1534 lines
39 KiB
C
1534 lines
39 KiB
C
#include "g_local.h"
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#include "m_player.h"
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extern qboolean is_quad;
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extern byte is_silenced;
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void playQuadSound(edict_t *ent);
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void Weapon_Generic (edict_t *ent,
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int FRAME_ACTIVATE_LAST,
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int FRAME_FIRE_LAST,
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int FRAME_IDLE_LAST,
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int FRAME_DEACTIVATE_LAST,
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int *pause_frames,
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int *fire_frames,
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void (*fire)(edict_t *ent));
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void NoAmmoWeaponChange (edict_t *ent);
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void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed);
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void Grenade_Explode(edict_t *ent);
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void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
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void fire_sconnan (edict_t *self);
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void fire_sconnanEffects (edict_t *self);
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const int SC_MAXFIRETIME = 5; // in seconds...
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const int SC_BASEDAMAGE = 10; // minimum damage
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const int SC_DAMGERANGE = 990; // maximum damaged range (max damage possible is SC_BASEDAMAGE + SC_DAMGERANGE)
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const int SC_MAXRADIUS = 500; // maximum blast radius
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const int SC_MAXCELLS = 100; // maximum number of cells
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vec_t VectorLengthSquared(vec3_t v)
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{
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int i;
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float length;
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length = 0;
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for (i=0 ; i< 3 ; i++)
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length += v[i]*v[i];
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return length;
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}
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void angleToward(edict_t *self, vec3_t point, float speed)
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{
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vec3_t forward;
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float yaw = 0.0;
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float vel = 0.0;
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vec3_t delta;
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vec3_t destAngles;
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VectorSubtract(point, self->s.origin, delta);
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vectoangles(delta, destAngles);
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self->ideal_yaw = destAngles[YAW];
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self->yaw_speed = speed;
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M_ChangeYaw(self);
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yaw = self->s.angles[YAW];
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self->ideal_yaw = destAngles[PITCH];
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self->s.angles[YAW] = self->s.angles[PITCH];
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M_ChangeYaw(self);
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self->s.angles[PITCH] = self->s.angles[YAW];
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self->s.angles[YAW] = yaw;
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AngleVectors (self->s.angles, forward, NULL, NULL);
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vel = VectorLength(self->velocity);
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VectorScale(forward, vel, self->velocity);
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}
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#define MAXROTATION 20
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/*
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Laser Trip Bombs
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*/
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// spawnflags
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#define CHECK_BACK_WALL 1
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// variables
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#define TBOMB_DELAY 1.0
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#define TBOMB_TIMEOUT 180
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#define TBOMB_DAMAGE 150
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#define TBOMB_RADIUS_DAMAGE 384
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#define TBOMB_HEALTH 100
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#define TBOMB_SHRAPNEL 5
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#define TBOMB_SHRAPNEL_DMG 15
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#define TBOMB_MAX_EXIST 25
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void shrapnel_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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// do damage if we can
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if (!other->takedamage)
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return;
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if (VectorCompare(ent->velocity, vec3_origin))
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return;
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T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin,
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plane->normal, TBOMB_SHRAPNEL_DMG, 8, 0, MOD_TRIPBOMB);
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G_FreeEdict(ent);
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}
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void TripBomb_Explode (edict_t *ent)
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{
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vec3_t origin;
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int i = 0;
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T_RadiusDamage(ent, ent->owner ? ent->owner : ent, ent->dmg, ent->enemy, ent->dmg_radius, MOD_TRIPBOMB);
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VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
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gi.WriteByte (svc_temp_entity);
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if (ent->waterlevel)
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{
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if (ent->groundentity)
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gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
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else
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gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
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}
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else
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{
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if (ent->groundentity)
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gi.WriteByte (TE_GRENADE_EXPLOSION);
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else
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gi.WriteByte (TE_ROCKET_EXPLOSION);
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}
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gi.WritePosition (origin);
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gi.multicast (ent->s.origin, MULTICAST_PHS);
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// throw off some debris
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for (i = 0; i < TBOMB_SHRAPNEL; i++)
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{
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edict_t *sh = G_Spawn();
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vec3_t forward, right, up;
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sh->classname = "shrapnel";
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sh->movetype = MOVETYPE_BOUNCE;
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sh->solid = SOLID_BBOX;
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sh->s.effects |= EF_GRENADE;
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sh->s.modelindex = gi.modelindex("models/objects/shrapnel/tris.md2");
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sh->owner = ent->owner;
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VectorSet (sh->avelocity, 300, 300, 300);
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VectorCopy(ent->s.origin, sh->s.origin);
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AngleVectors (ent->s.angles, forward, right, up);
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VectorScale(forward, 500, forward);
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VectorMA(forward, crandom()*500, right, forward);
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VectorMA(forward, crandom()*500, up, forward);
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VectorCopy(forward, sh->velocity);
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sh->touch = shrapnel_touch;
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sh->think = G_FreeEdict;
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sh->nextthink = level.time + 3.0 + crandom() * 1.5;
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}
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G_FreeEdict(ent);
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}
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void tripbomb_laser_think (edict_t *self)
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{
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vec3_t start;
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vec3_t end;
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vec3_t delta;
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trace_t tr;
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int count = 8;
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self->nextthink = level.time + FRAMETIME;
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if (level.time > self->timeout)
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{
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// play a sound
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//gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/ired/las_trig.wav"), 1, ATTN_NORM, 0);
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// blow up
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self->chain->think = TripBomb_Explode;
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self->chain->nextthink = level.time + FRAMETIME;
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G_FreeEdict(self);
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return;
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}
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// randomly phase out or EMPNuke is in effect
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if (EMPNukeCheck(self, self->s.origin) || random() < 0.1)
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{
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self->svflags != SVF_NOCLIENT;
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return;
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}
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self->svflags &= ~SVF_NOCLIENT;
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VectorCopy (self->s.origin, start);
