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https://github.com/id-Software/quake2-rerelease-dll.git
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1217 lines
No EOL
31 KiB
C++
1217 lines
No EOL
31 KiB
C++
// Copyright (c) ZeniMax Media Inc.
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// Licensed under the GNU General Public License 2.0.
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#include "g_local.h"
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/*
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=================
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fire_hit
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Used for all impact (hit/punch/slash) attacks
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=================
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*/
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bool fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
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{
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trace_t tr;
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vec3_t forward, right, up;
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vec3_t v;
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vec3_t point;
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float range;
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vec3_t dir;
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// see if enemy is in range
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range = distance_between_boxes(self->enemy->absmin, self->enemy->absmax, self->absmin, self->absmax);
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if (range > aim[0])
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return false;
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if (!(aim[1] > self->mins[0] && aim[1] < self->maxs[0]))
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{
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// this is a side hit so adjust the "right" value out to the edge of their bbox
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if (aim[1] < 0)
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aim[1] = self->enemy->mins[0];
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else
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aim[1] = self->enemy->maxs[0];
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}
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point = closest_point_to_box(self->s.origin, self->enemy->absmin, self->enemy->absmax);
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// check that we can hit the point on the bbox
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tr = gi.traceline(self->s.origin, point, self, MASK_PROJECTILE);
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if (tr.fraction < 1)
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{
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if (!tr.ent->takedamage)
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return false;
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// if it will hit any client/monster then hit the one we wanted to hit
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if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
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tr.ent = self->enemy;
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}
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// check that we can hit the player from the point
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tr = gi.traceline(point, self->enemy->s.origin, self, MASK_PROJECTILE);
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if (tr.fraction < 1)
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{
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if (!tr.ent->takedamage)
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return false;
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// if it will hit any client/monster then hit the one we wanted to hit
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if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
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tr.ent = self->enemy;
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}
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AngleVectors(self->s.angles, forward, right, up);
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point = self->s.origin + (forward * range);
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point += (right * aim[1]);
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point += (up * aim[2]);
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dir = point - self->enemy->s.origin;
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// do the damage
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T_Damage(tr.ent, self, self, dir, point, vec3_origin, damage, kick / 2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
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if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
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return false;
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// do our special form of knockback here
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v = (self->enemy->absmin + self->enemy->absmax) * 0.5f;
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v -= point;
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v.normalize();
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self->enemy->velocity += v * kick;
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if (self->enemy->velocity[2] > 0)
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self->enemy->groundentity = nullptr;
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return true;
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}
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// helper routine for piercing traces;
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// mask = the input mask for finding what to hit
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// you can adjust the mask for the re-trace (for water, etc).
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// note that you must take care in your pierce callback to mark
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// the entities that are being pierced.
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void pierce_trace(const vec3_t &start, const vec3_t &end, edict_t *ignore, pierce_args_t &pierce, contents_t mask)
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{
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int loop_count = MAX_EDICTS;
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vec3_t own_start, own_end;
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own_start = start;
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own_end = end;
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while (--loop_count)
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{
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pierce.tr = gi.traceline(start, own_end, ignore, mask);
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// didn't hit anything, so we're done
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if (!pierce.tr.ent || pierce.tr.fraction == 1.0f)
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return;
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// hit callback said we're done
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if (!pierce.hit(mask, own_end))
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return;
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own_start = pierce.tr.endpos;
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}
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gi.Com_Print("runaway pierce_trace\n");
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}
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struct fire_lead_pierce_t : pierce_args_t
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{
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edict_t *self;
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vec3_t start;
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vec3_t aimdir;
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int damage;
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int kick;
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int hspread;
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int vspread;
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mod_t mod;
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int te_impact;
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contents_t mask;
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bool water = false;
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vec3_t water_start = {};
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edict_t *chain = nullptr;
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inline fire_lead_pierce_t(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, mod_t mod, int te_impact, contents_t mask) :
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pierce_args_t(),
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self(self),
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start(start),
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aimdir(aimdir),
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damage(damage),
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kick(kick),
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hspread(hspread),
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vspread(vspread),
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mod(mod),
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te_impact(te_impact),
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mask(mask)
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{
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}
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// we hit an entity; return false to stop the piercing.
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// you can adjust the mask for the re-trace (for water, etc).
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bool hit(contents_t &mask, vec3_t &end) override
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{
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// see if we hit water
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if (tr.contents & MASK_WATER)
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{
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int color;
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water = true;
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water_start = tr.endpos;
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// CHECK: is this compare ever true?
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if (te_impact != -1 && start != tr.endpos)
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{
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if (tr.contents & CONTENTS_WATER)
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{
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// FIXME: this effectively does nothing..
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if (strcmp(tr.surface->name, "brwater") == 0)
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color = SPLASH_BROWN_WATER;
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else
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color = SPLASH_BLUE_WATER;
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}
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else if (tr.contents & CONTENTS_SLIME)
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color = SPLASH_SLIME;
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else if (tr.contents & CONTENTS_LAVA)
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color = SPLASH_LAVA;
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else
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color = SPLASH_UNKNOWN;
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if (color != SPLASH_UNKNOWN)
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{
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_SPLASH);
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gi.WriteByte(8);
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gi.WritePosition(tr.endpos);
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gi.WriteDir(tr.plane.normal);
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gi.WriteByte(color);
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gi.multicast(tr.endpos, MULTICAST_PVS, false);
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}
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// change bullet's course when it enters water
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vec3_t dir, forward, right, up;
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dir = end - start;
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dir = vectoangles(dir);
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AngleVectors(dir, forward, right, up);
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float r = crandom() * hspread * 2;
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float u = crandom() * vspread * 2;
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end = water_start + (forward * 8192);
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end += (right * r);
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end += (up * u);
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}
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// re-trace ignoring water this time
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mask &= ~MASK_WATER;
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return true;
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}
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// did we hit an hurtable entity?
