 ) ;
}
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_PlayAnim
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_PlayAnim ( int channel , const char * animname ) {
int anim ;
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anim = animator . GetAnim ( animname ) ;
if ( ! anim ) {
gameLocal . Warning ( " missing '%s' animation on '%s' (%s) " , animname , name . c_str ( ) , GetEntityDefName ( ) ) ;
animator . Clear ( channel , gameLocal . time , FRAME2MS ( animBlendFrames ) ) ;
animDoneTime = 0 ;
} else {
if ( ! ( owner & & owner - > GetInfluenceLevel ( ) ) ) {
Show ( ) ;
}
animator . PlayAnim ( channel , anim , gameLocal . time , FRAME2MS ( animBlendFrames ) ) ;
animDoneTime = animator . CurrentAnim ( channel ) - > GetEndTime ( ) ;
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/*
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if ( worldModel . GetEntity ( ) ) {
anim = worldModel . GetEntity ( ) - > GetAnimator ( ) - > GetAnim ( animname ) ;
if ( anim ) {
worldModel . GetEntity ( ) - > GetAnimator ( ) - > PlayAnim ( channel , anim , gameLocal . time , FRAME2MS ( animBlendFrames ) ) ;
}
}
2018-08-27 13:13:17 +00:00
*/
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}
animBlendFrames = 0 ;
idThread : : ReturnInt ( 0 ) ;
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_PlayCycle
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_PlayCycle ( int channel , const char * animname ) {
int anim ;
anim = animator . GetAnim ( animname ) ;
if ( ! anim ) {
gameLocal . Warning ( " missing '%s' animation on '%s' (%s) " , animname , name . c_str ( ) , GetEntityDefName ( ) ) ;
animator . Clear ( channel , gameLocal . time , FRAME2MS ( animBlendFrames ) ) ;
animDoneTime = 0 ;
} else {
if ( ! ( owner & & owner - > GetInfluenceLevel ( ) ) ) {
Show ( ) ;
}
animator . CycleAnim ( channel , anim , gameLocal . time , FRAME2MS ( animBlendFrames ) ) ;
animDoneTime = animator . CurrentAnim ( channel ) - > GetEndTime ( ) ;
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/*
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if ( worldModel . GetEntity ( ) ) {
anim = worldModel . GetEntity ( ) - > GetAnimator ( ) - > GetAnim ( animname ) ;
worldModel . GetEntity ( ) - > GetAnimator ( ) - > CycleAnim ( channel , anim , gameLocal . time , FRAME2MS ( animBlendFrames ) ) ;
}
2018-08-27 13:13:17 +00:00
*/
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}
animBlendFrames = 0 ;
idThread : : ReturnInt ( 0 ) ;
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_AnimDone
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_AnimDone ( int channel , int blendFrames ) {
if ( animDoneTime - FRAME2MS ( blendFrames ) < = gameLocal . time ) {
idThread : : ReturnInt ( true ) ;
} else {
idThread : : ReturnInt ( false ) ;
}
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_SetBlendFrames
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_SetBlendFrames ( int channel , int blendFrames ) {
animBlendFrames = blendFrames ;
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_GetBlendFrames
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_GetBlendFrames ( int channel ) {
idThread : : ReturnInt ( animBlendFrames ) ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : Event_Next
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Event_Next ( void ) {
// change to another weapon if possible
owner - > NextBestWeapon ( ) ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : Event_SetSkin
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Event_SetSkin ( const char * skinname ) {
const idDeclSkin * skinDecl ;
if ( ! skinname | | ! skinname [ 0 ] ) {
skinDecl = NULL ;
} else {
skinDecl = declManager - > FindSkin ( skinname ) ;
}
renderEntity . customSkin = skinDecl ;
UpdateVisuals ( ) ;
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/*
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if ( worldModel . GetEntity ( ) ) {
worldModel . GetEntity ( ) - > SetSkin ( skinDecl ) ;
}
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*/
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if ( gameLocal . isServer ) {
idBitMsg msg ;
byte msgBuf [ MAX_EVENT_PARAM_SIZE ] ;
msg . Init ( msgBuf , sizeof ( msgBuf ) ) ;
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msg . WriteInt ( ( skinDecl ! = NULL ) ? gameLocal . ServerRemapDecl ( - 1 , DECL_SKIN , skinDecl - > Index ( ) ) : - 1 ) ;
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ServerSendEvent ( EVENT_CHANGESKIN , & msg , false , - 1 ) ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : Event_Flashlight
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Event_Flashlight ( int enable ) {
if ( enable ) {
lightOn = true ;
MuzzleFlashLight ( ) ;
} else {
lightOn = false ;
muzzleFlashEnd = 0 ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : Event_GetLightParm
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Event_GetLightParm ( int parmnum ) {
if ( ( parmnum < 0 ) | | ( parmnum > = MAX_ENTITY_SHADER_PARMS ) ) {
gameLocal . Error ( " shader parm index (%d) out of range " , parmnum ) ;
}
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idThread : : ReturnFloat ( worldMuzzleFlash . shaderParms [ parmnum ] ) ; //was muzzleFlash
2011-11-22 21:28:15 +00:00
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : Event_SetLightParm
