mirror of
https://github.com/ioquake/jedi-outcast.git
synced 2024-11-10 15:22:09 +00:00
1441 lines
No EOL
44 KiB
C++
1441 lines
No EOL
44 KiB
C++
// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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#include "g_local.h"
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#include "g_functions.h"
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#include "wp_saber.h"
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#include "bg_local.h"
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extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
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qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
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extern qboolean G_GetHitLocFromSurfName( gentity_t *ent, const char *surfName, int *hitLoc, vec3_t point, vec3_t dir, vec3_t bladeDir, int mod );
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extern qboolean PM_SaberInParry( int move );
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extern qboolean PM_SaberInReflect( int move );
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extern qboolean PM_SaberInIdle( int move );
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extern qboolean PM_SaberInAttack( int move );
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extern qboolean PM_SaberInTransitionAny( int move );
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extern qboolean PM_SaberInSpecialAttack( int anim );
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//-------------------------------------------------------------------------
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#ifdef _IMMERSION
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void G_MissileBounceEffect( gentity_t *ent, int hitEntNum, vec3_t org, vec3_t dir )
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#else
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void G_MissileBounceEffect( gentity_t *ent, vec3_t org, vec3_t dir )
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#endif // _IMMERSION
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{
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//FIXME: have an EV_BOUNCE_MISSILE event that checks the s.weapon and does the appropriate effect
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switch( ent->s.weapon )
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{
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case WP_BOWCASTER:
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#ifdef _IMMERSION
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G_PlayEffect( "bowcaster/deflect", hitEntNum, ent->currentOrigin, dir );
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#else
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G_PlayEffect( "bowcaster/deflect", ent->currentOrigin, dir );
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#endif // _IMMERSION
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break;
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case WP_BLASTER:
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case WP_BRYAR_PISTOL:
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#ifdef _IMMERSION
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G_PlayEffect( "blaster/deflect", hitEntNum, ent->currentOrigin, dir );
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#else
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G_PlayEffect( "blaster/deflect", ent->currentOrigin, dir );
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#endif // _IMMERSION
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break;
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default:
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{
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gentity_t *tent = G_TempEntity( org, EV_GRENADE_BOUNCE );
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VectorCopy( dir, tent->pos1 );
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tent->s.weapon = ent->s.weapon;
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#ifdef _IMMERSION
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if ( hitEntNum != -1 )
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{
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tent->s.saberActive = 1;
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tent->s.otherEntityNum = hitEntNum;
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}
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#endif // _IMMERSION
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}
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break;
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}
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}
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#ifdef _IMMERSION
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void G_MissileReflectEffect( gentity_t *ent, int hitEntNum, vec3_t org, vec3_t dir )
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#else
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void G_MissileReflectEffect( gentity_t *ent, vec3_t org, vec3_t dir )
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#endif // _IMMERSION
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{
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//FIXME: have an EV_BOUNCE_MISSILE event that checks the s.weapon and does the appropriate effect
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switch( ent->s.weapon )
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{
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case WP_BOWCASTER:
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#ifdef _IMMERSION
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G_PlayEffect( "bowcaster/deflect", hitEntNum, ent->currentOrigin, dir );
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#else
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G_PlayEffect( "bowcaster/deflect", ent->currentOrigin, dir );
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#endif // _IMMERSION
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break;
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case WP_BLASTER:
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case WP_BRYAR_PISTOL:
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default:
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#ifdef _IMMERSION
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G_PlayEffect( "blaster/deflect", hitEntNum, ent->currentOrigin, dir );
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#else
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G_PlayEffect( "blaster/deflect", ent->currentOrigin, dir );
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#endif // _IMMERSION
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break;
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}
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}
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//-------------------------------------------------------------------------
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static void G_MissileStick( gentity_t *missile, gentity_t *other, trace_t *tr )
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{
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if ( other->NPC || !Q_stricmp( other->classname, "misc_model_breakable" ))
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{
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// we bounce off of NPC's and misc model breakables because sticking to them requires too much effort
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vec3_t velocity;
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int hitTime = level.previousTime + ( level.time - level.previousTime ) * tr->fraction;
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EvaluateTrajectoryDelta( &missile->s.pos, hitTime, velocity );
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float dot = DotProduct( velocity, tr->plane.normal );
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G_SetOrigin( missile, tr->endpos );
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VectorMA( velocity, -1.6f * dot, tr->plane.normal, missile->s.pos.trDelta );
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VectorMA( missile->s.pos.trDelta, 10, tr->plane.normal, missile->s.pos.trDelta );
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missile->s.pos.trTime = level.time - 10; // move a bit on the first frame
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// check for stop
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if ( tr->entityNum >= 0 && tr->entityNum < ENTITYNUM_WORLD &&
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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
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{
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missile->nextthink = level.time + 100;
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}
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else
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{
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// fall till we hit the ground
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missile->s.pos.trType = TR_GRAVITY;
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}
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return; // don't stick yet
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}
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if ( missile->e_TouchFunc != touchF_NULL )
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{
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GEntity_TouchFunc( missile, other, tr );
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}
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G_AddEvent( missile, EV_MISSILE_STICK, 0 );
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if ( other->s.eType == ET_MOVER || other->e_DieFunc == dieF_funcBBrushDie || other->e_DieFunc == dieF_funcGlassDie)
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{
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// 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.
