jedi-academy/code/game/g_weapon.cpp

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2013-04-04 22:35:38 +00:00
// g_weapon.c
// perform the server side effects of a weapon firing
// leave this line at the top for all g_xxxx.cpp files...
#include "g_headers.h"
#include "g_local.h"
#include "g_functions.h"
#include "anims.h"
#include "b_local.h"
#include "wp_saber.h"
#include "g_vehicles.h"
static vec3_t forward, vright, up;
static vec3_t muzzle;
void drop_charge(gentity_t *ent, vec3_t start, vec3_t dir);
void ViewHeightFix( const gentity_t * const ent );
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
extern qboolean G_BoxInBounds( const vec3_t point, const vec3_t mins, const vec3_t maxs, const vec3_t boundsMins, const vec3_t boundsMaxs );
extern qboolean Jedi_DodgeEvasion( gentity_t *self, gentity_t *shooter, trace_t *tr, int hitLoc );
extern qboolean PM_DroidMelee( int npc_class );
extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
extern qboolean G_HasKnockdownAnims( gentity_t *ent );
static gentity_t *ent_list[MAX_GENTITIES];
extern cvar_t *g_debugMelee;
// Bryar Pistol
//--------
#define BRYAR_PISTOL_VEL 1800
#define BRYAR_PISTOL_DAMAGE 14
#define BRYAR_CHARGE_UNIT 200.0f // bryar charging gives us one more unit every 200ms--if you change this, you'll have to do the same in bg_pmove
// E11 Blaster
//---------
#define BLASTER_MAIN_SPREAD 0.5f
#define BLASTER_ALT_SPREAD 1.5f
#define BLASTER_NPC_SPREAD 0.5f
#define BLASTER_VELOCITY 2300
#define BLASTER_NPC_VEL_CUT 0.5f
#define BLASTER_NPC_HARD_VEL_CUT 0.7f
#define BLASTER_DAMAGE 20
#define BLASTER_NPC_DAMAGE_EASY 6
#define BLASTER_NPC_DAMAGE_NORMAL 12 // 14
#define BLASTER_NPC_DAMAGE_HARD 16 // 18
// Tenloss Disruptor
//----------
#define DISRUPTOR_MAIN_DAMAGE 14
#define DISRUPTOR_NPC_MAIN_DAMAGE_EASY 5
#define DISRUPTOR_NPC_MAIN_DAMAGE_MEDIUM 10
#define DISRUPTOR_NPC_MAIN_DAMAGE_HARD 15
#define DISRUPTOR_ALT_DAMAGE 12
#define DISRUPTOR_NPC_ALT_DAMAGE_EASY 15
#define DISRUPTOR_NPC_ALT_DAMAGE_MEDIUM 25
#define DISRUPTOR_NPC_ALT_DAMAGE_HARD 30
#define DISRUPTOR_ALT_TRACES 3 // can go through a max of 3 entities
#define DISRUPTOR_CHARGE_UNIT 150.0f // distruptor charging gives us one more unit every 150ms--if you change this, you'll have to do the same in bg_pmove
// Wookie Bowcaster
//----------
#define BOWCASTER_DAMAGE 45
#define BOWCASTER_VELOCITY 1300
#define BOWCASTER_NPC_DAMAGE_EASY 12
#define BOWCASTER_NPC_DAMAGE_NORMAL 24
#define BOWCASTER_NPC_DAMAGE_HARD 36
#define BOWCASTER_SPLASH_DAMAGE 0
#define BOWCASTER_SPLASH_RADIUS 0
#define BOWCASTER_SIZE 2
#define BOWCASTER_ALT_SPREAD 5.0f
#define BOWCASTER_VEL_RANGE 0.3f
#define BOWCASTER_CHARGE_UNIT 200.0f // bowcaster charging gives us one more unit every 200ms--if you change this, you'll have to do the same in bg_pmove
// Heavy Repeater
//----------
#define REPEATER_SPREAD 1.4f
#define REPEATER_NPC_SPREAD 0.7f
#define REPEATER_DAMAGE 8
#define REPEATER_VELOCITY 1600
#define REPEATER_NPC_DAMAGE_EASY 2
#define REPEATER_NPC_DAMAGE_NORMAL 4
#define REPEATER_NPC_DAMAGE_HARD 6
#define REPEATER_ALT_SIZE 3 // half of bbox size
#define REPEATER_ALT_DAMAGE 60
#define REPEATER_ALT_SPLASH_DAMAGE 60
#define REPEATER_ALT_SPLASH_RADIUS 128
#define REPEATER_ALT_VELOCITY 1100
#define REPEATER_ALT_NPC_DAMAGE_EASY 15
#define REPEATER_ALT_NPC_DAMAGE_NORMAL 30
#define REPEATER_ALT_NPC_DAMAGE_HARD 45
// DEMP2
//----------
#define DEMP2_DAMAGE 15
#define DEMP2_VELOCITY 1800
#define DEMP2_NPC_DAMAGE_EASY 6
#define DEMP2_NPC_DAMAGE_NORMAL 12
#define DEMP2_NPC_DAMAGE_HARD 18
#define DEMP2_SIZE 2 // half of bbox size
#define DEMP2_ALT_DAMAGE 15
#define DEMP2_CHARGE_UNIT 500.0f // demp2 charging gives us one more unit every 500ms--if you change this, you'll have to do the same in bg_pmove
#define DEMP2_ALT_RANGE 4096
#define DEMP2_ALT_SPLASHRADIUS 256
// Golan Arms Flechette
//---------
#define FLECHETTE_SHOTS 6
#define FLECHETTE_SPREAD 4.0f
#define FLECHETTE_DAMAGE 15
#define FLECHETTE_VEL 3500
#define FLECHETTE_SIZE 1
#define FLECHETTE_ALT_DAMAGE 20
#define FLECHETTE_ALT_SPLASH_DAM 20
#define FLECHETTE_ALT_SPLASH_RAD 128
// NOT CURRENTLY USED
#define FLECHETTE_MINE_RADIUS_CHECK 200
#define FLECHETTE_MINE_VEL 1000
#define FLECHETTE_MINE_DAMAGE 100
#define FLECHETTE_MINE_SPLASH_DAMAGE 200
#define FLECHETTE_MINE_SPLASH_RADIUS 200
// Personal Rocket Launcher
//---------
#define ROCKET_VELOCITY 900
#define ROCKET_DAMAGE 100
#define ROCKET_SPLASH_DAMAGE 100
#define ROCKET_SPLASH_RADIUS 160
#define ROCKET_NPC_DAMAGE_EASY 20
#define ROCKET_NPC_DAMAGE_NORMAL 40
#define ROCKET_NPC_DAMAGE_HARD 60
#define ROCKET_SIZE 3
#define ROCKET_ALT_VELOCITY (ROCKET_VELOCITY*0.5)
#define ROCKET_ALT_THINK_TIME 100
// some naughty little things that are used cg side
int g_rocketLockEntNum = ENTITYNUM_NONE;
int g_rocketLockTime = 0;
int g_rocketSlackTime = 0;
// Concussion Rifle
//---------
//primary
#define CONC_VELOCITY 3000
#define CONC_DAMAGE 150
#define CONC_NPC_SPREAD 0.7f
#define CONC_NPC_DAMAGE_EASY 15
#define CONC_NPC_DAMAGE_NORMAL 30
#define CONC_NPC_DAMAGE_HARD 50
#define CONC_SPLASH_DAMAGE 50
#define CONC_SPLASH_RADIUS 300
//alt
#define CONC_ALT_DAMAGE 225//100
#define CONC_ALT_NPC_DAMAGE_EASY 10
#define CONC_ALT_NPC_DAMAGE_MEDIUM 20
#define CONC_ALT_NPC_DAMAGE_HARD 30
// Emplaced Gun
//--------------
#define EMPLACED_VEL 6000 // very fast
#define EMPLACED_DAMAGE 150 // and very damaging
#define EMPLACED_SIZE 5 // make it easier to hit things
// ATST Main Gun
//--------------
#define ATST_MAIN_VEL 4000 //
#define ATST_MAIN_DAMAGE 25 //
#define ATST_MAIN_SIZE 3 // make it easier to hit things
// ATST Side Gun
//---------------
#define ATST_SIDE_MAIN_DAMAGE 75
#define ATST_SIDE_MAIN_VELOCITY 1300
#define ATST_SIDE_MAIN_NPC_DAMAGE_EASY 30
#define ATST_SIDE_MAIN_NPC_DAMAGE_NORMAL 40
#define ATST_SIDE_MAIN_NPC_DAMAGE_HARD 50
#define ATST_SIDE_MAIN_SIZE 4
#define ATST_SIDE_MAIN_SPLASH_DAMAGE 10 // yeah, pretty small, either zero out or make it worth having?
#define ATST_SIDE_MAIN_SPLASH_RADIUS 16 // yeah, pretty small, either zero out or make it worth having?
#define ATST_SIDE_ALT_VELOCITY 1100
#define ATST_SIDE_ALT_NPC_VELOCITY 600
#define ATST_SIDE_ALT_DAMAGE 130
#define ATST_SIDE_ROCKET_NPC_DAMAGE_EASY 30
#define ATST_SIDE_ROCKET_NPC_DAMAGE_NORMAL 50
#define ATST_SIDE_ROCKET_NPC_DAMAGE_HARD 90
#define ATST_SIDE_ALT_SPLASH_DAMAGE 130
#define ATST_SIDE_ALT_SPLASH_RADIUS 200
#define ATST_SIDE_ALT_ROCKET_SIZE 5
#define ATST_SIDE_ALT_ROCKET_SPLASH_SCALE 0.5f // scales splash for NPC's
// Stun Baton
//--------------
#define STUN_BATON_DAMAGE 22
#define STUN_BATON_ALT_DAMAGE 22
#define STUN_BATON_RANGE 25
// Laser Trip Mine
//--------------
#define LT_DAMAGE 150
#define LT_SPLASH_RAD 256.0f
#define LT_SPLASH_DAM 90
#define LT_VELOCITY 250.0f
#define LT_ALT_VELOCITY 1000.0f
#define PROX_MINE_RADIUS_CHECK 190
#define LT_SIZE 3.0f
#define LT_ALT_TIME 2000
#define LT_ACTIVATION_DELAY 1000
#define LT_DELAY_TIME 50
// Thermal Detonator
//--------------
#define TD_DAMAGE 100
#define TD_NPC_DAMAGE_CUT 0.6f // NPC thrown dets deliver only 60% of the damage that a player thrown one does
#define TD_SPLASH_RAD 128
#define TD_SPLASH_DAM 90
#define TD_VELOCITY 900
#define TD_MIN_CHARGE 0.15f
#define TD_TIME 4000
#define TD_THINK_TIME 300 // don't think too often?
#define TD_TEST_RAD (TD_SPLASH_RAD * 0.8f) // no sense in auto-blowing up if exactly on the radius edge--it would hardly do any damage
#define TD_ALT_TIME 3000
#define TD_ALT_DAMAGE 100
#define TD_ALT_SPLASH_RAD 128
#define TD_ALT_SPLASH_DAM 90
#define TD_ALT_VELOCITY 600
#define TD_ALT_MIN_CHARGE 0.15f
#define TD_ALT_TIME 3000
// Tusken Rifle Shot
//--------------
#define TUSKEN_RIFLE_VEL 3000 // fast
#define TUSKEN_RIFLE_DAMAGE_EASY 20 // damaging
#define TUSKEN_RIFLE_DAMAGE_MEDIUM 30 // very damaging
#define TUSKEN_RIFLE_DAMAGE_HARD 50 // extremely damaging
// Weapon Helper Functions
float weaponSpeed[WP_NUM_WEAPONS][2] =
{
0,0,//WP_NONE,
0,0,//WP_SABER, // NOTE: lots of code assumes this is the first weapon (... which is crap) so be careful -Ste.
BRYAR_PISTOL_VEL,BRYAR_PISTOL_VEL,//WP_BLASTER_PISTOL,
BLASTER_VELOCITY,BLASTER_VELOCITY,//WP_BLASTER,
Q3_INFINITE,Q3_INFINITE,//WP_DISRUPTOR,
BOWCASTER_VELOCITY,BOWCASTER_VELOCITY,//WP_BOWCASTER,
REPEATER_VELOCITY,REPEATER_ALT_VELOCITY,//WP_REPEATER,
DEMP2_VELOCITY,DEMP2_ALT_RANGE,//WP_DEMP2,
FLECHETTE_VEL,FLECHETTE_MINE_VEL,//WP_FLECHETTE,
ROCKET_VELOCITY,ROCKET_ALT_VELOCITY,//WP_ROCKET_LAUNCHER,
TD_VELOCITY,TD_ALT_VELOCITY,//WP_THERMAL,
0,0,//WP_TRIP_MINE,
0,0,//WP_DET_PACK,
CONC_VELOCITY,Q3_INFINITE,//WP_CONCUSSION,
0,0,//WP_MELEE, // Any ol' melee attack
0,0,//WP_STUN_BATON,
BRYAR_PISTOL_VEL,BRYAR_PISTOL_VEL,//WP_BRYAR_PISTOL,
EMPLACED_VEL,EMPLACED_VEL,//WP_EMPLACED_GUN,
BRYAR_PISTOL_VEL,BRYAR_PISTOL_VEL,//WP_BOT_LASER, // Probe droid - Laser blast
0,0,//WP_TURRET, // turret guns
ATST_MAIN_VEL,ATST_MAIN_VEL,//WP_ATST_MAIN,
ATST_SIDE_MAIN_VELOCITY,ATST_SIDE_ALT_NPC_VELOCITY,//WP_ATST_SIDE,
EMPLACED_VEL,EMPLACED_VEL,//WP_TIE_FIGHTER,
EMPLACED_VEL,REPEATER_ALT_VELOCITY,//WP_RAPID_FIRE_CONC,
0,0,//WP_JAWA,
TUSKEN_RIFLE_VEL,TUSKEN_RIFLE_VEL,//WP_TUSKEN_RIFLE,
0,0,//WP_TUSKEN_STAFF,
0,0,//WP_SCEPTER,
0,0,//WP_NOGHRI_STICK,
};
float WP_SpeedOfMissileForWeapon( int wp, qboolean alt_fire )
{
if ( alt_fire )
{
return weaponSpeed[wp][1];
}
return weaponSpeed[wp][0];
}
//-----------------------------------------------------------------------------
static void WP_TraceSetStart( const gentity_t *ent, vec3_t start, const vec3_t mins, const vec3_t maxs )
//-----------------------------------------------------------------------------
{
//make sure our start point isn't on the other side of a wall
trace_t tr;
vec3_t entMins, newstart;
vec3_t entMaxs;
VectorSet( entMaxs, 5, 5, 5 );
VectorScale( entMaxs, -1, entMins );
if ( !ent->client )
{
return;
}
VectorCopy( ent->currentOrigin, newstart );
newstart[2] = start[2]; // force newstart to be on the same plane as the muzzle ( start )
gi.trace( &tr, newstart, entMins, entMaxs, start, ent->s.number, MASK_SOLID|CONTENTS_SHOTCLIP );
if ( tr.startsolid || tr.allsolid )
{
// there is a problem here..
return;
}
if ( tr.fraction < 1.0f )
{
VectorCopy( tr.endpos, start );
}
}
extern Vehicle_t *G_IsRidingVehicle( gentity_t *ent );
//-----------------------------------------------------------------------------
gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire = qfalse )
//-----------------------------------------------------------------------------
{
gentity_t *missile;
missile = G_Spawn();
missile->nextthink = level.time + life;
missile->e_ThinkFunc = thinkF_G_FreeEntity;
missile->s.eType = ET_MISSILE;
missile->owner = owner;
Vehicle_t* pVeh = G_IsRidingVehicle(owner);
missile->alt_fire = altFire;
missile->s.pos.trType = TR_LINEAR;
missile->s.pos.trTime = level.time;// - 10; // move a bit on the very first frame
VectorCopy( org, missile->s.pos.trBase );
VectorScale( dir, vel, missile->s.pos.trDelta );
if (pVeh)
{
missile->s.eFlags |= EF_USE_ANGLEDELTA;
vectoangles(missile->s.pos.trDelta, missile->s.angles);
VectorMA(missile->s.pos.trDelta, 2.0f, pVeh->m_pParentEntity->client->ps.velocity, missile->s.pos.trDelta);
}
VectorCopy( org, missile->currentOrigin);
gi.linkentity( missile );
return missile;
}
//-----------------------------------------------------------------------------
static void WP_Stick( gentity_t *missile, trace_t *trace, float fudge_distance = 0.0f )
//-----------------------------------------------------------------------------
{
vec3_t org, ang;
// not moving or rotating
missile->s.pos.trType = TR_STATIONARY;
VectorClear( missile->s.pos.trDelta );
VectorClear( missile->s.apos.trDelta );
// so we don't stick into the wall
VectorMA( trace->endpos, fudge_distance, trace->plane.normal, org );
G_SetOrigin( missile, org );
vectoangles( trace->plane.normal, ang );
G_SetAngles( missile, ang );
// I guess explode death wants me as the normal?
// VectorCopy( trace->plane.normal, missile->pos1 );
gi.linkentity( missile );
}
// This version shares is in the thinkFunc format
//-----------------------------------------------------------------------------
void WP_Explode( gentity_t *self )
//-----------------------------------------------------------------------------
{
gentity_t *attacker = self;
vec3_t forward={0,0,1};
// stop chain reaction runaway loops
self->takedamage = qfalse;
self->s.loopSound = 0;
// VectorCopy( self->currentOrigin, self->s.pos.trBase );
if ( !self->client )
{
AngleVectors( self->s.angles, forward, NULL, NULL );
}
if ( self->fxID > 0 )
{
G_PlayEffect( self->fxID, self->currentOrigin, forward );
}
if ( self->owner )
{
attacker = self->owner;
}
else if ( self->activator )
{
attacker = self->activator;
}
if ( self->splashDamage > 0 && self->splashRadius > 0 )
{
G_RadiusDamage( self->currentOrigin, attacker, self->splashDamage, self->splashRadius, 0/*don't ignore attacker*/, MOD_EXPLOSIVE_SPLASH );
}
if ( self->target )
{
G_UseTargets( self, attacker );
}
G_SetOrigin( self, self->currentOrigin );
self->nextthink = level.time + 50;
self->e_ThinkFunc = thinkF_G_FreeEntity;
}
// We need to have a dieFunc, otherwise G_Damage won't actually make us die. I could modify G_Damage, but that entails too many changes
//-----------------------------------------------------------------------------
void WP_ExplosiveDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath,int dFlags,int hitLoc )
//-----------------------------------------------------------------------------
{
self->enemy = attacker;
if ( attacker && !attacker->s.number )
{
// less damage when shot by player
self->splashDamage /= 3;
self->splashRadius /= 3;
}
self->s.eFlags &= ~EF_FIRING; // don't draw beam if we are dead
WP_Explode( self );
}
/*
----------------------------------------------
PLAYER ITEMS
----------------------------------------------
*/
/*
#define SEEKER_RADIUS 500
gentity_t *SeekerAcquiresTarget ( gentity_t *ent, vec3_t pos )
{
vec3_t seekerPos;
float angle;
gentity_t *entityList[MAX_GENTITIES]; // targets within inital radius
gentity_t *visibleTargets[MAX_GENTITIES]; // final filtered target list
int numListedEntities;
int i, e;
gentity_t *target;
vec3_t mins, maxs;
angle = cg.time * 0.004f;
// must match cg_effects ( CG_Seeker ) & g_weapon ( SeekerAcquiresTarget ) & cg_weapons ( CG_FireSeeker )
seekerPos[0] = ent->currentOrigin[0] + 18 * cos(angle);
seekerPos[1] = ent->currentOrigin[1] + 18 * sin(angle);
seekerPos[2] = ent->currentOrigin[2] + ent->client->ps.viewheight + 8 + (3*cos(level.time*0.001f));
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = seekerPos[i] - SEEKER_RADIUS;
maxs[i] = seekerPos[i] + SEEKER_RADIUS;
}
// get potential targets within radius
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
i = 0; // reset counter
for ( e = 0 ; e < numListedEntities ; e++ )
{
target = entityList[e];
// seeker owner not a valid target
if ( target == ent )
{
continue;
}
// only players are valid targets
if ( !target->client )
{
continue;
}
// teammates not valid targets
if ( OnSameTeam( ent, target ) )
{
continue;
}
// don't shoot at dead things
if ( target->health <= 0 )
{
continue;
}
if( CanDamage( target, seekerPos ) ) // visible target, so add it to the list
{
visibleTargets[i++] = entityList[e];
}
}
if ( i )
{
// ok, now we know there are i visible targets. Pick one as the seeker's target
target = visibleTargets[Q_irand(0,i-1)];
VectorCopy( seekerPos, pos );
return target;
}
return NULL;
}
static void WP_FireBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire );
void FireSeeker( gentity_t *owner, gentity_t *target, vec3_t origin, vec3_t dir )
{
VectorSubtract( target->currentOrigin, origin, dir );
VectorNormalize( dir );
// for now I'm just using the scavenger bullet.