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Event_SetLightParm ( int parmnum , float value ) {
if ( ( parmnum < 0 ) | | ( parmnum > = MAX_ENTITY_SHADER_PARMS ) ) {
gameLocal . Error ( " shader parm index (%d) out of range " , parmnum ) ;
}
2018-08-27 13:13:17 +00:00
//muzzleFlash.shaderParms[ parmnum ] = value;
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worldMuzzleFlash . shaderParms [ parmnum ] = value ;
UpdateVisuals ( ) ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : Event_SetLightParms
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Event_SetLightParms ( float parm0 , float parm1 , float parm2 , float parm3 ) {
2018-08-27 13:13:17 +00:00
/*
2011-11-22 21:28:15 +00:00
muzzleFlash . shaderParms [ SHADERPARM_RED ] = parm0 ;
muzzleFlash . shaderParms [ SHADERPARM_GREEN ] = parm1 ;
muzzleFlash . shaderParms [ SHADERPARM_BLUE ] = parm2 ;
muzzleFlash . shaderParms [ SHADERPARM_ALPHA ] = parm3 ;
2018-08-27 13:13:17 +00:00
*/
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worldMuzzleFlash . shaderParms [ SHADERPARM_RED ] = parm0 ;
worldMuzzleFlash . shaderParms [ SHADERPARM_GREEN ] = parm1 ;
worldMuzzleFlash . shaderParms [ SHADERPARM_BLUE ] = parm2 ;
worldMuzzleFlash . shaderParms [ SHADERPARM_ALPHA ] = parm3 ;
UpdateVisuals ( ) ;
}
2018-08-27 13:13:17 +00:00
//rev grab start
/*
= = = = = = = = = = = = = = = =
idWeapon : : Event_Grabber
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Event_Grabber ( int enable ) {
if ( enable ) {
grabberState = 0 ;
} else {
grabberState = - 1 ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : Event_GrabberHasTarget
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Event_GrabberHasTarget ( ) {
idThread : : ReturnInt ( grabberState ) ;
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : Event_GrabberSetGrabDistance
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Event_GrabberSetGrabDistance ( float dist ) {
grabber . SetDragDistance ( dist ) ;
}
//rev grab end
2011-11-22 21:28:15 +00:00
/*
= = = = = = = = = = = = = = = =
idWeapon : : Event_CreateProjectile
= = = = = = = = = = = = = = = =
*/
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void idWeapon : : Event_CreateProjectile ( int projtype ) { //ivan: projtype added
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if ( ! gameLocal . isClient ) {
2018-08-27 13:13:17 +00:00
//ivan start
if ( projtype ! = owner - > GetProjectileType ( ) ) {
if ( ! ChangeProjectileDef ( projtype ) ) {
gameLocal . Warning ( " Cannot fire proj number %d " , projtype ) ;
return ;
}
}
//ivan end
2011-11-22 21:28:15 +00:00
projectileEnt = NULL ;
gameLocal . SpawnEntityDef ( projectileDict , & projectileEnt , false ) ;
if ( projectileEnt ) {
projectileEnt - > SetOrigin ( GetPhysics ( ) - > GetOrigin ( ) ) ;
projectileEnt - > Bind ( owner , false ) ;
projectileEnt - > Hide ( ) ;
}
idThread : : ReturnEntity ( projectileEnt ) ;
} else {
idThread : : ReturnEntity ( NULL ) ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : Event_LaunchProjectiles
2018-08-27 13:13:17 +00:00
Modified & rearranged by Clone JCD for barrel launched Projectiles to hit the target accurately .
2011-11-22 21:28:15 +00:00
= = = = = = = = = = = = = = = =
*/
2018-08-27 13:13:17 +00:00
void idWeapon : : Event_LaunchProjectiles ( int num_projectiles , float spread , float fuseOffset , float launchPower , float dmgPower , int projtype , int useBarrelDir ) { //ivan: projtype, useBarrelDir added
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idProjectile * proj ;
idEntity * ent ;
int i ;
idVec3 dir ;
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float ang = 0.0f ;
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float spin ;
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//float distance;
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trace_t tr ;
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//idVec3 start;
//idBounds ownerBounds, projBounds;
bool barrelLaunch ;
bool tracer , beam ;
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if ( IsHidden ( ) ) {
return ;
}
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//ivan start
if ( projtype ! = owner - > GetProjectileType ( ) ) {
if ( ! ChangeProjectileDef ( projtype ) ) {
gameLocal . Warning ( " Cannot fire proj number %d " , projtype ) ;
return ;
}
}
//ivan end
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if ( ! projectileDict . GetNumKeyVals ( ) ) {
const char * classname = weaponDef - > dict . GetString ( " classname " ) ;
gameLocal . Warning ( " No projectile defined on '%s' " , classname ) ;
return ;
}
// avoid all ammo considerations on an MP client
if ( ! gameLocal . isClient ) {
// check if we're out of ammo or the clip is empty
int ammoAvail = owner - > inventory . HasAmmo ( ammoType , ammoRequired ) ;
if ( ! ammoAvail | | ( ( clipSize ! = 0 ) & & ( ammoClip < = 0 ) ) ) {
return ;
}
2011-12-06 18:20:15 +00:00
// if this is a power ammo weapon ( currently only the bfg ) then make sure
2011-11-22 21:28:15 +00:00
// we only fire as much power as available in each clip
if ( powerAmmo ) {
// power comes in as a float from zero to max
// if we use this on more than the bfg will need to define the max
// in the .def as opposed to just in the script so proper calcs
2011-12-06 18:20:15 +00:00
// can be done here.
