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// leave this line at the top for all g_xxxx.cpp files...
# include "g_headers.h"
# include "g_local.h"
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# include "b_local.h"
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# include "g_functions.h"
# include "wp_saber.h"
# include "bg_local.h"
extern qboolean InFront ( vec3_t spot , vec3_t from , vec3_t fromAngles , float threshHold = 0.0f ) ;
qboolean LogAccuracyHit ( gentity_t * target , gentity_t * attacker ) ;
extern qboolean G_GetHitLocFromSurfName ( gentity_t * ent , const char * surfName , int * hitLoc , vec3_t point , vec3_t dir , vec3_t bladeDir , int mod ) ;
extern qboolean PM_SaberInParry ( int move ) ;
extern qboolean PM_SaberInReflect ( int move ) ;
extern qboolean PM_SaberInIdle ( int move ) ;
extern qboolean PM_SaberInAttack ( int move ) ;
extern qboolean PM_SaberInTransitionAny ( int move ) ;
extern qboolean PM_SaberInSpecialAttack ( int anim ) ;
//-------------------------------------------------------------------------
# ifdef _IMMERSION
void G_MissileBounceEffect ( gentity_t * ent , int hitEntNum , vec3_t org , vec3_t dir )
# else
void G_MissileBounceEffect ( gentity_t * ent , vec3_t org , vec3_t dir )
# endif // _IMMERSION
{
//FIXME: have an EV_BOUNCE_MISSILE event that checks the s.weapon and does the appropriate effect
switch ( ent - > s . weapon )
{
case WP_BOWCASTER :
# ifdef _IMMERSION
G_PlayEffect ( " bowcaster/deflect " , hitEntNum , ent - > currentOrigin , dir ) ;
# else
G_PlayEffect ( " bowcaster/deflect " , ent - > currentOrigin , dir ) ;
# endif // _IMMERSION
break ;
case WP_BLASTER :
case WP_BRYAR_PISTOL :
# ifdef _IMMERSION
G_PlayEffect ( " blaster/deflect " , hitEntNum , ent - > currentOrigin , dir ) ;
# else
G_PlayEffect ( " blaster/deflect " , ent - > currentOrigin , dir ) ;
# endif // _IMMERSION
break ;
default :
{
gentity_t * tent = G_TempEntity ( org , EV_GRENADE_BOUNCE ) ;
VectorCopy ( dir , tent - > pos1 ) ;
tent - > s . weapon = ent - > s . weapon ;
# ifdef _IMMERSION
if ( hitEntNum ! = - 1 )
{
tent - > s . saberActive = 1 ;
tent - > s . otherEntityNum = hitEntNum ;
}
# endif // _IMMERSION
}
break ;
}
}
# ifdef _IMMERSION
void G_MissileReflectEffect ( gentity_t * ent , int hitEntNum , vec3_t org , vec3_t dir )
# else
void G_MissileReflectEffect ( gentity_t * ent , vec3_t org , vec3_t dir )
# endif // _IMMERSION
{
//FIXME: have an EV_BOUNCE_MISSILE event that checks the s.weapon and does the appropriate effect
switch ( ent - > s . weapon )
{
case WP_BOWCASTER :
# ifdef _IMMERSION
G_PlayEffect ( " bowcaster/deflect " , hitEntNum , ent - > currentOrigin , dir ) ;
# else
G_PlayEffect ( " bowcaster/deflect " , ent - > currentOrigin , dir ) ;
# endif // _IMMERSION
break ;
case WP_BLASTER :
case WP_BRYAR_PISTOL :
default :
# ifdef _IMMERSION
G_PlayEffect ( " blaster/deflect " , hitEntNum , ent - > currentOrigin , dir ) ;
# else
G_PlayEffect ( " blaster/deflect " , ent - > currentOrigin , dir ) ;
# endif // _IMMERSION
break ;
}
}
//-------------------------------------------------------------------------
static void G_MissileStick ( gentity_t * missile , gentity_t * other , trace_t * tr )
{
if ( other - > NPC | | ! Q_stricmp ( other - > classname , " misc_model_breakable " ) )
{
// we bounce off of NPC's and misc model breakables because sticking to them requires too much effort
vec3_t velocity ;
int hitTime = level . previousTime + ( level . time - level . previousTime ) * tr - > fraction ;
EvaluateTrajectoryDelta ( & missile - > s . pos , hitTime , velocity ) ;
float dot = DotProduct ( velocity , tr - > plane . normal ) ;
G_SetOrigin ( missile , tr - > endpos ) ;
VectorMA ( velocity , - 1.6f * dot , tr - > plane . normal , missile - > s . pos . trDelta ) ;
VectorMA ( missile - > s . pos . trDelta , 10 , tr - > plane . normal , missile - > s . pos . trDelta ) ;
missile - > s . pos . trTime = level . time - 10 ; // move a bit on the first frame
// check for stop
if ( tr - > entityNum > = 0 & & tr - > entityNum < ENTITYNUM_WORLD & &
tr - > plane . normal [ 2 ] > 0.7 & & missile - > s . pos . trDelta [ 2 ] < 40 ) //this can happen even on very slightly sloped walls, so changed it from > 0 to > 0.7
{
missile - > nextthink = level . time + 100 ;
}
else
{
// fall till we hit the ground
missile - > s . pos . trType = TR_GRAVITY ;
}
return ; // don't stick yet
}
if ( missile - > e_TouchFunc ! = touchF_NULL )
{
GEntity_TouchFunc ( missile , other , tr ) ;
}
G_AddEvent ( missile , EV_MISSILE_STICK , 0 ) ;
if ( other - > s . eType = = ET_MOVER | | other - > e_DieFunc = = dieF_funcBBrushDie | | other - > e_DieFunc = = dieF_funcGlassDie )
{
// movers and breakable brushes need extra info...so sticky missiles can ride lifts and blow up when the thing they are attached to goes away.