WP_FireBlasterMissile( owner, origin, dir, qfalse );
}
*/
#ifdef _XBOX // Auto-aim
static float VectorDistanceSquared(vec3_t p1, vec3_t p2)
{
vec3_t dir;
VectorSubtract(p2, p1, dir);
return VectorLengthSquared(dir);
}
int WP_FindClosestBodyPart(gentity_t *ent, gentity_t *other, vec3_t point, vec3_t out, int c = 0)
{
int shortestLen = 509999;
char where = -1;
int len;
renderInfo_t *ri = NULL;
ri = &ent->client->renderInfo;
if (ent->client)
{
if (c > 0)
{
where = c - 1; // Fail safe, set to torso
}
else
{
len = VectorDistanceSquared(point, ri->eyePoint);
if (len < shortestLen) {
shortestLen = len; where = 0;
}
len = VectorDistanceSquared(point, ri->headPoint);
if (len < shortestLen) {
shortestLen = len; where = 1;
}
len = VectorDistanceSquared(point, ri->handRPoint);
if (len < shortestLen) {
shortestLen = len; where = 2;
}
len = VectorDistanceSquared(point, ri->handLPoint);
if (len < shortestLen) {
shortestLen = len; where = 3;
}
len = VectorDistanceSquared(point, ri->crotchPoint);
if (len < shortestLen) {
shortestLen = len; where = 4;
}
len = VectorDistanceSquared(point, ri->footRPoint);
if (len < shortestLen) {
shortestLen = len; where = 5;
}
len = VectorDistanceSquared(point, ri->footLPoint);
if (len < shortestLen) {
shortestLen = len; where = 6;
}
len = VectorDistanceSquared(point, ri->torsoPoint);
if (len < shortestLen) {
shortestLen = len; where = 7;
}
}
if (where < 2 && c == 0)
{
if (random() < .75f) // 25% chance to actualy hit the head or eye
where = 7;
}
switch (where)
{
case 0:
VectorCopy(ri->eyePoint, out);
break;
case 1:
VectorCopy(ri->headPoint, out);
break;
case 2:
VectorCopy(ri->handRPoint, out);
break;
case 3:
VectorCopy(ri->handLPoint, out);
break;
case 4:
VectorCopy(ri->crotchPoint, out);
break;
case 5:
VectorCopy(ri->footRPoint, out);
break;
case 6:
VectorCopy(ri->footLPoint, out);
break;
case 7:
VectorCopy(ri->torsoPoint, out);
break;
}
}
else
{
VectorCopy(ent->s.pos.trBase, out);
// Really bad hack
if (strcmp(ent->classname, "misc_turret") == 0)
{
out[2] = point[2];
}
}
if (ent && ent->client && ent->client->NPC_class == CLASS_MINEMONSTER)
{
out[2] -= 24; // not a clue???
return shortestLen; // mine critters are too small to randomize
}
if (ent->NPC_type && !Q_stricmp(ent->NPC_type, "atst"))
{
// Dont randomize those atst's they have some pretty small legs
return shortestLen;
}
if (c == 0)
{
// Add a bit of chance to the actual location
float r = random() * 8.0f - 4.0f;
float r2 = random() * 8.0f - 4.0f;
float r3 = random() * 10.0f - 5.0f;
out[0] += r;
out[1] += r2;
out[2] += r3;
}
return shortestLen;
}
#endif // Auto-aim
//extern cvar_t *cv_autoAim;
#ifdef _XBOX // Auto-aim
static bool cv_autoAim = qtrue;
#endif // Auto-aim
bool WP_MissileTargetHint(gentity_t* shooter, vec3_t start, vec3_t out)
{
#ifdef _XBOX
extern short cg_crossHairStatus;
extern int g_crosshairEntNum;
// int allow = 0;
// allow = Cvar_VariableIntegerValue("cv_autoAim");
// if ((!cg.snap) || !allow ) return false;
if ((!cg.snap) || !cv_autoAim ) return false;
if (shooter->s.clientNum != 0) return false; // assuming shooter must be client, using 0 for cg_entities[0] a few lines down if you change this
// if (cg_crossHairStatus != 1 || cg_crosshairEntNum < 0 || cg_crosshairEntNum >= ENTITYNUM_WORLD) return false;
if (cg_crossHairStatus != 1 || g_crosshairEntNum < 0 || g_crosshairEntNum >= ENTITYNUM_WORLD) return false;
gentity_t* traceEnt = &g_entities[g_crosshairEntNum];
vec3_t d_f, d_rt, d_up;
vec3_t end;
trace_t trace;
// Calculate the end point
AngleVectors( cg_entities[0].lerpAngles, d_f, d_rt, d_up );
VectorMA( start, 8192, d_f, end );//4028 is max for mind trick
// This will get a detailed trace
gi.trace( &trace, start, vec3_origin, vec3_origin, end, cg.snap->ps.clientNum, MASK_OPAQUE|CONTENTS_SHOTCLIP|CONTENTS_BODY|CONTENTS_ITEM, G2_COLLIDE, 10);
// If the trace came up with a different entity then our crosshair, then you are not actualy over the enemy
if (trace.entityNum != g_crosshairEntNum)
{
// Must trace again to find out where the crosshair will end up
gi.trace( &trace, start, vec3_origin, vec3_origin, end, cg.snap->ps.clientNum, MASK_OPAQUE|CONTENTS_SHOTCLIP|CONTENTS_BODY|CONTENTS_ITEM, G2_NOCOLLIDE, 10 );
// Find the closest body part to the trace
WP_FindClosestBodyPart(traceEnt, shooter, trace.endpos, out);
// Compute the direction vector between the shooter and the guy being shot
VectorSubtract(out, start, out);
VectorNormalize(out);
for (int i = 1; i < 8; i++) /// do this 7 times to make sure we get it
{
/// Where will this direction end up?
VectorMA( start, 8192, out, end );//4028 is max for mind trick
// Try it one more time, ??? are we trying to shoot through solid space??
gi.trace( &trace, start, vec3_origin, vec3_origin, end, cg.snap->ps.clientNum, MASK_OPAQUE|CONTENTS_SHOTCLIP|CONTENTS_BODY|CONTENTS_ITEM, G2_COLLIDE, 10);
if (trace.entityNum != g_crosshairEntNum)
{
// Find the closest body part to the trace
WP_FindClosestBodyPart(traceEnt, shooter, trace.endpos, out, i);
// Computer the direction vector between the shooter and the guy being shot
VectorSubtract(out, start, out);
VectorNormalize(out);
}
else
{
break; /// a hit wahoo
}
}
}
return true;
#else // Auto-aim
return false;
#endif
}
/*
----------------------------------------------
PLAYER WEAPONS
----------------------------------------------
*/
//---------------
// Bryar Pistol
//---------------
//---------------------------------------------------------
static void WP_FireBryarPistol( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t start;
int damage = BRYAR_PISTOL_DAMAGE;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
if ( !(ent->client->ps.forcePowersActive&(1<<FP_SEE))
|| ent->client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 )
{//force sight 2+ gives perfect aim
//FIXME: maybe force sight level 3 autoaims some?
if ( ent->NPC && ent->NPC->currentAim < 5 )
{
vec3_t angs;
vectoangles( forward, angs );
if ( ent->client->NPC_class == CLASS_IMPWORKER )
{//*sigh*, hack to make impworkers less accurate without affecteing imperial officer accuracy
angs[PITCH] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
angs[YAW] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
}
else
{
angs[PITCH] += ( crandom() * ((5-ent->NPC->currentAim)*0.25f) );
angs[YAW] += ( crandom() * ((5-ent->NPC->currentAim)*0.25f) );
}
AngleVectors( angs, forward, NULL, NULL );
}
}
WP_MissileTargetHint(ent, start, forward);
gentity_t *missile = CreateMissile( start, forward, BRYAR_PISTOL_VEL, 10000, ent, alt_fire );
missile->classname = "bryar_proj";
if ( ent->s.weapon == WP_BLASTER_PISTOL
|| ent->s.weapon == WP_JAWA )
{//*SIGH*... I hate our weapon system...
missile->s.weapon = ent->s.weapon;
}
else
{
missile->s.weapon = WP_BRYAR_PISTOL;
}
if ( alt_fire )
{
int count = ( level.time - ent->client->ps.weaponChargeTime ) / BRYAR_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 5 )
{
count = 5;
}
damage *= count;
missile->count = count; // this will get used in the projectile rendering code to make a beefier effect
}
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// missile->flags |= FL_OVERCHARGED;
// damage *= 2;
// }
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
if ( alt_fire )
{
missile->methodOfDeath = MOD_BRYAR_ALT;
}
else
{
missile->methodOfDeath = MOD_BRYAR;
}
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
missile->bounceCount = 8;
if ( ent->weaponModel[1] > 0 )
{//dual pistols, toggle the muzzle point back and forth between the two pistols each time he fires
ent->count = (ent->count)?0:1;
}
}
//---------------
// Blaster
//---------------
//---------------------------------------------------------
static void WP_FireBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire )
//---------------------------------------------------------
{
int velocity = BLASTER_VELOCITY;
int damage = BLASTER_DAMAGE;
if ( ent && ent->client && ent->client->NPC_class == CLASS_VEHICLE )
{
damage *= 3;
velocity = ATST_MAIN_VEL + ent->client->ps.speed;
}
else
{
// If an enemy is shooting at us, lower the velocity so you have a chance to evade
if ( ent->client && ent->client->ps.clientNum != 0 && ent->client->NPC_class != CLASS_BOBAFETT )
{
if ( g_spskill->integer < 2 )
{
velocity *= BLASTER_NPC_VEL_CUT;
}
else
{
velocity *= BLASTER_NPC_HARD_VEL_CUT;
}
}
}
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
WP_MissileTargetHint(ent, start, dir);
gentity_t *missile = CreateMissile( start, dir, velocity, 10000, ent, altFire );
missile->classname = "blaster_proj";
missile->s.weapon = WP_BLASTER;
// Do the damages
if ( ent->s.number != 0 && ent->client->NPC_class != CLASS_BOBAFETT )
{
if ( g_spskill->integer == 0 )
{
damage = BLASTER_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = BLASTER_NPC_DAMAGE_NORMAL;
}
else
{
damage = BLASTER_NPC_DAMAGE_HARD;
}
}
// if ( ent->client )
// {
// if ( ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// missile->flags |= FL_OVERCHARGED;
// damage *= 2;
// }
// }
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
if ( altFire )
{
missile->methodOfDeath = MOD_BLASTER_ALT;
}
else
{
missile->methodOfDeath = MOD_BLASTER;
}
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
missile->bounceCount = 8;
}
//---------------------------------------------------------
void WP_FireTurboLaserMissile( gentity_t *ent, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
int velocity = ent->mass; //FIXME: externalize
gentity_t *missile;
missile = CreateMissile( start, dir, velocity, 10000, ent, qfalse );
//use a custom shot effect
//missile->s.otherEntityNum2 = G_EffectIndex( "turret/turb_shot" );
//use a custom impact effect
//missile->s.emplacedOwner = G_EffectIndex( "turret/turb_impact" );
missile->classname = "turbo_proj";
missile->s.weapon = WP_TIE_FIGHTER;
missile->damage = ent->damage; //FIXME: externalize
missile->splashDamage = ent->splashDamage; //FIXME: externalize
missile->splashRadius = ent->splashRadius; //FIXME: externalize
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_EMPLACED; //MOD_TURBLAST; //count as a heavy weap
missile->splashMethodOfDeath = MOD_EMPLACED; //MOD_TURBLAST;// ?SPLASH;
missile->clipmask = MASK_SHOT;
// we don't want it to bounce forever
missile->bounceCount = 8;
//set veh as cgame side owner for purpose of fx overrides
//missile->s.owner = ent->s.number;
//don't let them last forever
missile->e_ThinkFunc = thinkF_G_FreeEntity;
missile->nextthink = level.time + 10000;//at 20000 speed, that should be more than enough
}
//---------------------------------------------------------
static void WP_FireBlaster( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t dir, angs;
vectoangles( forward, angs );
if ( ent->client && ent->client->NPC_class == CLASS_VEHICLE )
{//no inherent aim screw up
}
else if ( !(ent->client->ps.forcePowersActive&(1<<FP_SEE))
|| ent->client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 )
{//force sight 2+ gives perfect aim
//FIXME: maybe force sight level 3 autoaims some?
if ( alt_fire )
{
// add some slop to the alt-fire direction
angs[PITCH] += crandom() * BLASTER_ALT_SPREAD;
angs[YAW] += crandom() * BLASTER_ALT_SPREAD;
}
else
{
// Troopers use their aim values as well as the gun's inherent inaccuracy
// so check for all classes of stormtroopers and anyone else that has aim error
if ( ent->client && ent->NPC &&
( ent->client->NPC_class == CLASS_STORMTROOPER ||
ent->client->NPC_class == CLASS_SWAMPTROOPER ) )
{
angs[PITCH] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
angs[YAW] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
}
else
{
// add some slop to the main-fire direction
angs[PITCH] += crandom() * BLASTER_MAIN_SPREAD;
angs[YAW] += crandom() * BLASTER_MAIN_SPREAD;
}
}
}
AngleVectors( angs, dir, NULL, NULL );
// FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot!
WP_FireBlasterMissile( ent, muzzle, dir, alt_fire );
}
//---------------------
// Tenloss Disruptor
//---------------------
int G_GetHitLocFromTrace( trace_t *trace, int mod )
{
int hitLoc = HL_NONE;
for (int i=0; i < MAX_G2_COLLISIONS; i++)
{
if ( trace->G2CollisionMap[i].mEntityNum == -1 )
{
break;
}
CCollisionRecord &coll = trace->G2CollisionMap[i];
if ( (coll.mFlags & G2_FRONTFACE) )
{
G_GetHitLocFromSurfName( &g_entities[coll.mEntityNum], gi.G2API_GetSurfaceName( &g_entities[coll.mEntityNum].ghoul2[coll.mModelIndex], coll.mSurfaceIndex ), &hitLoc, coll.mCollisionPosition, NULL, NULL, mod );
//we only want the first "entrance wound", so break
break;
}
}
return hitLoc;
}
//---------------------------------------------------------
static void WP_DisruptorMainFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = DISRUPTOR_MAIN_DAMAGE;
qboolean render_impact = qtrue;
vec3_t start, end, spot;
trace_t tr;
gentity_t *traceEnt = NULL, *tent;
float dist, shotDist, shotRange = 8192;
if ( ent->NPC )
{
switch ( g_spskill->integer )
{
case 0:
damage = DISRUPTOR_NPC_MAIN_DAMAGE_EASY;
break;
case 1:
damage = DISRUPTOR_NPC_MAIN_DAMAGE_MEDIUM;
break;
case 2:
default:
damage = DISRUPTOR_NPC_MAIN_DAMAGE_HARD;
break;
}
}
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// damage *= 2;
// }
WP_MissileTargetHint(ent, start, forward);
VectorMA( start, shotRange, forward, end );
int ignore = ent->s.number;
int traces = 0;
while ( traces < 10 )
{//need to loop this in case we hit a Jedi who dodges the shot
gi.trace( &tr, start, NULL, NULL, end, ignore, MASK_SHOT, G2_RETURNONHIT, 0 );
traceEnt = &g_entities[tr.entityNum];
if ( traceEnt
&& ( traceEnt->s.weapon == WP_SABER || (traceEnt->client && (traceEnt->client->NPC_class == CLASS_BOBAFETT||traceEnt->client->NPC_class == CLASS_REBORN) ) ) )
{//FIXME: need a more reliable way to know we hit a jedi?
if ( Jedi_DodgeEvasion( traceEnt, ent, &tr, HL_NONE ) )
{//act like we didn't even hit him
VectorCopy( tr.endpos, start );
ignore = tr.entityNum;
traces++;
continue;
}
}
//a Jedi is not dodging this shot
break;
}
if ( tr.surfaceFlags & SURF_NOIMPACT )
{
render_impact = qfalse;
}
// always render a shot beam, doing this the old way because I don't much feel like overriding the effect.
tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_MAIN_SHOT );
tent->svFlags |= SVF_BROADCAST;
VectorCopy( muzzle, tent->s.origin2 );
if ( render_impact )
{
if ( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage )
{
// Create a simple impact type mark that doesn't last long in the world
G_PlayEffect( G_EffectIndex( "disruptor/flesh_impact" ), tr.endpos, tr.plane.normal );
if ( traceEnt->client && LogAccuracyHit( traceEnt, ent ))
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
int hitLoc = G_GetHitLocFromTrace( &tr, MOD_DISRUPTOR );
if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH )
{//hehe
G_Damage( traceEnt, ent, ent, forward, tr.endpos, 3, DAMAGE_DEATH_KNOCKBACK, MOD_DISRUPTOR, hitLoc );
}
else
{
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_DEATH_KNOCKBACK, MOD_DISRUPTOR, hitLoc );
}
}
else
{
G_PlayEffect( G_EffectIndex( "disruptor/wall_impact" ), tr.endpos, tr.plane.normal );
}
}
shotDist = shotRange * tr.fraction;
for ( dist = 0; dist < shotDist; dist += 64 )
{
//FIXME: on a really long shot, this could make a LOT of alerts in one frame...
VectorMA( start, dist, forward, spot );
AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
}
VectorMA( start, shotDist-4, forward, spot );
AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
}
//---------------------------------------------------------
void WP_DisruptorAltFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = DISRUPTOR_ALT_DAMAGE, skip, traces = DISRUPTOR_ALT_TRACES;
qboolean render_impact = qtrue;
vec3_t start, end;
vec3_t muzzle2, spot, dir;
trace_t tr;
gentity_t *traceEnt, *tent;
float dist, shotDist, shotRange = 8192;
qboolean hitDodged = qfalse, fullCharge = qfalse;
VectorCopy( muzzle, muzzle2 ); // making a backup copy
// The trace start will originate at the eye so we can ensure that it hits the crosshair.
if ( ent->NPC )
{
switch ( g_spskill->integer )
{
case 0:
damage = DISRUPTOR_NPC_ALT_DAMAGE_EASY;
break;
case 1:
damage = DISRUPTOR_NPC_ALT_DAMAGE_MEDIUM;
break;
case 2:
default:
damage = DISRUPTOR_NPC_ALT_DAMAGE_HARD;
break;
}
VectorCopy( muzzle, start );
fullCharge = qtrue;
}
else
{
VectorCopy( ent->client->renderInfo.eyePoint, start );
AngleVectors( ent->client->renderInfo.eyeAngles, forward, NULL, NULL );
// don't let NPC's do charging
int count = ( level.time - ent->client->ps.weaponChargeTime - 50 ) / DISRUPTOR_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count >= 10 )
{
count = 10;
fullCharge = qtrue;
}
// more powerful charges go through more things
if ( count < 3 )
{
traces = 1;
}
else if ( count < 6 )
{
traces = 2;
}
//else do full traces
damage = damage * count + DISRUPTOR_MAIN_DAMAGE * 0.5f; // give a boost to low charge shots
}
skip = ent->s.number;
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// damage *= 2;
// }
for ( int i = 0; i < traces; i++ )
{
VectorMA( start, shotRange, forward, end );
//NOTE: if you want to be able to hit guys in emplaced guns, use "G2_COLLIDE, 10" instead of "G2_RETURNONHIT, 0"
//alternately, if you end up hitting an emplaced_gun that has a sitter, just redo this one trace with the "G2_COLLIDE, 10" to see if we it the sitter
gi.trace( &tr, start, NULL, NULL, end, skip, MASK_SHOT, G2_COLLIDE, 10 );//G2_RETURNONHIT, 0 );
if ( tr.surfaceFlags & SURF_NOIMPACT )
{
render_impact = qfalse;
}
if ( tr.entityNum == ent->s.number )
{
// should never happen, but basically we don't want to consider a hit to ourselves?