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if (tr.ent->takedamage)
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{
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T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, mod.id == MOD_TESLA ? DAMAGE_ENERGY : DAMAGE_BULLET, mod);
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// only deadmonster is pierceable, or actual dead monsters
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// that haven't been made non-solid yet
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if ((tr.ent->svflags & SVF_DEADMONSTER) ||
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(tr.ent->health <= 0 && (tr.ent->svflags & SVF_MONSTER)))
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{
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if (!mark(tr.ent))
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return false;
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return true;
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}
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}
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else
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{
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// send gun puff / flash
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// don't mark the sky
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if (te_impact != -1 && !(tr.surface && ((tr.surface->flags & SURF_SKY) || strncmp(tr.surface->name, "sky", 3) == 0)))
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{
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(te_impact);
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gi.WritePosition(tr.endpos);
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gi.WriteDir(tr.plane.normal);
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gi.multicast(tr.endpos, MULTICAST_PVS, false);
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if (self->client)
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PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
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}
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}
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// hit a solid, so we're stopping here
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return false;
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}
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};
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/*
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=================
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fire_lead
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This is an internal support routine used for bullet/pellet based weapons.
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=================
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*/
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static void fire_lead(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick, int te_impact, int hspread, int vspread, mod_t mod)
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{
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fire_lead_pierce_t args = {
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self,
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start,
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aimdir,
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damage,
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kick,
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hspread,
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vspread,
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mod,
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te_impact,
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MASK_PROJECTILE | MASK_WATER
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};
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// [Paril-KEX]
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if (self->client && !G_ShouldPlayersCollide(true))
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args.mask &= ~CONTENTS_PLAYER;
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// special case: we started in water.
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if (gi.pointcontents(start) & MASK_WATER)
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{
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args.water = true;
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args.water_start = start;
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args.mask &= ~MASK_WATER;
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}
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// check initial firing position
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pierce_trace(self->s.origin, start, self, args, args.mask);
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// we're clear, so do the second pierce
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if (args.tr.fraction == 1.f)
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{
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args.restore();
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vec3_t end, dir, forward, right, up;
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dir = vectoangles(aimdir);
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AngleVectors(dir, forward, right, up);
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float r = crandom() * hspread;
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float u = crandom() * vspread;
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end = start + (forward * 8192);
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end += (right * r);
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end += (up * u);
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pierce_trace(args.tr.endpos, end, self, args, args.mask);
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}
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// if went through water, determine where the end is and make a bubble trail
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if (args.water && te_impact != -1)
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{
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vec3_t pos, dir;
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dir = args.tr.endpos - args.water_start;
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dir.normalize();
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pos = args.tr.endpos + (dir * -2);
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if (gi.pointcontents(pos) & MASK_WATER)
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args.tr.endpos = pos;
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else
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args.tr = gi.traceline(pos, args.water_start, args.tr.ent != world ? args.tr.ent : nullptr, MASK_WATER);
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pos = args.water_start + args.tr.endpos;
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pos *= 0.5f;
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_BUBBLETRAIL);
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gi.WritePosition(args.water_start);
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gi.WritePosition(args.tr.endpos);
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gi.multicast(pos, MULTICAST_PVS, false);
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}
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}
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/*
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=================
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fire_bullet
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Fires a single round. Used for machinegun and chaingun. Would be fine for
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pistols, rifles, etc....
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=================
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*/
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void fire_bullet(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick, int hspread, int vspread, mod_t mod)
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{
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fire_lead(self, start, aimdir, damage, kick, mod.id == MOD_TESLA ? -1 : TE_GUNSHOT, hspread, vspread, mod);
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}
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/*
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=================
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fire_shotgun
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Shoots shotgun pellets. Used by shotgun and super shotgun.
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=================
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*/
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void fire_shotgun(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick, int hspread, int vspread, int count, mod_t mod)
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{
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for (int i = 0; i < count; i++)
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fire_lead(self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
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}
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/*
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=================
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fire_blaster
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Fires a single blaster bolt. Used by the blaster and hyper blaster.