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VectorMA (start, 2048, self->movedir, end);
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tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
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if (!tr.ent)
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return;
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VectorSubtract(tr.endpos, self->move_origin, delta);
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if (VectorCompare(self->s.origin, self->move_origin))
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{
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// we haven't done anything yet
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VectorCopy(tr.endpos, self->move_origin);
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if (self->spawnflags & 0x80000000)
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{
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self->spawnflags &= ~0x80000000;
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_LASER_SPARKS);
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gi.WriteByte (count);
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gi.WritePosition (tr.endpos);
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gi.WriteDir (tr.plane.normal);
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gi.WriteByte (self->s.skinnum);
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gi.multicast (tr.endpos, MULTICAST_PVS);
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}
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}
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else if (VectorLength(delta) > 1.0)
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{
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// play a sound
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//gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/ired/las_trig.wav"), 1, ATTN_NORM, 0);
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// blow up
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self->chain->think = TripBomb_Explode;
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self->chain->nextthink = level.time + FRAMETIME;
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G_FreeEdict(self);
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return;
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}
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VectorCopy(self->move_origin, self->s.old_origin);
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}
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void tripbomb_laser_on (edict_t *self)
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{
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self->svflags &= ~SVF_NOCLIENT;
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self->think = tripbomb_laser_think;
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// play a sound
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gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/ired/las_arm.wav"), 1, ATTN_NORM, 0);
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tripbomb_laser_think(self);
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//gi.positioned_sound(self->s.old_origin, self, CHAN_AUTO, gi.soundindex("weapons/ired/las_tink.wav"), 1, ATTN_NORM, 0);
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}
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void create_tripbomb_laser(edict_t *bomb)
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{
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// create the laser
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edict_t *laser = G_Spawn();
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bomb->chain = laser;
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laser->classname = "laser trip bomb laser";
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VectorCopy(bomb->s.origin, laser->s.origin);
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VectorCopy(bomb->s.origin, laser->move_origin);
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VectorCopy(bomb->s.angles, laser->s.angles);
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G_SetMovedir (laser->s.angles, laser->movedir);
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laser->owner = bomb;
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laser->s.skinnum = 0xb0b1b2b3; // <- faint purple 0xf3f3f1f1 <-blue red-> 0xf2f2f0f0;
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laser->s.frame = 2;
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laser->movetype = MOVETYPE_NONE;
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laser->solid = SOLID_NOT;
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laser->s.renderfx |= RF_BEAM|RF_TRANSLUCENT;
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laser->s.modelindex = 1;
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laser->chain = bomb;
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laser->spawnflags |= 0x80000001;
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laser->think = tripbomb_laser_on;
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laser->nextthink = level.time + FRAMETIME;
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laser->svflags |= SVF_NOCLIENT;
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laser->timeout = level.time + TBOMB_TIMEOUT;
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gi.linkentity (laser);
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}
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void use_tripbomb(edict_t *self, edict_t *other, edict_t *activator)
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{
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if (self->chain)
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{
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// we already have a laser, remove it
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G_FreeEdict(self->chain);
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self->chain = NULL;
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}
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else
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// create the laser
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create_tripbomb_laser(self);
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}
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void turnOffGlow(edict_t *self)
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{
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self->s.effects &= ~EF_COLOR_SHELL;
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self->s.renderfx &= ~RF_SHELL_GREEN;
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self->think = NULL;
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self->nextthink = 0;
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}
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void tripbomb_pain(edict_t *self, edict_t *other, float kick, int damage)
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{
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// play the green glow sound
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//gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/ired/las_glow.wav"), 1, ATTN_NORM, 0);
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// turn on the glow
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self->damage_debounce_time = level.time + 0.2;
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// if we don't have a think function, then turn this thing on
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if (self->think == NULL)
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{
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self->s.effects |= EF_COLOR_SHELL;
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self->s.renderfx |= RF_SHELL_GREEN;
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self->nextthink = self->damage_debounce_time;
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self->think = turnOffGlow;
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}
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}
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void tripbomb_think(edict_t *self)
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{
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if (self->chain == NULL)
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{
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// check whether we need to create the laser
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if (self->timeout < level.time)
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{
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create_tripbomb_laser(self);
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}
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}
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// do we need to show damage?
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if (self->damage_debounce_time > level.time)
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{
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self->s.effects |= EF_COLOR_SHELL;
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self->s.renderfx |= RF_SHELL_GREEN;
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}
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else
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{
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self->s.effects &= ~EF_COLOR_SHELL;
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self->s.renderfx &= ~RF_SHELL_GREEN;
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}
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self->nextthink = level.time + FRAMETIME;
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}
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void setupBomb(edict_t *bomb, char *classname, float damage, float damage_radius)
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{
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bomb->classname = classname;
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VectorSet(bomb->mins, -8, -8, -8);
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VectorSet(bomb->maxs, 8, 8, 8);
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bomb->solid = SOLID_BBOX;
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bomb->movetype = MOVETYPE_NONE;
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bomb->s.modelindex = gi.modelindex("models/objects/ired/tris.md2");
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bomb->radius_dmg = damage;
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bomb->dmg = damage;
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bomb->dmg_radius = damage_radius;
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bomb->health = 1;
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bomb->takedamage = DAMAGE_IMMORTAL; // health will not be deducted
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bomb->pain = tripbomb_pain;
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}
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void removeOldest()
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{
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edict_t *oldestEnt = NULL;
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edict_t *e = NULL;
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int count = 0;
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while(1)
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{
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e = G_Find(e, FOFS(classname), "ired");
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if (e == NULL) // no more
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break;
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count++;
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if (oldestEnt == NULL ||
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e->timestamp < oldestEnt->timestamp)
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{
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oldestEnt = e;
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}
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}
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// do we have too many?
