1245 lines
29 KiB
C
1245 lines
29 KiB
C
// g_weapon.c
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#include "g_local.h"
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#include "m_player.h"
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static qboolean is_quad;
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static byte is_silenced;
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static void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result)
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{
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vec3_t _distance;
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VectorCopy (distance, _distance);
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if (client->pers.hand == LEFT_HANDED)
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_distance[1] *= -1;
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else if (client->pers.hand == CENTER_HANDED)
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_distance[1] = 0;
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G_ProjectSource (point, _distance, forward, right, result);
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}
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/*
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===============
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PlayerNoise
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Each player can have two noise objects associated with it:
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a personal noise (jumping, pain, weapon firing), and a weapon
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target noise (bullet wall impacts)
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Monsters that don't directly see the player can move
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to a noise in hopes of seeing the player from there.
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===============
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*/
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void PlayerNoise(edict_t *who, vec3_t where, int type)
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{
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edict_t *noise;
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if (type == PNOISE_WEAPON)
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{
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if (who->client->silencer_shots)
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{
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who->client->silencer_shots--;
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return;
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}
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}
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if (deathmatch->value)
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return;
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if (who->flags & FL_NOTARGET)
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return;
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if (!who->mynoise)
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{
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noise = G_Spawn();
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noise->classname = "player_noise";
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VectorSet (noise->mins, -8, -8, -8);
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VectorSet (noise->maxs, 8, 8, 8);
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noise->owner = who;
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noise->svflags = SVF_NOCLIENT;
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who->mynoise = noise;
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noise = G_Spawn();
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noise->classname = "player_noise";
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VectorSet (noise->mins, -8, -8, -8);
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VectorSet (noise->maxs, 8, 8, 8);
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noise->owner = who;
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noise->svflags = SVF_NOCLIENT;
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who->mynoise2 = noise;
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}
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if (type == PNOISE_SELF || type == PNOISE_WEAPON)
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{
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noise = who->mynoise;
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level.sound_entity = noise;
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level.sound_entity_framenum = level.framenum;
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}
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else // type == PNOISE_IMPACT
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{
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noise = who->mynoise2;
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level.sound2_entity = noise;
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level.sound2_entity_framenum = level.framenum;
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}
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VectorCopy (where, noise->s.origin);
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VectorSubtract (where, noise->maxs, noise->absmin);
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VectorAdd (where, noise->maxs, noise->absmax);
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noise->teleport_time = level.time;
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gi.linkentity (noise);
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}
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qboolean Pickup_Weapon (edict_t *ent, edict_t *other)
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{
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int index;
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gitem_t *ammo;
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index = ITEM_INDEX(ent->item);
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if ( ((int)(dmflags->value) & DF_WEAPONS_STAY) && other->client->pers.inventory[index])