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=================
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*/
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TOUCH(blaster_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
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{
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if (other == self->owner)
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return;
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if (tr.surface && (tr.surface->flags & SURF_SKY))
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{
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G_FreeEdict(self);
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return;
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}
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// PMM - crash prevention
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if (self->owner && self->owner->client)
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PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
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if (other->takedamage)
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T_Damage(other, self, self->owner, self->velocity, self->s.origin, tr.plane.normal, self->dmg, 1, DAMAGE_ENERGY, static_cast<mod_id_t>(self->style));
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else
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{
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte( ( self->style != MOD_BLUEBLASTER ) ? TE_BLASTER : TE_BLUEHYPERBLASTER );
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gi.WritePosition(self->s.origin);
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gi.WriteDir(tr.plane.normal);
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gi.multicast(self->s.origin, MULTICAST_PHS, false);
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}
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G_FreeEdict(self);
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}
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void fire_blaster(edict_t *self, const vec3_t &start, const vec3_t &dir, int damage, int speed, effects_t effect, mod_t mod)
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{
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edict_t *bolt;
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trace_t tr;
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bolt = G_Spawn();
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bolt->svflags = SVF_PROJECTILE;
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bolt->s.origin = start;
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bolt->s.old_origin = start;
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bolt->s.angles = vectoangles(dir);
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bolt->velocity = dir * speed;
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bolt->movetype = MOVETYPE_FLYMISSILE;
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bolt->clipmask = MASK_PROJECTILE;
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// [Paril-KEX]
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if (self->client && !G_ShouldPlayersCollide(true))
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bolt->clipmask &= ~CONTENTS_PLAYER;
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bolt->flags |= FL_DODGE;
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bolt->solid = SOLID_BBOX;
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bolt->s.effects |= effect;
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bolt->s.modelindex = gi.modelindex("models/objects/laser/tris.md2");
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bolt->s.sound = gi.soundindex("misc/lasfly.wav");
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bolt->owner = self;
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bolt->touch = blaster_touch;
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bolt->nextthink = level.time + 2_sec;
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bolt->think = G_FreeEdict;
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bolt->dmg = damage;
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bolt->classname = "bolt";
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bolt->style = mod.id;
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gi.linkentity(bolt);
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tr = gi.traceline(self->s.origin, bolt->s.origin, bolt, bolt->clipmask);
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if (tr.fraction < 1.0f)
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{
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bolt->s.origin = tr.endpos + (tr.plane.normal * 1.f);
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bolt->touch(bolt, tr.ent, tr, false);
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}
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}
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constexpr spawnflags_t SPAWNFLAG_GRENADE_HAND = 1_spawnflag;
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constexpr spawnflags_t SPAWNFLAG_GRENADE_HELD = 2_spawnflag;
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/*
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=================
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fire_grenade
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=================
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*/
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THINK(Grenade_Explode) (edict_t *ent) -> void
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{
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vec3_t origin;
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mod_t mod;
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if (ent->owner->client)
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PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