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if (count > TBOMB_MAX_EXIST && oldestEnt != NULL)
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{
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// get this tbomb to explode
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oldestEnt->think = TripBomb_Explode;
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oldestEnt->nextthink = level.time + FRAMETIME;
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G_FreeEdict(oldestEnt->chain);
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}
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}
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qboolean fire_lasertripbomb(edict_t *self, vec3_t start, vec3_t dir, float timer, float damage, float damage_radius, qboolean quad)
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{
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// trace a line
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trace_t tr;
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vec3_t endPos;
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vec3_t _dir;
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edict_t *bomb = NULL;
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edict_t *laser = NULL;
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VectorScale(dir, 64, _dir);
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VectorAdd(start, _dir, endPos);
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// trace ahead, looking for a wall
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tr = gi.trace(start, NULL, NULL, endPos, self, MASK_SHOT);
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if (tr.fraction == 1.0)
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{
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// not close enough
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//gi.cprintf(self, PRINT_HIGH, "Not close enough to a wall");
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return false;
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}
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if (Q_stricmp(tr.ent->classname, "worldspawn") != 0)
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{
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//gi.cprintf(self, PRINT_HIGH, "Hit something other than a wall");
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return false;
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}
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// create the bomb
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bomb = G_Spawn();
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//VectorCopy(tr.endpos, bomb->s.origin);
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VectorMA(tr.endpos, 3, tr.plane.normal, bomb->s.origin);
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vectoangles(tr.plane.normal, bomb->s.angles);
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bomb->owner = self;
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setupBomb(bomb, "ired", damage, damage_radius);
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gi.linkentity(bomb);
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bomb->timestamp = level.time;
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bomb->timeout = level.time + timer;
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bomb->nextthink = level.time + FRAMETIME;
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bomb->think = tripbomb_think;
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// remove the oldest trip bomb
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removeOldest();
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// play a sound
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gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/ired/las_set.wav"), 1, ATTN_NORM, 0);
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return true;
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}
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void weapon_lasertripbomb_fire (edict_t *ent)
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{
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if (ent->client->ps.gunframe == 10)
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{
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vec3_t offset;
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vec3_t forward;
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vec3_t start;
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int damage = TBOMB_DAMAGE;
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float radius = TBOMB_RADIUS_DAMAGE;
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if (is_quad)
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damage *= 4;
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// place the trip bomb
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VectorSet(offset, 0, 0, ent->viewheight * 0.75);
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AngleVectors (ent->client->v_angle, forward, NULL, NULL);
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VectorAdd(ent->s.origin, offset, start);
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if (fire_lasertripbomb(ent, start, forward, TBOMB_DELAY, damage, radius, is_quad))
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{
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ent->client->pers.inventory[ent->client->ammo_index] -= 1;
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// switch models
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ent->client->ps.gunindex = gi.modelindex("models/weapons/v_ired/hand.md2");
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// play quad sound
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playQuadSound(ent);
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}
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}
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else if (ent->client->ps.gunframe == 15)
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{
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// switch models back
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int mi = gi.modelindex("models/weapons/v_ired/tris.md2");
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if (ent->client->ps.gunindex != mi)
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{
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ent->client->ps.gunindex = mi;
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// go back to get another trip bomb
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ent->client->ps.gunframe = 0;
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return;
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}
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}
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else if (ent->client->ps.gunframe == 6)
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{
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ent->client->ps.gunframe = 16;
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return;
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}
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ent->client->ps.gunframe++;
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}