missile - > s . groundEntityNum = tr - > entityNum ;
}
}
/*
= = = = = = = = = = = = = = = =
G_ReflectMissile
Reflect the missile roughly back at it ' s owner
= = = = = = = = = = = = = = = =
*/
extern gentity_t * Jedi_FindEnemyInCone ( gentity_t * self , gentity_t * fallback , float minDot ) ;
void G_ReflectMissile ( gentity_t * ent , gentity_t * missile , vec3_t forward )
{
vec3_t bounce_dir ;
int i ;
float speed ;
qboolean reflected = qfalse ;
gentity_t * owner = ent ;
if ( ent - > owner )
{
owner = ent - > owner ;
}
//save the original speed
speed = VectorNormalize ( missile - > s . pos . trDelta ) ;
if ( ent & & owner & & owner - > client & & ! owner - > client - > ps . saberInFlight & &
( owner - > client - > ps . forcePowerLevel [ FP_SABER_DEFENSE ] > FORCE_LEVEL_2 | | ( owner - > client - > ps . forcePowerLevel [ FP_SABER_DEFENSE ] > FORCE_LEVEL_1 & & ! Q_irand ( 0 , 3 ) ) ) )
{ //if high enough defense skill and saber in-hand (100% at level 3, 25% at level 2, 0% at level 1), reflections are perfectly deflected toward an enemy
gentity_t * enemy ;
if ( owner - > enemy & & Q_irand ( 0 , 3 ) )
{ //toward current enemy 75% of the time
enemy = owner - > enemy ;
}
else
{ //find another enemy
enemy = Jedi_FindEnemyInCone ( owner , owner - > enemy , 0.3f ) ;
}
if ( enemy )
{
vec3_t bullseye ;
CalcEntitySpot ( enemy , SPOT_HEAD , bullseye ) ;
bullseye [ 0 ] + = Q_irand ( - 4 , 4 ) ;
bullseye [ 1 ] + = Q_irand ( - 4 , 4 ) ;
bullseye [ 2 ] + = Q_irand ( - 16 , 4 ) ;
VectorSubtract ( bullseye , missile - > currentOrigin , bounce_dir ) ;
VectorNormalize ( bounce_dir ) ;
if ( ! PM_SaberInParry ( owner - > client - > ps . saberMove )
& & ! PM_SaberInReflect ( owner - > client - > ps . saberMove )
& & ! PM_SaberInIdle ( owner - > client - > ps . saberMove ) )
{ //a bit more wild
if ( PM_SaberInAttack ( owner - > client - > ps . saberMove )
| | PM_SaberInTransitionAny ( owner - > client - > ps . saberMove )
| | PM_SaberInSpecialAttack ( owner - > client - > ps . torsoAnim ) )
{ //moderately more wild
for ( i = 0 ; i < 3 ; i + + )
{
bounce_dir [ i ] + = Q_flrand ( - 0.2f , 0.2f ) ;
}
}
else
{ //mildly more wild
for ( i = 0 ; i < 3 ; i + + )
{
bounce_dir [ i ] + = Q_flrand ( - 0.1f , 0.1f ) ;
}
}
}
VectorNormalize ( bounce_dir ) ;
reflected = qtrue ;
}
}
if ( ! reflected )
{
if ( missile - > owner & & missile - > s . weapon ! = WP_SABER )
{ //bounce back at them if you can
VectorSubtract ( missile - > owner - > currentOrigin , missile - > currentOrigin , bounce_dir ) ;
VectorNormalize ( bounce_dir ) ;
}
else
{
vec3_t missile_dir ;
VectorSubtract ( ent - > currentOrigin , missile - > currentOrigin , missile_dir ) ;
VectorCopy ( missile - > s . pos . trDelta , bounce_dir ) ;
VectorScale ( bounce_dir , DotProduct ( forward , missile_dir ) , bounce_dir ) ;
VectorNormalize ( bounce_dir ) ;
}
if ( owner - > s . weapon = = WP_SABER & & owner - > client )
{ //saber
if ( owner - > client - > ps . saberInFlight )
{ //reflecting off a thrown saber is totally wild
for ( i = 0 ; i < 3 ; i + + )
{
bounce_dir [ i ] + = Q_flrand ( - 0.8f , 0.8f ) ;
}
}
else if ( owner - > client - > ps . forcePowerLevel [ FP_SABER_DEFENSE ] < = FORCE_LEVEL_1 )
{ // at level 1
for ( i = 0 ; i < 3 ; i + + )
{
bounce_dir [ i ] + = Q_flrand ( - 0.4f , 0.4f ) ;
}
}
else
{ // at level 2
for ( i = 0 ; i < 3 ; i + + )
{
bounce_dir [ i ] + = Q_flrand ( - 0.2f , 0.2f ) ;
}
}
if ( ! PM_SaberInParry ( owner - > client - > ps . saberMove )
& & ! PM_SaberInReflect ( owner - > client - > ps . saberMove )
& & ! PM_SaberInIdle ( owner - > client - > ps . saberMove ) )
{ //a bit more wild
if ( PM_SaberInAttack ( owner - > client - > ps . saberMove )
| | PM_SaberInTransitionAny ( owner - > client - > ps . saberMove )
| | PM_SaberInSpecialAttack ( owner - > client - > ps . torsoAnim ) )
{ //really wild
for ( i = 0 ; i < 3 ; i + + )
{
bounce_dir [ i ] + = Q_flrand ( - 0.3f , 0.3f ) ;
}
}
else
{ //mildly more wild
for ( i = 0 ; i < 3 ; i + + )
{
bounce_dir [ i ] + = Q_flrand ( - 0.1f , 0.1f ) ;
}
}
}
}
else
{ //some other kind of reflection
for ( i = 0 ; i < 3 ; i + + )
{
bounce_dir [ i ] + = Q_flrand ( - 0.2f , 0.2f ) ;
}
}
}
VectorNormalize ( bounce_dir ) ;
VectorScale ( bounce_dir , speed , missile - > s . pos . trDelta ) ;
missile - > s . pos . trTime = level . time - 10 ; // move a bit on the very first frame
VectorCopy ( missile - > currentOrigin , missile - > s . pos . trBase ) ;
if ( missile - > s . weapon ! = WP_SABER )
{ //you are mine, now!
if ( ! missile - > lastEnemy )
{ //remember who originally shot this missile
missile - > lastEnemy = missile - > owner ;
}
missile - > owner = owner ;
}
if ( missile - > s . weapon = = WP_ROCKET_LAUNCHER )
{ //stop homing
missile - > e_ThinkFunc = thinkF_NULL ;
}
}
/*
= = = = = = = = = = = = = = = =
G_BounceRollMissile
= = = = = = = = = = = = = = = =
*/
void G_BounceRollMissile ( gentity_t * ent , trace_t * trace )
{
vec3_t velocity , normal ;
float dot , speedXY , velocityZ , normalZ ;
int hitTime ;
// reflect the velocity on the trace plane
hitTime = level . previousTime + ( level . time - level . previousTime ) * trace - > fraction ;
EvaluateTrajectoryDelta ( & ent - > s . pos , hitTime , velocity ) ;
//Do horizontal
//FIXME: Need to roll up, down slopes
velocityZ = velocity [ 2 ] ;
velocity [ 2 ] = 0 ;
speedXY = VectorLength ( velocity ) ; //friction
VectorCopy ( trace - > plane . normal , normal ) ;
normalZ = normal [ 2 ] ;
normal [ 2 ] = 0 ;
dot = DotProduct ( velocity , normal ) ;
VectorMA ( velocity , - 2 * dot , normal , ent - > s . pos . trDelta ) ;
//now do the z reflection
//FIXME: Bobbles when it stops