// Get ready for an attempt to trace through another person
VectorCopy( tr.endpos, muzzle2 );
VectorCopy( tr.endpos, start );
skip = tr.entityNum;
#ifdef _DEBUG
gi.Printf( "BAD! Disruptor gun shot somehow traced back and hit the owner!\n" );
#endif
continue;
}
// always render a shot beam, doing this the old way because I don't much feel like overriding the effect.
//NOTE: let's just draw one beam, at the end
//tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_SHOT );
//tent->svFlags |= SVF_BROADCAST;
//tent->alt_fire = fullCharge; // mark us so we can alter the effect
//VectorCopy( muzzle2, tent->s.origin2 );
if ( tr.fraction >= 1.0f )
{
// draw the beam but don't do anything else
break;
}
traceEnt = &g_entities[tr.entityNum];
if ( traceEnt //&& traceEnt->NPC
&& ( traceEnt->s.weapon == WP_SABER || (traceEnt->client && (traceEnt->client->NPC_class == CLASS_BOBAFETT||traceEnt->client->NPC_class == CLASS_REBORN) ) ) )
{//FIXME: need a more reliable way to know we hit a jedi?
hitDodged = Jedi_DodgeEvasion( traceEnt, ent, &tr, HL_NONE );
//acts like we didn't even hit him
}
if ( !hitDodged )
{
if ( render_impact )
{
if (( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage )
|| !Q_stricmp( traceEnt->classname, "misc_model_breakable" )
|| traceEnt->s.eType == ET_MOVER )
{
// Create a simple impact type mark that doesn't last long in the world
G_PlayEffect( G_EffectIndex( "disruptor/alt_hit" ), tr.endpos, tr.plane.normal );
if ( traceEnt->client && LogAccuracyHit( traceEnt, ent ))
{//NOTE: hitting multiple ents can still get you over 100% accuracy
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
int hitLoc = G_GetHitLocFromTrace( &tr, MOD_DISRUPTOR );
if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH )
{//hehe
G_Damage( traceEnt, ent, ent, forward, tr.endpos, 10, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc );
break;
}
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc );
if ( traceEnt->s.eType == ET_MOVER )
{//stop the traces on any mover
break;
}
}
else
{
// we only make this mark on things that can't break or move
tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_MISS );
tent->svFlags |= SVF_BROADCAST;
VectorCopy( tr.plane.normal, tent->pos1 );
break; // hit solid, but doesn't take damage, so stop the shot...we _could_ allow it to shoot through walls, might be cool?
}
}
else // not rendering impact, must be a skybox or other similar thing?
{
break; // don't try anymore traces
}
}
// Get ready for an attempt to trace through another person
VectorCopy( tr.endpos, muzzle2 );
VectorCopy( tr.endpos, start );
skip = tr.entityNum;
hitDodged = qfalse;
}
//just draw one solid beam all the way to the end...
tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_SHOT );
tent->svFlags |= SVF_BROADCAST;
tent->alt_fire = fullCharge; // mark us so we can alter the effect
VectorCopy( muzzle, tent->s.origin2 );
// now go along the trail and make sight events
VectorSubtract( tr.endpos, muzzle, dir );
shotDist = VectorNormalize( dir );
//FIXME: if shoot *really* close to someone, the alert could be way out of their FOV
for ( dist = 0; dist < shotDist; dist += 64 )
{
//FIXME: on a really long shot, this could make a LOT of alerts in one frame...
VectorMA( muzzle, dist, dir, spot );
AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
}
//FIXME: spawn a temp ent that continuously spawns sight alerts here? And 1 sound alert to draw their attention?
VectorMA( start, shotDist-4, forward, spot );
AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
}
//---------------------------------------------------------
static void WP_FireDisruptor( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( alt_fire )
{
WP_DisruptorAltFire( ent );
}
else
{
WP_DisruptorMainFire( ent );
}
G_PlayEffect( G_EffectIndex( "disruptor/line_cap" ), muzzle, forward );
}
//-------------------
// Wookiee Bowcaster
//-------------------
//---------------------------------------------------------
static void WP_BowcasterMainFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = BOWCASTER_DAMAGE, count;
float vel;
vec3_t angs, dir, start;
gentity_t *missile;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = BOWCASTER_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = BOWCASTER_NPC_DAMAGE_NORMAL;
}
else
{
damage = BOWCASTER_NPC_DAMAGE_HARD;
}
}
count = ( level.time - ent->client->ps.weaponChargeTime ) / BOWCASTER_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 5 )
{
count = 5;
}
if ( !(count & 1 ))
{
// if we aren't odd, knock us down a level
count--;
}
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// damage *= 2;
// }
WP_MissileTargetHint(ent, start, forward);
for ( int i = 0; i < count; i++ )
{
// create a range of different velocities
vel = BOWCASTER_VELOCITY * ( crandom() * BOWCASTER_VEL_RANGE + 1.0f );
vectoangles( forward, angs );
if ( !(ent->client->ps.forcePowersActive&(1<<FP_SEE))
|| ent->client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 )
{//force sight 2+ gives perfect aim
//FIXME: maybe force sight level 3 autoaims some?
// add some slop to the fire direction
angs[PITCH] += crandom() * BOWCASTER_ALT_SPREAD * 0.2f;
angs[YAW] += ((i+0.5f) * BOWCASTER_ALT_SPREAD - count * 0.5f * BOWCASTER_ALT_SPREAD );
if ( ent->NPC )
{
angs[PITCH] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
angs[YAW] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
}
}
AngleVectors( angs, dir, NULL, NULL );
missile = CreateMissile( start, dir, vel, 10000, ent );
missile->classname = "bowcaster_proj";
missile->s.weapon = WP_BOWCASTER;
VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// missile->flags |= FL_OVERCHARGED;
// }
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_BOWCASTER;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = BOWCASTER_SPLASH_DAMAGE;
missile->splashRadius = BOWCASTER_SPLASH_RADIUS;
// we don't want it to bounce
missile->bounceCount = 0;
ent->client->sess.missionStats.shotsFired++;
}
}
//---------------------------------------------------------
static void WP_BowcasterAltFire( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t start;
int damage = BOWCASTER_DAMAGE;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
WP_MissileTargetHint(ent, start, forward);
gentity_t *missile = CreateMissile( start, forward, BOWCASTER_VELOCITY, 10000, ent, qtrue );
missile->classname = "bowcaster_alt_proj";
missile->s.weapon = WP_BOWCASTER;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = BOWCASTER_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = BOWCASTER_NPC_DAMAGE_NORMAL;
}
else
{
damage = BOWCASTER_NPC_DAMAGE_HARD;
}
}
VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// missile->flags |= FL_OVERCHARGED;
// damage *= 2;
// }
missile->s.eFlags |= EF_BOUNCE;
missile->bounceCount = 3;
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_BOWCASTER_ALT;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = BOWCASTER_SPLASH_DAMAGE;
missile->splashRadius = BOWCASTER_SPLASH_RADIUS;
}
//---------------------------------------------------------
static void WP_FireBowcaster( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( alt_fire )
{
WP_BowcasterAltFire( ent );
}
else
{
WP_BowcasterMainFire( ent );
}
}
//-------------------
// Heavy Repeater
//-------------------
//---------------------------------------------------------
static void WP_RepeaterMainFire( gentity_t *ent, vec3_t dir )
//---------------------------------------------------------
{
vec3_t start;
int damage = REPEATER_DAMAGE;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
WP_MissileTargetHint(ent, start, dir);
gentity_t *missile = CreateMissile( start, dir, REPEATER_VELOCITY, 10000, ent );
missile->classname = "repeater_proj";
missile->s.weapon = WP_REPEATER;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = REPEATER_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = REPEATER_NPC_DAMAGE_NORMAL;
}
else
{
damage = REPEATER_NPC_DAMAGE_HARD;
}
}
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// missile->flags |= FL_OVERCHARGED;
// damage *= 2;
// }
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_REPEATER;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
missile->bounceCount = 8;
}
//---------------------------------------------------------
static void WP_RepeaterAltFire( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t start;
int damage = REPEATER_ALT_DAMAGE;
gentity_t *missile = NULL;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
if ( ent->client && ent->client->NPC_class == CLASS_GALAKMECH )
{
missile = CreateMissile( start, ent->client->hiddenDir, ent->client->hiddenDist, 10000, ent, qtrue );
}
else
{
WP_MissileTargetHint(ent, start, forward);
missile = CreateMissile( start, forward, REPEATER_ALT_VELOCITY, 10000, ent, qtrue );
}
missile->classname = "repeater_alt_proj";
missile->s.weapon = WP_REPEATER;
missile->mass = 10;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = REPEATER_ALT_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = REPEATER_ALT_NPC_DAMAGE_NORMAL;
}
else
{
damage = REPEATER_ALT_NPC_DAMAGE_HARD;
}
}
VectorSet( missile->maxs, REPEATER_ALT_SIZE, REPEATER_ALT_SIZE, REPEATER_ALT_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->s.pos.trType = TR_GRAVITY;
missile->s.pos.trDelta[2] += 40.0f; //give a slight boost in the upward direction
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// missile->flags |= FL_OVERCHARGED;
// damage *= 2;
// }
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_REPEATER_ALT;
missile->splashMethodOfDeath = MOD_REPEATER_ALT;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = REPEATER_ALT_SPLASH_DAMAGE;
missile->splashRadius = REPEATER_ALT_SPLASH_RADIUS;
// we don't want it to bounce forever
missile->bounceCount = 8;
}
//---------------------------------------------------------
static void WP_FireRepeater( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t dir, angs;
vectoangles( forward, angs );
if ( alt_fire )
{
WP_RepeaterAltFire( ent );
}
else
{
if ( !(ent->client->ps.forcePowersActive&(1<<FP_SEE))
|| ent->client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 )
{//force sight 2+ gives perfect aim
//FIXME: maybe force sight level 3 autoaims some?
// Troopers use their aim values as well as the gun's inherent inaccuracy
// so check for all classes of stormtroopers and anyone else that has aim error
if ( ent->client && ent->NPC &&
( ent->client->NPC_class == CLASS_STORMTROOPER ||
ent->client->NPC_class == CLASS_SWAMPTROOPER ||
ent->client->NPC_class == CLASS_SHADOWTROOPER ) )
{
angs[PITCH] += ( crandom() * (REPEATER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
angs[YAW] += ( crandom() * (REPEATER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
}
else
{
// add some slop to the alt-fire direction
angs[PITCH] += crandom() * REPEATER_SPREAD;
angs[YAW] += crandom() * REPEATER_SPREAD;
}
}
AngleVectors( angs, dir, NULL, NULL );
// FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot!
WP_RepeaterMainFire( ent, dir );
}
}
//-------------------
// DEMP2
//-------------------
//---------------------------------------------------------
static void WP_DEMP2_MainFire( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t start;
int damage = DEMP2_DAMAGE;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
WP_MissileTargetHint(ent, start, forward);
gentity_t *missile = CreateMissile( start, forward, DEMP2_VELOCITY, 10000, ent );
missile->classname = "demp2_proj";
missile->s.weapon = WP_DEMP2;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = DEMP2_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = DEMP2_NPC_DAMAGE_NORMAL;
}
else
{
damage = DEMP2_NPC_DAMAGE_HARD;
}
}
VectorSet( missile->maxs, DEMP2_SIZE, DEMP2_SIZE, DEMP2_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// missile->flags |= FL_OVERCHARGED;
// damage *= 2;
// }
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_DEMP2;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to ever bounce
missile->bounceCount = 0;
}
// NOTE: this is 100% for the demp2 alt-fire effect, so changes to the visual effect will affect game side demp2 code
//--------------------------------------------------
void DEMP2_AltRadiusDamage( gentity_t *ent )
{
float frac = ( level.time - ent->fx_time ) / 1300.0f; // synchronize with demp2 effect
float dist, radius;
gentity_t *gent;
gentity_t *entityList[MAX_GENTITIES];
int numListedEntities, i, e;
vec3_t mins, maxs;
vec3_t v, dir;
frac *= frac * frac; // yes, this is completely ridiculous...but it causes the shell to grow slowly then "explode" at the end
radius = frac * 200.0f; // 200 is max radius...the model is aprox. 100 units tall...the fx draw code mults. this by 2.
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = ent->currentOrigin[i] - radius;
maxs[i] = ent->currentOrigin[i] + radius;
}
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for ( e = 0 ; e < numListedEntities ; e++ )
{
gent = entityList[ e ];
if ( !gent->takedamage || !gent->contents )
{
continue;
}
// find the distance from the edge of the bounding box
for ( i = 0 ; i < 3 ; i++ )
{
if ( ent->currentOrigin[i] < gent->absmin[i] )
{
v[i] = gent->absmin[i] - ent->currentOrigin[i];
}
else if ( ent->currentOrigin[i] > gent->absmax[i] )
{
v[i] = ent->currentOrigin[i] - gent->absmax[i];
}
else
{
v[i] = 0;
}
}
// shape is an ellipsoid, so cut vertical distance in half`
v[2] *= 0.5f;
dist = VectorLength( v );
if ( dist >= radius )
{
// shockwave hasn't hit them yet
continue;
}
if ( dist < ent->radius )
{
// shockwave has already hit this thing...
continue;
}
VectorCopy( gent->currentOrigin, v );
VectorSubtract( v, ent->currentOrigin, dir);
// push the center of mass higher than the origin so players get knocked into the air more
dir[2] += 12;
G_Damage( gent, ent, ent->owner, dir, ent->currentOrigin, DEMP2_ALT_DAMAGE, DAMAGE_DEATH_KNOCKBACK, ent->splashMethodOfDeath );
if ( gent->takedamage && gent->client )
{
gent->s.powerups |= ( 1 << PW_SHOCKED );
gent->client->ps.powerups[PW_SHOCKED] = level.time + 2000;
Saboteur_Decloak( gent, Q_irand( 3000, 10000 ) );
}
}
// store the last fraction so that next time around we can test against those things that fall between that last point and where the current shockwave edge is
ent->radius = radius;
if ( frac < 1.0f )
{
// shock is still happening so continue letting it expand
ent->nextthink = level.time + 50;
}
}
//---------------------------------------------------------
void DEMP2_AltDetonate( gentity_t *ent )
//---------------------------------------------------------
{
G_SetOrigin( ent, ent->currentOrigin );
// start the effects, unfortunately, I wanted to do some custom things that I couldn't easily do with the fx system, so part of it uses an event and localEntities
G_PlayEffect( "demp2/altDetonate", ent->currentOrigin, ent->pos1 );
G_AddEvent( ent, EV_DEMP2_ALT_IMPACT, ent->count * 2 );
ent->fx_time = level.time;
ent->radius = 0;
ent->nextthink = level.time + 50;
ent->e_ThinkFunc = thinkF_DEMP2_AltRadiusDamage;
ent->s.eType = ET_GENERAL; // make us a missile no longer
}
//---------------------------------------------------------
static void WP_DEMP2_AltFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = DEMP2_ALT_DAMAGE;
int count;
vec3_t start;
trace_t tr;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
count = ( level.time - ent->client->ps.weaponChargeTime ) / DEMP2_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 3 )
{
count = 3;
}
damage *= ( 1 + ( count * ( count - 1 )));// yields damage of 12,36,84...gives a higher bonus for longer charge
// the shot can travel a whopping 4096 units in 1 second. Note that the shot will auto-detonate at 4096 units...we'll see if this looks cool or not
WP_MissileTargetHint(ent, start, forward);
gentity_t *missile = CreateMissile( start, forward, DEMP2_ALT_RANGE, 1000, ent, qtrue );
// letting it know what the charge size is.
missile->count = count;
// missile->speed = missile->nextthink;
VectorCopy( tr.plane.normal, missile->pos1 );
missile->classname = "demp2_alt_proj";
missile->s.weapon = WP_DEMP2;
missile->e_ThinkFunc = thinkF_DEMP2_AltDetonate;
missile->splashDamage = missile->damage = damage;
missile->splashMethodOfDeath = missile->methodOfDeath = MOD_DEMP2_ALT;
missile->splashRadius = DEMP2_ALT_SPLASHRADIUS;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to ever bounce
missile->bounceCount = 0;
}
//---------------------------------------------------------
static void WP_FireDEMP2( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( alt_fire )
{
WP_DEMP2_AltFire( ent );
}
else
{
WP_DEMP2_MainFire( ent );
}
}
//-----------------------
// Golan Arms Flechette
//-----------------------
//---------------------------------------------------------
static void WP_FlechetteMainFire( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t fwd, angs, start;
gentity_t *missile;
float damage = FLECHETTE_DAMAGE, vel = FLECHETTE_VEL;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
// If we aren't the player, we will cut the velocity and damage of the shots
if ( ent->s.number )
{
damage *= 0.75f;
vel *= 0.5f;
}
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// damage *= 2;
// }
for ( int i = 0; i < FLECHETTE_SHOTS; i++ )
{
vectoangles( forward, angs );
if ( i == 0 && ent->s.number == 0 )
{
// do nothing on the first shot for the player, this one will hit the crosshairs
}
else
{
angs[PITCH] += crandom() * FLECHETTE_SPREAD;
angs[YAW] += crandom() * FLECHETTE_SPREAD;
}
AngleVectors( angs, fwd, NULL, NULL );
WP_MissileTargetHint(ent, start, fwd);
missile = CreateMissile( start, fwd, vel, 10000, ent );
missile->classname = "flech_proj";
missile->s.weapon = WP_FLECHETTE;
VectorSet( missile->maxs, FLECHETTE_SIZE, FLECHETTE_SIZE, FLECHETTE_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->damage = damage;
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// missile->flags |= FL_OVERCHARGED;
// }
missile->dflags = (DAMAGE_DEATH_KNOCKBACK|DAMAGE_EXTRA_KNOCKBACK);
missile->methodOfDeath = MOD_FLECHETTE;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
missile->bounceCount = Q_irand(1,2);
missile->s.eFlags |= EF_BOUNCE_SHRAPNEL;
ent->client->sess.missionStats.shotsFired++;
}
}
//---------------------------------------------------------
void prox_mine_think( gentity_t *ent )
//---------------------------------------------------------
{
int count;
qboolean blow = qfalse;
// if it isn't time to auto-explode, do a small proximity check
if ( ent->delay > level.time )
{
count = G_RadiusList( ent->currentOrigin, FLECHETTE_MINE_RADIUS_CHECK, ent, qtrue, ent_list );
for ( int i = 0; i < count; i++ )
{
if ( ent_list[i]->client && ent_list[i]->health > 0 && ent->activator && ent_list[i]->s.number != ent->activator->s.number )
{
blow = qtrue;
break;
}
}
}
else
{
// well, we must die now
blow = qtrue;
}
if ( blow )
{
// G_Sound( ent, G_SoundIndex( "sound/weapons/flechette/warning.wav" ));
ent->e_ThinkFunc = thinkF_WP_Explode;
ent->nextthink = level.time + 200;
}
else
{
// we probably don't need to do this thinking logic very often...maybe this is fast enough?
ent->nextthink = level.time + 500;
}
}
//---------------------------------------------------------
void prox_mine_stick( gentity_t *self, gentity_t *other, trace_t *trace )
//---------------------------------------------------------
{
// turn us into a generic entity so we aren't running missile code
self->s.eType = ET_GENERAL;
self->s.modelindex = G_ModelIndex("models/weapons2/golan_arms/prox_mine.md3");
self->e_TouchFunc = touchF_NULL;
self->contents = CONTENTS_SOLID;
self->takedamage = qtrue;
self->health = 5;
self->e_DieFunc = dieF_WP_ExplosiveDie;
VectorSet( self->maxs, 5, 5, 5 );
VectorScale( self->maxs, -1, self->mins );
self->activator = self->owner;
self->owner = NULL;
WP_Stick( self, trace );
self->e_ThinkFunc = thinkF_prox_mine_think;
self->nextthink = level.time + 450;
// sticks for twenty seconds, then auto blows.
self->delay = level.time + 20000;
gi.linkentity( self );
}
/* Old Flechette alt-fire code....