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{
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if (!(ent->spawnflags & (DROPPED_ITEM | DROPPED_PLAYER_ITEM) ) )
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return false; // leave the weapon for others to pickup
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}
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other->client->pers.inventory[index]++;
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if (!(ent->spawnflags & DROPPED_ITEM) )
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{
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// give them some ammo with it
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ammo = FindItem (ent->item->ammo);
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Add_Ammo (other, ammo, ammo->quantity);
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if (! (ent->spawnflags & DROPPED_PLAYER_ITEM) )
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{
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if (deathmatch->value)
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{
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if ((int)(dmflags->value) & DF_WEAPONS_STAY)
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ent->flags |= FL_RESPAWN;
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else
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SetRespawn (ent, 30);
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}
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}
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}
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if (other->client->pers.weapon != ent->item &&
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( !deathmatch->value || other->client->pers.weapon == FindItem("blaster") ) )
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other->client->newweapon = ent->item;
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return true;
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}
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/*
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===============
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ChangeWeapon
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The old weapon has been dropped all the way, so make the new one
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current
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===============
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*/
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void ChangeWeapon (edict_t *ent)
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{
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ent->client->pers.weapon = ent->client->newweapon;
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ent->client->newweapon = NULL;
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ent->client->machinegun_shots = 0;
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if (ent->client->pers.weapon && ent->client->pers.weapon->ammo)
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ent->client->ammo_index = ITEM_INDEX(FindItem(ent->client->pers.weapon->ammo));
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else
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ent->client->ammo_index = 0;
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if (!ent->client->pers.weapon)
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{ // dead
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ent->client->ps.gunindex = 0;
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return;
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}
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ent->client->weaponstate = WEAPON_ACTIVATING;
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ent->client->ps.gunframe = 0;
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ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
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}
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/*
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=================
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NoAmmoWeaponChange
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=================
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*/
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void NoAmmoWeaponChange (edict_t *ent)
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{
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if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("slugs"))]
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&& ent->client->pers.inventory[ITEM_INDEX(FindItem("railgun"))] )
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{
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ent->client->newweapon = FindItem ("railgun");
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return;
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}
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if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("cells"))]
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&& ent->client->pers.inventory[ITEM_INDEX(FindItem("hyperblaster"))] )
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{
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ent->client->newweapon = FindItem ("hyperblaster");
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return;
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}
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if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
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&& ent->client->pers.inventory[ITEM_INDEX(FindItem("chaingun"))] )
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{
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ent->client->newweapon = FindItem ("chaingun");
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return;
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}
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if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("bullets"))]
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&& ent->client->pers.inventory[ITEM_INDEX(FindItem("machinegun"))] )
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{