VectorSet ( velocity , 0 , 0 , velocityZ ) ;
VectorSet ( normal , 0 , 0 , normalZ ) ;
dot = DotProduct ( velocity , normal ) * - 1 ;
if ( dot > 10 )
{
ent - > s . pos . trDelta [ 2 ] = dot * 0.3f ; //not very bouncy
}
else
{
ent - > s . pos . trDelta [ 2 ] = 0 ;
}
// check for stop
if ( speedXY < = 0 )
{
G_SetOrigin ( ent , trace - > endpos ) ;
VectorCopy ( ent - > currentAngles , ent - > s . apos . trBase ) ;
VectorClear ( ent - > s . apos . trDelta ) ;
ent - > s . apos . trType = TR_STATIONARY ;
return ;
}
//FIXME: rolling needs to match direction
VectorCopy ( ent - > currentAngles , ent - > s . apos . trBase ) ;
VectorCopy ( ent - > s . pos . trDelta , ent - > s . apos . trDelta ) ;
//remember this spot
VectorCopy ( trace - > endpos , ent - > currentOrigin ) ;
ent - > s . pos . trTime = hitTime - 10 ;
VectorCopy ( ent - > currentOrigin , ent - > s . pos . trBase ) ;
//VectorCopy( trace->plane.normal, ent->pos1 );
}
/*
= = = = = = = = = = = = = = = =
G_BounceMissile
= = = = = = = = = = = = = = = =
*/
void G_BounceMissile ( gentity_t * ent , trace_t * trace ) {
vec3_t velocity ;
float dot ;
int hitTime ;
// reflect the velocity on the trace plane
hitTime = level . previousTime + ( level . time - level . previousTime ) * trace - > fraction ;
EvaluateTrajectoryDelta ( & ent - > s . pos , hitTime , velocity ) ;
dot = DotProduct ( velocity , trace - > plane . normal ) ;
VectorMA ( velocity , - 2 * dot , trace - > plane . normal , ent - > s . pos . trDelta ) ;
if ( ent - > s . eFlags & EF_BOUNCE_SHRAPNEL )
{
VectorScale ( ent - > s . pos . trDelta , 0.25f , ent - > s . pos . trDelta ) ;
ent - > s . pos . trType = TR_GRAVITY ;
// check for stop
if ( trace - > plane . normal [ 2 ] > 0.7 & & ent - > s . pos . trDelta [ 2 ] < 40 ) //this can happen even on very slightly sloped walls, so changed it from > 0 to > 0.7
{
G_SetOrigin ( ent , trace - > endpos ) ;
ent - > nextthink = level . time + 100 ;
return ;
}
}
else if ( ent - > s . eFlags & EF_BOUNCE_HALF )
{
VectorScale ( ent - > s . pos . trDelta , 0.5 , ent - > s . pos . trDelta ) ;
// check for stop
if ( trace - > plane . normal [ 2 ] > 0.7 & & ent - > s . pos . trDelta [ 2 ] < 40 ) //this can happen even on very slightly sloped walls, so changed it from > 0 to > 0.7
{
if ( ent - > s . weapon = = WP_THERMAL )
{ //roll when you "stop"
ent - > s . pos . trType = TR_INTERPOLATE ;
}
else
{
G_SetOrigin ( ent , trace - > endpos ) ;
ent - > nextthink = level . time + 500 ;
return ;
}
}
if ( ent - > s . weapon = = WP_THERMAL )
{
ent - > has_bounced = qtrue ;
}
}
#if 0
// OLD--this looks so wrong. It looked wrong in EF. It just must be wrong.
VectorAdd ( ent - > currentOrigin , trace - > plane . normal , ent - > currentOrigin ) ;
ent - > s . pos . trTime = level . time - 10 ;
# else
// NEW--It would seem that we want to set our trBase to the trace endpos
// and set the trTime to the actual time of impact....
VectorAdd ( trace - > endpos , trace - > plane . normal , ent - > currentOrigin ) ;
if ( hitTime > = level . time )
{ //trace fraction must have been 1
ent - > s . pos . trTime = level . time - 10 ;
}
else
{
ent - > s . pos . trTime = hitTime - 10 ; // this is kinda dumb hacking, but it pushes the missile away from the impact plane a bit
}
# endif
VectorCopy ( ent - > currentOrigin , ent - > s . pos . trBase ) ;
VectorCopy ( trace - > plane . normal , ent - > pos1 ) ;
if ( ent - > s . weapon ! = WP_SABER
& & ent - > s . weapon ! = WP_THERMAL
& & ent - > e_clThinkFunc ! = clThinkF_CG_Limb
& & ent - > e_ThinkFunc ! = thinkF_LimbThink )
{ //not a saber, bouncing thermal or limb
//now you can damage the guy you came from
ent - > owner = NULL ;
}
}
/*
= = = = = = = = = = = = = = = =
G_MissileImpact
= = = = = = = = = = = = = = = =
*/
extern void WP_SaberBlock ( gentity_t * saber , vec3_t hitloc , qboolean missleBlock ) ;
extern void laserTrapStick ( gentity_t * ent , vec3_t endpos , vec3_t normal ) ;
extern qboolean W_AccuracyLoggableWeapon ( int weapon , qboolean alt_fire , int mod ) ;
void G_MissileImpacted ( gentity_t * ent , gentity_t * other , vec3_t impactPos , vec3_t normal , int hitLoc = HL_NONE )
{
// impact damage
if ( other - > takedamage )
{
// FIXME: wrong damage direction?
if ( ent - > damage )
{
vec3_t velocity ;
EvaluateTrajectoryDelta ( & ent - > s . pos , level . time , velocity ) ;
if ( VectorLength ( velocity ) = = 0 )
{
velocity [ 2 ] = 1 ; // stepped on a grenade
}
int damage = ent - > damage ;
if ( other - > client )
{
class_t npc_class = other - > client - > NPC_class ;
// If we are a robot and we aren't currently doing the full body electricity...
if ( npc_class = = CLASS_SEEKER | | npc_class = = CLASS_PROBE | | npc_class = = CLASS_MOUSE | |
npc_class = = CLASS_GONK | | npc_class = = CLASS_R2D2 | | npc_class = = CLASS_R5D2 | | npc_class = = CLASS_REMOTE | |
npc_class = = CLASS_MARK1 | | npc_class = = CLASS_MARK2 | | //npc_class == CLASS_PROTOCOL ||//no protocol, looks odd
npc_class = = CLASS_INTERROGATOR | | npc_class = = CLASS_ATST | | npc_class = = CLASS_SENTRY )
{
// special droid only behaviors
if ( other - > client - > ps . powerups [ PW_SHOCKED ] < level . time + 100 )
{
// ... do the effect for a split second for some more feedback
other - > s . powerups | = ( 1 < < PW_SHOCKED ) ;
other - > client - > ps . powerups [ PW_SHOCKED ] = level . time + 450 ;
}
//FIXME: throw some sparks off droids,too
}
}
G_Damage ( other , ent , ent - > owner , velocity ,
impactPos , damage ,
ent - > dflags , ent - > methodOfDeath , hitLoc ) ;
}
}
// is it cheaper in bandwidth to just remove this ent and create a new
// one, rather than changing the missile into the explosion?