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// FIXME: if we are onground then raise our Z just a bit since we are a point?
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if (ent->enemy)
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{
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float points;
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vec3_t v;
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vec3_t dir;
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v = ent->enemy->mins + ent->enemy->maxs;
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v = ent->enemy->s.origin + (v * 0.5f);
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v = ent->s.origin - v;
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points = ent->dmg - 0.5f * v.length();
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dir = ent->enemy->s.origin - ent->s.origin;
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if (ent->spawnflags.has(SPAWNFLAG_GRENADE_HAND))
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mod = MOD_HANDGRENADE;
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else
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mod = MOD_GRENADE;
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T_Damage(ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int) points, (int) points, DAMAGE_RADIUS, mod);
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}
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if (ent->spawnflags.has(SPAWNFLAG_GRENADE_HELD))
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mod = MOD_HELD_GRENADE;
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else if (ent->spawnflags.has(SPAWNFLAG_GRENADE_HAND))
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mod = MOD_HG_SPLASH;
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else
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mod = MOD_G_SPLASH;
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T_RadiusDamage(ent, ent->owner, (float) ent->dmg, ent->enemy, ent->dmg_radius, DAMAGE_NONE, mod);
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origin = ent->s.origin + (ent->velocity * -0.02f);
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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, false);
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G_FreeEdict(ent);
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}
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TOUCH(Grenade_Touch) (edict_t *ent, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
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{
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if (other == ent->owner)
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return;
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if (tr.surface && (tr.surface->flags & SURF_SKY))
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{
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G_FreeEdict(ent);
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return;
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}
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if (!other->takedamage)
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{
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if (ent->spawnflags.has(SPAWNFLAG_GRENADE_HAND))
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{
|
|
if (frandom() > 0.5f)
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
else
|
|
{
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
return;
|
|
}
|
|
|
|
ent->enemy = other;
|
|
Grenade_Explode(ent);
|
|
}
|
|
|
|
THINK(Grenade4_Think) (edict_t *self) -> void
|
|
{
|
|
if (level.time >= self->timestamp)
|
|
{
|
|
Grenade_Explode(self);
|
|
return;
|
|
}
|
|
|
|
if (self->velocity)
|
|
{
|
|
float p = self->s.angles.x;
|
|
float z = self->s.angles.z;
|
|
float speed_frac = clamp(self->velocity.lengthSquared() / (self->speed * self->speed), 0.f, 1.f);
|
|
self->s.angles = vectoangles(self->velocity);
|
|
self->s.angles.x = LerpAngle(p, self->s.angles.x, speed_frac);
|
|
self->s.angles.z = z + (gi.frame_time_s * 360 * speed_frac);
|
|
}
|
|
|
|
self->nextthink = level.time + FRAME_TIME_S;
|
|
}
|
|
|
|
void fire_grenade(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int speed, gtime_t timer, float damage_radius, float right_adjust, float up_adjust, bool monster)
|
|
{
|
|
edict_t *grenade;
|
|
vec3_t dir;
|
|
vec3_t forward, right, up;
|
|
|
|
dir = vectoangles(aimdir);
|
|
AngleVectors(dir, forward, right, up);
|
|
|
|
grenade = G_Spawn();
|
|
grenade->s.origin = start;
|
|
grenade->velocity = aimdir * speed;
|
|
|
|
if (up_adjust)
|
|
{
|
|
float gravityAdjustment = level.gravity / 800.f;
|
|
grenade->velocity += up * up_adjust * gravityAdjustment;
|
|
}
|
|
|
|
if (right_adjust)
|
|
grenade->velocity += right * right_adjust;
|
|
|
|
grenade->movetype = MOVETYPE_BOUNCE;
|
|
grenade->clipmask = MASK_PROJECTILE;
|
|
// [Paril-KEX]
|
|
if (self->client && !G_ShouldPlayersCollide(true))
|
|
grenade->clipmask &= ~CONTENTS_PLAYER;
|
|
grenade->solid = SOLID_BBOX;
|
|
grenade->svflags |= SVF_PROJECTILE;
|
|
grenade->flags |= ( FL_DODGE | FL_TRAP );
|
|
grenade->s.effects |= EF_GRENADE;
|
|
grenade->speed = speed;
|
|
if (monster)
|
|
{
|
|
grenade->avelocity = { crandom() * 360, crandom() * 360, crandom() * 360 };
|
|
grenade->s.modelindex = gi.modelindex("models/objects/grenade/tris.md2");
|
|
grenade->nextthink = level.time + timer;
|
|
grenade->think = Grenade_Explode;
|
|
grenade->s.effects |= EF_GRENADE_LIGHT;
|
|
}
|
|
else
|
|
{
|
|
grenade->s.modelindex = gi.modelindex("models/objects/grenade4/tris.md2");
|
|
grenade->s.angles = vectoangles(grenade->velocity);
|
|
grenade->nextthink = level.time + FRAME_TIME_S;
|
|
grenade->timestamp = level.time + timer;
|
|
grenade->think = Grenade4_Think;
|
|
grenade->s.renderfx |= RF_MINLIGHT;
|
|
}
|
|
grenade->owner = self;
|
|
grenade->touch = Grenade_Touch;
|
|
grenade->dmg = damage;
|
|
grenade->dmg_radius = damage_radius;