//---------------------------------------------------------
static void WP_FlechetteProxMine( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *missile = CreateMissile( muzzle, forward, FLECHETTE_MINE_VEL, 10000, ent, qtrue );
missile->fxID = G_EffectIndex( "flechette/explosion" );
missile->classname = "proxMine";
missile->s.weapon = WP_FLECHETTE;
missile->s.pos.trType = TR_GRAVITY;
missile->s.eFlags |= EF_MISSILE_STICK;
missile->e_TouchFunc = touchF_prox_mine_stick;
missile->damage = FLECHETTE_MINE_DAMAGE;
missile->methodOfDeath = MOD_EXPLOSIVE;
missile->splashDamage = FLECHETTE_MINE_SPLASH_DAMAGE;
missile->splashRadius = FLECHETTE_MINE_SPLASH_RADIUS;
missile->splashMethodOfDeath = MOD_EXPLOSIVE_SPLASH;
missile->clipmask = MASK_SHOT;
// we don't want it to bounce forever
missile->bounceCount = 0;
}
*/
//----------------------------------------------
void WP_flechette_alt_blow( gentity_t *ent )
//----------------------------------------------
{
EvaluateTrajectory( &ent->s.pos, level.time, ent->currentOrigin ); // Not sure if this is even necessary, but correct origins are cool?
G_RadiusDamage( ent->currentOrigin, ent->owner, ent->splashDamage, ent->splashRadius, NULL, MOD_EXPLOSIVE_SPLASH );
G_PlayEffect( "flechette/alt_blow", ent->currentOrigin );
G_FreeEntity( ent );
}
//------------------------------------------------------------------------------
static void WP_CreateFlechetteBouncyThing( vec3_t start, vec3_t fwd, gentity_t *self )
//------------------------------------------------------------------------------
{
gentity_t *missile = CreateMissile( start, fwd, 950 + random() * 700, 1500 + random() * 2000, self, qtrue );
missile->e_ThinkFunc = thinkF_WP_flechette_alt_blow;
missile->s.weapon = WP_FLECHETTE;
missile->classname = "flech_alt";
missile->mass = 4;
// How 'bout we give this thing a size...
VectorSet( missile->mins, -3.0f, -3.0f, -3.0f );
VectorSet( missile->maxs, 3.0f, 3.0f, 3.0f );
missile->clipmask = MASK_SHOT;
missile->clipmask &= ~CONTENTS_CORPSE;
// normal ones bounce, alt ones explode on impact
missile->s.pos.trType = TR_GRAVITY;
missile->s.eFlags |= EF_BOUNCE_HALF;
missile->damage = FLECHETTE_ALT_DAMAGE;
missile->dflags = 0;
missile->splashDamage = FLECHETTE_ALT_SPLASH_DAM;
missile->splashRadius = FLECHETTE_ALT_SPLASH_RAD;
missile->svFlags = SVF_USE_CURRENT_ORIGIN;
missile->methodOfDeath = MOD_FLECHETTE_ALT;
missile->splashMethodOfDeath = MOD_FLECHETTE_ALT;
VectorCopy( start, missile->pos2 );
}
//---------------------------------------------------------
static void WP_FlechetteAltFire( gentity_t *self )
//---------------------------------------------------------
{
vec3_t dir, fwd, start, angs;
vectoangles( forward, angs );
VectorCopy( muzzle, start );
WP_TraceSetStart( self, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
for ( int i = 0; i < 2; i++ )
{
VectorCopy( angs, dir );
dir[PITCH] -= random() * 4 + 8; // make it fly upwards
dir[YAW] += crandom() * 2;
AngleVectors( dir, fwd, NULL, NULL );
WP_CreateFlechetteBouncyThing( start, fwd, self );
self->client->sess.missionStats.shotsFired++;
}
}
//---------------------------------------------------------
static void WP_FireFlechette( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( alt_fire )
{
WP_FlechetteAltFire( ent );
}
else
{
WP_FlechetteMainFire( ent );
}
}
//-----------------------
// Rocket Launcher
//-----------------------
//---------------------------------------------------------
void rocketThink( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t newdir, targetdir,
up={0,0,1}, right;
vec3_t org;
float dot, dot2;
if ( ent->disconnectDebounceTime && ent->disconnectDebounceTime < level.time )
{//time's up, we're done, remove us
if ( ent->lockCount )
{//explode when die
WP_ExplosiveDie( ent, ent->owner, ent->owner, 0, MOD_UNKNOWN, 0, HL_NONE );
}
else
{//just remove when die
G_FreeEntity( ent );
}
return;
}
if ( ent->enemy && ent->enemy->inuse )
{
float vel = (ent->spawnflags&1)?ent->speed:ROCKET_VELOCITY;
float newDirMult = ent->angle?ent->angle*2.0f:1.0f;
float oldDirMult = ent->angle?(1.0f-ent->angle)*2.0f:1.0f;
if ( (ent->spawnflags&1) )
{//vehicle rocket
if ( ent->enemy->client && ent->enemy->client->NPC_class == CLASS_VEHICLE )
{//tracking another vehicle
if ( ent->enemy->client->ps.speed+ent->speed > vel )
{
vel = ent->enemy->client->ps.speed+ent->speed;
}
}
}
VectorCopy( ent->enemy->currentOrigin, org );
org[2] += (ent->enemy->mins[2] + ent->enemy->maxs[2]) * 0.5f;
if ( ent->enemy->client )
{
switch( ent->enemy->client->NPC_class )
{
case CLASS_ATST:
org[2] += 80;
break;
case CLASS_MARK1:
org[2] += 40;
break;
case CLASS_PROBE:
org[2] += 60;
break;
}
if ( !TIMER_Done( ent->enemy, "flee" ) )
{
TIMER_Set( ent->enemy, "rocketChasing", 500 );
}
}
VectorSubtract( org, ent->currentOrigin, targetdir );
VectorNormalize( targetdir );
// Now the rocket can't do a 180 in space, so we'll limit the turn to about 45 degrees.
dot = DotProduct( targetdir, ent->movedir );
// a dot of 1.0 means right-on-target.
if ( dot < 0.0f )
{
// Go in the direction opposite, start a 180.
CrossProduct( ent->movedir, up, right );
dot2 = DotProduct( targetdir, right );
if ( dot2 > 0 )
{
// Turn 45 degrees right.
VectorMA( ent->movedir, 0.3f*newDirMult, right, newdir );
}
else
{
// Turn 45 degrees left.
VectorMA(ent->movedir, -0.3f*newDirMult, right, newdir);
}
// Yeah we've adjusted horizontally, but let's split the difference vertically, so we kinda try to move towards it.
newdir[2] = ( (targetdir[2]*newDirMult) + (ent->movedir[2]*oldDirMult) ) * 0.5;
// slowing down coupled with fairly tight turns can lead us to orbit an enemy..looks bad so don't do it!
// vel *= 0.5f;
}
else if ( dot < 0.70f )
{
// Still a bit off, so we turn a bit softer
VectorMA( ent->movedir, 0.5f*newDirMult, targetdir, newdir );
}
else
{
// getting close, so turn a bit harder
VectorMA( ent->movedir, 0.9f*newDirMult, targetdir, newdir );
}
// add crazy drunkenness
for ( int i = 0; i < 3; i++ )
{
newdir[i] += crandom() * ent->random * 0.25f;
}
// decay the randomness
ent->random *= 0.9f;
if ( ent->enemy->client
&& ent->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE )
{//tracking a client who's on the ground, aim at the floor...?
// Try to crash into the ground if we get close enough to do splash damage
float dis = Distance( ent->currentOrigin, org );
if ( dis < 128 )
{
// the closer we get, the more we push the rocket down, heh heh.
newdir[2] -= (1.0f - (dis / 128.0f)) * 0.6f;
}
}
VectorNormalize( newdir );
VectorScale( newdir, vel * 0.5f, ent->s.pos.trDelta );
VectorCopy( newdir, ent->movedir );
SnapVector( ent->s.pos.trDelta ); // save net bandwidth
VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
ent->s.pos.trTime = level.time;
}
ent->nextthink = level.time + ROCKET_ALT_THINK_TIME; // Nothing at all spectacular happened, continue.
return;
}
//---------------------------------------------------------
static void WP_FireRocket( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t start;
int damage = ROCKET_DAMAGE;
float vel = ROCKET_VELOCITY;
if ( alt_fire )
{
vel *= 0.5f;
}
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
gentity_t *missile = CreateMissile( start, forward, vel, 10000, ent, alt_fire );
missile->classname = "rocket_proj";
missile->s.weapon = WP_ROCKET_LAUNCHER;
missile->mass = 10;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = ROCKET_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = ROCKET_NPC_DAMAGE_NORMAL;
}
else
{
damage = ROCKET_NPC_DAMAGE_HARD;
}
if (ent->client && ent->client->NPC_class==CLASS_BOBAFETT)
{
damage = damage/2;
}
}
if ( alt_fire )
{
int lockEntNum, lockTime;
if ( ent->NPC && ent->enemy )
{
lockEntNum = ent->enemy->s.number;
lockTime = Q_irand( 600, 1200 );
}
else
{
lockEntNum = g_rocketLockEntNum;
lockTime = g_rocketLockTime;
}
// we'll consider attempting to lock this little poochie onto some baddie.
if ( (lockEntNum > 0||ent->NPC&&lockEntNum>=0) && lockEntNum < ENTITYNUM_WORLD && lockTime > 0 )
{
// take our current lock time and divide that by 8 wedge slices to get the current lock amount
int dif = ( level.time - lockTime ) / ( 1200.0f / 8.0f );
if ( dif < 0 )
{
dif = 0;
}
else if ( dif > 8 )
{
dif = 8;
}
// if we are fully locked, always take on the enemy.
// Also give a slight advantage to higher, but not quite full charges.
// Finally, just give any amount of charge a very slight random chance of locking.
if ( dif == 8 || random() * dif > 2 || random() > 0.97f )
{
missile->enemy = &g_entities[lockEntNum];
if ( missile->enemy
&& missile->enemy->inuse )//&& DistanceSquared( missile->currentOrigin, missile->enemy->currentOrigin ) < 262144 && InFOV( missile->currentOrigin, missile->enemy->currentOrigin, missile->enemy->client->ps.viewangles, 45, 45 ) )
{
if ( missile->enemy->client
&& (missile->enemy->client->ps.forcePowersKnown&(1<<FP_PUSH))
&& missile->enemy->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_0 )
{//have force push, don't flee from homing rockets
}
else
{
vec3_t dir, dir2;
AngleVectors( missile->enemy->currentAngles, dir, NULL, NULL );
AngleVectors( ent->client->renderInfo.eyeAngles, dir2, NULL, NULL );
if ( DotProduct( dir, dir2 ) < 0.0f )
{
G_StartFlee( missile->enemy, ent, missile->enemy->currentOrigin, AEL_DANGER_GREAT, 3000, 5000 );
if ( !TIMER_Done( missile->enemy, "flee" ) )
{
TIMER_Set( missile->enemy, "rocketChasing", 500 );
}
}
}
}
}
}
VectorCopy( forward, missile->movedir );
missile->e_ThinkFunc = thinkF_rocketThink;
missile->random = 1.0f;
missile->nextthink = level.time + ROCKET_ALT_THINK_TIME;
}
// Make it easier to hit things
VectorSet( missile->maxs, ROCKET_SIZE, ROCKET_SIZE, ROCKET_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
if ( alt_fire )
{
missile->methodOfDeath = MOD_ROCKET_ALT;
missile->splashMethodOfDeath = MOD_ROCKET_ALT;// ?SPLASH;
}
else
{
missile->methodOfDeath = MOD_ROCKET;
missile->splashMethodOfDeath = MOD_ROCKET;// ?SPLASH;
}
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = ROCKET_SPLASH_DAMAGE;
missile->splashRadius = ROCKET_SPLASH_RADIUS;
// we don't want it to ever bounce
missile->bounceCount = 0;
}
static void WP_FireConcussionAlt( gentity_t *ent )
{//a rail-gun-like beam
int damage = CONC_ALT_DAMAGE, skip, traces = DISRUPTOR_ALT_TRACES;
qboolean render_impact = qtrue;
vec3_t start, end;
vec3_t muzzle2, spot, dir;
trace_t tr;
gentity_t *traceEnt, *tent;
float dist, shotDist, shotRange = 8192;
qboolean hitDodged = qfalse;
if (ent->s.number >= MAX_CLIENTS)
{
vec3_t angles;
vectoangles(forward, angles);
angles[PITCH] += ( crandom() * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
angles[YAW] += ( crandom() * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
AngleVectors(angles, forward, vright, up);
}
//Shove us backwards for half a second
VectorMA( ent->client->ps.velocity, -200, forward, ent->client->ps.velocity );
ent->client->ps.groundEntityNum = ENTITYNUM_NONE;
if ( (ent->client->ps.pm_flags&PMF_DUCKED) )
{//hunkered down
ent->client->ps.pm_time = 100;
}
else
{
ent->client->ps.pm_time = 250;
}
ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK|PMF_TIME_NOFRICTION;
//FIXME: only if on ground? So no "rocket jump"? Or: (see next FIXME)
//FIXME: instead, set a forced ucmd backmove instead of this sliding
VectorCopy( muzzle, muzzle2 ); // making a backup copy
// The trace start will originate at the eye so we can ensure that it hits the crosshair.
if ( ent->NPC )
{
switch ( g_spskill->integer )
{
case 0:
damage = CONC_ALT_NPC_DAMAGE_EASY;
break;
case 1:
damage = CONC_ALT_NPC_DAMAGE_MEDIUM;
break;
case 2:
default:
damage = CONC_ALT_NPC_DAMAGE_HARD;
break;
}
}
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );
skip = ent->s.number;
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// damage *= 2;
// }
//Make it a little easier to hit guys at long range
vec3_t shot_mins, shot_maxs;
VectorSet( shot_mins, -1, -1, -1 );
VectorSet( shot_maxs, 1, 1, 1 );
for ( int i = 0; i < traces; i++ )
{
VectorMA( start, shotRange, forward, end );
//NOTE: if you want to be able to hit guys in emplaced guns, use "G2_COLLIDE, 10" instead of "G2_RETURNONHIT, 0"
//alternately, if you end up hitting an emplaced_gun that has a sitter, just redo this one trace with the "G2_COLLIDE, 10" to see if we it the sitter
//gi.trace( &tr, start, NULL, NULL, end, skip, MASK_SHOT, G2_COLLIDE, 10 );//G2_RETURNONHIT, 0 );
gi.trace( &tr, start, shot_mins, shot_maxs, end, skip, MASK_SHOT, G2_COLLIDE, 10 );//G2_RETURNONHIT, 0 );
if ( tr.surfaceFlags & SURF_NOIMPACT )
{
render_impact = qfalse;
}
if ( tr.entityNum == ent->s.number )
{
// should never happen, but basically we don't want to consider a hit to ourselves?
// Get ready for an attempt to trace through another person
VectorCopy( tr.endpos, muzzle2 );
VectorCopy( tr.endpos, start );
skip = tr.entityNum;
#ifdef _DEBUG
gi.Printf( "BAD! Concussion gun shot somehow traced back and hit the owner!\n" );
#endif
continue;
}
// always render a shot beam, doing this the old way because I don't much feel like overriding the effect.
//NOTE: let's just draw one beam at the end
//tent = G_TempEntity( tr.endpos, EV_CONC_ALT_SHOT );
//tent->svFlags |= SVF_BROADCAST;
//VectorCopy( muzzle2, tent->s.origin2 );
if ( tr.fraction >= 1.0f )
{
// draw the beam but don't do anything else
break;
}
traceEnt = &g_entities[tr.entityNum];
if ( traceEnt //&& traceEnt->NPC
&& ( traceEnt->s.weapon == WP_SABER || (traceEnt->client && (traceEnt->client->NPC_class == CLASS_BOBAFETT||traceEnt->client->NPC_class == CLASS_REBORN) ) ) )
{//FIXME: need a more reliable way to know we hit a jedi?
hitDodged = Jedi_DodgeEvasion( traceEnt, ent, &tr, HL_NONE );
//acts like we didn't even hit him
}
if ( !hitDodged )
{
if ( render_impact )
{
if (( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage )
|| !Q_stricmp( traceEnt->classname, "misc_model_breakable" )
|| traceEnt->s.eType == ET_MOVER )
{
// Create a simple impact type mark that doesn't last long in the world
G_PlayEffect( G_EffectIndex( "concussion/alt_hit" ), tr.endpos, tr.plane.normal );
if ( traceEnt->client && LogAccuracyHit( traceEnt, ent ))
{//NOTE: hitting multiple ents can still get you over 100% accuracy
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
int hitLoc = G_GetHitLocFromTrace( &tr, MOD_CONC_ALT );
qboolean noKnockBack = (traceEnt->flags&FL_NO_KNOCKBACK);//will be set if they die, I want to know if it was on *before* they died
if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH )
{//hehe
G_Damage( traceEnt, ent, ent, forward, tr.endpos, 10, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_CONC_ALT, hitLoc );
break;
}
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_CONC_ALT, hitLoc );
//do knockback and knockdown manually
if ( traceEnt->client )
{//only if we hit a client
vec3_t pushDir;
VectorCopy( forward, pushDir );
if ( pushDir[2] < 0.2f )
{
pushDir[2] = 0.2f;
}//hmm, re-normalize? nah...
//if ( traceEnt->NPC || Q_irand(0,g_spskill->integer+1) )
{
if ( !noKnockBack )
{//knock-backable
G_Throw( traceEnt, pushDir, 200 );
if ( traceEnt->client->NPC_class == CLASS_ROCKETTROOPER )
{
traceEnt->client->ps.pm_time = Q_irand( 1500, 3000 );
}
}
if ( traceEnt->health > 0 )
{//alive
if ( G_HasKnockdownAnims( traceEnt ) )
{//knock-downable
G_Knockdown( traceEnt, ent, pushDir, 400, qtrue );
}
}
}
}
if ( traceEnt->s.eType == ET_MOVER )
{//stop the traces on any mover
break;
}
}
else
{
// we only make this mark on things that can't break or move
tent = G_TempEntity( tr.endpos, EV_CONC_ALT_MISS );
tent->svFlags |= SVF_BROADCAST;
VectorCopy( tr.plane.normal, tent->pos1 );
break; // hit solid, but doesn't take damage, so stop the shot...we _could_ allow it to shoot through walls, might be cool?
}
}
else // not rendering impact, must be a skybox or other similar thing?
{
break; // don't try anymore traces
}
}
// Get ready for an attempt to trace through another person
VectorCopy( tr.endpos, muzzle2 );
VectorCopy( tr.endpos, start );
skip = tr.entityNum;
hitDodged = qfalse;
}
//just draw one beam all the way to the end
tent = G_TempEntity( tr.endpos, EV_CONC_ALT_SHOT );
tent->svFlags |= SVF_BROADCAST;
VectorCopy( muzzle, tent->s.origin2 );
// now go along the trail and make sight events
VectorSubtract( tr.endpos, muzzle, dir );
shotDist = VectorNormalize( dir );
//FIXME: if shoot *really* close to someone, the alert could be way out of their FOV
for ( dist = 0; dist < shotDist; dist += 64 )
{
//FIXME: on a really long shot, this could make a LOT of alerts in one frame...
VectorMA( muzzle, dist, dir, spot );
AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
//FIXME: creates *way* too many effects, make it one effect somehow?