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ent->client->newweapon = FindItem ("machinegun");
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return;
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}
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if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))]
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&& ent->client->pers.inventory[ITEM_INDEX(FindItem("super shotgun"))] )
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{
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ent->client->newweapon = FindItem ("super shotgun");
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return;
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}
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if ( ent->client->pers.inventory[ITEM_INDEX(FindItem("shells"))]
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&& ent->client->pers.inventory[ITEM_INDEX(FindItem("shotgun"))] )
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{
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ent->client->newweapon = FindItem ("shotgun");
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return;
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}
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ent->client->newweapon = FindItem ("blaster");
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}
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/*
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=================
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Think_Weapon
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Called by ClientBeginServerFrame and ClientThink
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=================
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*/
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void Think_Weapon (edict_t *ent)
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{
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// if just died, put the weapon away
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if (ent->health < 1)
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{
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ent->client->newweapon = NULL;
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ChangeWeapon (ent);
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}
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if (g_unlimited_ammo->value)
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{
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if (ent->client->ammo_index)
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ent->client->pers.inventory[ent->client->ammo_index] = 999;
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//FIXME make this be the actual max
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}
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// call active weapon think routine
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if (ent->client->pers.weapon && ent->client->pers.weapon->weaponthink)
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{
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is_quad = (ent->client->quad_framenum > level.framenum);
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if (ent->client->silencer_shots)
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is_silenced = MZ_SILENCED;
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else
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is_silenced = 0;
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ent->client->pers.weapon->weaponthink (ent);
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}
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}
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/*
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================
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Use_Weapon
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Make the weapon ready if there is ammo
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================
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*/
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void Use_Weapon (edict_t *ent, gitem_t *item)
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{
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int ammo_index;
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gitem_t *ammo_item;
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// see if we're already using it
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if (item == ent->client->pers.weapon)
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return;
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if (item->ammo)
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{
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ammo_item = FindItem(item->ammo);
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ammo_index = ITEM_INDEX(ammo_item);
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if (!ent->client->pers.inventory[ammo_index] && !g_select_empty->value)
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{
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gi.cprintf (ent, PRINT_HIGH, "No %s for %s.\n", ammo_item->pickup_name, item->pickup_name);
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return;
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}
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}
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// change to this weapon when down
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ent->client->newweapon = item;
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}
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/*
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================
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Drop_Weapon
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================
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*/
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void Drop_Weapon (edict_t *ent, gitem_t *item)
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{
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int index;
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index = ITEM_INDEX(item);