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dmgPower = ( int ) dmgPower + 1 ;
if ( dmgPower > ammoClip ) {
dmgPower = ammoClip ;
}
}
owner - > inventory . UseAmmo ( ammoType , ( powerAmmo ) ? dmgPower : ammoRequired ) ;
if ( clipSize & & ammoRequired ) {
2018-08-27 13:13:17 +00:00
ammoClip - = powerAmmo ? dmgPower : ammoRequired ;
2011-11-22 21:28:15 +00:00
}
}
if ( ! silent_fire ) {
// wake up nearby monsters
gameLocal . AlertAI ( owner ) ;
}
// set the shader parm to the time of last projectile firing,
// which the gun material shaders can reference for single shot barrel glows, etc
2018-08-27 13:13:17 +00:00
/*
//was:
2011-11-22 21:28:15 +00:00
renderEntity . shaderParms [ SHADERPARM_DIVERSITY ] = gameLocal . random . CRandomFloat ( ) ;
renderEntity . shaderParms [ SHADERPARM_TIMEOFFSET ] = - MS2SEC ( gameLocal . realClientTime ) ;
2018-08-27 13:13:17 +00:00
if ( weaponDef - > dict . GetBool ( " resetShaderParms " , " 1 " ) ) { //ivan - new "resetShaderParms" key
if ( worldModel . GetEntity ( ) ) {
worldModel . GetEntity ( ) - > SetShaderParm ( SHADERPARM_DIVERSITY , renderEntity . shaderParms [ SHADERPARM_DIVERSITY ] ) ; //an offset
worldModel . GetEntity ( ) - > SetShaderParm ( SHADERPARM_TIMEOFFSET , renderEntity . shaderParms [ SHADERPARM_TIMEOFFSET ] ) ; //restart from zero
}
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}
2018-08-27 13:13:17 +00:00
*/
//ivan start
if ( weaponDef - > dict . GetBool ( " resetShaderParms " , " 1 " ) ) { //ivan - new "resetShaderParms" key
renderEntity . shaderParms [ SHADERPARM_DIVERSITY ] = gameLocal . random . CRandomFloat ( ) ;
renderEntity . shaderParms [ SHADERPARM_TIMEOFFSET ] = - MS2SEC ( gameLocal . realClientTime ) ;
2011-11-22 21:28:15 +00:00
}
2018-08-27 13:13:17 +00:00
//ivan end
2011-11-22 21:28:15 +00:00
2018-08-27 13:13:17 +00:00
/*
2011-11-22 21:28:15 +00:00
// add some to the kick time, incrementally moving repeat firing weapons back
if ( kick_endtime < gameLocal . realClientTime ) {
kick_endtime = gameLocal . realClientTime ;
}
kick_endtime + = muzzle_kick_time ;
if ( kick_endtime > gameLocal . realClientTime + muzzle_kick_maxtime ) {
kick_endtime = gameLocal . realClientTime + muzzle_kick_maxtime ;
}
2018-08-27 13:13:17 +00:00
*/
2011-11-22 21:28:15 +00:00
2018-08-27 13:13:17 +00:00
//ownerBounds = owner->GetPhysics()->GetAbsBounds();
// predict instant hit projectiles
const bool isPrediction = gameLocal . isClient & & projectileDict . GetBool ( " net_instanthit " ) ;
//ivan start
//spread
if ( spread < 0 ) { //auto spread!
