2005-08-26 17:39:27 +00:00
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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2005-10-29 01:53:09 +00:00
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along with Quake III Arena source code; if not, write to the Free Software
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2005-08-26 17:39:27 +00:00
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// g_weapon.c
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// perform the server side effects of a weapon firing
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#include "g_local.h"
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static float s_quadFactor;
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static vec3_t forward, right, up;
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static vec3_t muzzle;
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#define NUM_NAILSHOTS 15
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/*
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================
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G_BounceProjectile
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================
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*/
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void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout ) {
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vec3_t v, newv;
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float dot;
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VectorSubtract( impact, start, v );
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dot = DotProduct( v, dir );
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VectorMA( v, -2*dot, dir, newv );
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VectorNormalize(newv);
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VectorMA(impact, 8192, newv, endout);
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}
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/*
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======================================================================
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GAUNTLET
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======================================================================
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*/
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void Weapon_Gauntlet( gentity_t *ent ) {
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}
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/*
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===============
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CheckGauntletAttack
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===============
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*/
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qboolean CheckGauntletAttack( gentity_t *ent ) {
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trace_t tr;
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vec3_t end;
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gentity_t *tent;
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gentity_t *traceEnt;
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int damage;
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// set aiming directions
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AngleVectors (ent->client->ps.viewangles, forward, right, up);
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CalcMuzzlePoint ( ent, forward, right, up, muzzle );
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VectorMA (muzzle, 32, forward, end);
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trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
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if ( tr.surfaceFlags & SURF_NOIMPACT ) {
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return qfalse;
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}
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Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
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if ( ent->client->noclip ) {
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return qfalse;
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}
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2005-08-26 17:39:27 +00:00
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traceEnt = &g_entities[ tr.entityNum ];
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// send blood impact
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if ( traceEnt->takedamage && traceEnt->client ) {
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tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
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tent->s.otherEntityNum = traceEnt->s.number;
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tent->s.eventParm = DirToByte( tr.plane.normal );
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tent->s.weapon = ent->s.weapon;
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}
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if ( !traceEnt->takedamage) {
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return qfalse;
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}
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if (ent->client->ps.powerups[PW_QUAD] ) {
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G_AddEvent( ent, EV_POWERUP_QUAD, 0 );
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s_quadFactor = g_quadfactor.value;
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} else {