//G_FreeEntity(ent);
if ( ( other - > takedamage & & other - > client ) | | ( ent - > s . weapon = = WP_FLECHETTE & & other - > contents & CONTENTS_LIGHTSABER ) )
{
G_AddEvent ( ent , EV_MISSILE_HIT , DirToByte ( normal ) ) ;
ent - > s . otherEntityNum = other - > s . number ;
}
else
{
G_AddEvent ( ent , EV_MISSILE_MISS , DirToByte ( normal ) ) ;
ent - > s . otherEntityNum = other - > s . number ;
}
VectorCopy ( normal , ent - > pos1 ) ;
if ( ent - > owner ) //&& ent->owner->s.number == 0 )
{
//Add the event
AddSoundEvent ( ent - > owner , ent - > currentOrigin , 256 , AEL_SUSPICIOUS ) ;
AddSightEvent ( ent - > owner , ent - > currentOrigin , 512 , AEL_DISCOVERED , 75 ) ;
}
ent - > freeAfterEvent = qtrue ;
// change over to a normal entity right at the point of impact
ent - > s . eType = ET_GENERAL ;
//SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth
VectorCopy ( impactPos , ent - > s . pos . trBase ) ;
G_SetOrigin ( ent , impactPos ) ;
// splash damage (doesn't apply to person directly hit)
if ( ent - > splashDamage )
{
G_RadiusDamage ( impactPos , ent - > owner , ent - > splashDamage , ent - > splashRadius ,
other , ent - > splashMethodOfDeath ) ;
}
gi . linkentity ( ent ) ;
}
//------------------------------------------------
static void G_MissileAddAlerts ( gentity_t * ent )
{
//Add the event
if ( ent - > s . weapon = = WP_THERMAL & & ent - > s . pos . trType = = TR_STATIONARY )
{
AddSoundEvent ( ent - > owner , ent - > currentOrigin , ent - > splashRadius * 2 , AEL_DANGER ) ;
AddSightEvent ( ent - > owner , ent - > currentOrigin , ent - > splashRadius * 2 , AEL_DANGER , 20 ) ;
}
else
{
AddSoundEvent ( ent - > owner , ent - > currentOrigin , 128 , AEL_DISCOVERED ) ;
AddSightEvent ( ent - > owner , ent - > currentOrigin , 256 , AEL_DISCOVERED , 40 ) ;
}
}
//------------------------------------------------------
void G_MissileImpact ( gentity_t * ent , trace_t * trace , int hitLoc = HL_NONE )
{
gentity_t * other ;
vec3_t diff ;
other = & g_entities [ trace - > entityNum ] ;
if ( other = = ent )
{
assert ( 0 & & " missile hit itself!!! " ) ;
return ;
}
if ( ent - > owner & & ( other - > takedamage | | other - > client ) )
{
if ( ! ent - > lastEnemy | | ent - > lastEnemy = = ent - > owner )
{ //a missile that was not reflected or, if so, still is owned by original owner
if ( LogAccuracyHit ( other , ent - > owner ) )
{
ent - > owner - > client - > ps . persistant [ PERS_ACCURACY_HITS ] + + ;
}
if ( ent - > owner - > client & & ! ent - > owner - > s . number )
{
if ( W_AccuracyLoggableWeapon ( ent - > s . weapon , qfalse , ent - > methodOfDeath ) )
{
ent - > owner - > client - > sess . missionStats . hits + + ;
}
}
}
}
// check for bounce
//OR: if the surfaceParm is has a reflect property (magnetic shielding) and the missile isn't an exploding missile
qboolean bounce = ! ! ( ( ! other - > takedamage & & ( ent - > s . eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) | | ( ( ( trace - > surfaceFlags & SURF_FORCEFIELD ) | | ( other - > flags & FL_SHIELDED ) ) & & ! ent - > splashDamage & & ! ent - > splashRadius ) ) ;
if ( ent - > dflags & DAMAGE_HEAVY_WEAP_CLASS )
{
// heavy class missiles generally never bounce.
bounce = qfalse ;
}
if ( other - > flags & ( FL_DMG_BY_HEAVY_WEAP_ONLY | FL_SHIELDED ) )
{
// Dumb assumption, but I guess we must be a shielded ion_cannon?? We should probably verify
// if it's an ion_cannon that's Heavy Weapon only, we don't want to make it shielded do we...?
if ( ( ! strcmp ( " misc_ion_cannon " , other - > classname ) ) & & ( other - > flags & FL_SHIELDED ) )
{
// Anything will bounce off of us.
bounce = qtrue ;
// Not exactly the debounce time, but rather the impact time for the shield effect...play effect for 1 second
other - > painDebounceTime = level . time + 1000 ;
}
}
if ( ent - > s . weapon = = WP_DEMP2 )
{
// demp2 shots can never bounce
bounce = qfalse ;
// in fact, alt-charge shots will not call the regular impact functions
if ( ent - > alt_fire )
{
// detonate at the trace end
VectorCopy ( trace - > endpos , ent - > currentOrigin ) ;
VectorCopy ( trace - > plane . normal , ent - > pos1 ) ;
DEMP2_AltDetonate ( ent ) ;
return ;
}
}
if ( bounce )
{
// Check to see if there is a bounce count
if ( ent - > bounceCount )
{
// decrement number of bounces and then see if it should be done bouncing
if ( ! ( - - ent - > bounceCount ) ) {
// He (or she) will bounce no more (after this current bounce, that is).
ent - > s . eFlags & = ~ ( EF_BOUNCE | EF_BOUNCE_HALF ) ;
}
}
if ( other - > NPC )
{
G_Damage ( other , ent , ent - > owner , ent - > currentOrigin , ent - > s . pos . trDelta , 0 , DAMAGE_NO_DAMAGE , MOD_UNKNOWN ) ;
}
G_BounceMissile ( ent , trace ) ;
if ( ent - > owner ) //&& ent->owner->s.number == 0 )
{
G_MissileAddAlerts ( ent ) ;
}
# ifdef _IMMERSION
G_MissileBounceEffect ( ent , ( other - > contents & CONTENTS_LIGHTSABER & & ! other - > owner - > s . saberInFlight ? other - > owner - > s . number : - 1 ) , trace - > endpos , trace - > plane . normal ) ;
# else
G_MissileBounceEffect ( ent , trace - > endpos , trace - > plane . normal ) ;
# endif // _IMMERSION
return ;
}
// I would glom onto the EF_BOUNCE code section above, but don't feel like risking breaking something else
if ( ( ! other - > takedamage & & ( ent - > s . eFlags & ( EF_BOUNCE_SHRAPNEL ) ) )
| | ( ( trace - > surfaceFlags & SURF_FORCEFIELD ) & & ! ent - > splashDamage & & ! ent - > splashRadius ) )
{
if ( ! ( other - > contents & CONTENTS_LIGHTSABER )
| | g_spskill - > integer < = 0 //on easy, it reflects all shots
| | ( g_spskill - > integer = = 1 & & ent - > s . weapon ! = WP_FLECHETTE & & ent - > s . weapon ! = WP_DEMP2 ) //on medium it won't reflect flechette or demp shots
| | ( g_spskill - > integer > = 2 & & ent - > s . weapon ! = WP_FLECHETTE & & ent - > s . weapon ! = WP_DEMP2 & & ent - > s . weapon ! = WP_BOWCASTER & & ent - > s . weapon ! = WP_REPEATER ) //on hard it won't reflect flechette, demp, repeater or bowcaster shots
)
{
G_BounceMissile ( ent , trace ) ;
if ( - - ent - > bounceCount < 0 )
{
ent - > s . eFlags & = ~ EF_BOUNCE_SHRAPNEL ;
}
# ifdef _IMMERSION
// might deflect flechette spam in bespin_platform.bsp
G_MissileBounceEffect ( ent , ( other - > contents & CONTENTS_LIGHTSABER & & ! other - > owner - > s . saberInFlight ? other - > owner - > s . number : - 1 ) , trace - > endpos , trace - > plane . normal ) ;
# else
G_MissileBounceEffect ( ent , trace - > endpos , trace - > plane . normal ) ;
# endif // _IMMERSION
return ;
}
}
if ( ( ! other - > takedamage | | ( other - > client & & other - > health < = 0 ) )
& & ent - > s . weapon = = WP_THERMAL
& & ! ent - > alt_fire )
{ //rolling thermal det - FIXME: make this an eFlag like bounce & stick!!!