G_PlayEffect( G_EffectIndex( "concussion/alt_ring" ), spot, forward );
}
//FIXME: spawn a temp ent that continuously spawns sight alerts here? And 1 sound alert to draw their attention?
VectorMA( start, shotDist-4, forward, spot );
AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
G_PlayEffect( G_EffectIndex( "concussion/altmuzzle_flash" ), muzzle, forward );
}
static void WP_FireConcussion( gentity_t *ent )
{//a fast rocket-like projectile
vec3_t start;
int damage = CONC_DAMAGE;
float vel = CONC_VELOCITY;
if (ent->s.number >= MAX_CLIENTS)
{
vec3_t angles;
vectoangles(forward, angles);
angles[PITCH] += ( crandom() * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
angles[YAW] += ( crandom() * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
AngleVectors(angles, forward, vright, up);
}
//hold us still for a bit
ent->client->ps.pm_time = 300;
ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
//add viewkick
if ( ent->s.number < MAX_CLIENTS//player only
&& !cg.renderingThirdPerson )//gives an advantage to being in 3rd person, but would look silly otherwise
{//kick the view back
cg.kick_angles[PITCH] = Q_flrand( -10, -15 );
cg.kick_time = level.time;
}
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
gentity_t *missile = CreateMissile( start, forward, vel, 10000, ent, qfalse );
missile->classname = "conc_proj";
missile->s.weapon = WP_CONCUSSION;
missile->mass = 10;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = CONC_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = CONC_NPC_DAMAGE_NORMAL;
}
else
{
damage = CONC_NPC_DAMAGE_HARD;
}
}
// Make it easier to hit things
VectorSet( missile->maxs, ROCKET_SIZE, ROCKET_SIZE, ROCKET_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->damage = damage;
missile->dflags = DAMAGE_EXTRA_KNOCKBACK;
missile->methodOfDeath = MOD_CONC;
missile->splashMethodOfDeath = MOD_CONC;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = CONC_SPLASH_DAMAGE;
missile->splashRadius = CONC_SPLASH_RADIUS;
// we don't want it to ever bounce
missile->bounceCount = 0;
}
//-----------------------
// Det Pack
//-----------------------
//---------------------------------------------------------
void charge_stick( gentity_t *self, gentity_t *other, trace_t *trace )
//---------------------------------------------------------
{
self->s.eType = ET_GENERAL;
// make us so we can take damage
self->clipmask = MASK_SHOT;
self->contents = CONTENTS_SHOTCLIP;
self->takedamage = qtrue;
self->health = 25;
self->e_DieFunc = dieF_WP_ExplosiveDie;
VectorSet( self->maxs, 10, 10, 10 );
VectorScale( self->maxs, -1, self->mins );
self->activator = self->owner;
self->owner = NULL;
self->e_TouchFunc = touchF_NULL;
self->e_ThinkFunc = thinkF_NULL;
self->nextthink = -1;
WP_Stick( self, trace, 1.0f );
}
//---------------------------------------------------------
static void WP_DropDetPack( gentity_t *self, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
// Chucking a new one
AngleVectors( self->client->ps.viewangles, forward, vright, up );
CalcMuzzlePoint( self, forward, vright, up, muzzle, 0 );
VectorNormalize( forward );
VectorMA( muzzle, -4, forward, muzzle );
VectorCopy( muzzle, start );
WP_TraceSetStart( self, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
gentity_t *missile = CreateMissile( start, forward, 300, 10000, self, qfalse );
missile->fxID = G_EffectIndex( "detpack/explosion" ); // if we set an explosion effect, explode death can use that instead
missile->classname = "detpack";
missile->s.weapon = WP_DET_PACK;
missile->s.pos.trType = TR_GRAVITY;
missile->s.eFlags |= EF_MISSILE_STICK;
missile->e_TouchFunc = touchF_charge_stick;
missile->damage = FLECHETTE_MINE_DAMAGE;
missile->methodOfDeath = MOD_DETPACK;
missile->splashDamage = FLECHETTE_MINE_SPLASH_DAMAGE;
missile->splashRadius = FLECHETTE_MINE_SPLASH_RADIUS;
missile->splashMethodOfDeath = MOD_DETPACK;// ?SPLASH;
missile->clipmask = (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_SHOTCLIP);//MASK_SHOT;
// we don't want it to ever bounce
missile->bounceCount = 0;
missile->s.radius = 30;
VectorSet( missile->s.modelScale, 1.0f, 1.0f, 1.0f );
gi.G2API_InitGhoul2Model( missile->ghoul2, weaponData[WP_DET_PACK].missileMdl, G_ModelIndex( weaponData[WP_DET_PACK].missileMdl ));
AddSoundEvent( NULL, missile->currentOrigin, 128, AEL_MINOR, qtrue );
AddSightEvent( NULL, missile->currentOrigin, 128, AEL_SUSPICIOUS, 10 );
}
//---------------------------------------------------------
static void WP_FireDetPack( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( !ent || !ent->client )
{
return;
}
if ( alt_fire )
{
if ( ent->client->ps.eFlags & EF_PLANTED_CHARGE )
{
gentity_t *found = NULL;
// loop through all ents and blow the crap out of them!
while (( found = G_Find( found, FOFS( classname ), "detpack" )) != NULL )
{
if ( found->activator == ent )
{
VectorCopy( found->currentOrigin, found->s.origin );
found->e_ThinkFunc = thinkF_WP_Explode;
found->nextthink = level.time + 100 + random() * 100;
G_Sound( found, G_SoundIndex( "sound/weapons/detpack/warning.wav" ));
// would be nice if this actually worked?
AddSoundEvent( NULL, found->currentOrigin, found->splashRadius*2, AEL_DANGER, qfalse, qtrue );//FIXME: are we on ground or not?
AddSightEvent( NULL, found->currentOrigin, found->splashRadius*2, AEL_DISCOVERED, 100 );
}
}
ent->client->ps.eFlags &= ~EF_PLANTED_CHARGE;
}
}
else
{
WP_DropDetPack( ent, muzzle, forward );
ent->client->ps.eFlags |= EF_PLANTED_CHARGE;
}
}
//-----------------------
// Laser Trip Mine
//-----------------------
#define PROXIMITY_STYLE 1
#define TRIPWIRE_STYLE 2
//---------------------------------------------------------
void touchLaserTrap( gentity_t *ent, gentity_t *other, trace_t *trace )
//---------------------------------------------------------
{
ent->s.eType = ET_GENERAL;
// a tripwire so add draw line flag
VectorCopy( trace->plane.normal, ent->movedir );
// make it shootable
VectorSet( ent->mins, -4, -4, -4 );
VectorSet( ent->maxs, 4, 4, 4 );
ent->clipmask = MASK_SHOT;
ent->contents = CONTENTS_SHOTCLIP;
ent->takedamage = qtrue;
ent->health = 15;
ent->e_DieFunc = dieF_WP_ExplosiveDie;
ent->e_TouchFunc = touchF_NULL;
// so we can trip it too
ent->activator = ent->owner;
ent->owner = NULL;
WP_Stick( ent, trace );
if ( ent->count == TRIPWIRE_STYLE )
{
vec3_t mins = {-4,-4,-4}, maxs = {4,4,4};//FIXME: global these
trace_t tr;
VectorMA( ent->currentOrigin, 32, ent->movedir, ent->s.origin2 );
gi.trace( &tr, ent->s.origin2, mins, maxs, ent->currentOrigin, ent->s.number, MASK_SHOT, G2_RETURNONHIT, 0 );
VectorCopy( tr.endpos, ent->s.origin2 );
ent->e_ThinkFunc = thinkF_laserTrapThink;
}
else
{
ent->e_ThinkFunc = thinkF_WP_prox_mine_think;
}
ent->nextthink = level.time + LT_ACTIVATION_DELAY;
}
// copied from flechette prox above...which will not be used if this gets approved
//---------------------------------------------------------
void WP_prox_mine_think( gentity_t *ent )
//---------------------------------------------------------
{
int count;
qboolean blow = qfalse;
// first time through?
if ( ent->count )
{
// play activated warning
ent->count = 0;
ent->s.eFlags |= EF_PROX_TRIP;
G_Sound( ent, G_SoundIndex( "sound/weapons/laser_trap/warning.wav" ));
}
// if it isn't time to auto-explode, do a small proximity check
if ( ent->delay > level.time )
{
count = G_RadiusList( ent->currentOrigin, PROX_MINE_RADIUS_CHECK, ent, qtrue, ent_list );
for ( int i = 0; i < count; i++ )
{
if ( ent_list[i]->client && ent_list[i]->health > 0 && ent->activator && ent_list[i]->s.number != ent->activator->s.number )
{
blow = qtrue;
break;
}
}
}
else
{
// well, we must die now
blow = qtrue;
}
if ( blow )
{
// G_Sound( ent, G_SoundIndex( "sound/weapons/flechette/warning.wav" ));
ent->e_ThinkFunc = thinkF_WP_Explode;
ent->nextthink = level.time + 200;
}
else
{
// we probably don't need to do this thinking logic very often...maybe this is fast enough?
ent->nextthink = level.time + 500;
}
}
//---------------------------------------------------------
void laserTrapThink( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *traceEnt;
vec3_t end, mins = {-4,-4,-4}, maxs = {4,4,4};
trace_t tr;
// turn on the beam effect
if ( !(ent->s.eFlags & EF_FIRING ))
{
// arm me
G_Sound( ent, G_SoundIndex( "sound/weapons/laser_trap/warning.wav" ));
ent->s.loopSound = G_SoundIndex( "sound/weapons/laser_trap/hum_loop.wav" );
ent->s.eFlags |= EF_FIRING;
}
ent->e_ThinkFunc = thinkF_laserTrapThink;
ent->nextthink = level.time + FRAMETIME;
// Find the main impact point
VectorMA( ent->s.pos.trBase, 2048, ent->movedir, end );
gi.trace( &tr, ent->s.origin2, mins, maxs, end, ent->s.number, MASK_SHOT, G2_RETURNONHIT, 0 );
traceEnt = &g_entities[ tr.entityNum ];
// Adjust this so that the effect has a relatively fresh endpoint
VectorCopy( tr.endpos, ent->pos4 );
if ( traceEnt->client || tr.startsolid )
{
// go boom
WP_Explode( ent );
ent->s.eFlags &= ~EF_FIRING; // don't draw beam if we are dead
}
else
{
/*
// FIXME: they need to avoid the beam!
AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER );
AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER, 50 );
*/
}
}
//---------------------------------------------------------
void CreateLaserTrap( gentity_t *laserTrap, vec3_t start, gentity_t *owner )
//---------------------------------------------------------
{
if ( !VALIDSTRING( laserTrap->classname ))
{
// since we may be coming from a map placed trip mine, we don't want to override that class name....
// That would be bad because the player drop code tries to limit number of placed items...so it would have removed map placed ones as well.
laserTrap->classname = "tripmine";
}
laserTrap->splashDamage = LT_SPLASH_DAM;
laserTrap->splashRadius = LT_SPLASH_RAD;
laserTrap->damage = LT_DAMAGE;
laserTrap->methodOfDeath = MOD_LASERTRIP;
laserTrap->splashMethodOfDeath = MOD_LASERTRIP;//? SPLASH;
laserTrap->s.eType = ET_MISSILE;
laserTrap->svFlags = SVF_USE_CURRENT_ORIGIN;
laserTrap->s.weapon = WP_TRIP_MINE;
laserTrap->owner = owner;
// VectorSet( laserTrap->mins, -LT_SIZE, -LT_SIZE, -LT_SIZE );
// VectorSet( laserTrap->maxs, LT_SIZE, LT_SIZE, LT_SIZE );
laserTrap->clipmask = (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_SHOTCLIP);//MASK_SHOT;
laserTrap->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, laserTrap->s.pos.trBase );
VectorCopy( start, laserTrap->currentOrigin);
VectorCopy( start, laserTrap->pos2 ); // ?? wtf ?
laserTrap->fxID = G_EffectIndex( "tripMine/explosion" );
laserTrap->e_TouchFunc = touchF_touchLaserTrap;
laserTrap->s.radius = 60;
VectorSet( laserTrap->s.modelScale, 1.0f, 1.0f, 1.0f );
gi.G2API_InitGhoul2Model( laserTrap->ghoul2, weaponData[WP_TRIP_MINE].missileMdl, G_ModelIndex( weaponData[WP_TRIP_MINE].missileMdl ));
}
//---------------------------------------------------------
static void WP_RemoveOldTraps( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *found = NULL;
int trapcount = 0, i;
int foundLaserTraps[MAX_GENTITIES] = {ENTITYNUM_NONE};
int trapcount_org, lowestTimeStamp;
int removeMe;
// see how many there are now
while (( found = G_Find( found, FOFS(classname), "tripmine" )) != NULL )
{
if ( found->activator != ent ) // activator is really the owner?
{
continue;
}
foundLaserTraps[trapcount++] = found->s.number;
}
// now remove first ones we find until there are only 9 left
found = NULL;
trapcount_org = trapcount;
lowestTimeStamp = level.time;
while ( trapcount > 9 )
{
removeMe = -1;
for ( i = 0; i < trapcount_org; i++ )
{
if ( foundLaserTraps[i] == ENTITYNUM_NONE )
{
continue;
}
found = &g_entities[foundLaserTraps[i]];
if ( found->setTime < lowestTimeStamp )
{
removeMe = i;
lowestTimeStamp = found->setTime;
}
}
if ( removeMe != -1 )
{
//remove it... or blow it?
if ( &g_entities[foundLaserTraps[removeMe]] == NULL )
{
break;
}
else
{
G_FreeEntity( &g_entities[foundLaserTraps[removeMe]] );
}
foundLaserTraps[removeMe] = ENTITYNUM_NONE;
trapcount--;
}
else
{
break;
}
}
}
//---------------------------------------------------------
void WP_PlaceLaserTrap( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t start;
gentity_t *laserTrap;
// limit to 10 placed at any one time
WP_RemoveOldTraps( ent );
//FIXME: surface must be within 64
laserTrap = G_Spawn();
if ( laserTrap )
{
// now make the new one
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
CreateLaserTrap( laserTrap, start, ent );
// set player-created-specific fields
laserTrap->setTime = level.time;//remember when we placed it
laserTrap->s.eFlags |= EF_MISSILE_STICK;
laserTrap->s.pos.trType = TR_GRAVITY;
VectorScale( forward, LT_VELOCITY, laserTrap->s.pos.trDelta );
if ( alt_fire )
{
laserTrap->count = PROXIMITY_STYLE;
laserTrap->delay = level.time + 40000; // will auto-blow in 40 seconds.
laserTrap->methodOfDeath = MOD_LASERTRIP_ALT;
laserTrap->splashMethodOfDeath = MOD_LASERTRIP_ALT;//? SPLASH;
}
else
{
laserTrap->count = TRIPWIRE_STYLE;
}
}
}
//---------------------
// Thermal Detonator
//---------------------
//---------------------------------------------------------
void thermalDetonatorExplode( gentity_t *ent )
//---------------------------------------------------------
{
if ( (ent->s.eFlags&EF_HELD_BY_SAND_CREATURE) )
{
ent->takedamage = qfalse; // don't allow double deaths!
G_Damage( ent->activator, ent, ent->owner, vec3_origin, ent->currentOrigin, TD_ALT_DAMAGE, 0, MOD_EXPLOSIVE );
G_PlayEffect( "thermal/explosion", ent->currentOrigin );
G_PlayEffect( "thermal/shockwave", ent->currentOrigin );
G_FreeEntity( ent );
}
else if ( !ent->count )
{
G_Sound( ent, G_SoundIndex( "sound/weapons/thermal/warning.wav" ) );
ent->count = 1;
ent->nextthink = level.time + 800;
ent->svFlags |= SVF_BROADCAST;//so everyone hears/sees the explosion?
}
else
{
vec3_t pos;
VectorSet( pos, ent->currentOrigin[0], ent->currentOrigin[1], ent->currentOrigin[2] + 8 );
ent->takedamage = qfalse; // don't allow double deaths!
G_RadiusDamage( ent->currentOrigin, ent->owner, TD_SPLASH_DAM, TD_SPLASH_RAD, NULL, MOD_EXPLOSIVE_SPLASH );
G_PlayEffect( "thermal/explosion", ent->currentOrigin );
G_PlayEffect( "thermal/shockwave", ent->currentOrigin );
G_FreeEntity( ent );
}
}
//-------------------------------------------------------------------------------------------------------------
void thermal_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod, int dFlags, int hitLoc )
//-------------------------------------------------------------------------------------------------------------
{
thermalDetonatorExplode( self );
}
//---------------------------------------------------------
qboolean WP_LobFire( gentity_t *self, vec3_t start, vec3_t target, vec3_t mins, vec3_t maxs, int clipmask,
vec3_t velocity, qboolean tracePath, int ignoreEntNum, int enemyNum,
float minSpeed = 0, float maxSpeed = 0, float idealSpeed = 0, qboolean mustHit = qfalse )
//---------------------------------------------------------
{
float targetDist, shotSpeed, speedInc = 100, travelTime, impactDist, bestImpactDist = Q3_INFINITE;//fireSpeed,
vec3_t targetDir, shotVel, failCase;
trace_t trace;
trajectory_t tr;
qboolean blocked;
int elapsedTime, skipNum, timeStep = 500, hitCount = 0, maxHits = 7;
vec3_t lastPos, testPos;
gentity_t *traceEnt;
if ( !idealSpeed )
{
idealSpeed = 300;
}
else if ( idealSpeed < speedInc )
{
idealSpeed = speedInc;
}
shotSpeed = idealSpeed;
skipNum = (idealSpeed-speedInc)/speedInc;
if ( !minSpeed )
{
minSpeed = 100;
}
if ( !maxSpeed )
{
maxSpeed = 900;
}
while ( hitCount < maxHits )
{
VectorSubtract( target, start, targetDir );
targetDist = VectorNormalize( targetDir );
VectorScale( targetDir, shotSpeed, shotVel );
travelTime = targetDist/shotSpeed;
shotVel[2] += travelTime * 0.5 * g_gravity->value;
if ( !hitCount )
{//save the first (ideal) one as the failCase (fallback value)
if ( !mustHit )
{//default is fine as a return value
VectorCopy( shotVel, failCase );
}
}
if ( tracePath )
{//do a rough trace of the path
blocked = qfalse;
VectorCopy( start, tr.trBase );
VectorCopy( shotVel, tr.trDelta );
tr.trType = TR_GRAVITY;
tr.trTime = level.time;
travelTime *= 1000.0f;
VectorCopy( start, lastPos );
//This may be kind of wasteful, especially on long throws... use larger steps? Divide the travelTime into a certain hard number of slices? Trace just to apex and down?
for ( elapsedTime = timeStep; elapsedTime < floor(travelTime)+timeStep; elapsedTime += timeStep )
{
if ( (float)elapsedTime > travelTime )
{//cap it
elapsedTime = floor( travelTime );
}
EvaluateTrajectory( &tr, level.time + elapsedTime, testPos );
gi.trace( &trace, lastPos, mins, maxs, testPos, ignoreEntNum, clipmask );
if ( trace.allsolid || trace.startsolid )
{
blocked = qtrue;
break;
}
if ( trace.fraction < 1.0f )
{//hit something
if ( trace.entityNum == enemyNum )
{//hit the enemy, that's perfect!
break;
}
else if ( trace.plane.normal[2] > 0.7 && DistanceSquared( trace.endpos, target ) < 4096 )//hit within 64 of desired location, should be okay
{//close enough!
break;
}
else
{//FIXME: maybe find the extents of this brush and go above or below it on next try somehow?
impactDist = DistanceSquared( trace.endpos, target );
if ( impactDist < bestImpactDist )
{
bestImpactDist = impactDist;
VectorCopy( shotVel, failCase );
}
blocked = qtrue;
//see if we should store this as the failCase
if ( trace.entityNum < ENTITYNUM_WORLD )
{//hit an ent
traceEnt = &g_entities[trace.entityNum];
if ( traceEnt && traceEnt->takedamage && !OnSameTeam( self, traceEnt ) )
{//hit something breakable, so that's okay
//we haven't found a clear shot yet so use this as the failcase
VectorCopy( shotVel, failCase );
}
}
break;
}
}
if ( elapsedTime == floor( travelTime ) )
{//reached end, all clear
break;
}
else
{
//all clear, try next slice
VectorCopy( testPos, lastPos );
}
}
if ( blocked )
{//hit something, adjust speed (which will change arc)
hitCount++;
shotSpeed = idealSpeed + ((hitCount-skipNum) * speedInc);//from min to max (skipping ideal)
if ( hitCount >= skipNum )
{//skip ideal since that was the first value we tested
shotSpeed += speedInc;
}
}
else
{//made it!
break;
}
}
else
{//no need to check the path, go with first calc
break;
}
}
if ( hitCount >= maxHits )
{//NOTE: worst case scenario, use the one that impacted closest to the target (or just use the first try...?)