spread = dynamicSpreadValue ;
}
//ivan end
const float spreadRad = DEG2RAD ( spread ) ;
idVec3 view_pos = playerViewOrigin + playerViewAxis [ 0 ] * 2.0f ; // Muzzle pos for translation clip model only-- For barrel Launched projectiles
idVec3 muzzle_pos ;
2011-11-22 21:28:15 +00:00
2018-08-27 13:13:36 +00:00
// float muzzleDistFromView; // DG: unused
float traceDist = 0.0f , muzzleToTargetDist = 0.0f ; // DG: make sure it's initialized to shut up compiler
2018-08-27 13:13:17 +00:00
idVec3 muzzleDir ;
beam = projectileDict . GetFloat ( " fuse " ) < = 0 | | projectileDict . GetBool ( " rail_beam " ) ;
tracer = ! beam & & projectileDict . GetBool ( " tracers " ) & & ( projectileDict . GetFloat ( " tracer_probability " , " 1.0 " ) > gameLocal . random . RandomFloat ( ) ) ;
barrelLaunch = projectileDict . GetBool ( " launchFromBarrel " ) ;
if ( barrelLaunch | | tracer | | beam | | useBarrelDir ) { //ivan - useBarrelDir added, so we get muzzleAxis
// calculate the muzzle position
if ( barrelJointWorld ! = INVALID_JOINT ) { //ivan - was barrelJointView
// there is an explicit joint for the muzzle
GetGlobalJointTransform ( barrelJointWorld , muzzleOrigin , muzzleAxis ) ; //ivan: was true , barrelJointView
if ( barrelLaunch ) {
tracer = false ;
}
muzzle_pos = muzzleOrigin ; // + playerViewAxis[ 0 ] * 2.0f; // muzzle_pos for multiplayer prediction as well as for launching the projectiles
// muzzleDistFromView = (muzzle_pos - view_pos).Length( ) * 3.5f;
2018-08-27 13:13:36 +00:00
// muzzleDistFromView = (muzzle_pos - view_pos).LengthSqr( ) * 3.5f; // This is faster - DG: unused
2018-08-27 13:13:17 +00:00
} else { // if we dont find a proper bone then cancel all the effects.
barrelLaunch = false ;
tracer = false ;
beam = false ;
useBarrelDir = false ; //ivan - useBarrelDir added
}
}
idVec3 & launch_pos = view_pos ;
const float tracer_speed = projectileDict . GetFloat ( " tracer_speed " , " 0.0f " ) ;
//ivan start - fire modes - setup
int firemodeCounter = 0 ;
int firemodeCounterPos = 0 ;
bool odd_proj_num = ( num_projectiles % 2 ! = 0 ) ; //dispari
idVec3 updown_offset ;
const idMat3 & aimAxis = ( useBarrelDir ? muzzleAxis : playerViewAxis ) ;
updown_offset . Zero ( ) ;
if ( spreadMode = = WP_SPREADMODE_2D_STEP ) {
if ( num_projectiles > 1 ) { //Example: spread = 90, num projs = 5
ang = 2 * spread / ( num_projectiles - 1 ) ; //Spread step: 2* 90 /(5-1) = 45 degrees
ang = ang / 180.0f ; //normalized from 0 to 1: 45/180 = 0.5 --> % of 180 degrees to use: 0, 0.25, -0.25, 0.5, -0.5
}
}
//ivan end
for ( i = 0 ; i < num_projectiles ; i + + ) {
//ang = idMath::Sin( spreadRad * gameLocal.random.RandomFloat() );
//spin = (float)DEG2RAD( 360.0f ) * gameLocal.random.RandomFloat();
//ivan start - fire modes - direction
switch ( spreadMode ) {
case WP_SPREADMODE_DEFAULT : {
2011-11-22 21:28:15 +00:00
ang = idMath : : Sin ( spreadRad * gameLocal . random . RandomFloat ( ) ) ;
spin = ( float ) DEG2RAD ( 360.0f ) * gameLocal . random . RandomFloat ( ) ;
2018-08-27 13:13:17 +00:00
dir = aimAxis [ 0 ] + aimAxis [ 2 ] * ( ang * idMath : : Sin ( spin ) ) - aimAxis [ 1 ] * ( ang * idMath : : Cos ( spin ) ) ;
break ;
}
case WP_SPREADMODE_2D_STEP : {
2018-08-27 13:13:36 +00:00
// FIXME: DG: what if num_projectiles == 1? then ang is not initialized properly (I set it to 0 above)
2018-08-27 13:13:17 +00:00
dir = ( aimAxis [ 0 ] * ( 1 - ang * firemodeCounterPos ) ) + ( aimAxis [ 2 ] * ang * firemodeCounter ) ;
//upd counter
if ( firemodeCounter > = 0 ) {
firemodeCounter + + ;
firemodeCounterPos = firemodeCounter ;
2011-11-22 21:28:15 +00:00
}
2018-08-27 13:13:17 +00:00
firemodeCounter = - firemodeCounter ;
break ;
2011-11-22 21:28:15 +00:00
}
2018-08-27 13:13:17 +00:00
case WP_SPREADMODE_2D_PARALLEL : {
dir = aimAxis [ 0 ] ;
2011-11-22 21:28:15 +00:00
2018-08-27 13:13:17 +00:00
//upd counter before if even number of projs
if ( ! odd_proj_num & & firemodeCounter > = 0 ) { firemodeCounter + + ; }
2011-11-22 21:28:15 +00:00
2018-08-27 13:13:17 +00:00
updown_offset = playerViewAxis [ 2 ] * spread * firemodeCounter ;
//upd counter after if odd number of projs
if ( odd_proj_num & & firemodeCounter > = 0 ) { firemodeCounter + + ; }
2011-11-22 21:28:15 +00:00
2018-08-27 13:13:17 +00:00
firemodeCounter = - firemodeCounter ;
break ;
}
case WP_SPREADMODE_2D_RANDOM : {
ang = idMath : : Sin ( spreadRad * gameLocal . random . RandomFloat ( ) ) ;
spin = ( float ) DEG2RAD ( 360.0f ) * gameLocal . random . RandomFloat ( ) ;
dir = aimAxis [ 0 ] + aimAxis [ 2 ] * ( ang * idMath : : Sin ( spin ) ) ;
break ;
}
default : {
gameLocal . Error ( " Unknown WEAPON fire mode: %d " , spreadMode ) ;
break ;
}
}
//ivan test end
dir . Normalize ( ) ;
if ( barrelLaunch | | tracer | | beam ) { // Do not execute this part unless projectile is barrel launched or has a tracer effect.