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void Weapon_LaserTripBomb(edict_t *ent)
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{
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static int pause_frames[] = {24, 33, 43, 0};
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static int fire_frames[] = {6, 10, 15, 0};
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const int deactivateFirst = 44;
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const int deactivateLast = 48;
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const int idleFirst = 16;
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const int idleLast = 43;
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const int fireFirst = 7;
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const int fireLast = 15;
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const int activateFirst = 0;
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const int activateLast = 6;
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if (ent->client->weaponstate == WEAPON_DROPPING)
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{
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if (ent->client->ps.gunframe == deactivateLast)
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{
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ChangeWeapon (ent);
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return;
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}
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ent->client->ps.gunframe++;
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return;
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}
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if (ent->client->weaponstate == WEAPON_ACTIVATING)
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{
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if (ent->client->ps.gunframe == activateLast)
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{
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ent->client->weaponstate = WEAPON_READY;
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ent->client->ps.gunframe = idleFirst;
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return;
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}
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|
|
ent->client->ps.gunframe++;
|
|
return;
|
|
}
|
|
|
|
if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING))
|
|
{
|
|
ent->client->weaponstate = WEAPON_DROPPING;
|
|
ent->client->ps.gunframe = deactivateFirst;
|
|
return;
|
|
}
|
|
|
|
if (ent->client->weaponstate == WEAPON_READY)
|
|
{
|
|
if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
|
|
{
|
|
ent->client->latched_buttons &= ~BUTTON_ATTACK;
|
|
if(ent->client->pers.inventory[ent->client->ammo_index])
|
|
{
|
|
ent->client->ps.gunframe = fireFirst;
|
|
ent->client->weaponstate = WEAPON_FIRING;
|
|
|
|
// start the animation
|
|
ent->client->anim_priority = ANIM_ATTACK;
|
|
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
|
{
|
|
ent->s.frame = FRAME_crattak1-1;
|
|
ent->client->anim_end = FRAME_crattak9;
|
|
}
|
|
else
|
|
{
|
|
ent->s.frame = FRAME_attack1-1;
|
|
ent->client->anim_end = FRAME_attack8;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (level.time >= ent->pain_debounce_time)
|
|
{
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
|
ent->pain_debounce_time = level.time + 1;
|
|
}
|
|
NoAmmoWeaponChange (ent);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (ent->client->ps.gunframe == idleLast)
|
|
{
|
|
ent->client->ps.gunframe = idleFirst;
|
|
return;
|
|
}
|
|
|
|
if (pause_frames)
|
|
{
|
|
int n = 0;
|
|
for (n = 0; pause_frames[n]; n++)
|
|
{
|
|
if (ent->client->ps.gunframe == pause_frames[n])
|
|
{
|
|
if (rand()&15)
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
ent->client->ps.gunframe++;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (ent->client->weaponstate == WEAPON_FIRING)
|
|
{
|
|
int n = 0;
|
|
for (n = 0; fire_frames[n]; n++)
|
|
{
|
|
if (ent->client->ps.gunframe == fire_frames[n])
|
|
{
|
|
weapon_lasertripbomb_fire(ent);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!fire_frames[n])
|
|
ent->client->ps.gunframe++;
|
|
|
|
if (ent->client->ps.gunframe == idleFirst+1)
|
|
ent->client->weaponstate = WEAPON_READY;
|
|
}
|
|
}
|
|
|
|
void SP_misc_lasertripbomb(edict_t *bomb)
|
|
{
|
|
// precache
|
|
gi.soundindex("weapons/ired/las_set.wav");
|
|
gi.soundindex("weapons/ired/las_arm.wav");
|
|
//gi.soundindex("weapons/ired/las_tink.wav");
|
|
//gi.soundindex("weapons/ired/las_trig.wav");
|
|
//gi.soundindex("weapons/ired/las_glow.wav");
|
|
gi.modelindex("models/objects/shrapnel/tris.md2");
|
|
gi.modelindex("models/objects/ired/tris.md2");
|
|
|
|
if (bomb->spawnflags & CHECK_BACK_WALL)
|
|
{
|
|
vec3_t forward, endPos;
|
|
trace_t tr;
|
|
// look backwards toward a wall
|
|
AngleVectors (bomb->s.angles, forward, NULL, NULL);
|
|
VectorMA(bomb->s.origin, -64.0, forward, endPos);
|
|
tr = gi.trace(bomb->s.origin, NULL, NULL, endPos, bomb, MASK_SOLID);
|
|
VectorCopy(tr.endpos, bomb->s.origin);
|
|
vectoangles(tr.plane.normal, bomb->s.angles);
|
|
}
|
|
|
|
// set up ourself
|
|
setupBomb(bomb, "misc_ired", TBOMB_DAMAGE, TBOMB_RADIUS_DAMAGE);
|
|
|
|
if (bomb->targetname)
|
|
{
|
|
bomb->use = use_tripbomb;
|
|
}
|
|
else
|
|
{
|
|
bomb->think = create_tripbomb_laser;
|
|
bomb->nextthink = level.time + TBOMB_DELAY;
|
|
}
|
|
gi.linkentity(bomb);
|
|
}
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
Sonic Cannon
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
|
|
void weapon_sc_fire (edict_t *ent)
|
|
{
|
|
if (!(ent->client->buttons & BUTTON_ATTACK))
|
|
{
|
|
ent->client->ps.gunframe++;
|
|
|
|
if(ent->client->weapon_sound && ent->client->ps.gunframe < 18)
|
|
{
|
|
ent->client->ps.gunframe = 18;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(EMPNukeCheck(ent, ent->s.origin))
|
|
{
|
|
gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
|
|
|
|
ent->client->ps.gunframe = 18;
|
|
ent->client->weapon_sound = 0;
|
|
ent->weaponsound_time = 0;
|
|
|
|
ent->dmg_radius = 0;
|
|
ent->client->startFireTime = 0;
|
|
return;
|
|
}
|
|
|
|
if(!ent->client->startFireTime)
|
|
{
|
|
ent->client->startFireTime = level.time;
|
|
}
|
|
else if(level.time - ent->client->startFireTime >= SC_MAXFIRETIME)
|
|
{
|
|
ent->client->ps.gunframe = 17;
|
|
}
|
|
else
|
|
{
|
|
int old_cells = (int)ent->dmg_radius;
|
|
ent->dmg_radius = ((level.time - ent->client->startFireTime) / SC_MAXFIRETIME) * SC_MAXCELLS;
|
|
|
|
if(old_cells < (int)ent->dmg_radius)
|
|
{
|
|
old_cells = (int)ent->dmg_radius - old_cells;
|
|
|
|
|
|
if(ent->client->pers.inventory[ent->client->ammo_index] < old_cells)
|
|
{
|
|
ent->dmg_radius -= (old_cells - ent->client->pers.inventory[ent->client->ammo_index]);
|
|
ent->client->pers.inventory[ent->client->ammo_index] = 0;
|
|
}
|
|
else
|
|
{
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= old_cells;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!ent->client->pers.inventory[ent->client->ammo_index])
|
|
{
|
|
ent->client->ps.gunframe = 17;
|
|
|
|
if (level.time >= ent->pain_debounce_time)
|
|
{
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
|
ent->pain_debounce_time = level.time + 1;
|
|
}
|
|
NoAmmoWeaponChange (ent);
|
|
}
|
|
else
|
|
{
|
|
if(ent->weaponsound_time < level.time)