|
|
grenade->classname = "grenade";
|
|
|
|
gi.linkentity(grenade);
|
|
}
|
|
|
|
void fire_grenade2(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int speed, gtime_t timer, float damage_radius, bool held)
|
|
{
|
|
edict_t *grenade;
|
|
vec3_t dir;
|
|
vec3_t forward, right, up;
|
|
|
|
dir = vectoangles(aimdir);
|
|
AngleVectors(dir, forward, right, up);
|
|
|
|
grenade = G_Spawn();
|
|
grenade->s.origin = start;
|
|
grenade->velocity = aimdir * speed;
|
|
|
|
float gravityAdjustment = level.gravity / 800.f;
|
|
|
|
grenade->velocity += up * (200 + crandom() * 10.0f) * gravityAdjustment;
|
|
grenade->velocity += right * (crandom() * 10.0f);
|
|
|
|
grenade->avelocity = { crandom() * 360, crandom() * 360, crandom() * 360 };
|
|
grenade->movetype = MOVETYPE_BOUNCE;
|
|
grenade->clipmask = MASK_PROJECTILE;
|
|
// [Paril-KEX]
|
|
if (self->client && !G_ShouldPlayersCollide(true))
|
|
grenade->clipmask &= ~CONTENTS_PLAYER;
|
|
grenade->solid = SOLID_BBOX;
|
|
grenade->svflags |= SVF_PROJECTILE;
|
|
grenade->flags |= ( FL_DODGE | FL_TRAP );
|
|
grenade->s.effects |= EF_GRENADE;
|
|
|
|
grenade->s.modelindex = gi.modelindex("models/objects/grenade3/tris.md2");
|
|
grenade->owner = self;
|
|
grenade->touch = Grenade_Touch;
|
|
grenade->nextthink = level.time + timer;
|
|
grenade->think = Grenade_Explode;
|
|
grenade->dmg = damage;
|
|
grenade->dmg_radius = damage_radius;
|
|
grenade->classname = "hand_grenade";
|
|
grenade->spawnflags = SPAWNFLAG_GRENADE_HAND;
|
|
if (held)
|
|
grenade->spawnflags |= SPAWNFLAG_GRENADE_HELD;
|
|
grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
|
|
|
|
if (timer <= 0_ms)
|
|
Grenade_Explode(grenade);
|
|
else
|
|
{
|
|
gi.sound(self, CHAN_WEAPON, gi.soundindex("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
|
|
gi.linkentity(grenade);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
fire_rocket
|
|
=================
|
|
*/
|
|
TOUCH(rocket_touch) (edict_t *ent, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
|
|
{
|
|
vec3_t origin;
|
|
|
|
if (other == ent->owner)
|
|
return;
|
|
|
|
if (tr.surface && (tr.surface->flags & SURF_SKY))
|
|
{
|
|
G_FreeEdict(ent);
|
|
return;
|
|
}
|
|
|
|
if (ent->owner->client)
|
|
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
|
|
|
|
// calculate position for the explosion entity
|
|
origin = ent->s.origin + tr.plane.normal;
|
|
|
|
if (other->takedamage)
|
|
{
|
|
T_Damage(other, ent, ent->owner, ent->velocity, ent->s.origin, tr.plane.normal, ent->dmg, 0, DAMAGE_NONE, MOD_ROCKET);
|
|
}
|
|
else
|
|
{
|
|
// don't throw any debris in net games
|
|
if (!deathmatch->integer && !coop->integer)
|
|
{
|
|
if (tr.surface && !(tr.surface->flags & (SURF_WARP | SURF_TRANS33 | SURF_TRANS66 | SURF_FLOWING)))
|
|
{
|
|
ThrowGibs(ent, 2, {
|
|
{ (size_t) irandom(5), "models/objects/debris2/tris.md2", GIB_METALLIC | GIB_DEBRIS }
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
T_RadiusDamage(ent, ent->owner, (float) ent->radius_dmg, other, ent->dmg_radius, DAMAGE_NONE, MOD_R_SPLASH);
|
|
|
|
gi.WriteByte(svc_temp_entity);
|
|
if (ent->waterlevel)
|
|
gi.WriteByte(TE_ROCKET_EXPLOSION_WATER);
|
|
else
|
|
gi.WriteByte(TE_ROCKET_EXPLOSION);
|
|
gi.WritePosition(origin);
|
|
gi.multicast(ent->s.origin, MULTICAST_PHS, false);
|
|
|
|
G_FreeEdict(ent);
|
|
}
|
|
|
|
edict_t *fire_rocket(edict_t *self, const vec3_t &start, const vec3_t &dir, int damage, int speed, float damage_radius, int radius_damage)
|
|
{
|
|
edict_t *rocket;
|
|
|
|
rocket = G_Spawn();
|
|
rocket->s.origin = start;
|
|
rocket->s.angles = vectoangles(dir);
|
|
rocket->velocity = dir * speed;
|
|
rocket->movetype = MOVETYPE_FLYMISSILE;
|
|
rocket->svflags |= SVF_PROJECTILE;
|
|
rocket->flags |= FL_DODGE;
|
|
rocket->clipmask = MASK_PROJECTILE;
|
|
// [Paril-KEX]
|
|
if (self->client && !G_ShouldPlayersCollide(true))
|
|
rocket->clipmask &= ~CONTENTS_PLAYER;
|
|
rocket->solid = SOLID_BBOX;
|
|
rocket->s.effects |= EF_ROCKET;
|
|
rocket->s.modelindex = gi.modelindex("models/objects/rocket/tris.md2");
|
|
rocket->owner = self;
|
|
rocket->touch = rocket_touch;
|
|
rocket->nextthink = level.time + gtime_t::from_sec(8000.f / speed);
|
|
rocket->think = G_FreeEdict;
|
|
rocket->dmg = damage;
|
|
rocket->radius_dmg = radius_damage;
|
|
rocket->dmg_radius = damage_radius;
|
|
rocket->s.sound = gi.soundindex("weapons/rockfly.wav");
|
|
rocket->classname = "rocket";
|
|
|
|
gi.linkentity(rocket);
|
|
|
|
return rocket;
|
|
}
|
|
|
|
using search_callback_t = decltype(game_import_t::inPVS);
|
|
|
|
bool binary_positional_search_r(const vec3_t &viewer, const vec3_t &start, const vec3_t &end, search_callback_t cb, int32_t split_num)
|
|
{
|
|
// check half-way point
|
|
vec3_t mid = (start + end) * 0.5f;
|
|
|
|
if (cb(viewer, mid, true))
|
|
return true;
|
|
|
|
// no more splits
|
|
if (!split_num)
|
|
return false;
|
|
|
|
// recursively check both sides
|
|
return binary_positional_search_r(viewer, start, mid, cb, split_num - 1) || binary_positional_search_r(viewer, mid, end, cb, split_num - 1);
|
|
}
|
|
|
|
// [Paril-KEX] simple binary search through a line to see if any points along
|
|
// the line (in a binary split) pass the callback
|
|
bool binary_positional_search(const vec3_t &viewer, const vec3_t &start, const vec3_t &end, search_callback_t cb, int32_t num_splits)
|
|
{
|
|
// check start/end first
|
|
if (cb(viewer, start, true) || cb(viewer, end, true))
|
|
return true;
|
|
|
|
// recursive split
|
|
return binary_positional_search_r(viewer, start, end, cb, num_splits);
|
|
}
|
|
|
|
struct fire_rail_pierce_t : pierce_args_t
|
|
{
|
|
edict_t *self;
|
|
vec3_t aimdir;
|
|
int damage;
|
|
int kick;
|
|
bool water = false;
|
|
|
|
inline fire_rail_pierce_t(edict_t *self, vec3_t aimdir, int damage, int kick) :
|
|
pierce_args_t(),
|
|
self(self),
|
|
aimdir(aimdir),
|
|
damage(damage),
|
|
kick(kick)
|
|
{
|
|
}
|
|
|
|
// we hit an entity; return false to stop the piercing.
|
|
// you can adjust the mask for the re-trace (for water, etc).
