Added telefrag gun as secondary fire mode for railgun

This commit is contained in:
q3rally 2011-07-17 23:14:34 +00:00
parent d4ea6b5dcd
commit f292572ec9
6 changed files with 156 additions and 198 deletions

View file

@ -944,7 +944,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
} else if ( targ->use == NULL ) { // entity is a func_breakable
targ->health -= damage;
if (targ->health <= 0)
Break_Breakable(targ, attacker);
Break_Breakable (targ, attacker);
}
return;
}

View file

@ -37,6 +37,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define INFINITE 1000000
#define FRAMETIME 100 // msec
#define EVENT_VALID_MSEC 300
#define CARNAGE_REWARD_TIME 3000
#define REWARD_SPRITE_TIME 2000
@ -683,14 +684,14 @@ void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace
// g_misc.c
//
void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
void TelefragPlayer( gentity_t *player, vec3_t origin ); // same as above without the angles
#ifdef MISSIONPACK
void DropPortalSource( gentity_t *ent );
void DropPortalDestination( gentity_t *ent );
#endif
void G_BreakGlass( gentity_t *ent, vec3_t point, int mod );
void G_BREAKWOOD( gentity_t *ent, vec3_t point, int mod );
void G_BREAKMETAL( gentity_t *ent, vec3_t point, int mod );
//
@ -700,10 +701,9 @@ qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint );
void SnapVectorTowards( vec3_t v, vec3_t to );
qboolean CheckGauntletAttack( gentity_t *ent );
// STONELANCE - removed
// void Weapon_HookFree (gentity_t *ent);
// void Weapon_HookThink (gentity_t *ent);
// END
void TelefragPlayer( gentity_t *player, vec3_t origin );
void weapon_telefrag_fire (gentity_t *ent, vec3_t muzzle, vec3_t forward, vec3_t right, vec3_t up);
//

View file

@ -1880,7 +1880,7 @@ void Break_Breakable(gentity_t *ent, gentity_t *other) {
//spray out debris
if ( count > 0 ) {
tmp = G_TempEntity( center, PickDebrisType( spawnflags ) );
tmp = G_TempEntity( center, PickDebrisType ( spawnflags ) );
tmp->s.eventParm = count;
}
}

View file

@ -372,7 +372,7 @@ qboolean G_ScriptedObject_ApplyCollision( gentity_t *self, vec3_t at, vec3_t nor
return qtrue;
}
// enabled for testing
/*
qboolean G_TraceIntersect( trace_t *tr, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, vec3_t intersect )
{
@ -623,7 +623,7 @@ void G_ScriptedObject_TracePhysics( gentity_t *self, float time )
}
}
// End Enabled
*/
// Traces a cone at the current position and angles.
int G_TraceCone( trace_t *tr, vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, int passEntityNum, int contentmask )