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s_quadFactor = 1;
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}
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#ifdef MISSIONPACK
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if( ent->client->persistantPowerup && ent->client->persistantPowerup->item && ent->client->persistantPowerup->item->giTag == PW_DOUBLER ) {
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s_quadFactor *= 2;
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}
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#endif
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damage = 50 * s_quadFactor;
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G_Damage( traceEnt, ent, ent, forward, tr.endpos,
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damage, 0, MOD_GAUNTLET );
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return qtrue;
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}
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/*
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======================================================================
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MACHINEGUN
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======================================================================
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*/
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/*
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======================
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SnapVectorTowards
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Round a vector to integers for more efficient network
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transmission, but make sure that it rounds towards a given point
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rather than blindly truncating. This prevents it from truncating
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into a wall.
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======================
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*/
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void SnapVectorTowards( vec3_t v, vec3_t to ) {
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int i;
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for ( i = 0 ; i < 3 ; i++ ) {
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if ( to[i] <= v[i] ) {
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Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
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|
v[i] = floor(v[i]);
|
2005-08-26 17:39:27 +00:00
|
|
|
} else {
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
v[i] = ceil(v[i]);
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
#define CHAINGUN_SPREAD 600
|
2012-06-18 17:12:35 +00:00
|
|
|
#define CHAINGUN_DAMAGE 7
|
2005-08-26 17:39:27 +00:00
|
|
|
#endif
|
|
|
|
#define MACHINEGUN_SPREAD 200
|
|
|
|
#define MACHINEGUN_DAMAGE 7
|
|
|
|
#define MACHINEGUN_TEAM_DAMAGE 5 // wimpier MG in teamplay
|
|
|
|
|
2012-06-18 17:12:35 +00:00
|
|
|
void Bullet_Fire (gentity_t *ent, float spread, int damage, int mod ) {
|
2005-08-26 17:39:27 +00:00
|
|
|
trace_t tr;
|
|
|
|
vec3_t end;
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
vec3_t impactpoint, bouncedir;
|
|
|
|
#endif
|
|
|
|
float r;
|
|
|
|
float u;
|
|
|
|
gentity_t *tent;
|
|
|
|
gentity_t *traceEnt;
|
|
|
|
int i, passent;
|
|
|
|
|
|
|
|
damage *= s_quadFactor;
|
|
|
|
|
|
|
|
r = random() * M_PI * 2.0f;
|
|
|
|
u = sin(r) * crandom() * spread * 16;
|
|
|
|
r = cos(r) * crandom() * spread * 16;
|
|
|
|
VectorMA (muzzle, 8192*16, forward, end);
|
|
|
|
VectorMA (end, r, right, end);
|
|
|
|
VectorMA (end, u, up, end);
|
|
|
|
|
|
|
|
passent = ent->s.number;
|
|
|
|
for (i = 0; i < 10; i++) {
|
|
|
|
|
|
|
|
trap_Trace (&tr, muzzle, NULL, NULL, end, passent, MASK_SHOT);
|
|
|
|
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
traceEnt = &g_entities[ tr.entityNum ];
|
|
|
|
|
|
|
|
// snap the endpos to integers, but nudged towards the line
|
|
|
|
SnapVectorTowards( tr.endpos, muzzle );
|
|
|
|
|
|
|
|
// send bullet impact
|
|
|
|
if ( traceEnt->takedamage && traceEnt->client ) {
|
|
|
|
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
|
|
|
|
tent->s.eventParm = traceEnt->s.number;
|
|
|
|
if( LogAccuracyHit( traceEnt, ent ) ) {
|
|
|
|
ent->client->accuracy_hits++;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL );
|
|
|
|
tent->s.eventParm = DirToByte( tr.plane.normal );
|
|
|
|
}
|
|
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
|
|
|
|
|
|
if ( traceEnt->takedamage) {
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
|
|
|
|
if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
|
|
|
|
G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
|
|
|
|
VectorCopy( impactpoint, muzzle );
|
|
|
|
// the player can hit him/herself with the bounced rail
|
|
|
|
passent = ENTITYNUM_NONE;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
VectorCopy( tr.endpos, muzzle );
|
|
|
|
passent = traceEnt->s.number;
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
#endif
|
|
|
|
G_Damage( traceEnt, ent, ent, forward, tr.endpos,
|
2012-06-18 17:12:35 +00:00
|
|
|
damage, 0, mod);
|
2005-08-26 17:39:27 +00:00
|
|
|
#ifdef MISSIONPACK
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================================================================
|
|
|
|
|
|
|
|
BFG
|
|
|
|
|
|
|
|
======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void BFG_Fire ( gentity_t *ent ) {
|
|
|
|
gentity_t *m;
|
|
|
|
|
|
|
|