|
|
bool hit(contents_t &mask, vec3_t &end) override
|
|
{
|
|
if (tr.contents & (CONTENTS_SLIME | CONTENTS_LAVA))
|
|
{
|
|
mask &= ~(CONTENTS_SLIME | CONTENTS_LAVA);
|
|
water = true;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// try to kill it first
|
|
if ((tr.ent != self) && (tr.ent->takedamage))
|
|
T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_NONE, MOD_RAILGUN);
|
|
|
|
// dead, so we don't need to care about checking pierce
|
|
if (!tr.ent->inuse || (!tr.ent->solid || tr.ent->solid == SOLID_TRIGGER))
|
|
return true;
|
|
|
|
// ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
|
|
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
|
|
// ROGUE
|
|
(tr.ent->flags & FL_DAMAGEABLE) ||
|
|
// ROGUE
|
|
(tr.ent->solid == SOLID_BBOX))
|
|
{
|
|
if (!mark(tr.ent))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
};
|
|
|
|
// [Paril-KEX] get the current unique unicast key
|
|
uint32_t GetUnicastKey()
|
|
{
|
|
static uint32_t key = 1;
|
|
|
|
if (!key)
|
|
return key = 1;
|
|
|
|
return key++;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
fire_rail
|
|
=================
|
|
*/
|
|
void fire_rail(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick)
|
|
{
|
|
fire_rail_pierce_t args = {
|
|
self,
|
|
aimdir,
|
|
damage,
|
|
kick
|
|
};
|
|
|
|
contents_t mask = MASK_PROJECTILE | CONTENTS_SLIME | CONTENTS_LAVA;
|
|
|
|
// [Paril-KEX]
|
|
if (self->client && !G_ShouldPlayersCollide(true))
|
|
mask &= ~CONTENTS_PLAYER;
|
|
|
|
vec3_t end = start + (aimdir * 8192);
|
|
|
|
pierce_trace(start, end, self, args, mask);
|
|
|
|
uint32_t unicast_key = GetUnicastKey();
|
|
|
|
// send gun puff / flash
|
|
// [Paril-KEX] this often makes double noise, so trying
|
|
// a slightly different approach...
|
|
for (auto player : active_players())
|
|
{
|
|
vec3_t org = player->s.origin + player->client->ps.viewoffset + vec3_t{ 0, 0, (float) player->client->ps.pmove.viewheight };
|
|
|
|
if (binary_positional_search(org, start, args.tr.endpos, gi.inPHS, 3))
|
|
{
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(g_instagib->integer ? TE_RAILTRAIL2 : TE_RAILTRAIL);
|
|
gi.WritePosition(start);
|
|
gi.WritePosition(args.tr.endpos);
|
|
gi.unicast(player, false, unicast_key);
|
|
}
|
|
}
|
|
|
|
if (self->client)
|
|
PlayerNoise(self, args.tr.endpos, PNOISE_IMPACT);
|
|
}
|
|
|
|
static vec3_t bfg_laser_pos(vec3_t p, float dist)
|
|
{
|
|
float theta = frandom(2 * PIf);
|
|
float phi = acos(crandom());
|
|
|
|
vec3_t d {
|
|
sin(phi) * cos(theta),
|
|
sin(phi) * sin(theta),
|
|
cos(phi)
|
|
};
|
|
|
|
return p + (d * dist);
|
|
}
|
|
|
|
THINK(bfg_laser_update) (edict_t *self) -> void
|
|
{
|
|
if (level.time > self->timestamp || !self->owner->inuse)
|
|
{
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
|
|
self->s.origin = self->owner->s.origin;
|
|
self->nextthink = level.time + 1_ms;
|
|
gi.linkentity(self);
|
|
}
|
|
|
|
static void bfg_spawn_laser(edict_t *self)
|
|
{
|
|
vec3_t end = bfg_laser_pos(self->s.origin, 256);
|
|
trace_t tr = gi.traceline(self->s.origin, end, self, MASK_OPAQUE);
|
|
|
|
if (tr.fraction == 1.0f)
|
|
return;
|
|
|
|
edict_t *laser = G_Spawn();
|
|
laser->s.frame = 3;
|
|
laser->s.renderfx = RF_BEAM_LIGHTNING;
|
|
laser->movetype = MOVETYPE_NONE;
|
|
laser->solid = SOLID_NOT;
|
|
laser->s.modelindex = MODELINDEX_WORLD; // must be non-zero
|
|
laser->s.origin = self->s.origin;
|
|
laser->s.old_origin = tr.endpos;
|
|
laser->s.skinnum = 0xD0D0D0D0;
|
|
laser->think = bfg_laser_update;
|
|
laser->nextthink = level.time + 1_ms;
|
|
laser->timestamp = level.time + 300_ms;
|
|
laser->owner = self;
|
|
gi.linkentity(laser);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
fire_bfg
|
|
=================
|
|
*/
|
|
THINK(bfg_explode) (edict_t *self) -> void
|
|
{
|
|
edict_t *ent;
|
|
float points;
|
|
vec3_t v;
|
|
float dist;
|
|
|
|
bfg_spawn_laser(self);
|
|
|
|
if (self->s.frame == 0)
|
|
{
|
|
// the BFG effect
|
|
ent = nullptr;