|
|
{
|
|
ent->client->weapon_sound = gi.soundindex("weapons/sonic/sc_fire.wav");
|
|
}
|
|
}
|
|
|
|
fire_sconnanEffects (ent);
|
|
|
|
ent->client->ps.gunframe++;
|
|
if (ent->client->ps.gunframe == 18 && (level.time - ent->client->startFireTime) < SC_MAXFIRETIME && ent->client->pers.inventory[ent->client->ammo_index])
|
|
ent->client->ps.gunframe = 12;
|
|
}
|
|
|
|
if (ent->client->ps.gunframe == 18)
|
|
{
|
|
ent->client->weapon_sound = 0;
|
|
ent->weaponsound_time = 0;
|
|
|
|
if(EMPNukeCheck(ent, ent->s.origin))
|
|
{
|
|
gi.sound (ent, CHAN_AUTO, gi.soundindex("items/empnuke/emp_missfire.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
else
|
|
{
|
|
if (!is_silenced)
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/sonic/sc_cool.wav"), 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/sonic/sc_cool.wav"), 0.4, ATTN_NORM, 0);
|
|
|
|
if(ent->dmg_radius)
|
|
{
|
|
fire_sconnan (ent);
|
|
}
|
|
}
|
|
|
|
ent->dmg_radius = 0;
|
|
ent->client->startFireTime = 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
void Weapon_SonicCannon (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {32, 42, 52, 0};
|
|
static int fire_frames[] = {12, 13, 14, 15, 16, 17, 0};
|
|
|
|
if (ent->client->ps.gunframe == 0)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
if (!is_silenced)
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/sonic/sc_act.wav"), 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/sonic/sc_act.wav"), 0.4, ATTN_NORM, 0);
|
|
}
|
|
ent->weaponsound_time = 0;
|
|
ent->client->startFireTime = 0;
|
|
ent->dmg_radius = 0;
|
|
}
|
|
else if (ent->client->ps.gunframe == 53)
|
|
{
|
|
if (deathmatch->value)
|
|
{
|
|
if (!is_silenced)
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/sonic/sc_dact.wav"), 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/sonic/sc_dact.wav"), 0.4, ATTN_NORM, 0);
|
|
}
|
|
}
|
|
else if((ent->client->buttons & BUTTON_ATTACK) && ent->weaponsound_time == 0)
|
|
{
|
|
ent->weaponsound_time = level.time + 0.4;
|
|
|
|
if (!is_silenced)
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/sonic/sc_warm.wav"), 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/sonic/sc_warm.wav"), 0.4, ATTN_NORM, 0);
|
|
}
|
|
|
|
Weapon_Generic (ent, 6, 22, 52, 57, pause_frames, fire_frames, weapon_sc_fire);
|
|
}
|
|
|
|
|
|
|
|
void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage);
|
|
|
|
void fire_sconnanEffects (edict_t *self)
|
|
{
|
|
vec3_t start, end;
|
|
vec3_t forward, right;
|
|
vec3_t offset, v;
|
|
trace_t tr;
|
|
|
|
AngleVectors (self->client->v_angle, forward, right, NULL);
|
|
|
|
VectorScale (forward, -3, self->client->kick_origin);
|
|
self->client->kick_angles[0] = -3;
|
|
|
|
VectorSet(offset, 0, 7, self->viewheight-8);
|
|
P_ProjectSource (self->client, self->s.origin, offset, forward, right, start);
|
|
|
|
VectorMA (start, 8192, forward, end);
|
|
|
|
tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA);
|
|
|
|
VectorMA (tr.endpos, -5, forward, end);
|
|
|
|
VectorSet(v, crandom() * 10 - 20, crandom() * 10 - 20, crandom() * 10 - 20);
|
|
SpawnDamage(TE_SHIELD_SPARKS, end, v, 0);
|
|
}
|
|
|
|
|
|
|
|
void scexplode_think(edict_t *self)
|
|
{
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_ROCKET_EXPLOSION);
|
|
gi.WritePosition (self->s.origin);
|
|
gi.multicast (self->s.origin, MULTICAST_PHS);
|
|
|
|
G_FreeEdict (self);
|
|
}
|
|
|
|
|
|
void fire_sconnan (edict_t *self)
|
|
{
|
|
vec3_t start, end, explodepos;
|
|
vec3_t forward, right, up;
|
|
vec3_t offset;
|
|
trace_t tr;
|
|
float damage;
|
|
float radius;
|
|
|
|
damage = self->dmg_radius / SC_MAXCELLS;
|
|
radius = damage * SC_MAXRADIUS;
|
|
damage = SC_BASEDAMAGE + (damage * SC_DAMGERANGE);
|
|
|
|
AngleVectors (self->client->v_angle, forward, right, up);
|
|
|
|
VectorScale (forward, -3, self->client->kick_origin);
|
|
self->client->kick_angles[0] = -3;
|
|
|
|
VectorSet(offset, 0, 7, self->viewheight-8);
|
|
P_ProjectSource (self->client, self->s.origin, offset, forward, right, start);
|
|
|
|
VectorMA (start, 8192, forward, end);
|
|
|
|
tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA);
|
|
|
|
if ((tr.ent != self) && (tr.ent->takedamage))
|
|
{
|
|
T_Damage (tr.ent, self, self, forward, tr.endpos, tr.plane.normal, damage, 0, 0, MOD_SONICCANNON);
|
|
}
|
|
|
|
T_RadiusDamagePosition (tr.endpos, self, self, damage, tr.ent, radius, MOD_SONICCANNON);
|
|
|
|
VectorMA (tr.endpos, -5, forward, end);
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_ROCKET_EXPLOSION);
|
|
gi.WritePosition (end);
|
|
gi.multicast (self->s.origin, MULTICAST_PHS);
|
|
|
|
damage -= 100;
|
|
radius = 0.1;
|
|
|
|
while(damage > 0)
|
|
{
|
|
edict_t *explode;
|
|
|
|
VectorMA (end, (50 * crandom()) - 5, forward, explodepos);
|
|
VectorMA (explodepos, (50 * crandom()) - 5, right, explodepos);
|
|
VectorMA (explodepos, (50 * crandom()) - 5, up, explodepos);
|
|
|
|
explode = G_Spawn();
|
|
VectorCopy (explodepos, explode->s.origin);
|
|
|
|
explode->classname = "sconnanExplode";
|
|
explode->nextthink = level.time + radius;
|
|
explode->think = scexplode_think;
|
|
|
|
radius += 0.1;
|
|
damage -= 100;
|
|
}
|
|
|
|
// play quad damage sound
|
|
playQuadSound(self);
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
Flares
|
|
*/
|
|
#define FLASH_RANGE 256.0
|
|
void FoundTarget (edict_t *self);
|
|
|
|
void flare_flash(edict_t *ent)
|
|
{
|
|
edict_t *target = NULL;
|
|
|
|
// flash
|
|
while (1)
|
|
{
|
|
float dist;
|
|
float ratio;
|
|
float dot;
|
|
vec3_t delta;
|
|
vec3_t forward;
|
|
|
|
// get the next entity near us
|
|
target = findradius(target, ent->s.origin, FLASH_RANGE);
|
|
if (target == NULL)
|
|
break;
|
|
if (!target->client && !(target->svflags & SVF_MONSTER))
|
|
continue;
|
|
if (target->deadflag)
|
|
continue;
|
|
if (!visible(ent, target))
|
|
continue;
|
|
//if (!infront(target, ent))
|
|
// continue;
|
|
|
|
// what's the distance, so that closer get's more
|
|
VectorSubtract(ent->s.origin, target->s.origin, delta);
|
|
dist = VectorLength(delta);
|
|
ratio = 1 - (dist/FLASH_RANGE);
|
|
if (ratio < 0)
|
|
ratio = 0;
|
|
|
|
// looking to the side get's less
|
|
AngleVectors(target->s.angles, forward, NULL, NULL);
|
|
VectorNormalize(delta);
|
|
dot = Z_MAX(0.0, DotProduct(delta, forward));
|
|
ratio *= dot;// * 1.25;
|
|
|
|
// set the flash counter
|
|
if (target->client)
|
|
{
|
|
target->client->flashTime += ratio*25;
|
|
if (target->client->flashTime > 25)
|
|
target->client->flashTime = 25;
|
|
target->client->flashBase = 30;
|
|
|
|
if (deathmatch->value &&
|
|
!target->client->pers.gl_polyblend &&
|
|
!(((int)zdmflags->value) & ZDM_NO_GL_POLYBLEND_DAMAGE))
|
|
T_Damage(target, ent, ent->owner, vec3_origin, target->s.origin, vec3_origin, (int)(10.0*ratio), 0, 0, MOD_GL_POLYBLEND);
|
|
}
|
|
else if ((target->svflags & SVF_MONSTER) && strcmp(target->classname, "monster_zboss") != 0)
|
|
{
|
|
target->monsterinfo.flashTime =
|
|
Z_MAX(target->monsterinfo.flashTime, ratio*150); // a little bit more advantageous
|
|
target->monsterinfo.flashBase = 50;
|
|
if (target->enemy == NULL)
|
|
{
|
|
target->enemy = ent->owner;
|
|
FoundTarget(target);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void flare_think(edict_t *self)
|
|
{
|
|
edict_t *target = NULL;
|
|
edict_t *closestEnt = NULL;
|
|
float closestDist = 0.0;
|
|
|
|
// on our last leg?