//G_BounceRollMissile( ent, trace );
if ( ent - > owner ) //&& ent->owner->s.number == 0 )
{
G_MissileAddAlerts ( ent ) ;
}
//gi.linkentity( ent );
return ;
}
// check for sticking
if ( ent - > s . eFlags & EF_MISSILE_STICK )
{
if ( ent - > owner ) //&& ent->owner->s.number == 0 )
{
//Add the event
if ( ent - > s . weapon = = WP_TRIP_MINE )
{
AddSoundEvent ( ent - > owner , ent - > currentOrigin , ent - > splashRadius / 2 , AEL_DISCOVERED /*AEL_DANGER*/ ) ;
AddSightEvent ( ent - > owner , ent - > currentOrigin , ent - > splashRadius * 2 , AEL_DISCOVERED /*AEL_DANGER*/ , 60 ) ;
/*
AddSoundEvent ( ent - > owner , ent - > currentOrigin , ent - > splashRadius * 2 , AEL_DANGER ) ;
AddSightEvent ( ent - > owner , ent - > currentOrigin , ent - > splashRadius * 2 , AEL_DANGER , 60 ) ;
*/
}
else
{
AddSoundEvent ( ent - > owner , ent - > currentOrigin , 128 , AEL_DISCOVERED ) ;
AddSightEvent ( ent - > owner , ent - > currentOrigin , 256 , AEL_DISCOVERED , 10 ) ;
}
}
G_MissileStick ( ent , other , trace ) ;
return ;
}
// check for hitting a lightsaber
if ( other - > contents & CONTENTS_LIGHTSABER )
{
if ( other - > owner & & ! other - > owner - > s . number & & other - > owner - > client )
{
other - > owner - > client - > sess . missionStats . saberBlocksCnt + + ;
}
if ( ( g_spskill - > integer < = 0 //on easy, it reflects all shots
| | ( g_spskill - > integer = = 1 & & ent - > s . weapon ! = WP_FLECHETTE & & ent - > s . weapon ! = WP_DEMP2 ) //on medium it won't reflect flechette or demp shots
| | ( g_spskill - > integer > = 2 & & ent - > s . weapon ! = WP_FLECHETTE & & ent - > s . weapon ! = WP_DEMP2 & & ent - > s . weapon ! = WP_BOWCASTER & & ent - > s . weapon ! = WP_REPEATER ) //on hard it won't reflect flechette, demp, repeater or bowcaster shots
)
& & ( ! ent - > splashDamage | | ! ent - > splashRadius ) ) //this would be cool, though, to "bat" the thermal det away...
{
//FIXME: take other's owner's FP_SABER_DEFENSE into account here somehow?
if ( ! other - > owner | | ! other - > owner - > client | | other - > owner - > client - > ps . saberInFlight | | InFront ( ent - > currentOrigin , other - > owner - > currentOrigin , other - > owner - > client - > ps . viewangles , SABER_REFLECT_MISSILE_CONE ) ) //other->owner->s.number != 0 ||
{ //Jedi cannot block shots from behind!
if ( ( other - > owner - > client - > ps . forcePowerLevel [ FP_SABER_DEFENSE ] > FORCE_LEVEL_1 & & Q_irand ( 0 , 3 ) )
| | ( other - > owner - > client - > ps . forcePowerLevel [ FP_SABER_DEFENSE ] > FORCE_LEVEL_0 & & Q_irand ( 0 , 1 ) ) )
{ //level 1 reflects 50% of the time, level 2 reflects 75% of the time
VectorSubtract ( ent - > currentOrigin , other - > currentOrigin , diff ) ;
VectorNormalize ( diff ) ;
//FIXME: take other's owner's FP_SABER_DEFENSE into account here somehow?
G_ReflectMissile ( other , ent , diff ) ;
//WP_SaberBlock( other, ent->currentOrigin, qtrue );
if ( other - > owner & & other - > owner - > client )
{
other - > owner - > client - > ps . saberEventFlags | = SEF_DEFLECTED ;
}
//do the effect
VectorCopy ( ent - > s . pos . trDelta , diff ) ;
VectorNormalize ( diff ) ;
# ifdef _IMMERSION
G_MissileReflectEffect ( ent , other - > owner - > s . number , trace - > endpos , trace - > plane . normal ) ;
# else
G_MissileReflectEffect ( ent , trace - > endpos , trace - > plane . normal ) ;
# endif // _IMMERSION
return ;
}
}
}
else
{ //still do the bounce effect
# ifdef _IMMERSION
G_MissileReflectEffect ( ent , other - > owner - > s . number , trace - > endpos , trace - > plane . normal ) ;
# else
G_MissileReflectEffect ( ent , trace - > endpos , trace - > plane . normal ) ;
# endif // _IMMERSION
}
}
G_MissileImpacted ( ent , other , trace - > endpos , trace - > plane . normal , hitLoc ) ;
}
/*
= = = = = = = = = = = = = = = =
G_ExplodeMissile
Explode a missile without an impact
= = = = = = = = = = = = = = = =
*/
void G_ExplodeMissile ( gentity_t * ent )
{
vec3_t dir ;
vec3_t origin ;
EvaluateTrajectory ( & ent - > s . pos , level . time , origin ) ;
SnapVector ( origin ) ;
G_SetOrigin ( ent , origin ) ;
// we don't have a valid direction, so just point straight up
dir [ 0 ] = dir [ 1 ] = 0 ;
dir [ 2 ] = 1 ;
if ( ent - > owner ) //&& ent->owner->s.number == 0 )
{
//Add the event
AddSoundEvent ( ent - > owner , ent - > currentOrigin , 256 , AEL_DISCOVERED ) ;
AddSightEvent ( ent - > owner , ent - > currentOrigin , 512 , AEL_DISCOVERED , 100 ) ;
}
/* ent->s.eType = ET_GENERAL;
G_AddEvent ( ent , EV_MISSILE_MISS , DirToByte ( dir ) ) ;
ent - > freeAfterEvent = qtrue ; */
// splash damage
if ( ent - > splashDamage )
{
G_RadiusDamage ( ent - > currentOrigin , ent - > owner , ent - > splashDamage , ent - > splashRadius , NULL
, ent - > splashMethodOfDeath ) ;
}
G_FreeEntity ( ent ) ;
//gi.linkentity( ent );
}
void G_RunStuckMissile ( gentity_t * ent )
{
if ( ent - > takedamage )
{
if ( ent - > s . groundEntityNum > = 0 & & ent - > s . groundEntityNum < ENTITYNUM_WORLD )
{
gentity_t * other = & g_entities [ ent - > s . groundEntityNum ] ;
if ( ( ! VectorCompare ( vec3_origin , other - > s . pos . trDelta ) & & other - > s . pos . trType ! = TR_STATIONARY ) | |
( ! VectorCompare ( vec3_origin , other - > s . apos . trDelta ) & & other - > s . apos . trType ! = TR_STATIONARY ) )
{ //thing I stuck to is moving or rotating now, kill me
G_Damage ( ent , other , other , NULL , NULL , 99999 , 0 , MOD_CRUSH ) ;
return ;
}
}
}
// check think function
G_RunThink ( ent ) ;
}
/*
= = = = = = = = = = = = = = = = = =
G_GroundTrace
= = = = = = = = = = = = = = = = = =
*/
int G_GroundTrace ( gentity_t * ent , pml_t * pPml )
{
vec3_t point ;
trace_t trace ;
point [ 0 ] = ent - > currentOrigin [ 0 ] ;
point [ 1 ] = ent - > currentOrigin [ 1 ] ;
point [ 2 ] = ent - > currentOrigin [ 2 ] - 0.25 ;
gi . trace ( & trace , ent - > currentOrigin , ent - > mins , ent - > maxs , point , ent - > s . number , ent - > clipmask ) ;
pPml - > groundTrace = trace ;
// do something corrective if the trace starts in a solid...