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missile->s.groundEntityNum = tr->entityNum;
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}
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}
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/*
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================
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G_ReflectMissile
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Reflect the missile roughly back at it's owner
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================
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*/
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extern gentity_t *Jedi_FindEnemyInCone( gentity_t *self, gentity_t *fallback, float minDot );
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void G_ReflectMissile( gentity_t *ent, gentity_t *missile, vec3_t forward )
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{
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vec3_t bounce_dir;
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int i;
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float speed;
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qboolean reflected = qfalse;
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gentity_t *owner = ent;
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if ( ent->owner )
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{
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owner = ent->owner;
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}
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//save the original speed
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speed = VectorNormalize( missile->s.pos.trDelta );
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if ( ent && owner && owner->client && !owner->client->ps.saberInFlight &&
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(owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 || (owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]>FORCE_LEVEL_1&&!Q_irand( 0, 3 )) ) )
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{//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
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gentity_t *enemy;
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if ( owner->enemy && Q_irand( 0, 3 ) )
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{//toward current enemy 75% of the time
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enemy = owner->enemy;
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}
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else
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{//find another enemy
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enemy = Jedi_FindEnemyInCone( owner, owner->enemy, 0.3f );
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}
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if ( enemy )
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{
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vec3_t bullseye;
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CalcEntitySpot( enemy, SPOT_HEAD, bullseye );
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bullseye[0] += Q_irand( -4, 4 );
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bullseye[1] += Q_irand( -4, 4 );
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bullseye[2] += Q_irand( -16, 4 );
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VectorSubtract( bullseye, missile->currentOrigin, bounce_dir );
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VectorNormalize( bounce_dir );
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if ( !PM_SaberInParry( owner->client->ps.saberMove )
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&& !PM_SaberInReflect( owner->client->ps.saberMove )
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&& !PM_SaberInIdle( owner->client->ps.saberMove ) )
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{//a bit more wild
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if ( PM_SaberInAttack( owner->client->ps.saberMove )
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|| PM_SaberInTransitionAny( owner->client->ps.saberMove )
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|| PM_SaberInSpecialAttack( owner->client->ps.torsoAnim ) )
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{//moderately more wild
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for ( i = 0; i < 3; i++ )
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{
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bounce_dir[i] += Q_flrand( -0.2f, 0.2f );
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}
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}
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else
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{//mildly more wild
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for ( i = 0; i < 3; i++ )
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{
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bounce_dir[i] += Q_flrand( -0.1f, 0.1f );
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}
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}
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}
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VectorNormalize( bounce_dir );
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reflected = qtrue;
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}
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}
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if ( !reflected )
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{
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if ( missile->owner && missile->s.weapon != WP_SABER )
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{//bounce back at them if you can
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VectorSubtract( missile->owner->currentOrigin, missile->currentOrigin, bounce_dir );
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VectorNormalize( bounce_dir );
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}
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else
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{
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vec3_t missile_dir;
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VectorSubtract( ent->currentOrigin, missile->currentOrigin, missile_dir );
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VectorCopy( missile->s.pos.trDelta, bounce_dir );
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VectorScale( bounce_dir, DotProduct( forward, missile_dir ), bounce_dir );
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VectorNormalize( bounce_dir );
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}
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if ( owner->s.weapon == WP_SABER && owner->client )
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{//saber
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if ( owner->client->ps.saberInFlight )
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{//reflecting off a thrown saber is totally wild
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for ( i = 0; i < 3; i++ )
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{
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bounce_dir[i] += Q_flrand( -0.8f, 0.8f );
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}
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}
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else if ( owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] <= FORCE_LEVEL_1 )
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{// at level 1
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for ( i = 0; i < 3; i++ )
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{
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bounce_dir[i] += Q_flrand( -0.4f, 0.4f );
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}
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}
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else
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{// at level 2
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for ( i = 0; i < 3; i++ )
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{