View file

@ -27,10 +27,9 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#include "g_local.h"
static float s_quadFactor;
// STONELANCE
vec3_t forward, right, up;
// static vec3_t forward, right, up;
// END
static vec3_t muzzle;
#define NUM_NAILSHOTS 15
@ -82,23 +81,21 @@ qboolean CheckGauntletAttack( gentity_t *ent ) {
CalcMuzzlePoint ( ent, forward, right, up, muzzle );
// STONELANCE
// VectorMA (muzzle, 32, forward, end);
VectorMA (muzzle, CAR_LENGTH/2, forward, end);
// END
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
return qfalse;
}
// STONELANCE
// traceEnt = &g_entities[ tr.entityNum ];
if (g_entities[ tr.entityNum ].flags & FL_EXTRA_BBOX)
traceEnt = &g_entities[ g_entities[ tr.entityNum ].r.ownerNum ];
else
traceEnt = &g_entities[ tr.entityNum ];
// END
// send blood impact
if ( traceEnt->takedamage && traceEnt->client ) {
@ -126,10 +123,9 @@ qboolean CheckGauntletAttack( gentity_t *ent ) {
damage = 50 * s_quadFactor;
G_Damage( traceEnt, ent, ent, forward, tr.endpos,
// STONELANCE
// damage, 0, MOD_GAUNTLET );
damage, DAMAGE_WEAPON, MOD_GAUNTLET );
// END
return qtrue;
}
@ -153,11 +149,11 @@ void Weapon_fire_flame (gentity_t *ent ) {
/*
=======================================================================
FLAME THROWER SPREAD
FLAME THROWER SPREAD - Altfire
=======================================================================
*/
//flame ammo uses 3 ammo
void Weapon_cluster_fire_flame (gentity_t *ent ) {
gentity_t *m, *n, *o;
vec3_t temp;
@ -178,8 +174,7 @@ void Weapon_cluster_fire_flame (gentity_t *ent ) {
o->splashDamage *= s_quadFactor;
}
//TBB FIN
// Q3Rally Code END
/*
======================================================================
@ -246,13 +241,12 @@ void Bullet_Fire (gentity_t *ent, float spread, int damage ) {
return;
}
// STONELANCE
// traceEnt = &g_entities[ tr.entityNum ];
if (g_entities[ tr.entityNum ].flags & FL_EXTRA_BBOX){
traceEnt = &g_entities[ g_entities[ tr.entityNum ].r.ownerNum ];
} else
traceEnt = &g_entities[ tr.entityNum ];
// END
// snap the endpos to integers, but nudged towards the line
SnapVectorTowards( tr.endpos, muzzle );
@ -288,10 +282,9 @@ void Bullet_Fire (gentity_t *ent, float spread, int damage ) {
else {
#endif
G_Damage( traceEnt, ent, ent, forward, tr.endpos,
// STONELANCE
// damage, 0, MOD_MACHINEGUN);
damage, DAMAGE_WEAPON, MOD_MACHINEGUN);
// END
#ifdef MISSIONPACK
}
#endif
@ -346,13 +339,12 @@ qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) {
VectorCopy( end, tr_end );
for (i = 0; i < 10; i++) {
trap_Trace (&tr, tr_start, NULL, NULL, tr_end, passent, MASK_SHOT);
// STONELANCE
// traceEnt = &g_entities[ tr.entityNum ];
if (g_entities[ tr.entityNum ].flags & FL_EXTRA_BBOX)
traceEnt = &g_entities[ g_entities[ tr.entityNum ].r.ownerNum ];
else
traceEnt = &g_entities[ tr.entityNum ];
// END
// send bullet impact
@ -378,19 +370,17 @@ qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) {
}
else {
G_Damage( traceEnt, ent, ent, forward, tr.endpos,
// STONELANCE
// damage, 0, MOD_SHOTGUN);
damage, DAMAGE_WEAPON, MOD_SHOTGUN);
// END
if( LogAccuracyHit( traceEnt, ent ) ) {
return qtrue;
}
}
#else
// STONELANCE
// G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_SHOTGUN);
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_WEAPON, MOD_SHOTGUN);
// END
if( LogAccuracyHit( traceEnt, ent ) ) {
return qtrue;
}
@ -450,7 +440,7 @@ void weapon_supershotgun_fire (gentity_t *ent) {
/*
======================================================================
GRENADE LAUNrCHER
GRENADE LAUNCHER
======================================================================
*/