2018-09-21 18:01:23 +00:00
gameLocal . clip . Translation ( tr , muzzle_pos , muzzle_pos + dir * 4096.0f , NULL , mat3_identity , MASK_SHOT_RENDERMODEL , owner ) ; //REVILITY 2018 WAS VIEW_POS
traceDist = ( tr . endpos - muzzle_pos ) . LengthSqr ( ) ; //REVILITY 2018 WAS VIEW_POS. THIS FIXES PROJECTILES FIRED FROM THE BARREL NOT GOING TO THE CROSSHAIR
2018-09-22 21:47:47 +00:00
//Launching projectiles now always comes from the thirdperson weapon's barrel model... even in first person. Direction is always towards Thirdperson crosshair.
//Launchfrombarrel should be set to 0 in weapon defs. setting to 1 is no longer needed.
2018-08-27 13:13:17 +00:00
//ivan start - fix aim
// Problem: muzzleDistFromView is the dist from muzzle and viewpos.
// It was usually very low in D3.
// If tracer lenght was smaller than it, then we are too close to a wall/something and the aim was corrected.
// Now: dist from muzzle and viewpos is very big --> aim was corrected even when it should not.
// Aim correction is now disabled.
/*
if ( traceDist > muzzleDistFromView ) { // make sure the muzzle is not to close to walls etc
if ( barrelLaunch ) {
dir = tr . endpos - muzzle_pos ;
dir . Normalize ( ) ;
}
else if ( tracer ) {
muzzleDir = tr . endpos - muzzle_pos ;
// muzzleToTargetDist = muzzleDir.Length();
muzzleToTargetDist = muzzleDir . LengthSqr ( ) ; // This is faster
muzzleDir . Normalize ( ) ;
}
}
else {
if ( tracer | | beam ) { // Dont do tracers when weapon is too close to walls, objects etc.
tracer = false ;
beam = false ;
}
}
*/
2011-11-22 21:28:15 +00:00
2018-08-27 13:13:17 +00:00
//fix - tracer still need muzzleToTargetDist
if ( tracer ) {
muzzleDir = tr . endpos - muzzle_pos ;
muzzleToTargetDist = muzzleDir . LengthSqr ( ) ;
muzzleDir . Normalize ( ) ;
}
//fix end
//ivan end
}
if ( isPrediction ) {
if ( tr . fraction < 1.0f ) {
if ( barrelLaunch ) { //a new trace should be made for multiplayer prediction of barrel launched projectiles
gameLocal . clip . Translation ( tr , muzzle_pos , muzzle_pos + dir * 4096.0f , NULL , mat3_identity , MASK_SHOT_RENDERMODEL , owner ) ;
}
else
{
gameLocal . clip . Translation ( tr , view_pos , view_pos + dir * 4096.0f , NULL , mat3_identity , MASK_SHOT_RENDERMODEL , owner ) ;
}
idProjectile : : ClientPredictionCollide ( this , projectileDict , tr , vec3_origin , true ) ;
}
}
else {
2011-11-22 21:28:15 +00:00
if ( projectileEnt ) {
ent = projectileEnt ;
ent - > Show ( ) ;
ent - > Unbind ( ) ;
projectileEnt = NULL ;
} else {
gameLocal . SpawnEntityDef ( projectileDict , & ent , false ) ;
}
if ( ! ent | | ! ent - > IsType ( idProjectile : : Type ) ) {
const char * projectileName = weaponDef - > dict . GetString ( " def_projectile " ) ;
gameLocal . Error ( " '%s' is not an idProjectile " , projectileName ) ;
}
if ( projectileDict . GetBool ( " net_instanthit " ) ) {
// don't synchronize this on top of the already predicted effect
ent - > fl . networkSync = false ;
}
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if ( barrelLaunch ) {
launch_pos = muzzle_pos ;
}
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proj = static_cast < idProjectile * > ( ent ) ;
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// proj->Create( owner, muzzleOrigin, dir );
proj - > Create ( owner , launch_pos , dir ) ;
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// make sure the projectile starts inside the bounding box of the owner
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/*
//commented out by ivan: don't check bbox
// Do this for every projectile, no matter how slow it makes whole thing
// if ( i == 0 ) { // Do this only for first projectile
projBounds = proj - > GetPhysics ( ) - > GetBounds ( ) . Rotate ( proj - > GetPhysics ( ) - > GetAxis ( ) ) ;
if ( ( ownerBounds - projBounds ) . RayIntersection ( launch_pos , playerViewAxis [ 0 ] , distance ) ) {
start = launch_pos + distance * playerViewAxis [ 0 ] ;
> > > > > > >
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} else {
start = ownerBounds . GetCenter ( ) ;
}
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gameLocal . clip . Translation ( tr , start , launch_pos , proj - > GetPhysics ( ) - > GetClipModel ( ) , proj - > GetPhysics ( ) - > GetClipModel ( ) - > GetAxis ( ) , MASK_SHOT_RENDERMODEL , owner ) ;
launch_pos = tr . endpos ;