VectorCopy( failCase, velocity );
return qfalse;
}
VectorCopy( shotVel, velocity );
return qtrue;
}
//---------------------------------------------------------
void WP_ThermalThink( gentity_t *ent )
//---------------------------------------------------------
{
int count;
qboolean blow = qfalse;
// Thermal detonators for the player do occasional radius checks and blow up if there are entities in the blast radius
// This is done so that the main fire is actually useful as an attack. We explode anyway after delay expires.
if ( (ent->s.eFlags&EF_HELD_BY_SAND_CREATURE) )
{//blow once creature is underground (done with anim)
//FIXME: chance of being spit out? Especially if lots of delay left...
ent->e_TouchFunc = NULL;//don't impact on anything
if ( !ent->activator
|| !ent->activator->client
|| !ent->activator->client->ps.legsAnimTimer )
{//either something happened to the sand creature or it's done with it's attack anim
//blow!
ent->e_ThinkFunc = thinkF_thermalDetonatorExplode;
ent->nextthink = level.time + Q_irand( 50, 2000 );
}
else
{//keep checking
ent->nextthink = level.time + TD_THINK_TIME;
}
return;
}
else if ( ent->delay > level.time )
{
// Finally, we force it to bounce at least once before doing the special checks, otherwise it's just too easy for the player?
if ( ent->has_bounced )
{
count = G_RadiusList( ent->currentOrigin, TD_TEST_RAD, ent, qtrue, ent_list );
for ( int i = 0; i < count; i++ )
{
if ( ent_list[i]->s.number == 0 )
{
// avoid deliberately blowing up next to the player, no matter how close any enemy is..
// ...if the delay time expires though, there is no saving the player...muwhaaa haa ha
blow = qfalse;
break;
}
else if ( ent_list[i]->client
&& ent_list[i]->client->NPC_class != CLASS_SAND_CREATURE//ignore sand creatures
&& ent_list[i]->health > 0 )
{
//FIXME! sometimes the ent_list order changes, so we should make sure that the player isn't anywhere in this list
blow = qtrue;
}
}
}
}
else
{
// our death time has arrived, even if nothing is near us
blow = qtrue;
}
if ( blow )
{
ent->e_ThinkFunc = thinkF_thermalDetonatorExplode;
ent->nextthink = level.time + 50;
}
else
{
// we probably don't need to do this thinking logic very often...maybe this is fast enough?
ent->nextthink = level.time + TD_THINK_TIME;
}
}
//---------------------------------------------------------
gentity_t *WP_FireThermalDetonator( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
gentity_t *bolt;
vec3_t dir, start;
float damageScale = 1.0f;
VectorCopy( forward, dir );
VectorCopy( muzzle, start );
bolt = G_Spawn();
bolt->classname = "thermal_detonator";
if ( ent->s.number != 0 )
{
// If not the player, cut the damage a bit so we don't get pounded on so much
damageScale = TD_NPC_DAMAGE_CUT;
}
if ( !alt_fire && ent->s.number == 0 )
{
// Main fires for the players do a little bit of extra thinking
bolt->e_ThinkFunc = thinkF_WP_ThermalThink;
bolt->nextthink = level.time + TD_THINK_TIME;
bolt->delay = level.time + TD_TIME; // How long 'til she blows
}
else
{
bolt->e_ThinkFunc = thinkF_thermalDetonatorExplode;
bolt->nextthink = level.time + TD_TIME; // How long 'til she blows
}
bolt->mass = 10;
// How 'bout we give this thing a size...
VectorSet( bolt->mins, -4.0f, -4.0f, -4.0f );
VectorSet( bolt->maxs, 4.0f, 4.0f, 4.0f );
bolt->clipmask = MASK_SHOT;
bolt->clipmask &= ~CONTENTS_CORPSE;
bolt->contents = CONTENTS_SHOTCLIP;
bolt->takedamage = qtrue;
bolt->health = 15;
bolt->e_DieFunc = dieF_thermal_die;
WP_TraceSetStart( ent, start, bolt->mins, bolt->maxs );//make sure our start point isn't on the other side of a wall
float chargeAmount = 1.0f; // default of full charge
if ( ent->client )
{
chargeAmount = level.time - ent->client->ps.weaponChargeTime;
}
// get charge amount
chargeAmount = chargeAmount / (float)TD_VELOCITY;
if ( chargeAmount > 1.0f )
{
chargeAmount = 1.0f;
}
else if ( chargeAmount < TD_MIN_CHARGE )
{
chargeAmount = TD_MIN_CHARGE;
}
float thrownSpeed = TD_VELOCITY;
const qboolean thisIsAShooter = !Q_stricmp( "misc_weapon_shooter", ent->classname);
if (thisIsAShooter)
{
if (ent->delay != 0)
{
thrownSpeed = ent->delay;
}
}
// normal ones bounce, alt ones explode on impact
bolt->s.pos.trType = TR_GRAVITY;
bolt->owner = ent;
VectorScale( dir, thrownSpeed * chargeAmount, bolt->s.pos.trDelta );
if ( ent->health > 0 )
{
bolt->s.pos.trDelta[2] += 120;
if ( (ent->NPC || (ent->s.number && thisIsAShooter) )
&& ent->enemy )
{//NPC or misc_weapon_shooter
//FIXME: we're assuming he's actually facing this direction...
vec3_t target;
VectorCopy( ent->enemy->currentOrigin, target );
if ( target[2] <= start[2] )
{
vec3_t vec;
VectorSubtract( target, start, vec );
VectorNormalize( vec );
VectorMA( target, Q_flrand( 0, -32 ), vec, target );//throw a little short
}
target[0] += Q_flrand( -5, 5 )+(crandom()*(6-ent->NPC->currentAim)*2);
target[1] += Q_flrand( -5, 5 )+(crandom()*(6-ent->NPC->currentAim)*2);
target[2] += Q_flrand( -5, 5 )+(crandom()*(6-ent->NPC->currentAim)*2);
WP_LobFire( ent, start, target, bolt->mins, bolt->maxs, bolt->clipmask, bolt->s.pos.trDelta, qtrue, ent->s.number, ent->enemy->s.number );
}
else if ( thisIsAShooter && ent->target && !VectorCompare( ent->pos1, vec3_origin ) )
{//misc_weapon_shooter firing at a position
WP_LobFire( ent, start, ent->pos1, bolt->mins, bolt->maxs, bolt->clipmask, bolt->s.pos.trDelta, qtrue, ent->s.number, ent->enemy->s.number );
}
}
if ( alt_fire )
{
bolt->alt_fire = qtrue;
}
else
{
bolt->s.eFlags |= EF_BOUNCE_HALF;
}
bolt->s.loopSound = G_SoundIndex( "sound/weapons/thermal/thermloop.wav" );
bolt->damage = TD_DAMAGE * damageScale;
bolt->dflags = 0;
bolt->splashDamage = TD_SPLASH_DAM * damageScale;
bolt->splashRadius = TD_SPLASH_RAD;
bolt->s.eType = ET_MISSILE;
bolt->svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_THERMAL;
if ( alt_fire )
{
bolt->methodOfDeath = MOD_THERMAL_ALT;
bolt->splashMethodOfDeath = MOD_THERMAL_ALT;//? SPLASH;
}
else
{
bolt->methodOfDeath = MOD_THERMAL;
bolt->splashMethodOfDeath = MOD_THERMAL;//? SPLASH;
}
bolt->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->currentOrigin);
VectorCopy( start, bolt->pos2 );
return bolt;
}
//---------------------------------------------------------
gentity_t *WP_DropThermal( gentity_t *ent )
//---------------------------------------------------------
{
AngleVectors( ent->client->ps.viewangles, forward, vright, up );
CalcEntitySpot( ent, SPOT_WEAPON, muzzle );
return (WP_FireThermalDetonator( ent, qfalse ));
}
// Bot Laser
//---------------------------------------------------------
void WP_BotLaser( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *missile = CreateMissile( muzzle, forward, BRYAR_PISTOL_VEL, 10000, ent );
missile->classname = "bryar_proj";
missile->s.weapon = WP_BRYAR_PISTOL;
missile->damage = BRYAR_PISTOL_DAMAGE;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_ENERGY;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
}
// Emplaced Gun
//---------------------------------------------------------
void WP_EmplacedFire( gentity_t *ent )
//---------------------------------------------------------
{
float damage = EMPLACED_DAMAGE * ( ent->NPC ? 0.1f : 1.0f );
float vel = EMPLACED_VEL * ( ent->NPC ? 0.4f : 1.0f );
WP_MissileTargetHint(ent, muzzle, forward);
gentity_t *missile = CreateMissile( muzzle, forward, vel, 10000, ent );
missile->classname = "emplaced_proj";
missile->s.weapon = WP_EMPLACED_GUN;
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK | DAMAGE_HEAVY_WEAP_CLASS;
missile->methodOfDeath = MOD_EMPLACED;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// do some weird switchery on who the real owner is, we do this so the projectiles don't hit the gun object
if ( ent && ent->client && !(ent->client->ps.eFlags&EF_LOCKED_TO_WEAPON) )
{
missile->owner = ent;
}
else
{
missile->owner = ent->owner;
}
if ( missile->owner->e_UseFunc == useF_eweb_use )
{
missile->alt_fire = qtrue;
}
VectorSet( missile->maxs, EMPLACED_SIZE, EMPLACED_SIZE, EMPLACED_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
// alternate muzzles
ent->fxID = !ent->fxID;
}
// ATST Main
//---------------------------------------------------------
void WP_ATSTMainFire( gentity_t *ent )
//---------------------------------------------------------
{
float vel = ATST_MAIN_VEL;
// if ( ent->client && (ent->client->ps.eFlags & EF_IN_ATST ))
// {
// vel = 4500.0f;
// }
if ( !ent->s.number )
{
// player shoots faster
vel *= 1.6f;
}
WP_MissileTargetHint(ent, muzzle, forward);
gentity_t *missile = CreateMissile( muzzle, forward, vel, 10000, ent );
missile->classname = "atst_main_proj";
missile->s.weapon = WP_ATST_MAIN;
missile->damage = ATST_MAIN_DAMAGE;
missile->dflags = DAMAGE_DEATH_KNOCKBACK|DAMAGE_HEAVY_WEAP_CLASS;
missile->methodOfDeath = MOD_ENERGY;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->owner = ent;
VectorSet( missile->maxs, ATST_MAIN_SIZE, ATST_MAIN_SIZE, ATST_MAIN_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
}
// ATST Alt Side
//---------------------------------------------------------
void WP_ATSTSideAltFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = ATST_SIDE_ALT_DAMAGE;
float vel = ATST_SIDE_ALT_NPC_VELOCITY;
if ( ent->client && (ent->client->ps.eFlags & EF_IN_ATST ))
{
vel = ATST_SIDE_ALT_VELOCITY;
}
gentity_t *missile = CreateMissile( muzzle, forward, vel, 10000, ent, qtrue );
missile->classname = "atst_rocket";
missile->s.weapon = WP_ATST_SIDE;
missile->mass = 10;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = ATST_SIDE_ROCKET_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = ATST_SIDE_ROCKET_NPC_DAMAGE_NORMAL;
}
else
{
damage = ATST_SIDE_ROCKET_NPC_DAMAGE_HARD;
}
}
VectorCopy( forward, missile->movedir );
// Make it easier to hit things
VectorSet( missile->maxs, ATST_SIDE_ALT_ROCKET_SIZE, ATST_SIDE_ALT_ROCKET_SIZE, ATST_SIDE_ALT_ROCKET_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK | DAMAGE_HEAVY_WEAP_CLASS;
missile->methodOfDeath = MOD_EXPLOSIVE;
missile->splashMethodOfDeath = MOD_EXPLOSIVE_SPLASH;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// Scale damage down a bit if it is coming from an NPC
missile->splashDamage = ATST_SIDE_ALT_SPLASH_DAMAGE * ( ent->s.number == 0 ? 1.0f : ATST_SIDE_ALT_ROCKET_SPLASH_SCALE );
missile->splashRadius = ATST_SIDE_ALT_SPLASH_RADIUS;
// we don't want it to ever bounce
missile->bounceCount = 0;
}
// ATST Side
//---------------------------------------------------------
void WP_ATSTSideFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = ATST_SIDE_MAIN_DAMAGE;
gentity_t *missile = CreateMissile( muzzle, forward, ATST_SIDE_MAIN_VELOCITY, 10000, ent, qfalse );
missile->classname = "atst_side_proj";
missile->s.weapon = WP_ATST_SIDE;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = ATST_SIDE_MAIN_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = ATST_SIDE_MAIN_NPC_DAMAGE_NORMAL;
}
else
{
damage = ATST_SIDE_MAIN_NPC_DAMAGE_HARD;
}
}
VectorSet( missile->maxs, ATST_SIDE_MAIN_SIZE, ATST_SIDE_MAIN_SIZE, ATST_SIDE_MAIN_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK|DAMAGE_HEAVY_WEAP_CLASS;
missile->methodOfDeath = MOD_ENERGY;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = ATST_SIDE_MAIN_SPLASH_DAMAGE * ( ent->s.number == 0 ? 1.0f : 0.6f );
missile->splashRadius = ATST_SIDE_MAIN_SPLASH_RADIUS;
// we don't want it to bounce
missile->bounceCount = 0;
}
//---------------------------------------------------------
void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire )
{
gentity_t *tr_ent;
trace_t tr;
vec3_t mins, maxs, end, start;
G_Sound( ent, G_SoundIndex( "sound/weapons/baton/fire" ));
#ifdef _IMMERSION
G_Force( ent, G_ForceIndex( "fffx/weapons/baton/fire", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );
VectorMA( start, STUN_BATON_RANGE, forward, end );
VectorSet( maxs, 5, 5, 5 );
VectorScale( maxs, -1, mins );
gi.trace ( &tr, start, mins, maxs, end, ent->s.number, CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_SHOTCLIP );
if ( tr.entityNum >= ENTITYNUM_WORLD || tr.entityNum < 0 )
{
return;
}
tr_ent = &g_entities[tr.entityNum];
if ( tr_ent && tr_ent->takedamage && tr_ent->client )
{
G_PlayEffect( "stunBaton/flesh_impact", tr.endpos, tr.plane.normal );
// TEMP!
// G_Sound( tr_ent, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
tr_ent->client->ps.powerups[PW_SHOCKED] = level.time + 1500;
G_Damage( tr_ent, ent, ent, forward, tr.endpos, STUN_BATON_DAMAGE, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
}
else if ( tr_ent->svFlags & SVF_GLASS_BRUSH || ( tr_ent->svFlags & SVF_BBRUSH && tr_ent->material == 12 )) // material grate...we are breaking a grate!
{
G_Damage( tr_ent, ent, ent, forward, tr.endpos, 999, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); // smash that puppy
}
}
void WP_Melee( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *tr_ent;
trace_t tr;
vec3_t mins, maxs, end;
int damage = ent->s.number ? (g_spskill->integer*2)+1 : 3;
float range = ent->s.number ? 64 : 32;
VectorMA( muzzle, range, forward, end );
VectorSet( maxs, 6, 6, 6 );
VectorScale( maxs, -1, mins );
gi.trace ( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT );
if ( tr.entityNum >= ENTITYNUM_WORLD )
{
return;
}
tr_ent = &g_entities[tr.entityNum];
if ( ent->client && !PM_DroidMelee( ent->client->NPC_class ) )
{
if ( ent->s.number || ent->alt_fire )
{
damage *= Q_irand( 2, 3 );
}
else
{
damage *= Q_irand( 1, 2 );
}
}
if ( tr_ent && tr_ent->takedamage )
{
int dflags = DAMAGE_NO_KNOCKBACK;
G_PlayEffect( G_EffectIndex( "melee/punch_impact" ), tr.endpos, forward );
//G_Sound( tr_ent, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
if ( ent->NPC && (ent->NPC->aiFlags&NPCAI_HEAVY_MELEE) )
{ //4x damage for heavy melee class
damage *= 4;
dflags &= ~DAMAGE_NO_KNOCKBACK;
dflags |= DAMAGE_DISMEMBER;
}
G_Damage( tr_ent, ent, ent, forward, tr.endpos, damage, dflags, MOD_MELEE );
}
}
//---------------------------------------------------------
static void WP_FireTuskenRifle( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t start;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
if ( !(ent->client->ps.forcePowersActive&(1<<FP_SEE))
|| ent->client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 )
{//force sight 2+ gives perfect aim
//FIXME: maybe force sight level 3 autoaims some?
if ( ent->NPC && ent->NPC->currentAim < 5 )
{
vec3_t angs;
vectoangles( forward, angs );
if ( ent->client->NPC_class == CLASS_IMPWORKER )
{//*sigh*, hack to make impworkers less accurate without affecteing imperial officer accuracy
angs[PITCH] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
angs[YAW] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
}
else
{
angs[PITCH] += ( crandom() * ((5-ent->NPC->currentAim)*0.25f) );
angs[YAW] += ( crandom() * ((5-ent->NPC->currentAim)*0.25f) );
}
AngleVectors( angs, forward, NULL, NULL );
}
}
WP_MissileTargetHint(ent, start, forward);
gentity_t *missile = CreateMissile( start, forward, TUSKEN_RIFLE_VEL, 10000, ent, qfalse );
missile->classname = "trifle_proj";
missile->s.weapon = WP_TUSKEN_RIFLE;
if ( ent->s.number < MAX_CLIENTS || g_spskill->integer >= 2 )
{
missile->damage = TUSKEN_RIFLE_DAMAGE_HARD;
}
else if ( g_spskill->integer > 0 )
{
missile->damage = TUSKEN_RIFLE_DAMAGE_MEDIUM;
}
else
{
missile->damage = TUSKEN_RIFLE_DAMAGE_EASY;
}
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_BRYAR;//???
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
missile->bounceCount = 8;
}
//---------------------------------------------------------
static void WP_FireNoghriStick( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t dir, angs;
vectoangles( forward, angs );
if ( !(ent->client->ps.forcePowersActive&(1<<FP_SEE))
|| ent->client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 )
{//force sight 2+ gives perfect aim
//FIXME: maybe force sight level 3 autoaims some?
// add some slop to the main-fire direction
angs[PITCH] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
angs[YAW] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
}
AngleVectors( angs, dir, NULL, NULL );
// FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot!
int velocity = 1200;
WP_TraceSetStart( ent, muzzle, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
WP_MissileTargetHint(ent, muzzle, dir);
gentity_t *missile = CreateMissile( muzzle, dir, velocity, 10000, ent, qfalse );
missile->classname = "noghri_proj";
missile->s.weapon = WP_NOGHRI_STICK;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
missile->damage = 1;
}
else if ( g_spskill->integer == 1 )
{
missile->damage = 5;
}
else
{
missile->damage = 10;
}
}
// if ( ent->client )
// {
// if ( ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// missile->flags |= FL_OVERCHARGED;
// damage *= 2;
// }
// }
missile->dflags = DAMAGE_NO_KNOCKBACK;
missile->methodOfDeath = MOD_BLASTER;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = 0;
missile->splashRadius = 100;
missile->splashMethodOfDeath = MOD_GAS;
//Hmm: maybe spew gas on impact?