@ -472,7 +462,7 @@ void weapon_grenadelauncher_fire (gentity_t *ent) {
/*
======================================================================
CLUSTER GRENADE LAUNCHER
CLUSTER GRENADE LAUNCHER - Altfire
======================================================================
*/
@ -514,7 +504,7 @@ void Weapon_RocketLauncher_Fire (gentity_t *ent) {
/*
======================================================================
HOMING ROCKET
HOMING ROCKET - Altfire
======================================================================
*/
@ -550,12 +540,9 @@ void Weapon_Plasmagun_Fire (gentity_t *ent) {
/*
======================================================================
TBB - circular secondary fire
PLASMA GUN - secondary
plasma circles around player similar to AltFire Mod
(done)long addtime,
(todo)needs 3 ammo to activate,
(done)damage amount: 40(double of prime plasma) && splashdamage
PLASMA GUN - Altfire
======================================================================
*/
@ -606,7 +593,7 @@ void Weapon_Plasmagun_Circular_Fire (gentity_t *ent) {
/*
======================================================================
RAILGUN - MEGARAILGUN
RAILGUN
======================================================================
*/
@ -633,10 +620,7 @@ void weapon_railgun_fire (gentity_t *ent) {
int passent;
gentity_t *unlinkedEntities[MAX_RAIL_HITS];
// STONELANCE
// damage = 100 * s_quadFactor;
damage = 75 * s_quadFactor;
// END
VectorMA (muzzle, 8192, forward, end);
@ -649,13 +633,12 @@ void weapon_railgun_fire (gentity_t *ent) {
if ( trace.entityNum >= ENTITYNUM_MAX_NORMAL ) {
break;
}
// STONELANCE
// traceEnt = &g_entities[ trace.entityNum ];
if (g_entities[ trace.entityNum ].flags & FL_EXTRA_BBOX)
traceEnt = &g_entities[ g_entities[ trace.entityNum ].r.ownerNum ];
else
traceEnt = &g_entities[ trace.entityNum ];
// END
if ( traceEnt->takedamage ) {
#ifdef MISSIONPACK
if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
@ -682,19 +665,17 @@ void weapon_railgun_fire (gentity_t *ent) {
if( LogAccuracyHit( traceEnt, ent ) ) {
hits++;
}
// STONELANCE
// G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, DAMAGE_WEAPON, MOD_RAILGUN);
// END
}
#else
if( LogAccuracyHit( traceEnt, ent ) ) {
hits++;
}
// STONELANCE
// G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, DAMAGE_WEAPON, MOD_RAILGUN);
// END
#endif
}
if ( trace.contents & CONTENTS_SOLID ) {
@ -756,73 +737,107 @@ void weapon_railgun_fire (gentity_t *ent) {
}
/*
=================
weapon_megarailgun_fire
=================
======================================================================
TELEFRAG GUN - Altfire to Railgun
======================================================================
*/
#define MAX_RAIL_HITS 4
void weapon_megarailgun_fire (gentity_t *ent) {
vec3_t end;
/*
void TelefragPlayer( gentity_t *player, vec3_t origin ) {
gentity_t *tent;
// use temp events at source and destination to prevent the effect
// from getting dropped by a second player event
if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
tent = G_TempEntity( player->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
tent->s.clientNum = player->s.clientNum;
tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
tent->s.clientNum = player->s.clientNum;
}
// unlink to make sure it can't possibly interfere with G_KillBox
trap_UnlinkEntity (player);
VectorCopy ( origin, player->client->ps.origin );
player->client->ps.origin[2] += 1;
// toggle the teleport bit so the client knows to not lerp
player->client->ps.eFlags ^= EF_TELEPORT_BIT;
// kill anything at the destination
if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
G_KillBox (player);