// }
*/
# ifdef _DENTONMOD
if ( tracer ) {
/* if ( traceDist <= muzzleToTargetDist ) // Ideally, this should never happen
gameLocal . Printf ( " Unpredicted traceDistance in idWeapon::Event_LaunchProjectiles " ) ;
*/
bool beamTracer = ( projectileDict . GetString ( " beam_skin " , NULL ) ! = NULL ) ;
if ( tracer_speed ! = 0.0f ) {
if ( beamTracer ) { // Check whether it's a beamTracer
proj - > setTracerEffect ( new dnBeamSpeedTracer ( proj , tracer_speed , muzzleToTargetDist * idMath : : RSqrt ( muzzleToTargetDist ) , muzzle_pos , muzzleDir . ToMat3 ( ) ) ) ;
}
else {
proj - > setTracerEffect ( new dnSpeedTracer ( proj , tracer_speed , muzzleToTargetDist * idMath : : RSqrt ( muzzleToTargetDist ) , muzzle_pos , muzzleDir . ToMat3 ( ) ) ) ;
}
}
else {
if ( beamTracer ) {
proj - > setTracerEffect ( new dnBeamTracer ( proj , traceDist / muzzleToTargetDist , view_pos , muzzle_pos , muzzleDir . ToMat3 ( ) ) ) ;
}
else {
proj - > setTracerEffect ( new dnTracer ( proj , traceDist / muzzleToTargetDist , view_pos , muzzle_pos , muzzleDir . ToMat3 ( ) ) ) ;
}
}
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}
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else if ( beam ) {
proj - > setTracerEffect ( new dnRailBeam ( proj , muzzleOrigin ) ) ;
}
# endif
//ivan start - fire modes - postion offset
//proj->Launch( launch_pos, dir, pushVelocity, fuseOffset, launchPower, dmgPower );
proj - > Launch ( launch_pos + updown_offset , dir , pushVelocity , fuseOffset , launchPower , dmgPower ) ;
//ivan test end
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}
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}
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if ( ! gameLocal . isClient ) {
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// toss the brass
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if ( brassDelay > = 0 ) // eject brass behaviour can be disabled by simply setting the delay to 0
PostEventMS ( & EV_Weapon_EjectBrass , brassDelay ) ;
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}
// add the light for the muzzleflash
if ( ! lightOn ) {
MuzzleFlashLight ( ) ;
}
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owner - > WeaponFireFeedback ( & weaponDef - > dict ) ; //ivan - todo: call WeaponSecFireFeedback if is secondary firemode
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// reset muzzle smoke
weaponSmokeStartTime = gameLocal . realClientTime ;
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//ivan - keep track of this moment
lastFiredTime = gameLocal . time ;
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}
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//----------------New Start
# ifdef _DENTONMOD
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bool idWeapon : : ChangeProjectileDef ( int number ) {
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if ( projectileEnt ! = NULL ) {
gameLocal . Printf ( " Projectile Entity exists \n " ) ;
return false ;
}
const idKeyValue * kv = spawnArgs . MatchPrefix ( " def_projectile " , NULL ) ;
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for ( int i = 0 ; kv & & i < number ; i + + ) {
kv = spawnArgs . MatchPrefix ( " def_projectile " , kv ) ;
}
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if ( kv = = NULL ) {
return false ;
}
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const idDeclEntityDef * projectileDef = gameLocal . FindEntityDef ( kv - > GetValue ( ) , false ) ;
if ( projectileDef ) {
const char * spawnclass = projectileDef - > dict . GetString ( " spawnclass " ) ;
idTypeInfo * cls = idClass : : GetClass ( spawnclass ) ;
if ( ! cls | | ! cls - > IsType ( idProjectile : : Type ) ) {
gameLocal . Warning ( " Invalid spawnclass in Event_ChangeProjectileDef. \n " ) ;
} else {
projectileDict = projectileDef - > dict ;
owner - > SetProjectileType ( number ) ;
/*
float time_in_secs ;
if ( projectileDict . GetFloat ( " muzzle_kick_time " , " 0.0f " , time_in_secs ) ) {
muzzle_kick_time = SEC2MS ( time_in_secs ) ;
}
else {
muzzle_kick_time = SEC2MS ( spawnArgs . GetFloat ( " muzzle_kick_time " ) ) ;
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}
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if ( projectileDict . GetFloat ( " muzzle_kick_maxtime " , " 0.0f " , time_in_secs ) ) {