m = fire_bfg (ent, muzzle, forward);
|
|
|
|
m->damage *= s_quadFactor;
|
|
|
|
m->splashDamage *= s_quadFactor;
|
|
|
|
|
|
|
|
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================================================================
|
|
|
|
|
|
|
|
SHOTGUN
|
|
|
|
|
|
|
|
======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
// DEFAULT_SHOTGUN_SPREAD and DEFAULT_SHOTGUN_COUNT are in bg_public.h, because
|
|
|
|
// client predicts same spreads
|
|
|
|
#define DEFAULT_SHOTGUN_DAMAGE 10
|
|
|
|
|
|
|
|
qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) {
|
|
|
|
trace_t tr;
|
|
|
|
int damage, i, passent;
|
|
|
|
gentity_t *traceEnt;
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
vec3_t impactpoint, bouncedir;
|
|
|
|
#endif
|
|
|
|
vec3_t tr_start, tr_end;
|
2017-09-29 23:28:34 +00:00
|
|
|
qboolean hitClient = qfalse;
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
passent = ent->s.number;
|
|
|
|
VectorCopy( start, tr_start );
|
|
|
|
VectorCopy( end, tr_end );
|
|
|
|
for (i = 0; i < 10; i++) {
|
|
|
|
trap_Trace (&tr, tr_start, NULL, NULL, tr_end, passent, MASK_SHOT);
|
|
|
|
traceEnt = &g_entities[ tr.entityNum ];
|
|
|
|
|
|
|
|
// send bullet impact
|
|
|
|
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( traceEnt->takedamage) {
|
|
|
|
damage = DEFAULT_SHOTGUN_DAMAGE * s_quadFactor;
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
|
|
|
|
if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
|
|
|
|
G_BounceProjectile( tr_start, impactpoint, bouncedir, tr_end );
|
|
|
|
VectorCopy( impactpoint, tr_start );
|
|
|
|
// the player can hit him/herself with the bounced rail
|
|
|
|
passent = ENTITYNUM_NONE;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
VectorCopy( tr.endpos, tr_start );
|
|
|
|
passent = traceEnt->s.number;
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
#endif
|
2017-09-29 23:28:34 +00:00
|
|
|
if( LogAccuracyHit( traceEnt, ent ) ) {
|
|
|
|
hitClient = qtrue;
|
|
|
|
}
|
|
|
|
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_SHOTGUN);
|
|
|
|
return hitClient;
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
// this should match CG_ShotgunPattern
|
|
|
|
void ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, gentity_t *ent ) {
|
|
|
|
int i;
|
|
|
|
float r, u;
|
|
|
|
vec3_t end;
|
|
|
|
vec3_t forward, right, up;
|
|
|
|
qboolean hitClient = qfalse;
|
|
|
|
|
|
|
|
// derive the right and up vectors from the forward vector, because
|
|
|
|
// the client won't have any other information
|
|
|
|
VectorNormalize2( origin2, forward );
|
|
|
|
PerpendicularVector( right, forward );
|
|
|
|
CrossProduct( forward, right, up );
|
|
|
|
|
|
|
|
// generate the "random" spread pattern
|
|
|
|
for ( i = 0 ; i < DEFAULT_SHOTGUN_COUNT ; i++ ) {
|
|
|
|
r = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
|
|
|
|
u = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
|
|
|
|
VectorMA( origin, 8192 * 16, forward, end);
|
|
|
|
VectorMA (end, r, right, end);
|
|
|
|
VectorMA (end, u, up, end);
|
|
|
|
if( ShotgunPellet( origin, end, ent ) && !hitClient ) {
|
|
|
|
hitClient = qtrue;
|
|
|
|
ent->client->accuracy_hits++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void weapon_supershotgun_fire (gentity_t *ent) {
|
|
|
|
gentity_t *tent;
|
|
|
|
|
|
|
|
// send shotgun blast
|
|
|
|
tent = G_TempEntity( muzzle, EV_SHOTGUN );
|
|
|
|
VectorScale( forward, 4096, tent->s.origin2 );
|
|
|
|
SnapVector( tent->s.origin2 );
|
|
|
|
tent->s.eventParm = rand() & 255; // seed for spread pattern
|
|
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
|
|
|
|
|
|
ShotgunPattern( tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================================================================
|
|
|
|
|
|
|
|
GRENADE LAUNCHER
|
|
|
|
|
|
|
|
======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void weapon_grenadelauncher_fire (gentity_t *ent) {
|
|
|
|
gentity_t *m;
|
|
|
|
|
|
|
|
// extra vertical velocity
|
|
|
|
forward[2] += 0.2f;
|
|
|
|
VectorNormalize( forward );
|
|
|
|
|
|
|
|
m = fire_grenade (ent, muzzle, forward);
|
|
|
|
m->damage *= s_quadFactor;
|
|
|
|
m->splashDamage *= s_quadFactor;
|
|
|
|
|
|
|
|
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================================================================
|
|
|
|
|
|
|
|
ROCKET
|
|
|
|
|
|
|
|
======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void Weapon_RocketLauncher_Fire (gentity_t *ent) {
|
|
|
|
gentity_t *m;
|
|
|
|
|
|
|
|
m = fire_rocket (ent, muzzle, forward);
|
|
|
|
m->damage *= s_quadFactor;
|
|
|
|
m->splashDamage *= s_quadFactor;
|
|
|
|
|
|
|
|
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================================================================
|
|
|
|
|
|
|
|
PLASMA GUN
|
|
|
|
|
|
|
|
======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void Weapon_Plasmagun_Fire (gentity_t *ent) {
|
|
|
|
gentity_t *m;
|
|
|
|
|
|
|
|
m = fire_plasma (ent, muzzle, forward);
|
|
|
|
m->damage *= s_quadFactor;
|
|
|
|
m->splashDamage *= s_quadFactor;
|
|
|
|
|
|
|
|
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================================================================
|
|
|
|
|
|
|
|
RAILGUN
|
|
|
|
|
|
|
|
======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
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weapon_railgun_fire
|
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|
|
=================
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|
*/
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|
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#define MAX_RAIL_HITS 4
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|
|