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// see if we're already using it
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if ( (item == ent->client->pers.weapon) && (ent->client->pers.inventory[index] == 1) )
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{
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gi.cprintf (ent, PRINT_HIGH, "Can't drop - Weapon is in use\n");
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return;
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}
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Drop_Item (ent, item);
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ent->client->pers.inventory[index]--;
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}
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/*
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================
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Weapon_Generic
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A generic function to handle the basics of weapon thinking
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================
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*/
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#define FRAME_FIRE_FIRST (FRAME_ACTIVATE_LAST + 1)
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#define FRAME_IDLE_FIRST (FRAME_FIRE_LAST + 1)
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#define FRAME_DEACTIVATE_FIRST (FRAME_IDLE_LAST + 1)
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void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent))
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{
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int n;
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if (ent->client->weaponstate == WEAPON_DROPPING)
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{
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if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST)
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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 == FRAME_ACTIVATE_LAST)
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{
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ent->client->weaponstate = WEAPON_READY;
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ent->client->ps.gunframe = FRAME_IDLE_FIRST;
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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->newweapon) && (ent->client->weaponstate != WEAPON_FIRING))
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{
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ent->client->weaponstate = WEAPON_DROPPING;
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ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST;
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return;
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}
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if (ent->client->weaponstate == WEAPON_READY)
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{
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if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
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{
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ent->client->latched_buttons &= ~BUTTON_ATTACK;
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if ((!ent->client->ammo_index) ||
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( ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity))
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{
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ent->client->ps.gunframe = FRAME_FIRE_FIRST;
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ent->client->weaponstate = WEAPON_FIRING;
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// start the animation
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ent->client->anim_priority = ANIM_ATTACK;
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if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
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{
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ent->s.frame = FRAME_crattak1-1;
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ent->client->anim_end = FRAME_crattak9;
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}
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else
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{
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ent->s.frame = FRAME_attack1-1;
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ent->client->anim_end = FRAME_attack8;
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}
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}
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else
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{
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if (level.time >= ent->pain_debounce_time)
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{
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gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
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ent->pain_debounce_time = level.time + 1;
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}
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NoAmmoWeaponChange (ent);
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}
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}
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else
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{
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if (ent->client->ps.gunframe == FRAME_IDLE_LAST)
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{
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ent->client->ps.gunframe = FRAME_IDLE_FIRST;
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return;
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}
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if (pause_frames)
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{
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for (n = 0; pause_frames[n]; n++)
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{
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if (ent->client->ps.gunframe == pause_frames[n])
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{