muzzle_kick_maxtime = SEC2MS ( time_in_secs ) ;
}
else {
muzzle_kick_maxtime = SEC2MS ( spawnArgs . GetFloat ( " muzzle_kick_maxtime " ) ) ;
}
if ( ! projectileDict . GetAngles ( " muzzle_kick_angles " , " 0 0 0 " , muzzle_kick_angles ) ) {
muzzle_kick_angles = spawnArgs . GetAngles ( " muzzle_kick_angles " ) ;
}
if ( ! projectileDict . GetVector ( " muzzle_kick_offset " , " 0 0 0 " , muzzle_kick_offset ) ) {
muzzle_kick_offset = spawnArgs . GetVector ( " muzzle_kick_offset " ) ;
}
*/
return true ;
}
}
return false ;
}
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void idWeapon : : Event_ChangeProjectileDef ( int number ) {
if ( number = = owner - > GetProjectileType ( ) ) {
idThread : : ReturnFloat ( 1 ) ;
}
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idThread : : ReturnFloat ( ChangeProjectileDef ( number ) ? 1 : 0 ) ;
}
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void idWeapon : : Event_GetProjectileType ( void ) {
idThread : : ReturnFloat ( owner - > GetProjectileType ( ) ) ;
}
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void idWeapon : : StartWeaponParticle ( const char * prtName ) {
WeaponParticle_t * part ;
weaponParticles . Get ( prtName , & part ) ;
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if ( part ) {
part - > particleFlags . isActive = true ;
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if ( part - > particleFlags . isSmoke ) {
part - > startTime = gameLocal . time ;
} else {
if ( part - > modelDefHandle > - 1 ) {
gameRenderWorld - > FreeEntityDef ( part - > modelDefHandle ) ;
part - > modelDefHandle = - 1 ;
}
//part->renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
//part->renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = gameLocal.random.RandomFloat(); // For effects like muzzleflashes etc.
}
}
}
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void idWeapon : : Event_StartWeaponParticle ( const char * prtName ) {
StartWeaponParticle ( prtName ) ;
}
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void idWeapon : : StopWeaponParticle ( const char * prtName ) {
WeaponParticle_t * part ;
weaponParticles . Get ( prtName , & part ) ;
if ( part ) {
part - > particleFlags . isActive = false ;
part - > startTime = 0 ;
//Free the particles
if ( ! part - > particleFlags . isSmoke & & part - > modelDefHandle > = 0 ) {
gameRenderWorld - > FreeEntityDef ( part - > modelDefHandle ) ;
part - > modelDefHandle = - 1 ;
}
}
}
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void idWeapon : : Event_StopWeaponParticle ( const char * prtName ) {
StopWeaponParticle ( prtName ) ;
}
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void idWeapon : : Event_StartWeaponLight ( const char * lightName ) {
WeaponLight_t * light ;
weaponLights . Get ( lightName , & light ) ;
if ( light ) {
light - > lightFlags . isActive = true ;
light - > startTime = gameLocal . time ;
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// these will be different each fire
light - > light . shaderParms [ SHADERPARM_TIMEOFFSET ] = - MS2SEC ( gameLocal . time ) ;
light - > light . shaderParms [ SHADERPARM_DIVERSITY ] = renderEntity . shaderParms [ SHADERPARM_DIVERSITY ] ;
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if ( ! light - > lightFlags . isAlwaysOn ) {
light - > endTime + = light - > startTime ;
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}
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}
}
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void idWeapon : : Event_StopWeaponLight ( const char * lightName ) {
WeaponLight_t * light ;
weaponLights . Get ( lightName , & light ) ;
if ( light ) {
light - > lightFlags . isActive = false ;
light - > startTime = 0 ;
if ( light - > lightHandle ! = - 1 ) {
gameRenderWorld - > FreeLightDef ( light - > lightHandle ) ;
light - > lightHandle = - 1 ;
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}
}
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}
# endif //_DENTONMOD
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//----------------- New End
/*
= = = = = = = = = = = = = = = = = = = = =
idWeapon : : Event_Melee
= = = = = = = = = = = = = = = = = = = = =
*/
void idWeapon : : Event_Melee ( void ) {
if ( ! autoMeleeEnabled & & EvaluateMelee ( ) ) { //don't do this if it's already enabled...