void weapon_railgun_fire (gentity_t *ent) {
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|
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vec3_t end;
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#ifdef MISSIONPACK
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vec3_t impactpoint, bouncedir;
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|
|
#endif
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|
|
trace_t trace;
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|
|
gentity_t *tent;
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|
|
|
gentity_t *traceEnt;
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|
|
|
int damage;
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|
|
|
int i;
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|
|
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int hits;
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|
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int unlinked;
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|
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int passent;
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|
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gentity_t *unlinkedEntities[MAX_RAIL_HITS];
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damage = 100 * s_quadFactor;
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VectorMA (muzzle, 8192, forward, end);
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// trace only against the solids, so the railgun will go through people
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unlinked = 0;
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hits = 0;
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passent = ent->s.number;
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do {
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trap_Trace (&trace, muzzle, NULL, NULL, end, passent, MASK_SHOT );
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|
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if ( trace.entityNum >= ENTITYNUM_MAX_NORMAL ) {
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|
break;
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|
}
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traceEnt = &g_entities[ trace.entityNum ];
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|
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if ( traceEnt->takedamage ) {
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#ifdef MISSIONPACK
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if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
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if ( G_InvulnerabilityEffect( traceEnt, forward, trace.endpos, impactpoint, bouncedir ) ) {
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G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
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// snap the endpos to integers to save net bandwidth, but nudged towards the line
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SnapVectorTowards( trace.endpos, muzzle );
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// send railgun beam effect
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tent = G_TempEntity( trace.endpos, EV_RAILTRAIL );
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// set player number for custom colors on the railtrail
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tent->s.clientNum = ent->s.clientNum;
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VectorCopy( muzzle, tent->s.origin2 );
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// move origin a bit to come closer to the drawn gun muzzle
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VectorMA( tent->s.origin2, 4, right, tent->s.origin2 );
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VectorMA( tent->s.origin2, -1, up, tent->s.origin2 );
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tent->s.eventParm = 255; // don't make the explosion at the end
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//
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VectorCopy( impactpoint, muzzle );
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// the player can hit him/herself with the bounced rail
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passent = ENTITYNUM_NONE;
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}
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}
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else {
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if( LogAccuracyHit( traceEnt, ent ) ) {
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hits++;
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}
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G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
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}
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#else
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if( LogAccuracyHit( traceEnt, ent ) ) {
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hits++;
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}
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G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
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#endif
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}
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|
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if ( trace.contents & CONTENTS_SOLID ) {
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|
|
break; // we hit something solid enough to stop the beam