}
//---------------------------------------------------------
void AddLeanOfs(const gentity_t *const ent, vec3_t point)
//---------------------------------------------------------
{
if(ent->client)
{
if(ent->client->ps.leanofs)
{
vec3_t right;
//add leaning offset
AngleVectors(ent->client->ps.viewangles, NULL, right, NULL);
VectorMA(point, (float)ent->client->ps.leanofs, right, point);
}
}
}
//---------------------------------------------------------
void SubtractLeanOfs(const gentity_t *const ent, vec3_t point)
//---------------------------------------------------------
{
if(ent->client)
{
if(ent->client->ps.leanofs)
{
vec3_t right;
//add leaning offset
AngleVectors( ent->client->ps.viewangles, NULL, right, NULL );
VectorMA( point, ent->client->ps.leanofs*-1, right, point );
}
}
}
//---------------------------------------------------------
void ViewHeightFix(const gentity_t *const ent)
//---------------------------------------------------------
{
//FIXME: this is hacky and doesn't need to be here. Was only put here to make up
//for the times a crouch anim would be used but not actually crouching.
//When we start calcing eyepos (SPOT_HEAD) from the tag_eyes, we won't need
//this (or viewheight at all?)
if ( !ent )
return;
if ( !ent->client || !ent->NPC )
return;
if ( ent->client->ps.stats[STAT_HEALTH] <= 0 )
return;//dead
if ( ent->client->ps.legsAnim == BOTH_CROUCH1IDLE || ent->client->ps.legsAnim == BOTH_CROUCH1 || ent->client->ps.legsAnim == BOTH_CROUCH1WALK )
{
if ( ent->client->ps.viewheight!=ent->client->crouchheight + STANDARD_VIEWHEIGHT_OFFSET )
ent->client->ps.viewheight = ent->client->crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
}
else
{
if ( ent->client->ps.viewheight!=ent->client->standheight + STANDARD_VIEWHEIGHT_OFFSET )
ent->client->ps.viewheight = ent->client->standheight + STANDARD_VIEWHEIGHT_OFFSET;
}
}
qboolean W_AccuracyLoggableWeapon( int weapon, qboolean alt_fire, int mod )
{
if ( mod != MOD_UNKNOWN )
{
switch( mod )
{
//standard weapons
case MOD_BRYAR:
case MOD_BRYAR_ALT:
case MOD_BLASTER:
case MOD_BLASTER_ALT:
case MOD_DISRUPTOR:
case MOD_SNIPER:
case MOD_BOWCASTER:
case MOD_BOWCASTER_ALT:
case MOD_ROCKET:
case MOD_ROCKET_ALT:
case MOD_CONC:
case MOD_CONC_ALT:
return qtrue;
break;
//non-alt standard
case MOD_REPEATER:
case MOD_DEMP2:
case MOD_FLECHETTE:
return qtrue;
break;
//emplaced gun
case MOD_EMPLACED:
return qtrue;
break;
//atst
case MOD_ENERGY:
case MOD_EXPLOSIVE:
if ( weapon == WP_ATST_MAIN || weapon == WP_ATST_SIDE )
{
return qtrue;
}
break;
}
}
else if ( weapon != WP_NONE )
{
switch( weapon )
{
case WP_BRYAR_PISTOL:
case WP_BLASTER_PISTOL:
case WP_BLASTER:
case WP_DISRUPTOR:
case WP_BOWCASTER:
case WP_ROCKET_LAUNCHER:
case WP_CONCUSSION:
return qtrue;
break;
//non-alt standard
case WP_REPEATER:
case WP_DEMP2:
case WP_FLECHETTE:
if ( !alt_fire )
{
return qtrue;
}
break;
//emplaced gun
case WP_EMPLACED_GUN:
return qtrue;
break;
//atst
case WP_ATST_MAIN:
case WP_ATST_SIDE:
return qtrue;
break;
}
}
return qfalse;
}
/*
===============
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;
}
//---------------------------------------------------------
void CalcMuzzlePoint( gentity_t *const ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint, float lead_in )
//---------------------------------------------------------
{
vec3_t org;
mdxaBone_t boltMatrix;
if( !lead_in ) //&& ent->s.number != 0
{//Not players or melee
if( ent->client )
{
if ( ent->client->renderInfo.mPCalcTime >= level.time - FRAMETIME*2 )
{//Our muzz point was calced no more than 2 frames ago
VectorCopy(ent->client->renderInfo.muzzlePoint, muzzlePoint);
return;
}
}
}
VectorCopy( ent->currentOrigin, muzzlePoint );
switch( ent->s.weapon )
{
case WP_BRYAR_PISTOL:
case WP_BLASTER_PISTOL:
ViewHeightFix(ent);
muzzlePoint[2] += ent->client->ps.viewheight;//By eyes
muzzlePoint[2] -= 16;
VectorMA( muzzlePoint, 28, forward, muzzlePoint );
VectorMA( muzzlePoint, 6, vright, muzzlePoint );
break;
case WP_ROCKET_LAUNCHER:
case WP_CONCUSSION:
case WP_THERMAL:
ViewHeightFix(ent);
muzzlePoint[2] += ent->client->ps.viewheight;//By eyes
muzzlePoint[2] -= 2;
break;
case WP_BLASTER:
ViewHeightFix(ent);
muzzlePoint[2] += ent->client->ps.viewheight;//By eyes
muzzlePoint[2] -= 1;
if ( ent->s.number == 0 )
VectorMA( muzzlePoint, 12, forward, muzzlePoint ); // player, don't set this any lower otherwise the projectile will impact immediately when your back is to a wall
else
VectorMA( muzzlePoint, 2, forward, muzzlePoint ); // NPC, don't set too far forward otherwise the projectile can go through doors
VectorMA( muzzlePoint, 1, vright, muzzlePoint );
break;
case WP_SABER:
if(ent->NPC!=NULL &&
(ent->client->ps.torsoAnim == TORSO_WEAPONREADY2 ||
ent->client->ps.torsoAnim == BOTH_ATTACK2))//Sniper pose
{
ViewHeightFix(ent);
muzzle[2] += ent->client->ps.viewheight;//By eyes
}
else
{
muzzlePoint[2] += 16;
}
VectorMA( muzzlePoint, 8, forward, muzzlePoint );
VectorMA( muzzlePoint, 16, vright, muzzlePoint );
break;
case WP_BOT_LASER:
muzzlePoint[2] -= 16; //
break;
case WP_ATST_MAIN:
if (ent->count > 0)
{
ent->count = 0;
gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel,
ent->handLBolt,
&boltMatrix, ent->s.angles, ent->s.origin, (cg.time?cg.time:level.time),
NULL, ent->s.modelScale );
}
else
{
ent->count = 1;
gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel,
ent->handRBolt,
&boltMatrix, ent->s.angles, ent->s.origin, (cg.time?cg.time:level.time),
NULL, ent->s.modelScale );
}
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
VectorCopy(org,muzzlePoint);
break;
}
AddLeanOfs(ent, muzzlePoint);
}
// Muzzle point table...
vec3_t WP_MuzzlePoint[WP_NUM_WEAPONS] =
{// Fwd, right, up.
{0, 0, 0 }, // WP_NONE,
{8 , 16, 0 }, // WP_SABER,
{12, 6, -6 }, // WP_BLASTER_PISTOL,
{12, 6, -6 }, // WP_BLASTER,
{12, 6, -6 }, // WP_DISRUPTOR,
{12, 2, -6 }, // WP_BOWCASTER,
{12, 4.5, -6 }, // WP_REPEATER,
{12, 6, -6 }, // WP_DEMP2,
{12, 6, -6 }, // WP_FLECHETTE,
{12, 8, -4 }, // WP_ROCKET_LAUNCHER,
{12, 0, -4 }, // WP_THERMAL,
{12, 0, -10 }, // WP_TRIP_MINE,
{12, 0, -4 }, // WP_DET_PACK,
{12, 8, -4 }, // WP_CONCUSSION,
{0 , 8, 0 }, // WP_MELEE,
{0, 0, 0 }, // WP_ATST_MAIN,
{0, 0, 0 }, // WP_ATST_SIDE,
{0 , 8, 0 }, // WP_STUN_BATON,
{12, 6, -6 }, // WP_BRYAR_PISTOL,
};
void WP_RocketLock( gentity_t *ent, float lockDist )
{
// Not really a charge weapon, but we still want to delay fire until the button comes up so that we can
// implement our alt-fire locking stuff
vec3_t ang;
trace_t tr;
vec3_t muzzleOffPoint, muzzlePoint, forward, right, up;
AngleVectors( ent->client->ps.viewangles, forward, right, up );
AngleVectors(ent->client->ps.viewangles, ang, NULL, NULL);
VectorCopy( ent->client->ps.origin, muzzlePoint );
VectorCopy(WP_MuzzlePoint[WP_ROCKET_LAUNCHER], muzzleOffPoint);
VectorMA(muzzlePoint, muzzleOffPoint[0], forward, muzzlePoint);
VectorMA(muzzlePoint, muzzleOffPoint[1], right, muzzlePoint);
muzzlePoint[2] += ent->client->ps.viewheight + muzzleOffPoint[2];
ang[0] = muzzlePoint[0] + ang[0]*lockDist;
ang[1] = muzzlePoint[1] + ang[1]*lockDist;
ang[2] = muzzlePoint[2] + ang[2]*lockDist;
gi.trace(&tr, muzzlePoint, NULL, NULL, ang, ent->client->ps.clientNum, MASK_PLAYERSOLID);
if (tr.fraction != 1 && tr.entityNum < ENTITYNUM_NONE && tr.entityNum != ent->client->ps.clientNum)
{
gentity_t *bgEnt = &g_entities[tr.entityNum];
if ( bgEnt && (bgEnt->s.powerups&PW_CLOAKED) )
{
ent->client->rocketLockIndex = ENTITYNUM_NONE;
ent->client->rocketLockTime = 0;
}
else if (bgEnt && bgEnt->s.eType == ET_PLAYER )
{
if (ent->client->rocketLockIndex == ENTITYNUM_NONE)
{
ent->client->rocketLockIndex = tr.entityNum;
ent->client->rocketLockTime = level.time;
}
else if (ent->client->rocketLockIndex != tr.entityNum && ent->client->rocketTargetTime < level.time)
{
ent->client->rocketLockIndex = tr.entityNum;
ent->client->rocketLockTime = level.time;
}
else if (ent->client->rocketLockIndex == tr.entityNum)
{
if (ent->client->rocketLockTime == -1)
{
ent->client->rocketLockTime = ent->client->rocketLastValidTime;
}
}
if (ent->client->rocketLockIndex == tr.entityNum)
{
ent->client->rocketTargetTime = level.time + 500;
}
}
}
else if (ent->client->rocketTargetTime < level.time)
{
ent->client->rocketLockIndex = ENTITYNUM_NONE;
ent->client->rocketLockTime = 0;
}
else
{
if (ent->client->rocketLockTime != -1)
{
ent->client->rocketLastValidTime = ent->client->rocketLockTime;
}
ent->client->rocketLockTime = -1;
}
}
#define VEH_HOMING_MISSILE_THINK_TIME 100
void WP_FireVehicleWeapon( gentity_t *ent, vec3_t start, vec3_t dir, vehWeaponInfo_t *vehWeapon )
{
if ( !vehWeapon )
{//invalid vehicle weapon
return;
}
else if ( vehWeapon->bIsProjectile )
{//projectile entity
gentity_t *missile;
vec3_t mins, maxs;
VectorSet( maxs, vehWeapon->fWidth/2.0f,vehWeapon->fWidth/2.0f,vehWeapon->fHeight/2.0f );
VectorScale( maxs, -1, mins );
//make sure our start point isn't on the other side of a wall
WP_TraceSetStart( ent, start, mins, maxs );
//QUERY: alt_fire true or not? Does it matter?
missile = CreateMissile( start, dir, vehWeapon->fSpeed, 10000, ent, qfalse );
if ( vehWeapon->bHasGravity )
{//TESTME: is this all we need to do?
missile->s.pos.trType = TR_GRAVITY;
}
missile->classname = "vehicle_proj";
missile->damage = vehWeapon->iDamage;
missile->splashDamage = vehWeapon->iSplashDamage;
missile->splashRadius = vehWeapon->fSplashRadius;
// HUGE HORRIBLE HACK
if (ent->owner && ent->owner->s.number==0)
{
missile->damage *= 20.0f;
missile->splashDamage *= 20.0f;
missile->splashRadius *= 20.0f;
}
//FIXME: externalize some of these properties?
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->clipmask = MASK_SHOT;
//Maybe by checking flags...?
if ( vehWeapon->bSaberBlockable )
{
missile->clipmask |= CONTENTS_LIGHTSABER;
}
/*
if ( (vehWeapon->iFlags&VWF_KNOCKBACK) )
{
missile->dflags &= ~DAMAGE_DEATH_KNOCKBACK;
}
if ( (vehWeapon->iFlags&VWF_DISTORTION_TRAIL) )
{
missile->s.eFlags |= EF_DISTORTION_TRAIL;
}
if ( (vehWeapon->iFlags&VWF_RADAR) )
{
missile->s.eFlags |= EF_RADAROBJECT;
}
*/
missile->s.weapon = WP_BLASTER;//does this really matter?
// Make it easier to hit things
VectorCopy( mins, missile->mins );
VectorCopy( maxs, missile->maxs );
//some slightly different stuff for things with bboxes
if ( vehWeapon->fWidth || vehWeapon->fHeight )
{//we assume it's a rocket-like thing
missile->methodOfDeath = MOD_ROCKET;
missile->splashMethodOfDeath = MOD_ROCKET;// ?SPLASH;
// we don't want it to ever bounce
missile->bounceCount = 0;
missile->mass = 10;
}
else
{//a blaster-laser-like thing
missile->s.weapon = WP_BLASTER;//does this really matter?
missile->methodOfDeath = MOD_EMPLACED;//MOD_TURBLAST; //count as a heavy weap
missile->splashMethodOfDeath = MOD_EMPLACED;//MOD_TURBLAST;// ?SPLASH;
// we don't want it to bounce forever
missile->bounceCount = 8;
}
if ( vehWeapon->iHealth )
{//the missile can take damage
missile->health = vehWeapon->iHealth;
missile->takedamage = qtrue;
missile->contents = MASK_SHOT;
missile->e_DieFunc = dieF_WP_ExplosiveDie;//dieF_RocketDie;
}
//set veh as cgame side owner for purpose of fx overrides
if (ent->m_pVehicle && ent->m_pVehicle->m_pPilot)
{
missile->owner = ent->m_pVehicle->m_pPilot;
}
else
{
missile->owner = ent;
}
missile->s.otherEntityNum = ent->s.number;
if ( vehWeapon->iLifeTime )
{//expire after a time
if ( vehWeapon->bExplodeOnExpire )
{//blow up when your lifetime is up
missile->e_ThinkFunc = thinkF_WP_Explode;//FIXME: custom func?
}
else
{//just remove yourself
missile->e_ThinkFunc = thinkF_G_FreeEntity;//FIXME: custom func?
}
missile->nextthink = level.time + vehWeapon->iLifeTime;
}
if ( vehWeapon->fHoming )
{//homing missile
//crap, we need to set up the homing stuff like it is in MP...
WP_RocketLock( ent, 16384 );
if ( ent->client && ent->client->rocketLockIndex != ENTITYNUM_NONE )
{
int dif = 0;
float rTime;
rTime = ent->client->rocketLockTime;
if (rTime == -1)
{
rTime = ent->client->rocketLastValidTime;
}
if ( !vehWeapon->iLockOnTime )
{//no minimum lock-on time
dif = 10;//guaranteed lock-on
}
else
{
float lockTimeInterval = vehWeapon->iLockOnTime/16.0f;
dif = ( level.time - rTime ) / lockTimeInterval;
}
if (dif < 0)
{
dif = 0;
}
//It's 10 even though it locks client-side at 8, because we want them to have a sturdy lock first, and because there's a slight difference in time between server and client
if ( dif >= 10 && rTime != -1 )
{
missile->enemy = &g_entities[ent->client->rocketLockIndex];
if (missile->enemy && missile->enemy->client && missile->enemy->health > 0 && !OnSameTeam(ent, missile->enemy))
{ //if enemy became invalid, died, or is on the same team, then don't seek it
missile->spawnflags |= 1;//just to let it know it should be faster... FIXME: EXTERNALIZE
missile->speed = vehWeapon->fSpeed;
missile->angle = vehWeapon->fHoming;
if ( vehWeapon->iLifeTime )
{//expire after a time
missile->disconnectDebounceTime = level.time + vehWeapon->iLifeTime;
missile->lockCount = (int)(vehWeapon->bExplodeOnExpire);
}
missile->e_ThinkFunc = thinkF_rocketThink;
missile->nextthink = level.time + VEH_HOMING_MISSILE_THINK_TIME;
//FIXME: implement radar in SP?
//missile->s.eFlags |= EF_RADAROBJECT;
}
}
ent->client->rocketLockIndex = ENTITYNUM_NONE;
ent->client->rocketLockTime = 0;
ent->client->rocketTargetTime = 0;
VectorCopy( dir, missile->movedir );
missile->random = 1.0f;//FIXME: externalize?
}
}
}
else
{//traceline
//FIXME: implement
}
}
//---------------------------------------------------------
void FireVehicleWeapon( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
Vehicle_t *pVeh = ent->m_pVehicle;
if ( !pVeh )
{
return;
}
if (pVeh->m_iRemovedSurfaces)
{ //can't fire when the thing is breaking apart
return;
}
if (ent->owner && ent->owner->client && ent->owner->client->ps.weapon!=WP_NONE)
{
return;
}
// TODO?: If possible (probably not enough time), it would be nice if secondary fire was actually a mode switch/toggle
// so that, for instance, an x-wing can have 4-gun fire, or individual muzzle fire. If you wanted a different weapon, you
// would actually have to press the 2 key or something like that (I doubt I'd get a graphic for it anyways though). -AReis
// If this is not the alternate fire, fire a normal blaster shot...
if ( true )//(pVeh->m_ulFlags & VEH_FLYING) || (pVeh->m_ulFlags & VEH_WINGSOPEN) ) // NOTE: Wings open also denotes that it has already launched.
{
int weaponNum = 0, vehWeaponIndex = VEH_WEAPON_NONE;
int delay = 1000;
qboolean aimCorrect = qfalse;
qboolean linkedFiring = qfalse;
if ( !alt_fire )
{
weaponNum = 0;
}
else
{
weaponNum = 1;
}
vehWeaponIndex = pVeh->m_pVehicleInfo->weapon[weaponNum].ID;
delay = pVeh->m_pVehicleInfo->weapon[weaponNum].delay;
aimCorrect = pVeh->m_pVehicleInfo->weapon[weaponNum].aimCorrect;
if ( pVeh->m_pVehicleInfo->weapon[weaponNum].linkable == 1//optionally linkable
&& pVeh->weaponStatus[weaponNum].linked )//linked
{//we're linking the primary or alternate weapons, so we'll do *all* the muzzles
linkedFiring = qtrue;
}
if ( vehWeaponIndex <= VEH_WEAPON_BASE || vehWeaponIndex >= MAX_VEH_WEAPONS )
{//invalid vehicle weapon
return;
}
else
{
vehWeaponInfo_t *vehWeapon = &g_vehWeaponInfo[vehWeaponIndex];
int i, cumulativeDelay = 0;
for ( i = 0; i < MAX_VEHICLE_MUZZLES; i++ )
{
if ( pVeh->m_pVehicleInfo->weapMuzzle[i] != vehWeaponIndex )
{//this muzzle doesn't match the weapon we're trying to use
continue;
}
// Fire this muzzle.
if ( pVeh->m_iMuzzleTag[i] != -1 && pVeh->m_Muzzles[i].m_iMuzzleWait < level.time )
{
vec3_t start, dir;
// Prepare weapon delay.
if ( linkedFiring )
{//linked firing, add the delay up for each muzzle, then apply to all of them at the end
cumulativeDelay += delay;
}
else
{//normal delay - NOTE: always-linked muzzles use normal delay, not cumulative
pVeh->m_Muzzles[i].m_iMuzzleWait = level.time + delay;
}
if ( pVeh->weaponStatus[weaponNum].ammo < vehWeapon->iAmmoPerShot )
{//out of ammo!
