ioq3/code/game/g_weapon.c

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2005-08-26 17:39:27 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
2005-08-26 17:39:27 +00:00
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// g_weapon.c
// perform the server side effects of a weapon firing
#include "g_local.h"
static float s_quadFactor;
static vec3_t forward, right, up;
static vec3_t muzzle;
#define NUM_NAILSHOTS 15
/*
================
G_BounceProjectile
================
*/
void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout ) {
vec3_t v, newv;
float dot;
VectorSubtract( impact, start, v );
dot = DotProduct( v, dir );
VectorMA( v, -2*dot, dir, newv );
VectorNormalize(newv);
VectorMA(impact, 8192, newv, endout);
}
/*
======================================================================
GAUNTLET
======================================================================
*/
void Weapon_Gauntlet( gentity_t *ent ) {
}
/*
===============
CheckGauntletAttack
===============
*/
qboolean CheckGauntletAttack( gentity_t *ent ) {
trace_t tr;
vec3_t end;
gentity_t *tent;
gentity_t *traceEnt;
int damage;
// set aiming directions
AngleVectors (ent->client->ps.viewangles, forward, right, up);
CalcMuzzlePoint ( ent, forward, right, up, muzzle );
VectorMA (muzzle, 32, forward, end);
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
return qfalse;
}
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
if ( ent->client->noclip ) {
return qfalse;
}
2005-08-26 17:39:27 +00:00
traceEnt = &g_entities[ tr.entityNum ];
// send blood impact
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;
}
if ( !traceEnt->takedamage) {
return qfalse;
}
if (ent->client->ps.powerups[PW_QUAD] ) {
G_AddEvent( ent, EV_POWERUP_QUAD, 0 );
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
damage = 50 * s_quadFactor;
G_Damage( traceEnt, ent, ent, forward, tr.endpos,
damage, 0, MOD_GAUNTLET );
return qtrue;
}
/*
======================================================================
MACHINEGUN
======================================================================
*/
/*
======================
SnapVectorTowards
Round a vector to integers for more efficient network
transmission, but make sure that it rounds towards a given point
rather than blindly truncating. This prevents it from truncating
into a wall.
======================
*/
void SnapVectorTowards( vec3_t v, vec3_t to ) {
int i;
for ( i = 0 ; i < 3 ; i++ ) {
if ( to[i] <= v[i] ) {
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] = 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
#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
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,
damage, 0, mod);
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#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;
qboolean hitClient = qfalse;
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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
if( LogAccuracyHit( traceEnt, ent ) ) {
hitClient = qtrue;
}
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_SHOTGUN);
return hitClient;
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}
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
======================================================================
*/
/*
=================
weapon_railgun_fire
=================
*/
#define MAX_RAIL_HITS 4
void weapon_railgun_fire (gentity_t *ent) {
vec3_t end;
#ifdef MISSIONPACK
vec3_t impactpoint, bouncedir;
#endif
trace_t trace;
gentity_t *tent;
gentity_t *traceEnt;
int damage;
int i;
int hits;
int unlinked;
int passent;
gentity_t *unlinkedEntities[MAX_RAIL_HITS];
damage = 100 * s_quadFactor;
VectorMA (muzzle, 8192, forward, end);
// trace only against the solids, so the railgun will go through people
unlinked = 0;
hits = 0;
passent = ent->s.number;
do {
trap_Trace (&trace, muzzle, NULL, NULL, end, passent, MASK_SHOT );
if ( trace.entityNum >= ENTITYNUM_MAX_NORMAL ) {
break;
}
traceEnt = &g_entities[ trace.entityNum ];
if ( traceEnt->takedamage ) {
#ifdef MISSIONPACK
if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
if ( G_InvulnerabilityEffect( traceEnt, forward, trace.endpos, impactpoint, bouncedir ) ) {
G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
// snap the endpos to integers to save net bandwidth, but nudged towards the line
SnapVectorTowards( trace.endpos, muzzle );