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|
|
|
}
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// unlink this entity, so the next trace will go past it
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|
|
trap_UnlinkEntity( traceEnt );
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unlinkedEntities[unlinked] = traceEnt;
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unlinked++;
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} while ( unlinked < MAX_RAIL_HITS );
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// link back in any entities we unlinked
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|
|
for ( i = 0 ; i < unlinked ; i++ ) {
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|
|
|
trap_LinkEntity( unlinkedEntities[i] );
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|
|
|
}
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|
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// the final trace endpos will be the terminal point of the rail trail
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// snap the endpos to integers to save net bandwidth, but nudged towards the line
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|
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SnapVectorTowards( trace.endpos, muzzle );
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// send railgun beam effect
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tent = G_TempEntity( trace.endpos, EV_RAILTRAIL );
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// set player number for custom colors on the railtrail
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|
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tent->s.clientNum = ent->s.clientNum;
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|
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VectorCopy( muzzle, tent->s.origin2 );
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|
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// move origin a bit to come closer to the drawn gun muzzle
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|
|
|
VectorMA( tent->s.origin2, 4, right, tent->s.origin2 );
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|
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VectorMA( tent->s.origin2, -1, up, tent->s.origin2 );
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|
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// no explosion at end if SURF_NOIMPACT, but still make the trail
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|
|
if ( trace.surfaceFlags & SURF_NOIMPACT ) {
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|
|
tent->s.eventParm = 255; // don't make the explosion at the end
|
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|
|
} else {
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|
|
|
tent->s.eventParm = DirToByte( trace.plane.normal );
|
|
|
|
}
|
|
|
|
tent->s.clientNum = ent->s.clientNum;
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|
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|
|
// give the shooter a reward sound if they have made two railgun hits in a row
|
|
|
|
if ( hits == 0 ) {
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|
|
// complete miss
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|
|
ent->client->accurateCount = 0;
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|
|
|
} else {
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|
|
|
// check for "impressive" reward sound
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|
|
ent->client->accurateCount += hits;
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|
|
if ( ent->client->accurateCount >= 2 ) {
|
|
|
|
ent->client->accurateCount -= 2;
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|
|
ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
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|
// add the sprite over the player's head
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|
|
ent->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
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|
ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE;
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|
|
ent->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
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|
|
}
|
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|
|
ent->client->accuracy_hits++;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================================================================
|
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|
|
|
|
|
GRAPPLING HOOK
|
|
|
|
|
|
|
|
======================================================================
|
|
|
|
*/
|
|
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|
|
void Weapon_GrapplingHook_Fire (gentity_t *ent)
|
|
|
|
{
|
|
|
|
if (!ent->client->fireHeld && !ent->client->hook)
|
|
|
|
fire_grapple (ent, muzzle, forward);
|
|
|
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|
|
ent->client->fireHeld = qtrue;
|
|
|
|
}
|
|
|
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|
|
|
|
void Weapon_HookFree (gentity_t *ent)
|
|
|
|
{
|
|
|
|
ent->parent->client->hook = NULL;
|
|
|
|
ent->parent->client->ps.pm_flags &= ~PMF_GRAPPLE_PULL;
|
|
|
|
G_FreeEntity( ent );
|
|
|
|
}
|
|
|
|
|
|
|
|
void Weapon_HookThink (gentity_t *ent)
|
|
|
|
{
|
|
|
|
if (ent->enemy) {
|
|
|
|
vec3_t v, oldorigin;
|
|
|
|
|
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|
|
VectorCopy(ent->r.currentOrigin, oldorigin);
|
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|
|