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if (rand()&15)
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return;
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}
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}
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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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}
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if (ent->client->weaponstate == WEAPON_FIRING)
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{
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for (n = 0; fire_frames[n]; n++)
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{
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if (ent->client->ps.gunframe == fire_frames[n])
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{
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if (ent->client->quad_framenum > level.framenum)
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gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0);
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fire (ent);
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break;
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}
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}
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if (!fire_frames[n])
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ent->client->ps.gunframe++;
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if (ent->client->ps.gunframe == FRAME_IDLE_FIRST+1)
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ent->client->weaponstate = WEAPON_READY;
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}
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}
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/*
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======================================================================
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GRENADE
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======================================================================
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*/
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#define GRENADE_TIMER 3.0
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#define GRENADE_MINSPEED 400
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#define GRENADE_MAXSPEED 800
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void weapon_grenade_fire (edict_t *ent)
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{
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vec3_t offset;
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vec3_t forward, right;
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vec3_t start;
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int damage = 125;
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float timer;
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int speed;
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float radius;
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radius = damage+40;
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if (is_quad)
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damage *= 4;
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VectorSet(offset, 8, 8, ent->viewheight-8);
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AngleVectors (ent->client->v_angle, forward, right, NULL);
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P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
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timer = ent->client->grenade_time - level.time;
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speed = GRENADE_MINSPEED + (GRENADE_TIMER - timer) * ((GRENADE_MAXSPEED - GRENADE_MINSPEED) / GRENADE_TIMER);
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fire_grenade2 (ent, start, forward, damage, speed, timer, radius);
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ent->client->pers.inventory[ent->client->ammo_index]--;
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ent->client->grenade_time = level.time + 1.0;
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}
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void Weapon_Grenade (edict_t *ent)
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{
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if ((ent->client->newweapon) && (ent->client->weaponstate == WEAPON_READY))
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{
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ChangeWeapon (ent);
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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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ent->client->weaponstate = WEAPON_READY;
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ent->client->ps.gunframe = 16;
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return;
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}
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if (ent->client->weaponstate == WEAPON_READY)
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{
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if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) )
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{
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ent->client->latched_buttons &= ~BUTTON_ATTACK;
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if (ent->client->pers.inventory[ent->client->ammo_index])
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{
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ent->client->ps.gunframe = 1;
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ent->client->weaponstate = WEAPON_FIRING;
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ent->client->grenade_time = 0;
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}
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else
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{
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if (level.time >= ent->pain_debounce_time)
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{
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gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