}
// save results of pmove
BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );
// use the precise origin for linking
VectorCopy( player->client->ps.origin, player->r.currentOrigin );
if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
trap_LinkEntity (player);
}
}
*/
void weapon_telefrag_fire (gentity_t *ent,vec3_t muzzle,vec3_t forward,vec3_t right,vec3_t up) {
vec3_t end;
trace_t trace;
gentity_t *tent;
gentity_t *traceEnt;
int damage;
int radiusDamage;
int i;
int hits;
int unlinked;
gentity_t *unlinkedEntities[MAX_RAIL_HITS];
vec3_t tracefrom;
damage = 1000 * s_quadFactor;
radiusDamage = 30 * s_quadFactor;
int damage = 1000;
int hits = 0;
int passent = ent->s.number;
VectorMA (muzzle, 8192, forward, end);
VectorCopy (muzzle, tracefrom);
// trace only against the solids, so the railgun will go through people
unlinked = 0;
hits = 0;
do {
trap_Trace (&trace, tracefrom, NULL, NULL, end, ent->s.number, MASK_SHOT );
if ( trace.entityNum >= ENTITYNUM_MAX_NORMAL ) {
// break if we hit the sky
if (trace.surfaceFlags & SURF_SKY)
break;
// break if we traversed length of vector tracefrom
if (trace.fraction == 1.0)
break;
// Trace the projectile
trap_Trace (&trace, muzzle, NULL, NULL, end, passent, MASK_SHOT );
// otherwise continue tracing thru walls
VectorMA (trace.endpos,1,forward,tracefrom);
continue;
// The entity is a valid entity
if ( trace.entityNum < ENTITYNUM_MAX_NORMAL ) {
}
// Who exactly is this entity (a reference to the entity structure)
traceEnt = &g_entities[ trace.entityNum ];
if ( traceEnt->takedamage ) {
if( LogAccuracyHit( traceEnt, ent ) ) {
// Can this entity be damaged?
if ( traceEnt->takedamage )
{
if(LogAccuracyHit(traceEnt,ent))
{
hits++;
}
G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0,
MOD_RAILGUN);
}
if ( trace.contents & CONTENTS_SOLID ) {
break; // we hit something solid enough to stop the beam
}
// unlink this entity, so the next trace will go past it
trap_UnlinkEntity( traceEnt );
unlinkedEntities[unlinked] = traceEnt;
unlinked++;
} while ( unlinked < MAX_RAIL_HITS );
// link back in any entities we unlinked
for ( i = 0 ; i < unlinked ; i++ ) {
trap_LinkEntity( unlinkedEntities[i] );
// It is important that all this checking is done. If you try and
// telefrag a door or a spectator, the game *will* crash.
// is the entity a client, alive and not a spectator
if((traceEnt->client) && (traceEnt->client->ps.pm_type != PM_DEAD) && (traceEnt->client->sess.sessionTeam != TEAM_SPECTATOR))
{
// if the attacker was on the same team and TF_NO_FRIENDLY_FIRE is set
// do not telefrag, just do a normal damage
if (OnSameTeam(traceEnt,ent) && (!g_friendlyFire.integer))
{
G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
// Not on same team, or on same team and can friendly fire
// Damage, then telefrag
}else{
G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
TelefragPlayer(ent, traceEnt->r.currentOrigin);
}
}else{
// Damage
G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
}
}
}
// the final trace endpos will be the terminal point of the rail trail
// snap the endpos to integers to save net bandwidth, but nudged towards the line
SnapVectorTowards( trace.endpos, muzzle );
@ -838,24 +853,24 @@ void weapon_megarailgun_fire (gentity_t *ent) {
VectorMA( tent->s.origin2, -1, up, tent->s.origin2 );
// no explosion at end if SURF_NOIMPACT, but still make the trail
if ( trace.surfaceFlags & SURF_NOIMPACT ) {
if ( trace.surfaceFlags & SURF_NOIMPACT )
{
tent->s.eventParm = 255; // don't make the explosion at the end
} else {
tent->s.eventParm = DirToByte( trace.plane.normal );
}
tent->s.clientNum = ent->s.clientNum;