v[0] = ent->enemy->r.currentOrigin[0] + (ent->enemy->r.mins[0] + ent->enemy->r.maxs[0]) * 0.5;
|
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|
|
v[1] = ent->enemy->r.currentOrigin[1] + (ent->enemy->r.mins[1] + ent->enemy->r.maxs[1]) * 0.5;
|
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|
|
v[2] = ent->enemy->r.currentOrigin[2] + (ent->enemy->r.mins[2] + ent->enemy->r.maxs[2]) * 0.5;
|
|
|
|
SnapVectorTowards( v, oldorigin ); // save net bandwidth
|
|
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|
|
|
|
G_SetOrigin( ent, v );
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================================================================
|
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|
|
|
|
LIGHTNING GUN
|
|
|
|
|
|
|
|
======================================================================
|
|
|
|
*/
|
|
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|
|
void Weapon_LightningFire( gentity_t *ent ) {
|
|
|
|
trace_t tr;
|
|
|
|
vec3_t end;
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
vec3_t impactpoint, bouncedir;
|
|
|
|
#endif
|
|
|
|
gentity_t *traceEnt, *tent;
|
|
|
|
int damage, i, passent;
|
|
|
|
|
|
|
|
damage = 8 * s_quadFactor;
|
|
|
|
|
|
|
|
passent = ent->s.number;
|
|
|
|
for (i = 0; i < 10; i++) {
|
|
|
|
VectorMA( muzzle, LIGHTNING_RANGE, forward, end );
|
|
|
|
|
|
|
|
trap_Trace( &tr, muzzle, NULL, NULL, end, passent, MASK_SHOT );
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
// if not the first trace (the lightning bounced of an invulnerability sphere)
|
|
|
|
if (i) {
|
|
|
|
// add bounced off lightning bolt temp entity
|
|
|
|
// the first lightning bolt is a cgame only visual
|
|
|
|
//
|
|
|
|
tent = G_TempEntity( muzzle, EV_LIGHTNINGBOLT );
|
|
|
|
VectorCopy( tr.endpos, end );
|
|
|
|
SnapVector( end );
|
|
|
|
VectorCopy( end, tent->s.origin2 );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
if ( tr.entityNum == ENTITYNUM_NONE ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
traceEnt = &g_entities[ tr.entityNum ];
|
|
|
|
|
|
|
|
if ( traceEnt->takedamage) {
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
|
|
|
|
if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
|
|
|
|
G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
|
|
|
|
VectorCopy( impactpoint, muzzle );
|
|
|
|
VectorSubtract( end, impactpoint, forward );
|
|
|
|
VectorNormalize(forward);
|
|
|
|
// the player can hit him/herself with the bounced lightning
|
|
|
|
passent = ENTITYNUM_NONE;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
VectorCopy( tr.endpos, muzzle );
|
|
|
|
passent = traceEnt->s.number;
|
|
|
|
}
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
#endif
|
2017-09-29 23:28:34 +00:00
|
|
|
if( LogAccuracyHit( traceEnt, ent ) ) {
|
|
|
|
ent->client->accuracy_hits++;
|
|
|
|
}
|
|
|
|
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_LIGHTNING);
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if ( traceEnt->takedamage && traceEnt->client ) {
|
|
|
|
tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
|
|
|
|
tent->s.otherEntityNum = traceEnt->s.number;
|
|
|
|
tent->s.eventParm = DirToByte( tr.plane.normal );
|
|
|
|
tent->s.weapon = ent->s.weapon;
|
|
|
|
} else if ( !( tr.surfaceFlags & SURF_NOIMPACT ) ) {
|
|
|
|
tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );
|
|
|
|
tent->s.eventParm = DirToByte( tr.plane.normal );
|
|
|
|
}
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
/*
|
|
|
|
======================================================================
|
|
|
|
|
|
|
|
NAILGUN
|
|
|
|
|
|
|
|
======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void Weapon_Nailgun_Fire (gentity_t *ent) {
|
|
|
|
gentity_t *m;
|
|
|
|
int count;
|
|
|
|
|
|
|
|
for( count = 0; count < NUM_NAILSHOTS; count++ ) {
|
|
|
|
m = fire_nail (ent, muzzle, forward, right, up );
|
|
|
|
m->damage *= s_quadFactor;
|
|
|
|
m->splashDamage *= s_quadFactor;
|
|
|
|
}
|
|
|
|
|
|
|
|
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================================================================
|
|
|
|
|
|
|
|
PROXIMITY MINE LAUNCHER
|
|
|
|
|
|
|
|
======================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
void weapon_proxlauncher_fire (gentity_t *ent) {
|
|
|
|
gentity_t *m;
|
|
|
|
|
|
|
|
// extra vertical velocity
|
|
|
|
forward[2] += 0.2f;
|
|
|
|
VectorNormalize( forward );
|
|
|
|
|
|
|
|
m = fire_prox (ent, muzzle, forward);
|
|
|
|
m->damage *= s_quadFactor;
|
|
|
|
m->splashDamage *= s_quadFactor;
|
|
|
|
|
|
|
|
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
//======================================================================
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
LogAccuracyHit
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ) {
|
|
|
|
if( !target->takedamage ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( target == attacker ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !target->client ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !attacker->client ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( target->client->ps.stats[STAT_HEALTH] <= 0 ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( OnSameTeam( target, attacker ) ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CalcMuzzlePoint
|
|
|
|
|
|
|
|
set muzzle location relative to pivoting eye
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
|
|
|
|
VectorCopy( ent->s.pos.trBase, muzzlePoint );
|
|
|
|
muzzlePoint[2] += ent->client->ps.viewheight;
|
|
|
|
VectorMA( muzzlePoint, 14, forward, muzzlePoint );
|
|
|
|
// snap to integer coordinates for more efficient network bandwidth usage
|
|
|
|