// send railgun beam effect
tent = G_TempEntity( trace.endpos, EV_RAILTRAIL );
// set player number for custom colors on the railtrail
tent->s.clientNum = ent->s.clientNum;
VectorCopy( muzzle, tent->s.origin2 );
// move origin a bit to come closer to the drawn gun muzzle
VectorMA( tent->s.origin2, 4, right, tent->s.origin2 );
VectorMA( tent->s.origin2, -1, up, tent->s.origin2 );
tent->s.eventParm = 255; // don't make the explosion at the end
//
VectorCopy( impactpoint, muzzle );
// the player can hit him/herself with the bounced rail
passent = ENTITYNUM_NONE;
}
}
else {
if( LogAccuracyHit( traceEnt, ent ) ) {
hits++;
}
G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
}
#else
if( LogAccuracyHit( traceEnt, ent ) ) {
hits++;
}
G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
#endif
}
if ( trace.contents & CONTENTS_SOLID ) {
break; // we hit something solid enough to stop the beam
}
// unlink this entity, so the next trace will go past it
trap_UnlinkEntity( traceEnt );
unlinkedEntities[unlinked] = traceEnt;
unlinked++;
} while ( unlinked < MAX_RAIL_HITS );
// link back in any entities we unlinked
for ( i = 0 ; i < unlinked ; i++ ) {
trap_LinkEntity( unlinkedEntities[i] );
}
// the final trace endpos will be the terminal point of the rail trail
// snap the endpos to integers to save net bandwidth, but nudged towards the line
SnapVectorTowards( trace.endpos, muzzle );
// send railgun beam effect
tent = G_TempEntity( trace.endpos, EV_RAILTRAIL );
// set player number for custom colors on the railtrail
tent->s.clientNum = ent->s.clientNum;
VectorCopy( muzzle, tent->s.origin2 );
// move origin a bit to come closer to the drawn gun muzzle
VectorMA( tent->s.origin2, 4, right, tent->s.origin2 );
VectorMA( tent->s.origin2, -1, up, tent->s.origin2 );
// no explosion at end if SURF_NOIMPACT, but still make the trail
if ( trace.surfaceFlags & SURF_NOIMPACT ) {
tent->s.eventParm = 255; // don't make the explosion at the end
} else {
tent->s.eventParm = DirToByte( trace.plane.normal );
}
tent->s.clientNum = ent->s.clientNum;
// give the shooter a reward sound if they have made two railgun hits in a row
if ( hits == 0 ) {
// complete miss
ent->client->accurateCount = 0;
} else {
// check for "impressive" reward sound
ent->client->accurateCount += hits;
if ( ent->client->accurateCount >= 2 ) {
ent->client->accurateCount -= 2;
ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
// add the sprite over the player's head
ent->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE;
ent->client->rewardTime = level.time + REWARD_SPRITE_TIME;
}
ent->client->accuracy_hits++;
}
}
/*
======================================================================
GRAPPLING HOOK
======================================================================
*/
void Weapon_GrapplingHook_Fire (gentity_t *ent)
{
if (!ent->client->fireHeld && !ent->client->hook)
fire_grapple (ent, muzzle, forward);
ent->client->fireHeld = qtrue;
}
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;
VectorCopy(ent->r.currentOrigin, oldorigin);
v[0] = ent->enemy->r.currentOrigin[0] + (ent->enemy->r.mins[0] + ent->enemy->r.maxs[0]) * 0.5;
v[1] = ent->enemy->r.currentOrigin[1] + (ent->enemy->r.mins[1] + ent->enemy->r.maxs[1]) * 0.5;
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
G_SetOrigin( ent, v );
}
VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);
}
/*
======================================================================
LIGHTNING GUN
======================================================================
*/
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
if( LogAccuracyHit( traceEnt, ent ) ) {
ent->client->accuracy_hits++;
}
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_LIGHTNING);
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}
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 ) {
Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN );
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} else {
Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_TEAM_DAMAGE, MOD_MACHINEGUN );
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}
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:
Bullet_Fire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN );
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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