|
|
if (level.time > self->timeout)
|
|
{
|
|
self->s.effects &= ~EF_ROCKET;
|
|
self->think = G_FreeEdict;
|
|
self->nextthink = level.time + 4.0;
|
|
self->s.frame = 0;
|
|
self->s.sound = 0;
|
|
return;
|
|
}
|
|
|
|
self->s.frame++;
|
|
|
|
if (self->s.frame > 14)
|
|
self->s.frame = 5;
|
|
|
|
// hissing sound
|
|
self->s.sound = gi.soundindex ("weapons/flare/flarehis.wav");
|
|
|
|
// do the visual thing
|
|
flare_flash(self);
|
|
|
|
// next frame
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void fire_flare (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
|
|
{
|
|
edict_t *flare;
|
|
vec3_t adir;
|
|
vec3_t up;
|
|
|
|
vectoangles (dir, adir);
|
|
AngleVectors (adir, NULL, NULL, up);
|
|
|
|
flare = G_Spawn();
|
|
VectorCopy (start, flare->s.origin);
|
|
VectorCopy (dir, flare->movedir);
|
|
vectoangles (dir, flare->s.angles);
|
|
VectorScale (dir, speed, flare->velocity);
|
|
VectorMA (flare->velocity, 200 + crandom() * 10.0, up, flare->velocity);
|
|
flare->movetype = MOVETYPE_BOUNCE;
|
|
flare->clipmask = MASK_SHOT;
|
|
flare->solid = SOLID_BBOX;
|
|
flare->s.effects = EF_ROCKET;
|
|
VectorSet(flare->mins, -4, -4, -4);
|
|
VectorSet(flare->maxs, 4, 4, 4);
|
|
flare->s.modelindex = gi.modelindex("models/objects/flare/tris.md2");
|
|
flare->owner = self;
|
|
flare->timeout = level.time + 8000/speed;
|
|
flare->nextthink = level.time + 1.0;
|
|
flare->think = flare_think;
|
|
flare->dmg = damage;
|
|
flare->radius_dmg = radius_damage;
|
|
flare->dmg_radius = damage_radius;
|
|
flare->classname = "flare";
|
|
|
|
if (self->client)
|
|
check_dodge (self, flare->s.origin, dir, speed);
|
|
|
|
gi.linkentity (flare);
|
|
}
|
|
|
|
void Weapon_FlareLauncher_Fire (edict_t *ent)
|
|
{
|
|
vec3_t offset, start;
|
|
vec3_t forward, right;
|
|
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
|
|
VectorSet(offset, 8, 8, ent->viewheight-8);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
fire_flare(ent, start, forward, 1, 600, 1, 1);
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
// play quad sound
|
|
playQuadSound(ent);
|
|
|
|
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
|
|
ent->client->pers.inventory[ent->client->ammo_index]--;
|
|
|
|
// play shooting sound
|
|
if (!is_silenced)
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/flare/shoot.wav"), 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/flare/shoot.wav"), 0.4, ATTN_NORM, 0);
|
|
}
|
|
|
|
void Weapon_FlareGun (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {15, 25, 35, 0};
|
|
static int fire_frames[] = {8, 0};
|
|
|
|
Weapon_Generic (ent, 5, 14, 44, 48, pause_frames, fire_frames, Weapon_FlareLauncher_Fire);
|
|
}
|
|
|
|
/******************************
|
|
Sniper Rifle
|
|
*/
|
|
void fire_sniper_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
|
|
{
|
|
trace_t tr;
|
|
vec3_t end;
|
|
vec3_t s;
|
|
edict_t *ignore = self;
|
|
VectorMA (start, 8192, aimdir, end);
|
|
VectorCopy(start, s);
|
|
while(1)
|
|
{
|
|
tr = gi.trace (s, NULL, NULL, end, ignore, MASK_SHOT_NO_WINDOW);
|
|
if (tr.fraction >= 1.0)
|
|
return;
|
|
|
|
// if we hit a plasmashield, then pass thru it
|
|
if (Q_stricmp(tr.ent->classname, "PlasmaShield") == 0)
|
|
{
|
|
ignore = tr.ent;
|
|
VectorCopy(tr.endpos, s);
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
if (gi.pointcontents(tr.endpos) & MASK_WATER)
|
|
{
|
|
if (tr.plane.normal[2] > 0.7)
|
|
gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
|
|
else
|
|
gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
|
|
}
|
|
else
|
|
{
|
|
if (tr.plane.normal[2] > 0.7)
|
|
gi.WriteByte (TE_GRENADE_EXPLOSION);
|
|
else
|
|
gi.WriteByte (TE_ROCKET_EXPLOSION);
|
|
}
|
|
gi.WritePosition (tr.endpos);
|
|
gi.multicast (tr.endpos, MULTICAST_PHS);
|
|
|
|
if (tr.ent->takedamage)
|
|
T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_NO_ARMOR, MOD_SNIPERRIFLE);
|
|
}
|
|
|
|
void weapon_sniperrifle_fire (edict_t *ent)
|
|
{
|
|
vec3_t forward, right;
|
|
vec3_t offset, start;
|
|
int damage;
|
|
int kick;
|
|
|
|
if (deathmatch->value)
|
|
{ // normal damage is too extreme in dm
|
|
damage = 150;
|
|
kick = 300;
|
|
}
|
|
else
|
|
{
|
|
damage = 250;
|
|
kick = 400;
|
|
}
|
|
|
|
if (is_quad)
|
|
{
|
|
damage *= 4;
|
|
kick *= 4;
|
|
}
|
|
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
// centre the shot
|
|
VectorSet(offset, 0, 0, ent->viewheight);
|
|
VectorAdd(ent->s.origin, offset, start);
|
|
fire_sniper_bullet(ent, start, forward, damage, kick);
|
|
|
|
if (!is_silenced)
|
|
gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/sniper/fire.wav"), 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/sniper/fire.wav"), 0.4, ATTN_NORM, 0);
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
// play quad sound
|
|
playQuadSound(ent);
|
|
|
|
VectorScale (forward, -20, ent->client->kick_origin);
|
|
ent->client->kick_angles[0] = -2;
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
|
|
}
|
|
|
|
#define SNIPER_CHARGE_TIME 30
|
|
void Weapon_SniperRifle(edict_t *ent)
|
|
{
|
|
/*
|
|
Activate/Deactivate
|
|
0 - 8 : Activate
|
|
9 - 18 : Fire
|
|
19 - 27 : Idle 1
|
|
28 - 36 : Idle 2
|
|
37 - 41 : Deactivate
|
|
|
|
Zoom
|
|
0 - 1 Zoom
|
|
Hold 1 while zoomed
|
|
*/
|
|
const static int activateStart = 0;
|
|
const static int activateEnd = 8;
|
|
const static int deactivateStart = 37;
|
|
const static int deactivateEnd = 41;
|
|
const static int spFov = 15;
|
|
const static int dmFov = 30;
|
|
|
|
if (ent->client->weaponstate == WEAPON_DROPPING)
|
|
{
|
|
ent->client->sniperFramenum = 0;
|
|
if (ent->client->ps.gunframe == deactivateStart)
|
|
{
|
|
// back to old fov
|
|
ent->client->ps.fov = 90;
|
|
if (deathmatch->value)
|
|
gi.sound(ent, CHAN_WEAPON2, gi.soundindex("weapons/sniper/snip_bye.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
else if (ent->client->ps.gunframe == deactivateEnd)
|
|
{
|
|
ChangeWeapon(ent);
|
|
return;
|
|
}
|
|
|
|
ent->client->ps.gunframe++;
|
|
return;
|
|
}
|
|
|
|
if (ent->client->weaponstate == WEAPON_ACTIVATING)
|
|
{
|
|
if (ent->client->ps.gunframe == activateStart)
|
|
{
|
|
// play the activation sound
|
|
if (deathmatch->value)
|
|
gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/sniper/snip_act.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
else if (ent->client->ps.gunframe == activateEnd)
|
|
{
|
|
ent->client->weaponstate = WEAPON_READY;
|
|
ent->client->ps.gunindex = (deathmatch->value ?