SnapVector( muzzlePoint );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CalcMuzzlePointOrigin
|
|
|
|
|
|
|
|
set muzzle location relative to pivoting eye
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void CalcMuzzlePointOrigin ( gentity_t *ent, vec3_t origin, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
|
|
|
|
VectorCopy( ent->s.pos.trBase, muzzlePoint );
|
|
|
|
muzzlePoint[2] += ent->client->ps.viewheight;
|
|
|
|
VectorMA( muzzlePoint, 14, forward, muzzlePoint );
|
|
|
|
// snap to integer coordinates for more efficient network bandwidth usage
|
|
|
|
SnapVector( muzzlePoint );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
FireWeapon
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void FireWeapon( gentity_t *ent ) {
|
|
|
|
if (ent->client->ps.powerups[PW_QUAD] ) {
|
|
|
|
s_quadFactor = g_quadfactor.value;
|
|
|
|
} else {
|
|
|
|
s_quadFactor = 1;
|
|
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if( ent->client->persistantPowerup && ent->client->persistantPowerup->item && ent->client->persistantPowerup->item->giTag == PW_DOUBLER ) {
|
|
|
|
s_quadFactor *= 2;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// track shots taken for accuracy tracking. Grapple is not a weapon and gauntet is just not tracked
|
|
|
|
if( ent->s.weapon != WP_GRAPPLING_HOOK && ent->s.weapon != WP_GAUNTLET ) {
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if( ent->s.weapon == WP_NAILGUN ) {
|
|
|
|
ent->client->accuracy_shots += NUM_NAILSHOTS;
|
|
|
|
} else {
|
|
|
|
ent->client->accuracy_shots++;
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
ent->client->accuracy_shots++;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
// set aiming directions
|
|
|
|
AngleVectors (ent->client->ps.viewangles, forward, right, up);
|
|
|
|
|
|
|
|
CalcMuzzlePointOrigin ( ent, ent->client->oldOrigin, forward, right, up, muzzle );
|
|
|
|
|
|
|
|
// fire the specific weapon
|
|
|
|
switch( ent->s.weapon ) {
|
|
|
|
case WP_GAUNTLET:
|
|
|
|
Weapon_Gauntlet( ent );
|
|
|
|
break;
|
|
|
|
case WP_LIGHTNING:
|
|
|
|
Weapon_LightningFire( ent );
|
|
|
|
break;
|
|
|
|
case WP_SHOTGUN:
|
|
|
|
weapon_supershotgun_fire( ent );
|
|
|
|
break;
|
|
|
|
case WP_MACHINEGUN:
|
|
|
|
if ( g_gametype.integer != GT_TEAM ) {
|
2012-06-18 17:12:35 +00:00
|
|
|
Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN );
|
2005-08-26 17:39:27 +00:00
|
|
|
} else {
|
2012-06-18 17:12:35 +00:00
|
|
|
Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_TEAM_DAMAGE, MOD_MACHINEGUN );
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case WP_GRENADE_LAUNCHER:
|
|
|
|
weapon_grenadelauncher_fire( ent );
|
|
|
|
break;
|
|
|
|
case WP_ROCKET_LAUNCHER:
|
|
|
|
Weapon_RocketLauncher_Fire( ent );
|
|
|
|
break;
|
|
|
|
case WP_PLASMAGUN:
|
|
|
|
Weapon_Plasmagun_Fire( ent );
|
|
|
|
break;
|
|
|
|
case WP_RAILGUN:
|
|
|
|
weapon_railgun_fire( ent );
|
|
|
|
break;
|
|
|
|
case WP_BFG:
|
|
|
|
BFG_Fire( ent );
|
|
|
|
break;
|
|
|
|
case WP_GRAPPLING_HOOK:
|
|
|
|
Weapon_GrapplingHook_Fire( ent );
|
|
|
|
break;
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
case WP_NAILGUN:
|
|
|
|
Weapon_Nailgun_Fire( ent );
|
|
|
|
break;
|
|
|
|
case WP_PROX_LAUNCHER:
|
|
|
|
weapon_proxlauncher_fire( ent );
|
|
|
|
break;
|
|
|
|
case WP_CHAINGUN:
|
2012-06-18 17:12:35 +00:00
|
|
|
Bullet_Fire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN );
|
2005-08-26 17:39:27 +00:00
|
|
|
break;
|
|
|
|
#endif
|
|
|
|
default:
|
|
|
|
// FIXME G_Error( "Bad ent->s.weapon" );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
KamikazeRadiusDamage
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void KamikazeRadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius ) {
|
|
|
|
float dist;
|
|
|
|
gentity_t *ent;
|
|
|
|
int entityList[MAX_GENTITIES];
|
|
|
|
int numListedEntities;
|
|
|
|
vec3_t mins, maxs;
|
|
|
|
vec3_t v;
|
|
|
|
vec3_t dir;
|
|
|
|
int i, e;
|
|
|
|
|
|
|
|
if ( radius < 1 ) {
|
|
|
|
radius = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
|
|
mins[i] = origin[i] - radius;
|
|
|
|
maxs[i] = origin[i] + radius;
|
|
|
|
}
|
|
|
|
|
|
|
|
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ ) {
|
|
|
|
ent = &g_entities[entityList[ e ]];
|
|
|
|
|
|
|
|
if (!ent->takedamage) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2017-11-22 07:40:20 +00:00
|
|
|
// don't hit things we have already hit
|
2005-08-26 17:39:27 +00:00
|
|
|
if( ent->kamikazeTime > level.time ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// find the distance from the edge of the bounding box
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
|
|
if ( origin[i] < ent->r.absmin[i] ) {
|
|
|
|
v[i] = ent->r.absmin[i] - origin[i];
|
|
|
|
} else if ( origin[i] > ent->r.absmax[i] ) {
|
|
|
|
v[i] = origin[i] - ent->r.absmax[i];
|
|
|
|
} else {
|
|
|
|
v[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
dist = VectorLength( v );
|
|
|
|
if ( dist >= radius ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if( CanDamage (ent, origin) ) {
|
|
|
|
VectorSubtract (ent->r.currentOrigin, origin, dir);
|
|
|
|
// push the center of mass higher than the origin so players
|
|
|
|
// get knocked into the air more
|
|
|
|
dir[2] += 24;
|
|
|
|
G_Damage( ent, NULL, attacker, dir, origin, damage, DAMAGE_RADIUS|DAMAGE_NO_TEAM_PROTECTION, MOD_KAMIKAZE );
|
|
|
|
ent->kamikazeTime = level.time + 3000;
|
|
|
|
// }
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
KamikazeShockWave
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void KamikazeShockWave( vec3_t origin, gentity_t *attacker, float damage, float push, float radius ) {
|
|
|
|
float dist;
|
|
|
|
gentity_t *ent;
|
|
|
|
int entityList[MAX_GENTITIES];