if ( trace . allsolid )
{
pPml - > groundPlane = qfalse ;
pPml - > walking = qfalse ;
return ENTITYNUM_NONE ;
}
// if the trace didn't hit anything, we are in free fall
if ( trace . fraction = = 1.0 )
{
pPml - > groundPlane = qfalse ;
pPml - > walking = qfalse ;
return ENTITYNUM_NONE ;
}
// check if getting thrown off the ground
if ( ent - > s . pos . trDelta [ 2 ] > 0 & & DotProduct ( ent - > s . pos . trDelta , trace . plane . normal ) > 10 )
{
pPml - > groundPlane = qfalse ;
pPml - > walking = qfalse ;
return ENTITYNUM_NONE ;
}
// slopes that are too steep will not be considered onground
if ( trace . plane . normal [ 2 ] < MIN_WALK_NORMAL )
{
pPml - > groundPlane = qtrue ;
pPml - > walking = qfalse ;
return ENTITYNUM_NONE ;
}
pPml - > groundPlane = qtrue ;
pPml - > walking = qtrue ;
/*
if ( ent - > s . groundEntityNum = = ENTITYNUM_NONE )
{
// just hit the ground
}
*/
return trace . entityNum ;
}
/*
= = = = = = = = = = = = = = = = = =
G_RollMissile
reworking the rolling object code ,
still needs to stop bobbling up & down ,
need to get roll angles right ,
and need to maybe make the transfer of velocity happen on impacts ?
Also need bounce sound for bounces off a floor .
Also need to not bounce as much off of enemies
Also gets stuck inside thrower if looking down when thrown
= = = = = = = = = = = = = = = = = =
*/
# define MAX_CLIP_PLANES 5
# define BUMPCLIP 1.5f
void G_RollMissile ( gentity_t * ent )
{
int bumpcount , numbumps ;
vec3_t dir ;
float d ;
int numplanes ;
vec3_t planes [ MAX_CLIP_PLANES ] ;
vec3_t primal_velocity ;
vec3_t clipVelocity ;
int i , j , k ;
trace_t trace ;
vec3_t end ;
float time_left ;
float into ;
vec3_t endVelocity ;
vec3_t endClipVelocity ;
pml_t objPML ;
float bounceAmt = BUMPCLIP ;
gentity_t * hitEnt = NULL ;
memset ( & objPML , 0 , sizeof ( objPML ) ) ;
G_GroundTrace ( ent , & objPML ) ;
objPML . frametime = ( level . time - level . previousTime ) * 0.001 ;
numbumps = 4 ;
VectorCopy ( ent - > s . pos . trDelta , primal_velocity ) ;
VectorCopy ( ent - > s . pos . trDelta , endVelocity ) ;
endVelocity [ 2 ] - = g_gravity - > value * objPML . frametime ;
ent - > s . pos . trDelta [ 2 ] = ( ent - > s . pos . trDelta [ 2 ] + endVelocity [ 2 ] ) * 0.5 ;
primal_velocity [ 2 ] = endVelocity [ 2 ] ;
if ( objPML . groundPlane )
{ //FIXME: never happens!
// slide along the ground plane
PM_ClipVelocity ( ent - > s . pos . trDelta , objPML . groundTrace . plane . normal , ent - > s . pos . trDelta , BUMPCLIP ) ;
VectorScale ( ent - > s . pos . trDelta , 0.9f , ent - > s . pos . trDelta ) ;
}
time_left = objPML . frametime ;
// never turn against the ground plane
if ( objPML . groundPlane )
{
numplanes = 1 ;
VectorCopy ( objPML . groundTrace . plane . normal , planes [ 0 ] ) ;
}
else
{
numplanes = 0 ;
}
// never turn against original velocity
/*
VectorNormalize2 ( ent - > s . pos . trDelta , planes [ numplanes ] ) ;
numplanes + + ;
*/
for ( bumpcount = 0 ; bumpcount < numbumps ; bumpcount + + )
{
// calculate position we are trying to move to
VectorMA ( ent - > currentOrigin , time_left , ent - > s . pos . trDelta , end ) ;
// see if we can make it there
gi . trace ( & trace , ent - > currentOrigin , ent - > mins , ent - > maxs , end , ent - > s . number , ent - > clipmask , G2_RETURNONHIT , 10 ) ;
//TEMP HACK:
//had to move this up above the trace.allsolid check now that for some reason ghoul2 impacts tell me I'm allsolid?!
//this needs to be fixed, really
if ( trace . entityNum < ENTITYNUM_WORLD )
{ //hit another ent
hitEnt = & g_entities [ trace . entityNum ] ;
if ( hitEnt & & ( hitEnt - > takedamage | | ( hitEnt - > contents & CONTENTS_LIGHTSABER ) ) )
{
G_MissileImpact ( ent , & trace ) ;
if ( ent - > s . eType = = ET_GENERAL )
{ //exploded
return ;
}
}
}
if ( trace . allsolid )
{
// entity is completely trapped in another solid
//FIXME: this happens a lot now when we hit a G2 ent... WTF?
ent - > s . pos . trDelta [ 2 ] = 0 ; // don't build up falling damage, but allow sideways acceleration
return ; // qtrue;
}
if ( trace . fraction > 0 )
{
// actually covered some distance
VectorCopy ( trace . endpos , ent - > currentOrigin ) ;
}
if ( trace . fraction = = 1 )
{
break ; // moved the entire distance
}
//pm->ps->pm_flags |= PMF_BUMPED;
// save entity for contact
//PM_AddTouchEnt( trace.entityNum );
//Hit it
/*
if ( PM_ClientImpact ( trace . entityNum , qtrue ) )
{
continue ;
}
*/
time_left - = time_left * trace . fraction ;
if ( numplanes > = MAX_CLIP_PLANES )
{
// this shouldn't really happen
VectorClear ( ent - > s . pos . trDelta ) ;
return ; // qtrue;
}
//
// if this is the same plane we hit before, nudge velocity
// out along it, which fixes some epsilon issues with
// non-axial planes
//
for ( i = 0 ; i < numplanes ; i + + )
{
if ( DotProduct ( trace . plane . normal , planes [ i ] ) > 0.99 )
{
VectorAdd ( trace . plane . normal , ent - > s . pos . trDelta , ent - > s . pos . trDelta ) ;
break ;
}
}
if ( i < numplanes )
{
continue ;
}
VectorCopy ( trace . plane . normal , planes [ numplanes ] ) ;
numplanes + + ;
//
// modify velocity so it parallels all of the clip planes
//
if ( & g_entities [ trace . entityNum ] ! = NULL & & g_entities [ trace . entityNum ] . client )
{ //hit a person, bounce off much less
bounceAmt = OVERCLIP ;
}
else
{
bounceAmt = BUMPCLIP ;
}
// find a plane that it enters
for ( i = 0 ; i < numplanes ; i + + )
{
into = DotProduct ( ent - > s . pos . trDelta , planes [ i ] ) ;
if ( into > = 0.1 )
{
continue ; // move doesn't interact with the plane
}
// see how hard we are hitting things
if ( - into > pml . impactSpeed )
{
pml . impactSpeed = - into ;
}
// slide along the plane
PM_ClipVelocity ( ent - > s . pos . trDelta , planes [ i ] , clipVelocity , bounceAmt ) ;
// slide along the plane
PM_ClipVelocity ( endVelocity , planes [ i ] , endClipVelocity , bounceAmt ) ;
// see if there is a second plane that the new move enters
for ( j = 0 ; j < numplanes ; j + + )
{
if ( j = = i )
{
continue ;
}
if ( DotProduct ( clipVelocity , planes [ j ] ) > = 0.1 )
{
continue ; // move doesn't interact with the plane
}
// try clipping the move to the plane
PM_ClipVelocity ( clipVelocity , planes [ j ] , clipVelocity , bounceAmt ) ;
PM_ClipVelocity ( endClipVelocity , planes [ j ] , endClipVelocity , bounceAmt ) ;
// see if it goes back into the first clip plane
if ( DotProduct ( clipVelocity , planes [ i ] ) > = 0 )
{
continue ;
}
// slide the original velocity along the crease
CrossProduct ( planes [ i ] , planes [ j ] , dir ) ;
VectorNormalize ( dir ) ;
d = DotProduct ( dir , ent - > s . pos . trDelta ) ;
VectorScale ( dir , d , clipVelocity ) ;
CrossProduct ( planes [ i ] , planes [ j ] , dir ) ;
VectorNormalize ( dir ) ;
d = DotProduct ( dir , endVelocity ) ;
VectorScale ( dir , d , endClipVelocity ) ;
// see if there is a third plane the the new move enters
for ( k = 0 ; k < numplanes ; k + + )
{
if ( k = = i | | k = = j )
{
continue ;
}
if ( DotProduct ( clipVelocity , planes [ k ] ) > = 0.1 )
{
continue ; // move doesn't interact with the plane
}
// stop dead at a triple plane interaction
VectorClear ( ent - > s . pos . trDelta ) ;
return ; // qtrue;
}
}
// if we have fixed all interactions, try another move
VectorCopy ( clipVelocity , ent - > s . pos . trDelta ) ;
VectorCopy ( endClipVelocity , endVelocity ) ;
break ;
}
VectorScale ( endVelocity , 0.975f , endVelocity ) ;
}
VectorCopy ( endVelocity , ent - > s . pos . trDelta ) ;
// don't change velocity if in a timer (FIXME: is this correct?)