|
|
while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != nullptr)
|
|
{
|
|
if (!ent->takedamage)
|
|
continue;
|
|
if (ent == self->owner)
|
|
continue;
|
|
if (!CanDamage(ent, self))
|
|
continue;
|
|
if (!CanDamage(ent, self->owner))
|
|
continue;
|
|
// ROGUE - make tesla hurt by bfg
|
|
if (!(ent->svflags & SVF_MONSTER) && !(ent->flags & FL_DAMAGEABLE) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
|
|
continue;
|
|
// ZOID
|
|
// don't target players in CTF
|
|
if (CheckTeamDamage(ent, self->owner))
|
|
continue;
|
|
// ZOID
|
|
|
|
v = ent->mins + ent->maxs;
|
|
v = ent->s.origin + (v * 0.5f);
|
|
vec3_t centroid = v;
|
|
v = self->s.origin - centroid;
|
|
dist = v.length();
|
|
points = self->radius_dmg * (1.0f - sqrtf(dist / self->dmg_radius));
|
|
|
|
T_Damage(ent, self, self->owner, self->velocity, centroid, vec3_origin, (int) points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
|
|
|
|
// Paril: draw BFG lightning laser to enemies
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_BFG_ZAP);
|
|
gi.WritePosition(self->s.origin);
|
|
gi.WritePosition(centroid);
|
|
gi.multicast(self->s.origin, MULTICAST_PHS, false);
|
|
}
|
|
}
|
|
|
|
self->nextthink = level.time + 10_hz;
|
|
self->s.frame++;
|
|
if (self->s.frame == 5)
|
|
self->think = G_FreeEdict;
|
|
}
|
|
|
|
TOUCH(bfg_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
|
|
{
|
|
if (other == self->owner)
|
|
return;
|
|
|
|
if (tr.surface && (tr.surface->flags & SURF_SKY))
|
|
{
|
|
G_FreeEdict(self);
|
|
return;
|
|
}
|
|
|
|
if (self->owner->client)
|
|
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
|
|
|
|
// core explosion - prevents firing it into the wall/floor
|
|
if (other->takedamage)
|
|
T_Damage(other, self, self->owner, self->velocity, self->s.origin, tr.plane.normal, 200, 0, DAMAGE_ENERGY, MOD_BFG_BLAST);
|
|
T_RadiusDamage(self, self->owner, 200, other, 100, DAMAGE_ENERGY, MOD_BFG_BLAST);
|
|
|
|
gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
|
|
self->solid = SOLID_NOT;
|
|
self->touch = nullptr;
|
|
self->s.origin += self->velocity * (-1 * gi.frame_time_s);
|
|
self->velocity = {};
|
|
self->s.modelindex = gi.modelindex("sprites/s_bfg3.sp2");
|
|
self->s.frame = 0;
|
|
self->s.sound = 0;
|
|
self->s.effects &= ~EF_ANIM_ALLFAST;
|
|
self->think = bfg_explode;
|
|
self->nextthink = level.time + 10_hz;
|
|
self->enemy = other;
|
|
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_BFG_BIGEXPLOSION);
|
|
gi.WritePosition(self->s.origin);
|
|
gi.multicast(self->s.origin, MULTICAST_PHS, false);
|
|
}
|
|
|
|
|
|
struct bfg_laser_pierce_t : pierce_args_t
|
|
{
|
|
edict_t *self;
|
|
vec3_t dir;
|
|
int damage;
|
|
|
|
inline bfg_laser_pierce_t(edict_t *self, vec3_t dir, int damage) :
|
|
pierce_args_t(),
|
|
self(self),
|
|
dir(dir),
|
|
damage(damage)
|
|
{
|
|
}
|
|
|
|
// we hit an entity; return false to stop the piercing.
|
|
// you can adjust the mask for the re-trace (for water, etc).
|
|
bool hit(contents_t &mask, vec3_t &end) override
|
|
{
|
|
// hurt it if we can
|
|
if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
|
|
T_Damage(tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, damage, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
|
|
|
|
// if we hit something that's not a monster or player we're done
|
|
if (!(tr.ent->svflags & SVF_MONSTER) && !(tr.ent->flags & FL_DAMAGEABLE) && (!tr.ent->client))
|
|
{
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_LASER_SPARKS);
|
|
gi.WriteByte(4);
|
|
gi.WritePosition(tr.endpos);
|
|
gi.WriteDir(tr.plane.normal);
|
|
gi.WriteByte(self->s.skinnum);
|
|
gi.multicast(tr.endpos, MULTICAST_PVS, false);
|
|
return false;
|
|
}
|
|
|
|
if (!mark(tr.ent))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
};
|
|
|
|
THINK(bfg_think) (edict_t *self) -> void
|
|
{
|
|
edict_t *ent;
|
|
vec3_t point;
|
|
vec3_t dir;
|
|
vec3_t start;
|
|
vec3_t end;
|
|
int dmg;
|
|
trace_t tr;
|
|
|
|
if (deathmatch->integer)