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ent->pain_debounce_time = level.time + 1;
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}
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NoAmmoWeaponChange (ent);
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}
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return;
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}
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if ((ent->client->ps.gunframe == 29) || (ent->client->ps.gunframe == 34) || (ent->client->ps.gunframe == 39) || (ent->client->ps.gunframe == 48))
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{
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if (rand()&15)
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return;
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}
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if (++ent->client->ps.gunframe > 48)
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ent->client->ps.gunframe = 16;
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return;
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}
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if (ent->client->weaponstate == WEAPON_FIRING)
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{
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if (ent->client->ps.gunframe == 5)
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gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/hgrena1b.wav"), 1, ATTN_NORM, 0);
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if (ent->client->ps.gunframe == 11)
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{
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if (!ent->client->grenade_time)
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{
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ent->client->grenade_time = level.time + GRENADE_TIMER + 0.2;
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ent->client->weapon_sound = gi.soundindex("weapons/hgrenc1b.wav");
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}
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// they waited too long, detonate it in their hand
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if (!ent->client->grenade_blew_up && level.time >= ent->client->grenade_time)
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{
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ent->client->weapon_sound = 0;
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weapon_grenade_fire (ent);
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ent->client->grenade_blew_up = true;
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}
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|
|
if (ent->client->buttons & BUTTON_ATTACK)
|
|
return;
|
|
|
|
if (ent->client->grenade_blew_up)
|
|
{
|
|
if (level.time >= ent->client->grenade_time)
|
|
{
|
|
ent->client->ps.gunframe = 15;
|
|
ent->client->grenade_blew_up = false;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ent->client->ps.gunframe == 12)
|
|
{
|
|
ent->client->weapon_sound = 0;
|
|
weapon_grenade_fire (ent);
|
|
}
|
|
|
|
if ((ent->client->ps.gunframe == 15) && (level.time < ent->client->grenade_time))
|
|
return;
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
if (ent->client->ps.gunframe == 16)
|
|
ent->client->weaponstate = WEAPON_READY;
|
|
}
|
|
}
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
GRENADE LAUNCHER
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void weapon_grenadelauncher_fire (edict_t *ent)
|
|
{
|
|
vec3_t offset;
|
|
vec3_t forward, right;
|
|
vec3_t start;
|
|
int damage = 120;
|
|
float radius;
|
|
|
|
radius = damage+40;
|
|
if (is_quad)
|
|
damage *= 4;
|
|
|
|
VectorSet(offset, 8, 8, ent->viewheight-8);
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
|
|
VectorScale (forward, -2, ent->client->kick_origin);
|
|
ent->client->kick_angles[0] = -1;
|
|
|
|
fire_grenade (ent, start, forward, damage, 600, 2.5, radius);
|
|
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_GRENADE | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
|
|
}
|
|
|
|
void Weapon_GrenadeLauncher (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {34, 51, 59, 0};
|
|
static int fire_frames[] = {6, 0};
|
|
|
|
Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_grenadelauncher_fire);
|
|
}
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
ROCKET
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void Weapon_RocketLauncher_Fire (edict_t *ent)
|
|
{
|
|
vec3_t offset, start;
|
|
vec3_t forward, right;
|
|
int damage;
|
|
float damage_radius;
|
|
int radius_damage;
|
|
|
|
damage = 100 + (int)(random() * 20.0);
|
|
radius_damage = 120;
|
|
damage_radius = 120;
|
|
if (is_quad)
|
|
{
|
|
damage *= 4;
|
|
radius_damage *= 4;
|
|
}
|
|
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
|
|
VectorScale (forward, -2, ent->client->kick_origin);
|
|
ent->client->kick_angles[0] = -1;
|
|
|
|
VectorSet(offset, 8, 8, ent->viewheight-8);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
fire_rocket (ent, start, forward, damage, 550, damage_radius, radius_damage);
|
|
|
|
// send muzzle flash
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_ROCKET | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
|
|
}
|
|
|
|
void Weapon_RocketLauncher (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {25, 33, 42, 50, 0};
|
|
static int fire_frames[] = {5, 0};
|
|
|
|
Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_RocketLauncher_Fire);
|
|
}
|
|
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
BLASTER / HYPERBLASTER
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void Blaster_Fire (edict_t *ent, vec3_t g_offset, int damage, qboolean hyper, int effect)
|
|
{
|
|
vec3_t forward, right;
|
|
vec3_t start;
|
|
vec3_t offset;
|
|
|
|
if (is_quad)
|
|
damage *= 4;
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
VectorSet(offset, 24, 8, ent->viewheight-8);
|
|
VectorAdd (offset, g_offset, offset);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
|
|
VectorScale (forward, -2, ent->client->kick_origin);
|
|
ent->client->kick_angles[0] = -1;
|
|
|
|
fire_blaster (ent, start, forward, damage, 1000, effect);
|
|
|
|
// send muzzle flash
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
if (hyper)
|
|
gi.WriteByte (MZ_HYPERBLASTER | is_silenced);