/*
if ( pm - > ps - > pm_time )
{
VectorCopy ( primal_velocity , ent - > s . pos . trDelta ) ;
}
*/
return ; // ( bumpcount != 0 );
}
/*
= = = = = = = = = = = = = = = =
G_RunMissile
= = = = = = = = = = = = = = = =
*/
void G_MoverTouchPushTriggers ( gentity_t * ent , vec3_t oldOrg ) ;
void G_RunMissile ( gentity_t * ent )
{
vec3_t origin , oldOrg ;
trace_t tr ;
int trHitLoc = HL_NONE ;
VectorCopy ( ent - > currentOrigin , oldOrg ) ;
// get current position
if ( ent - > s . pos . trType = = TR_INTERPOLATE )
{ //rolling missile?
//FIXME: WTF?!! Sticks to stick missiles?
//FIXME: they stick inside the player
G_RollMissile ( ent ) ;
if ( ent - > s . eType ! = ET_GENERAL )
{ //didn't explode
VectorCopy ( ent - > currentOrigin , ent - > s . pos . trBase ) ;
gi . trace ( & tr , oldOrg , ent - > mins , ent - > maxs , ent - > currentOrigin , ent - > s . number , ent - > clipmask , G2_RETURNONHIT , 10 ) ;
if ( VectorCompare ( ent - > s . pos . trDelta , vec3_origin ) )
{
//VectorCopy( ent->currentAngles, ent->s.apos.trBase );
VectorClear ( ent - > s . apos . trDelta ) ;
}
else
{
vec3_t ang , fwdDir , rtDir ;
float speed ;
ent - > s . apos . trType = TR_INTERPOLATE ;
VectorSet ( ang , 0 , ent - > s . apos . trBase [ 1 ] , 0 ) ;
AngleVectors ( ang , fwdDir , rtDir , NULL ) ;
speed = VectorLength ( ent - > s . pos . trDelta ) * 4 ;
//HMM, this works along an axis-aligned dir, but not along diagonals
//This is because when roll gets to 90, pitch becomes yaw, and vice-versa
//Maybe need to just set the angles directly?
ent - > s . apos . trDelta [ 0 ] = DotProduct ( fwdDir , ent - > s . pos . trDelta ) ;
ent - > s . apos . trDelta [ 1 ] = 0 ; //never spin!
ent - > s . apos . trDelta [ 2 ] = DotProduct ( rtDir , ent - > s . pos . trDelta ) ;
VectorNormalize ( ent - > s . apos . trDelta ) ;
VectorScale ( ent - > s . apos . trDelta , speed , ent - > s . apos . trDelta ) ;
ent - > s . apos . trTime = level . previousTime ;
}
}
}
else
{
EvaluateTrajectory ( & ent - > s . pos , level . time , origin ) ;
// trace a line from the previous position to the current position,
// ignoring interactions with the missile owner
/*
gi . trace ( & tr , ent - > currentOrigin , ent - > mins , ent - > maxs , origin ,
ent - > owner ? ent - > owner - > s . number : ENTITYNUM_NONE , ent - > clipmask , G2_RETURNONHIT , 10 ) ;
*/
gi . trace ( & tr , ent - > currentOrigin , ent - > mins , ent - > maxs , origin ,
ent - > owner ? ent - > owner - > s . number : ent - > s . number , ent - > clipmask , G2_COLLIDE , 10 ) ;
/*
if ( ! VectorCompare ( ent - > mins , vec3_origin ) | | ! VectorCompare ( ent - > maxs , vec3_origin ) )
{ //don't do ghoul trace if ent has size because g2 just ignores that anyway
gi . trace ( & tr , ent - > currentOrigin , ent - > mins , ent - > maxs , origin ,
ent - > owner ? ent - > owner - > s . number : ENTITYNUM_NONE , ent - > clipmask , G2_NOCOLLIDE , 10 ) ;
}
else
//Now we always do ghoul trace, regardless of bbox size of missile, this is presuming that non-point ghoul traces will be possible...?
{
gi . trace ( & tr , ent - > currentOrigin , vec3_origin , vec3_origin , origin ,
ent - > owner ? ent - > owner - > s . number : ENTITYNUM_NONE , ent - > clipmask , G2_RETURNONHIT , 10 ) ;
}
*/
/*
if ( tr . fraction = = 0.0f & & tr . plane . normal [ 2 ] = = 1.0f & & origin [ 2 ] < ent - > currentOrigin [ 2 ] )
{
if ( ent - > s . pos . trType = = TR_GRAVITY & & ! ( ent - > s . eFlags & EF_BOUNCE ) & & ! ( ent - > s . eFlags & EF_BOUNCE_HALF ) & & ent - > s . weapon = = WP_THERMAL ) //FIXME: EF_ROLLING
{
//FIXME: Needs to stop sometime!
ent - > s . pos . trType = TR_LINEAR ;
ent - > s . pos . trDelta [ 2 ] = 0 ;
EvaluateTrajectory ( & ent - > s . pos , level . time , origin ) ;
// trace a line from the previous position to the current position,
// ignoring interactions with the missile owner
gi . trace ( & tr , ent - > currentOrigin , ent - > mins , ent - > maxs , origin ,
ent - > owner ? ent - > owner - > s . number : ENTITYNUM_NONE , ent - > clipmask | CONTENTS_GHOUL2 ) ;
if ( tr . fraction = = 1.0f )
{
VectorCopy ( tr . endpos , ent - > s . pos . trBase ) ;
VectorScale ( ent - > s . pos . trDelta , 0.975f , ent - > s . pos . trDelta ) ;
ent - > s . pos . trTime = level . time ;
}
ent - > s . pos . trType = TR_GRAVITY ;
}
}
*/
if ( tr . entityNum ! = ENTITYNUM_NONE & & & g_entities [ tr . entityNum ] ! = NULL )
{
gentity_t * other = & g_entities [ tr . entityNum ] ;
// check for hitting a lightsaber
if ( other - > contents & CONTENTS_LIGHTSABER )
{ //hit a lightsaber bbox
if ( other - > owner & & other - > owner - > client & & ! other - > owner - > client - > ps . saberInFlight & & ! InFront ( ent - > currentOrigin , other - > owner - > currentOrigin , other - > owner - > client - > ps . viewangles , SABER_REFLECT_MISSILE_CONE ) ) //other->owner->s.number == 0 &&
{ //Jedi cannot block shots from behind!