//send the effect to everyone since it tunnels through walls
tent->r.svFlags |= SVF_BROADCAST;
// give the shooter a reward sound if they have made two railgun hits in a row
if ( hits == 0 ) {
if ( hits == 0 )
{
// complete miss
ent->client->accurateCount = 0;
} else {
// check for "impressive" reward sound
ent->client->accurateCount += hits;
if ( ent->client->accurateCount >= 2 ) {
if ( ent->client->accurateCount >= 2 )
{
ent->client->accurateCount -= 2;
ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
// add the sprite over the player's head
@ -865,56 +880,9 @@ void weapon_megarailgun_fire (gentity_t *ent) {
}
ent->client->accuracy_hits++;
}
}
/*
======================================================================
GRAPPLING HOOK
======================================================================
*/
// STONELANCE - no more hook
/*
void Weapon_GrapplingHook_Fire (gentity_t *ent)
{
if (!ent->client->fireHeld && !ent->client->hook)
fire_grapple (ent, muzzle, forward);
ent->client->fireHeld = qtrue;
}
void Weapon_HookFree (gentity_t *ent)
{
ent->parent->client->hook = NULL;
ent->parent->client->ps.pm_flags &= ~PMF_GRAPPLE_PULL;
G_FreeEntity( ent );
}
void Weapon_HookThink (gentity_t *ent)
{
if (ent->enemy) {
vec3_t v, oldorigin;
VectorCopy(ent->r.currentOrigin, oldorigin);
v[0] = ent->enemy->r.currentOrigin[0] + (ent->enemy->r.mins[0] + ent->enemy->r.maxs[0]) * 0.5;
v[1] = ent->enemy->r.currentOrigin[1] + (ent->enemy->r.mins[1] + ent->enemy->r.maxs[1]) * 0.5;
v[2] = ent->enemy->r.currentOrigin[2] + (ent->enemy->r.mins[2] + ent->enemy->r.maxs[2]) * 0.5;
SnapVectorTowards( v, oldorigin ); // save net bandwidth
G_SetOrigin( ent, v );
}
VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);
}
*/
// END
/*
======================================================================
@ -1262,16 +1230,11 @@ void FireWeapon( gentity_t *ent ) {
case WP_BFG:
BFG_Fire( ent );
break;
// Q3Rally Code Start
/*
case WP_GRAPPLING_HOOK:
Weapon_GrapplingHook_Fire( ent );
break;
*/
case WP_FLAME_THROWER:
Weapon_fire_flame( ent );
break;
// END
#ifdef MISSIONPACK
case WP_NAILGUN:
Weapon_Nailgun_Fire( ent );
@ -1404,27 +1367,18 @@ void FireAltWeapon( gentity_t *ent ) {
Weapon_Homing_RocketLauncher_Fire( ent );
break;
case WP_PLASMAGUN:
//Weapon_Plasmagun_Fire( ent );
Weapon_Plasmagun_Circular_Fire( ent );
break;
case WP_RAILGUN:
weapon_megarailgun_fire( ent );
weapon_telefrag_fire( ent,muzzle,forward,right,up );
break;
case WP_BFG:
BFG_Fire( ent );
break;
// Q3Rally Code Start
/*
case WP_GRAPPLING_HOOK:
Weapon_GrapplingHook_Fire( ent );
break;
*/
case WP_FLAME_THROWER:
//Weapon_fire_flame( ent );
//TBB - widespread of fire
Weapon_cluster_fire_flame( ent );
break;
// END
#ifdef MISSIONPACK
case WP_NAILGUN:
Weapon_Nailgun_Fire( ent );

View file

@ -27,7 +27,7 @@ q3rallycode
engine\code\asm\qasm.h
engine\code\asm\snapvectora.s
engine\code\asm\snd_mixa.s
+botlib
-botlib
engine\code\botlib\aasfile.h
engine\code\botlib\be_aas.h
engine\code\botlib\be_aas_bsp.h
@ -853,14 +853,18 @@ q3rallycode
engine\TODO
engine\voip-readme.txt
[Open project files]
0=engine\code\game\g_rally_scripted_objects.c
1=engine\code\botlib\be_ai_move.c
0=engine\code\game\g_local.h
1=engine\code\game\g_weapon.c
2=engine\code\game\g_misc.c
[Selected Project Files]
Main=
Selected=engine\code\botlib\be_ai_move.c
[engine\code\game\g_rally_scripted_objects.c]
TopLine=799
Caret=5,815
[engine\code\botlib\be_ai_move.c]
TopLine=85
Caret=1,1
Selected=engine\code\game\g_weapon.c
[engine\code\game\g_local.h]
TopLine=690
Caret=1,704
[engine\code\game\g_weapon.c]
TopLine=770
Caret=3,785
[engine\code\game\g_misc.c]
TopLine=124
Caret=1,138