|
|
else
|
|
gi.WriteByte (MZ_BLASTER | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
}
|
|
|
|
|
|
void Weapon_Blaster_Fire (edict_t *ent)
|
|
{
|
|
int damage;
|
|
|
|
if (deathmatch->value)
|
|
damage = 15;
|
|
else
|
|
damage = 10;
|
|
Blaster_Fire (ent, vec3_origin, damage, false, EF_BLASTER);
|
|
ent->client->ps.gunframe++;
|
|
}
|
|
|
|
void Weapon_Blaster (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {19, 32, 0};
|
|
static int fire_frames[] = {5, 0};
|
|
|
|
Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, Weapon_Blaster_Fire);
|
|
}
|
|
|
|
|
|
void Weapon_HyperBlaster_Fire (edict_t *ent)
|
|
{
|
|
float rotation;
|
|
vec3_t offset;
|
|
int effect;
|
|
|
|
ent->client->weapon_sound = gi.soundindex("weapons/hyprbl1a.wav");
|
|
|
|
if (!(ent->client->buttons & BUTTON_ATTACK))
|
|
{
|
|
ent->client->ps.gunframe++;
|
|
}
|
|
else
|
|
{
|
|
if (! ent->client->pers.inventory[ent->client->ammo_index] )
|
|
{
|
|
if (level.time >= ent->pain_debounce_time)
|
|
{
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
|
ent->pain_debounce_time = level.time + 1;
|
|
}
|
|
NoAmmoWeaponChange (ent);
|
|
}
|
|
else
|
|
{
|
|
rotation = (ent->client->ps.gunframe - 5) * 2*M_PI/6;
|
|
offset[0] = -4 * sin(rotation);
|
|
offset[1] = 0;
|
|
offset[2] = 4 * cos(rotation);
|
|
|
|
if ((ent->client->ps.gunframe == 6) || (ent->client->ps.gunframe == 9))
|
|
effect = EF_HYPERBLASTER;
|
|
else
|
|
effect = 0;
|
|
Blaster_Fire (ent, offset, 20, true, effect);
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
|
|
}
|
|
|
|
ent->client->ps.gunframe++;
|
|
if (ent->client->ps.gunframe == 12 && ent->client->pers.inventory[ent->client->ammo_index])
|
|
ent->client->ps.gunframe = 6;
|
|
}
|
|
|
|
if (ent->client->ps.gunframe == 12)
|
|
{
|
|
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/hyprbd1a.wav"), 1, ATTN_NORM, 0);
|
|
ent->client->weapon_sound = 0;
|
|
}
|
|
|
|
}
|
|
|
|
void Weapon_HyperBlaster (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {0};
|
|
static int fire_frames[] = {6, 7, 8, 9, 10, 11, 0};
|
|
|
|
Weapon_Generic (ent, 5, 20, 49, 53, pause_frames, fire_frames, Weapon_HyperBlaster_Fire);
|
|
}
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
MACHINEGUN / CHAINGUN
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void Machinegun_Fire (edict_t *ent)
|
|
{
|
|
int i;
|
|
vec3_t start;
|
|
vec3_t forward, right;
|
|
vec3_t angles;
|
|
int damage = 8;
|
|
int kick = 2;
|
|
vec3_t offset;
|
|
|
|
if (!(ent->client->buttons & BUTTON_ATTACK))
|
|
{
|
|
ent->client->machinegun_shots = 0;
|
|
ent->client->ps.gunframe++;
|
|
return;
|
|
}
|
|
|
|
if (ent->client->ps.gunframe == 5)
|
|
ent->client->ps.gunframe = 4;
|
|
else
|
|
ent->client->ps.gunframe = 5;
|
|
|
|
if (ent->client->pers.inventory[ent->client->ammo_index] < 1)
|
|
{
|
|
ent->client->ps.gunframe = 6;
|
|
if (level.time >= ent->pain_debounce_time)
|
|
{
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
|
ent->pain_debounce_time = level.time + 1;
|
|
}
|
|
NoAmmoWeaponChange (ent);
|
|
return;
|
|
}
|
|
|
|
if (is_quad)
|
|
{
|
|
damage *= 4;
|
|
kick *= 4;
|
|
}
|
|
|
|
for (i=1 ; i<3 ; i++)
|
|
{
|
|
ent->client->kick_origin[i] = crandom() * 0.35;
|
|
ent->client->kick_angles[i] = crandom() * 0.7;
|
|
}
|
|
ent->client->kick_origin[0] = crandom() * 0.35;
|
|
ent->client->kick_angles[0] = ent->client->machinegun_shots * -1.5;
|
|
|
|
// raise the gun as it is firing
|
|
if (!deathmatch->value)
|
|
{
|
|
ent->client->machinegun_shots++;
|
|
if (ent->client->machinegun_shots > 9)
|
|
ent->client->machinegun_shots = 9;
|
|
}
|
|
|
|
// get start / end positions
|
|
VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles);
|
|
AngleVectors (angles, forward, right, NULL);
|
|
VectorSet(offset, 0, 8, ent->viewheight-8);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD);
|
|
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_MACHINEGUN | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
|
|
}
|
|
|
|
void Weapon_Machinegun (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {23, 45, 0};
|
|
static int fire_frames[] = {4, 5, 0};
|
|
|
|
Weapon_Generic (ent, 3, 5, 45, 49, pause_frames, fire_frames, Machinegun_Fire);
|
|
}
|
|
|
|
void Chaingun_Fire (edict_t *ent)
|
|
{
|
|
int i;
|
|
int shots;
|
|
vec3_t start;
|
|
vec3_t forward, right, up;
|
|
float r, u;
|
|
vec3_t offset;
|
|
int damage;
|
|
int kick = 2;
|
|
|
|
if (deathmatch->value)
|
|
damage = 6;
|
|
else
|
|
damage = 8;
|
|
|
|
if (ent->client->ps.gunframe == 5)
|
|
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnu1a.wav"), 1, ATTN_IDLE, 0);
|
|
|
|
if ((ent->client->ps.gunframe == 14) && !(ent->client->buttons & BUTTON_ATTACK))
|
|
{
|
|
ent->client->ps.gunframe = 32;
|
|
ent->client->weapon_sound = 0;
|
|
return;
|
|
}
|
|
else if ((ent->client->ps.gunframe == 21) && (ent->client->buttons & BUTTON_ATTACK)
|
|
&& ent->client->pers.inventory[ent->client->ammo_index])
|
|
{
|
|
ent->client->ps.gunframe = 15;
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.gunframe++;
|
|
}
|
|
|
|
if (ent->client->ps.gunframe == 22)
|
|
{
|
|
ent->client->weapon_sound = 0;
|
|
gi.sound(ent, CHAN_AUTO, gi.soundindex("weapons/chngnd1a.wav"), 1, ATTN_IDLE, 0);
|
|
}
|
|
else
|
|
{
|
|
ent->client->weapon_sound = gi.soundindex("weapons/chngnl1a.wav");
|
|
}
|
|
|
|
if (ent->client->ps.gunframe <= 9)
|
|
shots = 1;
|
|
else if (ent->client->ps.gunframe <= 14)
|
|
{
|
|
if (ent->client->buttons & BUTTON_ATTACK)
|
|
shots = 2;
|
|
else
|
|
shots = 1;
|
|
}
|
|
else
|
|
shots = 3;
|
|
|
|
if (ent->client->pers.inventory[ent->client->ammo_index] < shots)
|
|
shots = ent->client->pers.inventory[ent->client->ammo_index];
|
|
|
|
if (!shots)
|
|
{
|
|
if (level.time >= ent->pain_debounce_time)
|
|
{
|
|
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0);
|
|
ent->pain_debounce_time = level.time + 1;
|
|
}
|
|
NoAmmoWeaponChange (ent);
|
|
return;
|
|
}
|
|
|
|
if (is_quad)
|
|
{
|
|
damage *= 4;
|
|
kick *= 4;
|
|
}
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
ent->client->kick_origin[i] = crandom() * 0.35;
|
|
ent->client->kick_angles[i] = crandom() * 0.7;
|
|
}
|
|
|
|
for (i=0 ; i<shots ; i++)
|
|
{
|
|
// get start / end positions
|
|
AngleVectors (ent->client->v_angle, forward, right, up);
|
|
r = 7 + crandom()*4;
|
|
u = crandom()*4;
|
|