//re-trace from here, ignoring the lightsaber
gi . trace ( & tr , tr . endpos , ent - > mins , ent - > maxs , origin , tr . entityNum , ent - > clipmask , G2_RETURNONHIT , 10 ) ;
}
}
}
VectorCopy ( tr . endpos , ent - > currentOrigin ) ;
}
// get current angles
VectorMA ( ent - > s . apos . trBase , ( level . time - ent - > s . apos . trTime ) * 0.001 , ent - > s . apos . trDelta , ent - > s . apos . trBase ) ;
//FIXME: Rolling things hitting G2 polys is weird
///////////////////////////////////////////////////////
//? if ( tr.fraction != 1 )
{
// did we hit or go near a Ghoul2 model?
// qboolean hitModel = qfalse;
for ( int i = 0 ; i < MAX_G2_COLLISIONS ; i + + )
{
if ( tr . G2CollisionMap [ i ] . mEntityNum = = - 1 )
{
break ;
}
CCollisionRecord & coll = tr . G2CollisionMap [ i ] ;
gentity_t * hitEnt = & g_entities [ coll . mEntityNum ] ;
/* Sorry...this was just getting in the way....
# if _DEBUG
vec3_t delta ;
VectorSubtract ( origin , coll . mCollisionPosition , delta ) ;
VectorNormalize ( delta ) ;
VectorScale ( delta , 30 , delta ) ;
if ( coll . mFlags & G2_BACKFACE )
{
VectorAdd ( delta , coll . mCollisionPosition , delta ) ;
G_DebugLine ( coll . mCollisionPosition , delta , 10000 , 0x00ff0000 , qtrue ) ;
}
else
{
VectorSubtract ( coll . mCollisionPosition , delta , delta ) ;
G_DebugLine ( coll . mCollisionPosition , delta , 10000 , 0x0000ff00 , qtrue ) ;
}
//loadsavecrash
// VectorCopy(hitEnt->mins, hitEnt->s.mins);
// VectorCopy(hitEnt->maxs, hitEnt->s.maxs);
# endif
*/
// process collision records here...
// make sure we only do this once, not for all the entrance wounds we might generate
if ( ( coll . mFlags & G2_FRONTFACE ) /* && !(hitModel)*/ & & hitEnt - > health )
{
// create a new surface using the details of what poly/surface/model we hit
// int newSurface = gi.G2API_AddSurface(&hitEnt->ghoul2[coll.mModelIndex], coll.mSurfaceIndex, coll.mPolyIndex, coll.mBarycentricI, coll.mBarycentricJ, 10);
// surfaceInfo_t *newSuf = &hitEnt->ghoul2[coll.mModelIndex].mSlist[newSurface];
// attach a bolt to this surface
// int newBolt = gi.G2API_AddBoltSurfNum(&hitEnt->ghoul2[coll.mModelIndex], newSurface);
// now attach an effect to this new bolt
// Bolting on this effect just looks dumb and adds lots of unnecessary effects to the scene
//
// G_PlayEffect( G_EffectIndex( "blaster/smoke_bolton") , coll.mModelIndex, newBolt, hitEnt->s.number);
//
//
// G_SetBoltSurfaceRemoval(coll.mEntityNum, coll.mModelIndex, newBolt, newSurface, 10000);
// hitModel = qtrue;
if ( trHitLoc = = HL_NONE )
{
G_GetHitLocFromSurfName ( & g_entities [ coll . mEntityNum ] , gi . G2API_GetSurfaceName ( & g_entities [ coll . mEntityNum ] . ghoul2 [ coll . mModelIndex ] , coll . mSurfaceIndex ) , & trHitLoc , coll . mCollisionPosition , NULL , NULL , ent - > methodOfDeath ) ;
}
break ; // NOTE: the way this whole section was working, it would only get inside of this IF once anyway, might as well break out now
}
}
}
/////////////////////////////////////////////////////////
if ( tr . startsolid )
{
tr . fraction = 0 ;
}
gi . linkentity ( ent ) ;
if ( ent - > s . pos . trType = = TR_STATIONARY & & ( ent - > s . eFlags & EF_MISSILE_STICK ) )
{ //stuck missiles should check some special stuff
G_RunStuckMissile ( ent ) ;
return ;
}
// check think function
G_RunThink ( ent ) ;
if ( ent - > s . eType ! = ET_MISSILE )
{
return ; // exploded
}
if ( ent - > mass )
{
G_MoverTouchPushTriggers ( ent , oldOrg ) ;
}
/*
if ( ! ( ent - > s . eFlags & EF_TELEPORT_BIT ) )
{
G_MoverTouchTeleportTriggers ( ent , oldOrg ) ;
if ( ent - > s . eFlags & EF_TELEPORT_BIT )
{ //was teleported
return ;
}
}
else
{
ent - > s . eFlags & = ~ EF_TELEPORT_BIT ;
}
*/
AddSightEvent ( ent - > owner , ent - > currentOrigin , 512 , AEL_DISCOVERED , 75 ) ; //wakes them up when see a shot passes in front of them
if ( ! Q_irand ( 0 , 10 ) )
{ //not so often...
if ( ent - > splashDamage & & ent - > splashRadius )
{ //I'm an exploder, let people around me know danger is coming
if ( ent - > s . weapon = = WP_TRIP_MINE )
{ //???
}
else
{
if ( ent - > s . weapon = = WP_ROCKET_LAUNCHER & & ent - > e_ThinkFunc = = thinkF_rocketThink )
{ //homing rocket- run like hell!
AddSightEvent ( ent - > owner , ent - > currentOrigin , ent - > splashRadius , AEL_DANGER_GREAT , 50 ) ;
}
else
{
AddSightEvent ( ent - > owner , ent - > currentOrigin , ent - > splashRadius , AEL_DANGER , 50 ) ;
}
AddSoundEvent ( ent - > owner , ent - > currentOrigin , ent - > splashRadius , AEL_DANGER ) ;
}
}
else
{ //makes them run from near misses
AddSightEvent ( ent - > owner , ent - > currentOrigin , 48 , AEL_DANGER , 50 ) ;
}
}
if ( tr . fraction = = 1 )
{
return ;
}
// never explode or bounce on sky
if ( tr . surfaceFlags & SURF_NOIMPACT )
{
G_FreeEntity ( ent ) ;
return ;
}
G_MissileImpact ( ent , & tr , trHitLoc ) ;
2013-04-04 14:52:42 +00:00
}