}
else
{//have enough ammo to shoot
//take the ammo
pVeh->weaponStatus[weaponNum].ammo -= vehWeapon->iAmmoPerShot;
//do the firing
//FIXME: do we still need to calc the muzzle here in SP?
//WP_CalcVehMuzzle(ent, i);
VectorCopy( pVeh->m_Muzzles[i].m_vMuzzlePos, start );
VectorCopy( pVeh->m_Muzzles[i].m_vMuzzleDir, dir );
if ( aimCorrect )
{//auto-aim the missile at the crosshair
trace_t trace;
vec3_t end;
AngleVectors( pVeh->m_vOrientation, dir, NULL, NULL );
//VectorMA( ent->currentOrigin, 32768, dir, end );
VectorMA( ent->currentOrigin, 8192, dir, end );
gi.trace( &trace, ent->currentOrigin, vec3_origin, vec3_origin, end, ent->s.number, MASK_SHOT );
//if ( trace.fraction < 1.0f && !trace.allsolid && !trace.startsolid )
//bah, always point at end of trace
{
VectorSubtract( trace.endpos, start, dir );
VectorNormalize( dir );
}
// Mounted lazer cannon auto aiming at enemy
//-------------------------------------------
if (ent->enemy)
{
Vehicle_t* enemyVeh = G_IsRidingVehicle(ent->enemy);
// Don't Auto Aim At A Person Who Is Slide Breaking
if (!enemyVeh || !(enemyVeh->m_ulFlags&VEH_SLIDEBREAKING))
{
vec3_t dir2;
VectorSubtract( ent->enemy->currentOrigin, start, dir2 );
VectorNormalize( dir2 );
if (DotProduct(dir, dir2)>0.95f)
{
VectorCopy(dir2, dir);
}
}
}
}
//play the weapon's muzzle effect if we have one
if ( vehWeapon->iMuzzleFX )
{
G_PlayEffect( vehWeapon->iMuzzleFX, pVeh->m_Muzzles[i].m_vMuzzlePos, pVeh->m_Muzzles[i].m_vMuzzleDir );
}
WP_FireVehicleWeapon( ent, start, dir, vehWeapon );
}
if ( pVeh->weaponStatus[weaponNum].linked )//NOTE: we don't check linkedFiring here because that does *not* get set if the cannons are *always* linked
{//we're linking the weapon, so continue on and fire all appropriate muzzles
continue;
}
//ok, just break, we'll get in here again next frame and try the next muzzle...
break;
}
}
if ( cumulativeDelay )
{//we linked muzzles so we need to apply the cumulative delay now, to each of the linked muzzles
for ( i = 0; i < MAX_VEHICLE_MUZZLES; i++ )
{
if ( pVeh->m_pVehicleInfo->weapMuzzle[i] != vehWeaponIndex )
{//this muzzle doesn't match the weapon we're trying to use
continue;
}
//apply the cumulative delay
pVeh->m_Muzzles[i].m_iMuzzleWait = level.time + cumulativeDelay;
}
}
}
}
}
void WP_FireScepter( gentity_t *ent, qboolean alt_fire )
{//just a straight beam
int damage = 1;
vec3_t start, end;
trace_t tr;
gentity_t *traceEnt = NULL, *tent;
float shotRange = 8192;
qboolean render_impact = qtrue;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );
WP_MissileTargetHint(ent, start, forward);
VectorMA( start, shotRange, forward, end );
gi.trace( &tr, start, NULL, NULL, end, ent->s.number, MASK_SHOT, G2_RETURNONHIT, 10 );
traceEnt = &g_entities[tr.entityNum];
if ( tr.surfaceFlags & SURF_NOIMPACT )
{
render_impact = qfalse;
}
// always render a shot beam, doing this the old way because I don't much feel like overriding the effect.
tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_MAIN_SHOT );
tent->svFlags |= SVF_BROADCAST;
VectorCopy( muzzle, tent->s.origin2 );
if ( render_impact )
{
if ( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage )
{
// Create a simple impact type mark that doesn't last long in the world
G_PlayEffect( G_EffectIndex( "disruptor/flesh_impact" ), tr.endpos, tr.plane.normal );
int hitLoc = G_GetHitLocFromTrace( &tr, MOD_DISRUPTOR );
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_EXTRA_KNOCKBACK, MOD_DISRUPTOR, hitLoc );
}
else
{
G_PlayEffect( G_EffectIndex( "disruptor/wall_impact" ), tr.endpos, tr.plane.normal );
}
}
/*
shotDist = shotRange * tr.fraction;
for ( dist = 0; dist < shotDist; dist += 64 )
{
//FIXME: on a really long shot, this could make a LOT of alerts in one frame...
VectorMA( start, dist, forward, spot );
AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
}
VectorMA( start, shotDist-4, forward, spot );
AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
*/
}
extern Vehicle_t *G_IsRidingVehicle( gentity_t *ent );
//---------------------------------------------------------
void FireWeapon( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
float alert = 256;
Vehicle_t *pVeh = NULL;
// track shots taken for accuracy tracking.
ent->client->ps.persistant[PERS_ACCURACY_SHOTS]++;
// If this is a vehicle, fire it's weapon and we're done.
if ( ent && ent->client && ent->client->NPC_class == CLASS_VEHICLE )
{
FireVehicleWeapon( ent, alt_fire );
return;
}
// set aiming directions
if ( ent->s.weapon == WP_DISRUPTOR && alt_fire )
{
if ( ent->NPC )
{
//snipers must use the angles they actually did their shot trace with
AngleVectors( ent->lastAngles, forward, vright, up );
}
}
else if ( ent->s.weapon == WP_ATST_SIDE || ent->s.weapon == WP_ATST_MAIN )
{
vec3_t delta1, enemy_org1, muzzle1;
vec3_t angleToEnemy1;
VectorCopy( ent->client->renderInfo.muzzlePoint, muzzle1 );
if ( !ent->s.number )
{//player driving an AT-ST
//SIGH... because we can't anticipate alt-fire, must calc muzzle here and now
mdxaBone_t boltMatrix;
int bolt;
if ( ent->client->ps.weapon == WP_ATST_MAIN )
{//FIXME: alt_fire should fire both barrels, but slower?
if ( ent->alt_fire )
{
bolt = ent->handRBolt;
}
else
{
bolt = ent->handLBolt;
}
}
else
{// ATST SIDE weapons
if ( ent->alt_fire )
{
if ( gi.G2API_GetSurfaceRenderStatus( &ent->ghoul2[ent->playerModel], "head_light_blaster_cann" ) )
{//don't have it!
return;
}
bolt = ent->genericBolt2;
}
else
{
if ( gi.G2API_GetSurfaceRenderStatus( &ent->ghoul2[ent->playerModel], "head_concussion_charger" ) )
{//don't have it!
return;
}
bolt = ent->genericBolt1;
}
}
vec3_t yawOnlyAngles = {0, ent->currentAngles[YAW], 0};
if ( ent->currentAngles[YAW] != ent->client->ps.legsYaw )
{
yawOnlyAngles[YAW] = ent->client->ps.legsYaw;
}
gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel, bolt, &boltMatrix, yawOnlyAngles, ent->currentOrigin, (cg.time?cg.time:level.time), NULL, ent->s.modelScale );
// work the matrix axis stuff into the original axis and origins used.
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->client->renderInfo.muzzlePoint );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, ent->client->renderInfo.muzzleDir );
ent->client->renderInfo.mPCalcTime = level.time;
AngleVectors( ent->client->ps.viewangles, forward, vright, up );
//CalcMuzzlePoint( ent, forward, vright, up, muzzle, 0 );
}
else if ( !ent->enemy )
{//an NPC with no enemy to auto-aim at
VectorCopy( ent->client->renderInfo.muzzleDir, forward );
}
else
{//NPC, auto-aim at enemy
CalcEntitySpot( ent->enemy, SPOT_HEAD, enemy_org1 );
VectorSubtract (enemy_org1, muzzle1, delta1);
vectoangles ( delta1, angleToEnemy1 );
AngleVectors (angleToEnemy1, forward, vright, up);
}
}
else if ( ent->s.weapon == WP_BOT_LASER && ent->enemy )
{
vec3_t delta1, enemy_org1, muzzle1;
vec3_t angleToEnemy1;
CalcEntitySpot( ent->enemy, SPOT_HEAD, enemy_org1 );
CalcEntitySpot( ent, SPOT_WEAPON, muzzle1 );
VectorSubtract (enemy_org1, muzzle1, delta1);
vectoangles ( delta1, angleToEnemy1 );
AngleVectors (angleToEnemy1, forward, vright, up);
}
else
{
if ( (pVeh = G_IsRidingVehicle( ent )) != NULL) //riding a vehicle
{//use our muzzleDir, can't use viewangles or vehicle m_vOrientation because we may be animated to shoot left or right...
if ((ent->s.eFlags&EF_NODRAW))//we're inside it
{
vec3_t aimAngles;
VectorCopy( ent->client->renderInfo.muzzleDir, forward );
vectoangles( forward, aimAngles );
//we're only keeping the yaw
aimAngles[PITCH] = ent->client->ps.viewangles[PITCH];
aimAngles[ROLL] = 0;
AngleVectors( aimAngles, forward, vright, up );
}
else
{
vec3_t actorRight;
vec3_t actorFwd;
VectorCopy( ent->client->renderInfo.muzzlePoint, muzzle );
AngleVectors(ent->currentAngles, actorFwd, actorRight, 0);
// Aiming Left
//-------------
if (ent->client->ps.torsoAnim==BOTH_VT_ATL_G || ent->client->ps.torsoAnim==BOTH_VS_ATL_G)
{
VectorScale(actorRight, -1.0f, forward);
}
// Aiming Right
//--------------
else if (ent->client->ps.torsoAnim==BOTH_VT_ATR_G || ent->client->ps.torsoAnim==BOTH_VS_ATR_G)
{
VectorCopy(actorRight, forward);
}
// Aiming Forward
//----------------
else
{
VectorCopy(actorFwd, forward);
}
// If We Have An Enemy, Fudge The Aim To Hit The Enemy
if (ent->enemy)
{
vec3_t toEnemy;
VectorSubtract(ent->enemy->currentOrigin, ent->currentOrigin, toEnemy);
VectorNormalize(toEnemy);
if (DotProduct(toEnemy, forward)>0.75f &&
((ent->s.number==0 && !Q_irand(0,2)) || // the player has a 1 in 3 chance
(ent->s.number!=0 && !Q_irand(0,5)))) // other guys have a 1 in 6 chance
{
VectorCopy(toEnemy, forward);
}
else
{
forward[0] += Q_flrand(-0.1f, 0.1f);
forward[1] += Q_flrand(-0.1f, 0.1f);
forward[2] += Q_flrand(-0.1f, 0.1f);
}
}
}
}
else
{
AngleVectors( ent->client->ps.viewangles, forward, vright, up );
}
}
ent->alt_fire = alt_fire;
if (!pVeh)
{
if (ent->NPC && (ent->NPC->scriptFlags&SCF_FIRE_WEAPON_NO_ANIM))
{
VectorCopy( ent->client->renderInfo.muzzlePoint, muzzle );
VectorCopy( ent->client->renderInfo.muzzleDir, forward );
MakeNormalVectors(forward, vright, up);
}
else
{
CalcMuzzlePoint ( ent, forward, vright, up, muzzle , 0);
}
}
// fire the specific weapon
switch( ent->s.weapon )
{
// Player weapons
//-----------------
case WP_SABER:
return;
break;
case WP_BRYAR_PISTOL:
case WP_BLASTER_PISTOL:
WP_FireBryarPistol( ent, alt_fire );
break;
case WP_BLASTER:
WP_FireBlaster( ent, alt_fire );
break;
case WP_TUSKEN_RIFLE:
if ( alt_fire )
{
WP_FireTuskenRifle( ent );
}
else
{
WP_Melee( ent );
}
break;
case WP_DISRUPTOR:
alert = 50; // if you want it to alert enemies, remove this
WP_FireDisruptor( ent, alt_fire );
break;
case WP_BOWCASTER:
WP_FireBowcaster( ent, alt_fire );
break;
case WP_REPEATER:
WP_FireRepeater( ent, alt_fire );
break;
case WP_DEMP2:
WP_FireDEMP2( ent, alt_fire );
break;
case WP_FLECHETTE:
WP_FireFlechette( ent, alt_fire );
break;
case WP_ROCKET_LAUNCHER:
WP_FireRocket( ent, alt_fire );
break;
case WP_CONCUSSION:
if ( alt_fire )
{
WP_FireConcussionAlt( ent );
}
else
{
WP_FireConcussion( ent );
}
break;
case WP_THERMAL:
WP_FireThermalDetonator( ent, alt_fire );
break;
case WP_TRIP_MINE:
alert = 0; // if you want it to alert enemies, remove this
WP_PlaceLaserTrap( ent, alt_fire );
break;
case WP_DET_PACK:
alert = 0; // if you want it to alert enemies, remove this
WP_FireDetPack( ent, alt_fire );
break;
case WP_BOT_LASER:
WP_BotLaser( ent );
break;
case WP_EMPLACED_GUN:
// doesn't care about whether it's alt-fire or not. We can do an alt-fire if needed
WP_EmplacedFire( ent );
break;
case WP_MELEE:
alert = 0; // if you want it to alert enemies, remove this
if ( !alt_fire || !g_debugMelee->integer )
{
WP_Melee( ent );
}
break;
case WP_ATST_MAIN:
WP_ATSTMainFire( ent );
break;
case WP_ATST_SIDE:
// TEMP
if ( alt_fire )
{
// WP_FireRocket( ent, qfalse );
WP_ATSTSideAltFire(ent);
}
else
{
// FIXME!
/* if ( ent->s.number == 0
&& ent->client->NPC_class == CLASS_VEHICLE
&& vehicleData[((CVehicleNPC *)ent->NPC)->m_iVehicleTypeID].type == VH_FIGHTER )
{
WP_ATSTMainFire( ent );
}
else*/
{
WP_ATSTSideFire(ent);
}
}
break;
case WP_TIE_FIGHTER:
// TEMP
WP_EmplacedFire( ent );
break;
case WP_RAPID_FIRE_CONC:
// TEMP
if ( alt_fire )
{
WP_FireRepeater( ent, alt_fire );
}
else
{
WP_EmplacedFire( ent );
}
break;
case WP_STUN_BATON:
WP_FireStunBaton( ent, alt_fire );
break;
// case WP_BLASTER_PISTOL:
case WP_JAWA:
WP_FireBryarPistol( ent, qfalse ); // never an alt-fire?
break;
case WP_SCEPTER:
WP_FireScepter( ent, alt_fire );
break;
case WP_NOGHRI_STICK:
if ( !alt_fire )
{
WP_FireNoghriStick( ent );
}
//else does melee attack/damage/func
break;
case WP_TUSKEN_STAFF:
default:
return;
break;
}
if ( !ent->s.number )
{
if ( ent->s.weapon == WP_FLECHETTE || (ent->s.weapon == WP_BOWCASTER && !alt_fire) )
{//these can fire multiple shots, count them individually within the firing functions
}
else if ( W_AccuracyLoggableWeapon( ent->s.weapon, alt_fire, MOD_UNKNOWN ) )
{
ent->client->sess.missionStats.shotsFired++;
}
}
// We should probably just use this as a default behavior, in special cases, just set alert to false.
if ( ent->s.number == 0 && alert > 0 )
{
if ( ent->client->ps.groundEntityNum == ENTITYNUM_WORLD//FIXME: check for sand contents type?
&& ent->s.weapon != WP_STUN_BATON
&& ent->s.weapon != WP_MELEE
&& ent->s.weapon != WP_TUSKEN_STAFF
&& ent->s.weapon != WP_THERMAL
&& ent->s.weapon != WP_TRIP_MINE
&& ent->s.weapon != WP_DET_PACK )
{//the vibration of the shot carries through your feet into the ground
AddSoundEvent( ent, muzzle, alert, AEL_DISCOVERED, qfalse, qtrue );
}
else
{//an in-air alert
AddSoundEvent( ent, muzzle, alert, AEL_DISCOVERED );
}
AddSightEvent( ent, muzzle, alert*2, AEL_DISCOVERED, 20 );
}
}
//NOTE: Emplaced gun moved to g_emplaced.cpp
/*QUAKED misc_weapon_shooter (1 0 0) (-8 -8 -8) (8 8 8) ALTFIRE TOGGLE
ALTFIRE - fire the alt-fire of the chosen weapon
TOGGLE - keep firing until used again (fires at intervals of "wait")
"wait" - debounce time between refires (defaults to 500)
"delay" - speed of WP_THERMAL (default is 900)
"random" - ranges from 0 to random, added to wait (defaults to 0)
"target" - what to aim at (will update aim every frame if it's a moving target)
"weapon" - specify the weapon to use (default is WP_BLASTER)
WP_BRYAR_PISTOL
WP_BLASTER
WP_DISRUPTOR
WP_BOWCASTER
WP_REPEATER
WP_DEMP2
WP_FLECHETTE
WP_ROCKET_LAUNCHER
WP_CONCUSSION
WP_THERMAL
WP_TRIP_MINE
WP_DET_PACK
WP_STUN_BATON
WP_EMPLACED_GUN
WP_BOT_LASER
WP_TURRET
WP_ATST_MAIN
WP_ATST_SIDE
WP_TIE_FIGHTER
WP_RAPID_FIRE_CONC
WP_BLASTER_PISTOL
*/
void misc_weapon_shooter_fire( gentity_t *self )
{
FireWeapon( self, (self->spawnflags&1) );
if ( (self->spawnflags&2) )
{//repeat
self->e_ThinkFunc = thinkF_misc_weapon_shooter_fire;
if (self->random)
{
self->nextthink = level.time + self->wait + (int)(random()*self->random);
}
else
{
self->nextthink = level.time + self->wait;
}
}
}
void misc_weapon_shooter_use ( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if ( self->e_ThinkFunc == thinkF_misc_weapon_shooter_fire )
{//repeating fire, stop
self->e_ThinkFunc = thinkF_NULL;
self->nextthink = -1;
return;
}
//otherwise, fire
misc_weapon_shooter_fire( self );
}
void misc_weapon_shooter_aim( gentity_t *self )
{
//update my aim
if ( self->target )
{
gentity_t *targ = G_Find( NULL, FOFS(targetname), self->target );
if ( targ )
{
self->enemy = targ;
VectorSubtract( targ->currentOrigin, self->currentOrigin, self->client->renderInfo.muzzleDir );
VectorCopy( targ->currentOrigin, self->pos1 );
vectoangles( self->client->renderInfo.muzzleDir, self->client->ps.viewangles );
SetClientViewAngle( self, self->client->ps.viewangles );
//FIXME: don't keep doing this unless target is a moving target?
self->nextthink = level.time + FRAMETIME;
}
else
{
self->enemy = NULL;
}
}
}
extern stringID_table_t WPTable[];
void SP_misc_weapon_shooter( gentity_t *self )
{
//alloc a client just for the weapon code to use
self->client = (gclient_s *)gi.Malloc(sizeof(gclient_s), TAG_G_ALLOC, qtrue);
//set weapon
self->s.weapon = self->client->ps.weapon = WP_BLASTER;
if ( self->paintarget )
{//use a different weapon
self->s.weapon = self->client->ps.weapon = GetIDForString( WPTable, self->paintarget );
}
//set where our muzzle is
VectorCopy( self->s.origin, self->client->renderInfo.muzzlePoint );
//permanently updated
self->client->renderInfo.mPCalcTime = Q3_INFINITE;
//set up to link
if ( self->target )
{
self->e_ThinkFunc = thinkF_misc_weapon_shooter_aim;
self->nextthink = level.time + START_TIME_LINK_ENTS;
}
else
{//just set aim angles
VectorCopy( self->s.angles, self->client->ps.viewangles );
AngleVectors( self->s.angles, self->client->renderInfo.muzzleDir, NULL, NULL );
}
//set up to fire when used
self->e_UseFunc = useF_misc_weapon_shooter_use;
if ( !self->wait )
{
self->wait = 500;
}
}