idThread : : ReturnInt ( 1 ) ;
} else {
idThread : : ReturnInt ( 0 ) ;
}
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}
/*
= = = = = = = = = = = = = = = = = = = = =
idWeapon : : Event_GetWorldModel
= = = = = = = = = = = = = = = = = = = = =
*/
void idWeapon : : Event_GetWorldModel ( void ) {
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idThread : : ReturnEntity ( this ) ; //ivan - was: worldModel.GetEntity()
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}
/*
= = = = = = = = = = = = = = = = = = = = =
idWeapon : : Event_AllowDrop
= = = = = = = = = = = = = = = = = = = = =
*/
void idWeapon : : Event_AllowDrop ( int allow ) {
if ( allow ) {
allowDrop = true ;
} else {
allowDrop = false ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : Event_EjectBrass
Toss a shell model out from the breach if the bone is present
= = = = = = = = = = = = = = = =
*/
void idWeapon : : Event_EjectBrass ( void ) {
if ( ! g_showBrass . GetBool ( ) | | ! owner - > CanShowWeaponViewmodel ( ) ) {
return ;
}
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if ( ejectJointWorld = = INVALID_JOINT | | ! brassDict . GetNumKeyVals ( ) ) { //was: ejectJointView
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return ;
}
if ( gameLocal . isClient ) {
return ;
}
idMat3 axis ;
idVec3 origin , linear_velocity , angular_velocity ;
idEntity * ent ;
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if ( ! GetGlobalJointTransform ( ejectJointWorld , origin , axis ) ) { //was: ejectJointView
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return ;
}
gameLocal . SpawnEntityDef ( brassDict , & ent , false ) ;
if ( ! ent | | ! ent - > IsType ( idDebris : : Type ) ) {
gameLocal . Error ( " '%s' is not an idDebris " , weaponDef ? weaponDef - > dict . GetString ( " def_ejectBrass " ) : " def_ejectBrass " ) ;
}
idDebris * debris = static_cast < idDebris * > ( ent ) ;
debris - > Create ( owner , origin , axis ) ;
debris - > Launch ( ) ;
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if ( spawnArgs . GetBool ( " fixed_brass_dir " ) ) {
linear_velocity = 40 * ( playerViewAxis [ 0 ] + playerViewAxis [ 1 ] + playerViewAxis [ 2 ] ) ;
angular_velocity . Set ( 10 * gameLocal . random . CRandomFloat ( ) , 10 * gameLocal . random . CRandomFloat ( ) , 10 * gameLocal . random . CRandomFloat ( ) ) ;
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debris - > GetPhysics ( ) - > SetLinearVelocity ( linear_velocity ) ;
debris - > GetPhysics ( ) - > SetAngularVelocity ( angular_velocity ) ;
}
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}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_IsInvisible
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_IsInvisible ( void ) {
if ( ! owner ) {
idThread : : ReturnFloat ( 0 ) ;
return ;
}
idThread : : ReturnFloat ( owner - > PowerUpActive ( INVISIBILITY ) ? 1 : 0 ) ;
}
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// New------------------
# ifdef _DENTONMOD
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_StartZoom
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_SetZoom ( int status ) { //New
if ( status ) {
owner - > SetWeaponZoom ( true ) ;
}
else {
owner - > SetWeaponZoom ( false ) ;
}
}
# endif // _DENTONMOD
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/*
= = = = = = = = = = = = = = =
idWeapon : : ClientPredictionThink
= = = = = = = = = = = = = = =
*/
void idWeapon : : ClientPredictionThink ( void ) {
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UpdateAnimation ( ) ;
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}
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/*
= = = = = = = = = = = = = = = =
idWeapon : : AmmoCount
Returns the total number of rounds regardless of the required ammo // new
= = = = = = = = = = = = = = = =
*/
int idWeapon : : AmmoCount ( void ) const {
if ( owner ) {
return owner - > inventory . HasAmmo ( ammoType , 1 ) ;
} else {
return 0 ;
}
}
//ivan start
/*
= = = = = = = = = = = = = = =
idWeapon : : HasToWalk
= = = = = = = = = = = = = = =
*/
bool idWeapon : : HasToWalk ( void ) const {
if ( isFiring | | isSecFiring ) {
return true ;
} else if ( lastFiredTime + 500 > gameLocal . time ) { //go on walking after the last fired proj for a bit
return true ;
} else {
return false ;
}
}
/*
= = = = = = = = = = = = = = = =
idWeapon : : GetWalkSpeedMult
= = = = = = = = = = = = = = = =
*/
float idWeapon : : GetWalkSpeedMult ( ) const {
if ( HasToWalk ( ) ) {
return firingWalkSpeedMult ;
} else {
return 1.0f ;
}
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_PwAmmoAvailable
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_SetWeaponMode ( int value ) {
owner - > SetCurrentWeaponMode ( value ) ;
UpdateSkin ( ) ;
UpdSpreadSettings ( ) ; //upd spread settings
}
/*
= = = = = = = = = = = = = = =
idWeapon : : Event_PwAmmoAvailable
= = = = = = = = = = = = = = =
*/
void idWeapon : : Event_GetWeaponMode ( void ) {
int myMode = owner - > GetCurrentWeaponMode ( ) ;
idThread : : ReturnInt ( myMode ) ;
}
//ivan end