|
|
gi.modelindex("models/weapons/v_sniper/dmscope/tris.md2") :
|
|
gi.modelindex("models/weapons/v_sniper/scope/tris.md2") );
|
|
ent->client->ps.gunframe = 0;
|
|
ent->client->ps.fov = (deathmatch->value ? dmFov : spFov);
|
|
ent->client->sniperFramenum = level.framenum + SNIPER_CHARGE_TIME;
|
|
return;
|
|
}
|
|
|
|
ent->client->ps.gunframe++;
|
|
return;
|
|
}
|
|
|
|
if ((ent->client->newweapon) && (ent->client->weaponstate != WEAPON_FIRING))
|
|
{
|
|
// back to other gun model
|
|
ent->client->ps.gunindex = gi.modelindex("models/weapons/v_sniper/tris.md2");
|
|
ent->client->weaponstate = WEAPON_DROPPING;
|
|
ent->client->ps.gunframe = deactivateStart;
|
|
return;
|
|
}
|
|
|
|
if (ent->client->weaponstate == WEAPON_READY)
|
|
{
|
|
ent->client->ps.gunindex = (deathmatch->value ?
|
|
gi.modelindex("models/weapons/v_sniper/dmscope/tris.md2") :
|
|
gi.modelindex("models/weapons/v_sniper/scope/tris.md2") );
|
|
|
|
ent->client->ps.fov = (deathmatch->value ? dmFov : spFov);
|
|
|
|
// beep if the sniper frame num is a multiple of 10
|
|
if (ent->client->sniperFramenum >= level.framenum)
|
|
{
|
|
if ((ent->client->sniperFramenum - level.framenum) % 10 == 1)
|
|
gi.sound(ent, CHAN_WEAPON2, gi.soundindex("weapons/sniper/beep.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
|
|
if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
|
|
{
|
|
if (level.framenum >= ent->client->sniperFramenum)
|
|
{
|
|
ent->client->latched_buttons &= ~BUTTON_ATTACK;
|
|
if ((!ent->client->ammo_index) ||
|
|
( ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity))
|
|
{
|
|
ent->client->weaponstate = WEAPON_FIRING;
|
|
|
|
// start the animation
|
|
ent->client->anim_priority = ANIM_ATTACK;
|
|
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
|
|
{
|
|
ent->s.frame = FRAME_crattak1-1;
|
|
ent->client->anim_end = FRAME_crattak9;
|
|
}
|
|
else
|
|
{
|
|
ent->s.frame = FRAME_attack1-1;
|
|
ent->client->anim_end = FRAME_attack8;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (level.time >= ent->pain_debounce_time)
|
|
{
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
|
ent->pain_debounce_time = level.time + 1;
|
|
}
|
|
NoAmmoWeaponChange (ent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ent->client->weaponstate == WEAPON_FIRING)
|
|
{
|
|
ent->client->ps.gunindex = (deathmatch->value ?
|
|
gi.modelindex("models/weapons/v_sniper/dmscope/tris.md2") :
|
|
gi.modelindex("models/weapons/v_sniper/scope/tris.md2") );
|
|
|
|
ent->client->ps.fov = (deathmatch->value ? dmFov : spFov);
|
|
//if (ent->client->quad_framenum > level.framenum)
|
|
// gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
|
|
|
|
// fire
|
|
weapon_sniperrifle_fire(ent);
|
|
|
|
// start recharge
|
|
ent->client->weaponstate = WEAPON_READY;
|
|
ent->client->sniperFramenum = level.framenum + SNIPER_CHARGE_TIME;
|
|
}
|
|
}
|
|
|
|
/*****************************
|
|
Armageddon 2000
|
|
*/
|
|
|
|
void weapon_a2k_exp_think(edict_t *self)
|
|
{
|
|
self->s.frame++;
|
|
self->s.skinnum++;
|
|
|
|
if (self->s.frame == 6)
|
|
{
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
void Z_RadiusDamageVisible(edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod)
|
|
{
|
|
float points;
|
|
edict_t *ent = NULL;
|
|
vec3_t v;
|
|
vec3_t dir;
|
|
|
|
while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
|
|
{
|
|
if (ent == ignore)
|
|
continue;
|
|
if (!ent->takedamage)
|
|
continue;
|
|
if (!visible(inflictor, ent))
|
|
continue;
|
|
|
|
VectorAdd (ent->mins, ent->maxs, v);
|
|
VectorMA (ent->s.origin, 0.5, v, v);
|
|
VectorSubtract (inflictor->s.origin, v, v);
|
|
points = damage - 0.5 * VectorLength (v);
|
|
if (ent == attacker)
|
|
points = points * 0.5;
|
|
if (points > 0)
|
|
{
|
|
if (CanDamage (ent, inflictor))
|
|
{
|
|
VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
|
|
T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#define A2K_FRAMENUM 50
|
|
void weapon_a2k_fire (edict_t *ent)
|
|
{
|
|
if (ent->client->ps.gunframe == 14)
|
|
{
|
|
ent->client->a2kFramenum = level.framenum + A2K_FRAMENUM;
|
|
ent->client->pers.inventory[ent->client->ammo_index]--;
|
|
ent->client->ps.gunframe++;
|
|
|
|
// start scream sound
|
|