|
|
dmg = 5;
|
|
else
|
|
dmg = 10;
|
|
|
|
bfg_spawn_laser(self);
|
|
|
|
ent = nullptr;
|
|
while ((ent = findradius(ent, self->s.origin, 256)) != nullptr)
|
|
{
|
|
if (ent == self)
|
|
continue;
|
|
|
|
if (ent == self->owner)
|
|
continue;
|
|
|
|
if (!ent->takedamage)
|
|
continue;
|
|
|
|
// ROGUE - make tesla hurt by bfg
|
|
if (!(ent->svflags & SVF_MONSTER) && !(ent->flags & FL_DAMAGEABLE) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
|
|
continue;
|
|
// ZOID
|
|
// don't target players in CTF
|
|
if (CheckTeamDamage(ent, self->owner))
|
|
continue;
|
|
// ZOID
|
|
|
|
point = (ent->absmin + ent->absmax) * 0.5f;
|
|
|
|
dir = point - self->s.origin;
|
|
dir.normalize();
|
|
|
|
start = self->s.origin;
|
|
end = start + (dir * 2048);
|
|
|
|
// [Paril-KEX] don't fire a laser if we're blocked by the world
|
|
tr = gi.traceline(start, point, nullptr, MASK_SOLID);
|
|
|
|
if (tr.fraction < 1.0f)
|
|
continue;
|
|
|
|
bfg_laser_pierce_t args {
|
|
self,
|
|
dir,
|
|
dmg
|
|
};
|
|
|
|
pierce_trace(start, end, self, args, CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_PLAYER | CONTENTS_DEADMONSTER);
|
|
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_BFG_LASER);
|
|
gi.WritePosition(self->s.origin);
|
|
gi.WritePosition(tr.endpos);
|
|
gi.multicast(self->s.origin, MULTICAST_PHS, false);
|
|
}
|
|
|
|
self->nextthink = level.time + 10_hz;
|
|
}
|
|
|
|
void fire_bfg(edict_t *self, const vec3_t &start, const vec3_t &dir, int damage, int speed, float damage_radius)
|
|
{
|
|
edict_t *bfg;
|
|
|
|
bfg = G_Spawn();
|
|
bfg->s.origin = start;
|
|
bfg->s.angles = vectoangles(dir);
|
|
bfg->velocity = dir * speed;
|
|
bfg->movetype = MOVETYPE_FLYMISSILE;
|
|
bfg->clipmask = MASK_PROJECTILE;
|
|
bfg->svflags = SVF_PROJECTILE;
|
|
// [Paril-KEX]
|
|
if (self->client && !G_ShouldPlayersCollide(true))
|
|
bfg->clipmask &= ~CONTENTS_PLAYER;
|
|
bfg->solid = SOLID_BBOX;
|
|
bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
|
|
bfg->s.modelindex = gi.modelindex("sprites/s_bfg1.sp2");
|
|
bfg->owner = self;
|
|
bfg->touch = bfg_touch;
|
|
bfg->nextthink = level.time + gtime_t::from_sec(8000.f / speed);
|
|
bfg->think = G_FreeEdict;
|
|
bfg->radius_dmg = damage;
|
|
bfg->dmg_radius = damage_radius;
|
|
bfg->classname = "bfg blast";
|
|
bfg->s.sound = gi.soundindex("weapons/bfg__l1a.wav");
|
|
|
|
bfg->think = bfg_think;
|
|
bfg->nextthink = level.time + FRAME_TIME_S;
|
|
bfg->teammaster = bfg;
|
|
bfg->teamchain = nullptr;
|
|
|
|
gi.linkentity(bfg);
|
|
}
|
|
|
|
TOUCH(disintegrator_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
|
|
{
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_WIDOWSPLASH);
|
|
gi.WritePosition(self->s.origin - (self->velocity * 0.01f));
|
|
gi.multicast(self->s.origin, MULTICAST_PHS, false);
|
|
|
|
G_FreeEdict(self);
|
|
|
|
if (other->svflags & (SVF_MONSTER | SVF_PLAYER))
|
|
{
|
|
other->disintegrator_time += 50_sec;
|
|
other->disintegrator = self->owner;
|
|
}
|
|
}
|
|
|
|
void fire_disintegrator(edict_t *self, const vec3_t &start, const vec3_t &forward, int speed)
|
|
{
|
|
edict_t *bfg;
|
|
|
|
bfg = G_Spawn();
|
|
bfg->s.origin = start;
|
|
bfg->s.angles = vectoangles(forward);
|
|
bfg->velocity = forward * speed;
|
|
bfg->movetype = MOVETYPE_FLYMISSILE;
|
|
bfg->clipmask = MASK_PROJECTILE;
|
|
// [Paril-KEX]
|
|
if (self->client && !G_ShouldPlayersCollide(true))
|
|
bfg->clipmask &= ~CONTENTS_PLAYER;
|
|
bfg->solid = SOLID_BBOX;
|
|
bfg->s.effects |= EF_TAGTRAIL | EF_ANIM_ALL;
|
|
bfg->s.renderfx |= RF_TRANSLUCENT;
|
|
bfg->svflags |= SVF_PROJECTILE;
|
|
bfg->flags |= FL_DODGE;
|
|
bfg->s.modelindex = gi.modelindex("sprites/s_bfg1.sp2");
|
|
bfg->owner = self;
|
|
bfg->touch = disintegrator_touch;
|
|
bfg->nextthink = level.time + gtime_t::from_sec(8000.f / speed);
|
|
bfg->think = G_FreeEdict;
|
|
bfg->classname = "disint ball";
|
|
bfg->s.sound = gi.soundindex("weapons/bfg__l1a.wav");
|
|
|
|
gi.linkentity(bfg);
|
|
} |