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bounce_dir[i] += Q_flrand( -0.2f, 0.2f );
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}
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}
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if ( !PM_SaberInParry( owner->client->ps.saberMove )
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&& !PM_SaberInReflect( owner->client->ps.saberMove )
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&& !PM_SaberInIdle( owner->client->ps.saberMove ) )
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{//a bit more wild
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if ( PM_SaberInAttack( owner->client->ps.saberMove )
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|| PM_SaberInTransitionAny( owner->client->ps.saberMove )
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|| PM_SaberInSpecialAttack( owner->client->ps.torsoAnim ) )
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{//really wild
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for ( i = 0; i < 3; i++ )
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{
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bounce_dir[i] += Q_flrand( -0.3f, 0.3f );
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}
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}
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else
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{//mildly more wild
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for ( i = 0; i < 3; i++ )
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{
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bounce_dir[i] += Q_flrand( -0.1f, 0.1f );
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}
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}
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}
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}
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else
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{//some other kind of reflection
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for ( i = 0; i < 3; i++ )
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{
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bounce_dir[i] += Q_flrand( -0.2f, 0.2f );
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}
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}
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}
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VectorNormalize( bounce_dir );
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VectorScale( bounce_dir, speed, missile->s.pos.trDelta );
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missile->s.pos.trTime = level.time - 10; // move a bit on the very first frame
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VectorCopy( missile->currentOrigin, missile->s.pos.trBase );
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if ( missile->s.weapon != WP_SABER )
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{//you are mine, now!
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if ( !missile->lastEnemy )
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{//remember who originally shot this missile
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missile->lastEnemy = missile->owner;
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}
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missile->owner = owner;
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}
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if ( missile->s.weapon == WP_ROCKET_LAUNCHER )
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{//stop homing
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missile->e_ThinkFunc = thinkF_NULL;
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}
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}
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/*
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================
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G_BounceRollMissile
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================
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*/
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void G_BounceRollMissile( gentity_t *ent, trace_t *trace )
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{
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vec3_t velocity, normal;
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float dot, speedXY, velocityZ, normalZ;
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int hitTime;
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// reflect the velocity on the trace plane
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hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
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EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
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//Do horizontal
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//FIXME: Need to roll up, down slopes
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velocityZ = velocity[2];
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velocity[2] = 0;
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speedXY = VectorLength( velocity );//friction
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VectorCopy( trace->plane.normal, normal );
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normalZ = normal[2];
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normal[2] = 0;
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dot = DotProduct( velocity, normal );
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VectorMA( velocity, -2*dot, normal, ent->s.pos.trDelta );
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//now do the z reflection
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//FIXME: Bobbles when it stops
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VectorSet( velocity, 0, 0, velocityZ );
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VectorSet( normal, 0, 0, normalZ );
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dot = DotProduct( velocity, normal )*-1;
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if ( dot > 10 )
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{
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ent->s.pos.trDelta[2] = dot*0.3f;//not very bouncy
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}
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else
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{
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ent->s.pos.trDelta[2] = 0;
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}
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// check for stop
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if ( speedXY <= 0 )
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{
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G_SetOrigin( ent, trace->endpos );
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VectorCopy( ent->currentAngles, ent->s.apos.trBase );
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VectorClear( ent->s.apos.trDelta );
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ent->s.apos.trType = TR_STATIONARY;
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return;
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}
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//FIXME: rolling needs to match direction
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VectorCopy( ent->currentAngles, ent->s.apos.trBase );
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VectorCopy( ent->s.pos.trDelta, ent->s.apos.trDelta );
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//remember this spot
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VectorCopy( trace->endpos, ent->currentOrigin );
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ent->s.pos.trTime = hitTime - 10;
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VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
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//VectorCopy( trace->plane.normal, ent->pos1 );
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}
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/*