//ent->client->weapon_sound = gi.soundindex("weapons/a2k/countdn.wav");
|
|
gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/a2k/countdn.wav"), 1, ATTN_NORM, 0);
|
|
//gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/a2k/ak_trig.wav"), 1, ATTN_NORM, 0);
|
|
|
|
// play quad sound
|
|
playQuadSound(ent);
|
|
}
|
|
else if (ent->client->a2kFramenum == level.framenum)
|
|
{
|
|
// boom
|
|
edict_t *exp = NULL;
|
|
float damage = 2500;
|
|
float dmg_radius = 512;
|
|
edict_t *e = NULL;
|
|
// play quad sound
|
|
playQuadSound(ent);
|
|
if (is_quad)
|
|
{
|
|
damage *= 4;
|
|
dmg_radius *= 4;
|
|
}
|
|
// do some damage
|
|
T_RadiusDamage(ent, ent, damage, NULL, dmg_radius, MOD_A2K);
|
|
|
|
// ok, now, do who ever's visible within 1024 units
|
|
Z_RadiusDamageVisible(ent, ent, damage, NULL, dmg_radius * 2, MOD_A2K);
|
|
|
|
exp = G_Spawn();
|
|
exp->classname = "A2K Explosion";
|
|
exp->solid = SOLID_NOT;
|
|
exp->movetype = MOVETYPE_NONE;
|
|
VectorClear(exp->mins);
|
|
VectorClear(exp->maxs);
|
|
VectorCopy(ent->s.origin, exp->s.origin);
|
|
exp->s.modelindex = gi.modelindex("models/objects/b_explode/tris.md2");
|
|
exp->s.frame = 0;
|
|
exp->s.skinnum = 6;
|
|
exp->think = weapon_a2k_exp_think;
|
|
exp->nextthink = level.time + FRAMETIME;
|
|
gi.linkentity(exp);
|
|
gi.positioned_sound(exp->s.origin, exp, CHAN_AUTO, gi.soundindex("weapons/a2k/ak_exp01.wav"), 1, ATTN_NORM, 0);
|
|
ent->client->ps.gunframe++;
|
|
ent->client->weapon_sound = 0;
|
|
return;
|
|
}
|
|
else if (ent->client->ps.gunframe == 19)
|
|
{
|
|
// don't increase the gunframe
|
|
return;
|
|
}
|
|
}
|
|
|
|
void Weapon_A2k (edict_t *ent)
|
|
{
|
|
/*
|
|
00-09 Active
|
|
10-19 Boom (14 actual fire frame)
|
|
20-29 Idle1
|
|
30-39 Idle2
|
|
40-49 Idle3
|
|
50-55 Away
|
|
*/
|
|
static int pause_frames[] = {20, 30, 40, 0};
|
|
static int fire_frames[] = {14, 19, 0};
|
|
|
|
Weapon_Generic (ent, 9, 19, 49, 55, pause_frames, fire_frames, weapon_a2k_fire);
|
|
}
|
|
|
|
/********************************************
|
|
Push
|
|
|
|
0 - Start push
|
|
4 - Contact
|
|
8 - End Push
|
|
*/
|
|
|
|
qboolean push_hit (edict_t *self, vec3_t start, vec3_t aim, int damage, int kick)
|
|
{
|
|
trace_t tr;
|
|
vec3_t end;
|
|
vec3_t v;
|
|
edict_t *e = NULL;
|
|
|
|
//see if enemy is in range
|
|
VectorMA(start, 64, aim, end);
|
|
tr = gi.trace(start, NULL, NULL, end, self, MASK_SHOT);
|
|
if (tr.fraction >= 1)
|
|
return false;
|
|
|
|
// play sound
|
|
gi.sound(self, CHAN_WEAPON, gi.soundindex("weapons/push/contact.wav"), 1, ATTN_NORM, 0);
|
|
|
|
if (tr.ent->svflags & SVF_MONSTER ||
|
|
tr.ent->client)
|
|
{
|
|
// do our special form of knockback here
|
|
VectorMA (tr.ent->absmin, 0.75, tr.ent->size, v);
|
|
VectorSubtract (v, start, v);
|
|
VectorNormalize (v);
|
|
VectorMA (tr.ent->velocity, kick, v, tr.ent->velocity);
|
|
//tr.ent->velocity[2] = 48;
|
|
if (tr.ent->velocity[2] > 0)
|
|
tr.ent->groundentity = NULL;
|
|
}
|
|
else if (tr.ent->movetype == MOVETYPE_FALLFLOAT)
|
|
{
|
|
if (tr.ent->touch)
|
|
{
|
|
float mass = tr.ent->mass;
|
|
tr.ent->mass *= 0.25;
|
|
tr.ent->touch(tr.ent, self, NULL, NULL);
|
|
tr.ent->mass = mass;
|
|
}
|
|
}
|
|
|
|
// ok, we hit something, damage it
|
|
if (!tr.ent->takedamage)
|
|
return false;
|
|
|
|
// do the damage
|
|
T_Damage (tr.ent, self, self, aim, tr.endpos, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
|
|
|
|
return true;
|
|
}
|
|
|
|
void Action_Push (edict_t *ent)
|
|
{
|
|
if (ent->client->ps.gunframe == 0)
|
|
{
|
|
// play grunt sound
|
|
//gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/push/grunt.wav"), 1, ATTN_NORM, 0);
|
|
ent->client->ps.gunframe++;
|
|
}
|
|
else if (ent->client->ps.gunframe == 4)
|
|
{
|
|
vec3_t forward;
|
|
vec3_t offset;
|
|
vec3_t start;
|
|
|
|
// contact
|
|
AngleVectors(ent->client->v_angle, forward, NULL, NULL);
|
|
VectorSet(offset, 0, 0, ent->viewheight * 0.5);
|
|
VectorAdd(ent->s.origin, offset, start);
|
|
push_hit(ent, start, forward, 2, 512);
|
|
ent->client->ps.gunframe++;
|
|
}
|
|
else if (ent->client->ps.gunframe == 8)
|
|
{
|
|
// go back to old weapon
|
|
ent->client->newweapon = ent->client->pers.lastweapon;
|
|
ChangeWeapon(ent);
|
|
}
|
|
else
|
|
ent->client->ps.gunframe++;
|
|
}
|
|
|