start[2] += ent->viewheight-8;
|
|
VectorSet(offset, 0, r, u + ent->viewheight-8);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
|
|
fire_bullet (ent, start, forward, damage, kick, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD);
|
|
}
|
|
|
|
// send muzzle flash
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte ((MZ_CHAINGUN1 + shots - 1) | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= shots;
|
|
}
|
|
|
|
|
|
void Weapon_Chaingun (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {38, 43, 51, 61, 0};
|
|
static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0};
|
|
|
|
Weapon_Generic (ent, 4, 31, 61, 64, pause_frames, fire_frames, Chaingun_Fire);
|
|
}
|
|
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
SHOTGUN / SUPERSHOTGUN
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void weapon_shotgun_fire (edict_t *ent)
|
|
{
|
|
vec3_t start;
|
|
vec3_t forward, right;
|
|
vec3_t offset;
|
|
int damage = 4;
|
|
int kick = 8;
|
|
|
|
if (ent->client->ps.gunframe == 9)
|
|
{
|
|
ent->client->ps.gunframe++;
|
|
return;
|
|
}
|
|
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
|
|
VectorScale (forward, -2, ent->client->kick_origin);
|
|
ent->client->kick_angles[0] = -2;
|
|
|
|
VectorSet(offset, 0, 8, ent->viewheight-8);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
|
|
if (is_quad)
|
|
{
|
|
damage *= 4;
|
|
kick *= 4;
|
|
}
|
|
|
|
if (deathmatch->value)
|
|
fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_DEATHMATCH_SHOTGUN_COUNT);
|
|
else
|
|
fire_shotgun (ent, start, forward, damage, kick, 500, 500, DEFAULT_SHOTGUN_COUNT);
|
|
|
|
// send muzzle flash
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_SHOTGUN | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
ent->client->ps.gunframe++;
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
|
|
}
|
|
|
|
void Weapon_Shotgun (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {22, 28, 34, 0};
|
|
static int fire_frames[] = {8, 9, 0};
|
|
|
|
Weapon_Generic (ent, 7, 18, 36, 39, pause_frames, fire_frames, weapon_shotgun_fire);
|
|
}
|
|
|
|
|
|
void weapon_supershotgun_fire (edict_t *ent)
|
|
{
|
|
vec3_t start;
|
|
vec3_t forward, right;
|
|
vec3_t offset;
|
|
vec3_t v;
|
|
int damage = 6;
|
|
int kick = 12;
|
|
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
|
|
VectorScale (forward, -2, ent->client->kick_origin);
|
|
ent->client->kick_angles[0] = -2;
|
|
|
|
VectorSet(offset, 0, 8, ent->viewheight-8);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
|
|
if (is_quad)
|
|
{
|
|
damage *= 4;
|
|
kick *= 4;
|
|
}
|
|
|
|
v[PITCH] = ent->client->v_angle[PITCH];
|
|
v[YAW] = ent->client->v_angle[YAW] - 5;
|
|
v[ROLL] = ent->client->v_angle[ROLL];
|
|
AngleVectors (v, forward, NULL, NULL);
|
|
fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2);
|
|
v[YAW] = ent->client->v_angle[YAW] + 5;
|
|
AngleVectors (v, forward, NULL, NULL);
|
|
fire_shotgun (ent, start, forward, damage, kick, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SSHOTGUN_COUNT/2);
|
|
|
|
// send muzzle flash
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_SSHOTGUN | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
ent->client->ps.gunframe++;
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
|
|
}
|
|
|
|
void Weapon_SuperShotgun (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {29, 42, 57, 0};
|
|
static int fire_frames[] = {7, 0};
|
|
|
|
Weapon_Generic (ent, 6, 17, 57, 61, pause_frames, fire_frames, weapon_supershotgun_fire);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
RAILGUN
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void weapon_railgun_fire (edict_t *ent)
|
|
{
|
|
vec3_t start;
|
|
vec3_t forward, right;
|
|
vec3_t offset;
|
|
int damage;
|
|
int kick;
|
|
|
|
if (deathmatch->value)
|
|
{ // normal damage is too extreme in dm
|
|
damage = 100;
|
|
kick = 200;
|
|
}
|
|
else
|
|
{
|
|
damage = 150;
|
|
kick = 250;
|
|
}
|
|
|
|
if (is_quad)
|
|
{
|
|
damage *= 4;
|
|
kick *= 4;
|
|
}
|
|
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
|
|
VectorScale (forward, -3, ent->client->kick_origin);
|
|
ent->client->kick_angles[0] = -3;
|
|
|
|
VectorSet(offset, 0, 7, ent->viewheight-8);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
fire_rail (ent, start, forward, damage, kick);
|
|
|
|
// send muzzle flash
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_RAILGUN | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
ent->client->ps.gunframe++;
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
|
|
}
|
|
|
|
|
|
void Weapon_Railgun (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {56, 0};
|
|
static int fire_frames[] = {4, 0};
|
|
|
|
Weapon_Generic (ent, 3, 18, 56, 61, pause_frames, fire_frames, weapon_railgun_fire);
|
|
}
|
|
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
BFG10K
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void weapon_bfg_fire (edict_t *ent)
|
|
{
|
|
vec3_t offset, start;
|
|
vec3_t forward, right;
|
|
int damage = 500;
|
|
float damage_radius = 1000;
|
|
|
|
if (ent->client->ps.gunframe == 9)
|
|
{
|
|
// send muzzle flash
|
|
gi.WriteByte (svc_muzzleflash);
|
|
gi.WriteShort (ent-g_edicts);
|
|
gi.WriteByte (MZ_BFG | is_silenced);
|
|
gi.multicast (ent->s.origin, MULTICAST_PVS);
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
return;
|
|
}
|
|
|
|
if (is_quad)
|
|
damage *= 4;
|
|
|
|
AngleVectors (ent->client->v_angle, forward, right, NULL);
|
|
|
|
VectorScale (forward, -2, ent->client->kick_origin);
|
|
|
|
// make a big pitch kick with an inverse fall
|
|
ent->client->v_dmg_pitch = -40;
|
|
ent->client->v_dmg_roll = crandom()*8;
|
|
ent->client->v_dmg_time = level.time + DAMAGE_TIME;
|
|
|
|
VectorSet(offset, 8, 8, ent->viewheight-8);
|
|
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
|
|
fire_bfg (ent, start, forward, damage, 400, damage_radius);
|
|
|
|
ent->client->ps.gunframe++;
|
|
|
|
PlayerNoise(ent, start, PNOISE_WEAPON);
|
|
|
|
ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
|
|
}
|
|
|
|
void Weapon_BFG (edict_t *ent)
|
|
{
|
|
static int pause_frames[] = {39, 45, 50, 55, 0};
|
|
static int fire_frames[] = {9, 17, 0};
|
|
|
|
Weapon_Generic (ent, 8, 32, 55, 58, pause_frames, fire_frames, weapon_bfg_fire);
|
|
}
|
|
|
|
|
|
//======================================================================
|