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================
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G_BounceMissile
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================
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*/
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void G_BounceMissile( gentity_t *ent, trace_t *trace ) {
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vec3_t velocity;
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float dot;
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int hitTime;
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// reflect the velocity on the trace plane
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hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
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EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
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dot = DotProduct( velocity, trace->plane.normal );
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VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
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if ( ent->s.eFlags & EF_BOUNCE_SHRAPNEL )
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{
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VectorScale( ent->s.pos.trDelta, 0.25f, ent->s.pos.trDelta );
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ent->s.pos.trType = TR_GRAVITY;
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// check for stop
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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
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{
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G_SetOrigin( ent, trace->endpos );
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ent->nextthink = level.time + 100;
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return;
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}
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}
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else if ( ent->s.eFlags & EF_BOUNCE_HALF )
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{
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VectorScale( ent->s.pos.trDelta, 0.5, ent->s.pos.trDelta );
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// check for stop
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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
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{
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if ( ent->s.weapon == WP_THERMAL )
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{//roll when you "stop"
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ent->s.pos.trType = TR_INTERPOLATE;
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}
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else
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{
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G_SetOrigin( ent, trace->endpos );
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ent->nextthink = level.time + 500;
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return;
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}
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}
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if ( ent->s.weapon == WP_THERMAL )
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{
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ent->has_bounced = qtrue;
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}
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}
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#if 0
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// OLD--this looks so wrong. It looked wrong in EF. It just must be wrong.
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VectorAdd( ent->currentOrigin, trace->plane.normal, ent->currentOrigin);
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ent->s.pos.trTime = level.time - 10;
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#else
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// NEW--It would seem that we want to set our trBase to the trace endpos
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// and set the trTime to the actual time of impact....
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VectorAdd( trace->endpos, trace->plane.normal, ent->currentOrigin );
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if ( hitTime >= level.time )
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{//trace fraction must have been 1
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ent->s.pos.trTime = level.time - 10;
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}
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else
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{
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ent->s.pos.trTime = hitTime - 10; // this is kinda dumb hacking, but it pushes the missile away from the impact plane a bit
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}
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#endif
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VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
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VectorCopy( trace->plane.normal, ent->pos1 );
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if ( ent->s.weapon != WP_SABER
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&& ent->s.weapon != WP_THERMAL
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&& ent->e_clThinkFunc != clThinkF_CG_Limb
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&& ent->e_ThinkFunc != thinkF_LimbThink )
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{//not a saber, bouncing thermal or limb
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//now you can damage the guy you came from
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ent->owner = NULL;
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}
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}
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/*
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================
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G_MissileImpact
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================
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*/
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extern void WP_SaberBlock( gentity_t *saber, vec3_t hitloc, qboolean missleBlock );
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extern void laserTrapStick( gentity_t *ent, vec3_t endpos, vec3_t normal );
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extern qboolean W_AccuracyLoggableWeapon( int weapon, qboolean alt_fire, int mod );
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void G_MissileImpacted( gentity_t *ent, gentity_t *other, vec3_t impactPos, vec3_t normal, int hitLoc=HL_NONE )
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{
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// impact damage
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if ( other->takedamage )
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{
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// FIXME: wrong damage direction?
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if ( ent->damage )
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{
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vec3_t velocity;
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EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
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if ( VectorLength( velocity ) == 0 )
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{
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velocity[2] = 1; // stepped on a grenade
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}
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int damage = ent->damage;
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if( other->client )
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{
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class_t npc_class = other->client->NPC_class;
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|
|
// 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 );
|
|
} |