|
|
|
|
int numListedEntities;
|
|
|
|
vec3_t mins, maxs;
|
|
|
|
vec3_t v;
|
|
|
|
vec3_t dir;
|
|
|
|
int i, e;
|
|
|
|
|
|
|
|
if ( radius < 1 )
|
|
|
|
radius = 1;
|
|
|
|
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
|
|
mins[i] = origin[i] - radius;
|
|
|
|
maxs[i] = origin[i] + radius;
|
|
|
|
}
|
|
|
|
|
|
|
|
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ ) {
|
|
|
|
ent = &g_entities[entityList[ e ]];
|
|
|
|
|
2017-11-22 07:40:20 +00:00
|
|
|
// don't hit things we have already hit
|
2005-08-26 17:39:27 +00:00
|
|
|
if( ent->kamikazeShockTime > level.time ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// find the distance from the edge of the bounding box
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
|
|
if ( origin[i] < ent->r.absmin[i] ) {
|
|
|
|
v[i] = ent->r.absmin[i] - origin[i];
|
|
|
|
} else if ( origin[i] > ent->r.absmax[i] ) {
|
|
|
|
v[i] = origin[i] - ent->r.absmax[i];
|
|
|
|
} else {
|
|
|
|
v[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
dist = VectorLength( v );
|
|
|
|
if ( dist >= radius ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if( CanDamage (ent, origin) ) {
|
|
|
|
VectorSubtract (ent->r.currentOrigin, origin, dir);
|
|
|
|
dir[2] += 24;
|
|
|
|
G_Damage( ent, NULL, attacker, dir, origin, damage, DAMAGE_RADIUS|DAMAGE_NO_TEAM_PROTECTION, MOD_KAMIKAZE );
|
|
|
|
//
|
|
|
|
dir[2] = 0;
|
|
|
|
VectorNormalize(dir);
|
|
|
|
if ( ent->client ) {
|
|
|
|
ent->client->ps.velocity[0] = dir[0] * push;
|
|
|
|
ent->client->ps.velocity[1] = dir[1] * push;
|
|
|
|
ent->client->ps.velocity[2] = 100;
|
|
|
|
}
|
|
|
|
ent->kamikazeShockTime = level.time + 3000;
|
|
|
|
// }
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
KamikazeDamage
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void KamikazeDamage( gentity_t *self ) {
|
|
|
|
int i;
|
|
|
|
float t;
|
|
|
|
gentity_t *ent;
|
|
|
|
vec3_t newangles;
|
|
|
|
|
|
|
|
self->count += 100;
|
|
|
|
|
|
|
|
if (self->count >= KAMI_SHOCKWAVE_STARTTIME) {
|
|
|
|
// shockwave push back
|
|
|
|
t = self->count - KAMI_SHOCKWAVE_STARTTIME;
|
|
|
|
KamikazeShockWave(self->s.pos.trBase, self->activator, 25, 400, (int) (float) t * KAMI_SHOCKWAVE_MAXRADIUS / (KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVE_STARTTIME) );
|
|
|
|
}
|
|
|
|
//
|
|
|
|
if (self->count >= KAMI_EXPLODE_STARTTIME) {
|
|
|
|
// do our damage
|
|
|
|
t = self->count - KAMI_EXPLODE_STARTTIME;
|
|
|
|
KamikazeRadiusDamage( self->s.pos.trBase, self->activator, 400, (int) (float) t * KAMI_BOOMSPHERE_MAXRADIUS / (KAMI_IMPLODE_STARTTIME - KAMI_EXPLODE_STARTTIME) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// either cycle or kill self
|
|
|
|
if( self->count >= KAMI_SHOCKWAVE_ENDTIME ) {
|
|
|
|
G_FreeEntity( self );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
self->nextthink = level.time + 100;
|
|
|
|
|
|
|
|
// add earth quake effect
|
|
|
|
newangles[0] = crandom() * 2;
|
|
|
|
newangles[1] = crandom() * 2;
|
|
|
|
newangles[2] = 0;
|
|
|
|
for (i = 0; i < MAX_CLIENTS; i++)
|
|
|
|
{
|
|
|
|
ent = &g_entities[i];
|
|
|
|
if (!ent->inuse)
|
|
|
|
continue;
|
|
|
|
if (!ent->client)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (ent->client->ps.groundEntityNum != ENTITYNUM_NONE) {
|
|
|
|
ent->client->ps.velocity[0] += crandom() * 120;
|
|
|
|
ent->client->ps.velocity[1] += crandom() * 120;
|
|
|
|
ent->client->ps.velocity[2] = 30 + random() * 25;
|
|
|
|
}
|
|
|
|
|
|
|
|
ent->client->ps.delta_angles[0] += ANGLE2SHORT(newangles[0] - self->movedir[0]);
|
|
|
|
ent->client->ps.delta_angles[1] += ANGLE2SHORT(newangles[1] - self->movedir[1]);
|
|
|
|
ent->client->ps.delta_angles[2] += ANGLE2SHORT(newangles[2] - self->movedir[2]);
|
|
|
|
}
|
|
|
|
VectorCopy(newangles, self->movedir);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
G_StartKamikaze
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void G_StartKamikaze( gentity_t *ent ) {
|
|
|
|
gentity_t *explosion;
|
|
|
|
gentity_t *te;
|
|
|
|
vec3_t snapped;
|
|
|
|
|
|
|
|
// start up the explosion logic
|
|
|
|
explosion = G_Spawn();
|
|
|
|
|
|
|
|
explosion->s.eType = ET_EVENTS + EV_KAMIKAZE;
|
|
|
|
explosion->eventTime = level.time;
|
|
|
|
|
|
|
|
if ( ent->client ) {
|
|
|
|
VectorCopy( ent->s.pos.trBase, snapped );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
VectorCopy( ent->activator->s.pos.trBase, snapped );
|
|
|
|
}
|
|
|
|
SnapVector( snapped ); // save network bandwidth
|
|
|
|
G_SetOrigin( explosion, snapped );
|
|
|
|
|
|
|
|
explosion->classname = "kamikaze";
|
|
|
|
explosion->s.pos.trType = TR_STATIONARY;
|
|
|
|
|
|
|
|
explosion->kamikazeTime = level.time;
|
|
|
|
|
|
|
|
explosion->think = KamikazeDamage;
|
|
|
|
explosion->nextthink = level.time + 100;
|
|
|
|
explosion->count = 0;
|
|
|
|
VectorClear(explosion->movedir);
|
|
|
|
|
|
|
|
trap_LinkEntity( explosion );
|
|
|
|
|
|
|
|
if (ent->client) {
|
|
|
|
//
|
|
|
|
explosion->activator = ent;
|
|
|
|
//
|
|
|
|
ent->s.eFlags &= ~EF_KAMIKAZE;
|
|
|
|
// nuke the guy that used it
|
|
|
|
G_Damage( ent, ent, ent, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_KAMIKAZE );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if ( !strcmp(ent->activator->classname, "bodyque") ) {
|
|
|
|
explosion->activator = &g_entities[ent->activator->r.ownerNum];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
explosion->activator = ent->activator;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// play global sound at all clients
|
|
|
|
te = G_TempEntity(snapped, EV_GLOBAL_TEAM_SOUND );
|
|
|
|
te->r.svFlags |= SVF_BROADCAST;
|
|
|
|
te->s.eventParm = GTS_KAMIKAZE;
|
|
|
|
}
|
|
|
|
#endif
|