mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-21 19:41:36 +00:00
Added telefrag gun as secondary fire mode for railgun
This commit is contained in:
parent
d4ea6b5dcd
commit
f292572ec9
6 changed files with 156 additions and 198 deletions
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@ -944,7 +944,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
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} else if ( targ->use == NULL ) { // entity is a func_breakable
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targ->health -= damage;
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if (targ->health <= 0)
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Break_Breakable(targ, attacker);
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Break_Breakable (targ, attacker);
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}
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return;
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}
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@ -37,6 +37,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#define INFINITE 1000000
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#define FRAMETIME 100 // msec
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#define EVENT_VALID_MSEC 300
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#define CARNAGE_REWARD_TIME 3000
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#define REWARD_SPRITE_TIME 2000
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@ -683,14 +684,14 @@ void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace
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// g_misc.c
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//
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void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
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void TelefragPlayer( gentity_t *player, vec3_t origin ); // same as above without the angles
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#ifdef MISSIONPACK
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void DropPortalSource( gentity_t *ent );
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void DropPortalDestination( gentity_t *ent );
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#endif
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void G_BreakGlass( gentity_t *ent, vec3_t point, int mod );
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void G_BREAKWOOD( gentity_t *ent, vec3_t point, int mod );
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void G_BREAKMETAL( gentity_t *ent, vec3_t point, int mod );
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//
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@ -700,10 +701,9 @@ qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
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void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint );
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void SnapVectorTowards( vec3_t v, vec3_t to );
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qboolean CheckGauntletAttack( gentity_t *ent );
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// STONELANCE - removed
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// void Weapon_HookFree (gentity_t *ent);
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// void Weapon_HookThink (gentity_t *ent);
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// END
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void TelefragPlayer( gentity_t *player, vec3_t origin );
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void weapon_telefrag_fire (gentity_t *ent, vec3_t muzzle, vec3_t forward, vec3_t right, vec3_t up);
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//
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@ -1880,7 +1880,7 @@ void Break_Breakable(gentity_t *ent, gentity_t *other) {
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//spray out debris
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if ( count > 0 ) {
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tmp = G_TempEntity( center, PickDebrisType( spawnflags ) );
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tmp = G_TempEntity( center, PickDebrisType ( spawnflags ) );
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tmp->s.eventParm = count;
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}
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}
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@ -372,7 +372,7 @@ qboolean G_ScriptedObject_ApplyCollision( gentity_t *self, vec3_t at, vec3_t nor
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return qtrue;
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}
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// enabled for testing
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/*
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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 )
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{
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@ -623,7 +623,7 @@ void G_ScriptedObject_TracePhysics( gentity_t *self, float time )
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}
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}
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// End Enabled
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*/
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// Traces a cone at the current position and angles.
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int G_TraceCone( trace_t *tr, vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, int passEntityNum, int contentmask )
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@ -27,10 +27,9 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#include "g_local.h"
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static float s_quadFactor;
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// STONELANCE
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vec3_t forward, right, up;
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// static vec3_t forward, right, up;
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// END
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static vec3_t muzzle;
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#define NUM_NAILSHOTS 15
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@ -82,23 +81,21 @@ qboolean CheckGauntletAttack( gentity_t *ent ) {
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CalcMuzzlePoint ( ent, forward, right, up, muzzle );
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// STONELANCE
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// VectorMA (muzzle, 32, forward, end);
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VectorMA (muzzle, CAR_LENGTH/2, forward, end);
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// END
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trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
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if ( tr.surfaceFlags & SURF_NOIMPACT ) {
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return qfalse;
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}
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// STONELANCE
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// traceEnt = &g_entities[ tr.entityNum ];
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if (g_entities[ tr.entityNum ].flags & FL_EXTRA_BBOX)
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traceEnt = &g_entities[ g_entities[ tr.entityNum ].r.ownerNum ];
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else
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traceEnt = &g_entities[ tr.entityNum ];
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// END
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// send blood impact
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if ( traceEnt->takedamage && traceEnt->client ) {
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@ -126,10 +123,9 @@ qboolean CheckGauntletAttack( gentity_t *ent ) {
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damage = 50 * s_quadFactor;
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G_Damage( traceEnt, ent, ent, forward, tr.endpos,
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// STONELANCE
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// damage, 0, MOD_GAUNTLET );
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damage, DAMAGE_WEAPON, MOD_GAUNTLET );
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// END
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return qtrue;
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}
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@ -153,11 +149,11 @@ void Weapon_fire_flame (gentity_t *ent ) {
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/*
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=======================================================================
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FLAME THROWER SPREAD
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FLAME THROWER SPREAD - Altfire
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=======================================================================
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*/
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//flame ammo uses 3 ammo
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void Weapon_cluster_fire_flame (gentity_t *ent ) {
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gentity_t *m, *n, *o;
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vec3_t temp;
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@ -178,8 +174,7 @@ void Weapon_cluster_fire_flame (gentity_t *ent ) {
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o->splashDamage *= s_quadFactor;
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}
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//TBB FIN
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// Q3Rally Code END
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/*
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======================================================================
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@ -246,13 +241,12 @@ void Bullet_Fire (gentity_t *ent, float spread, int damage ) {
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return;
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}
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// STONELANCE
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// traceEnt = &g_entities[ tr.entityNum ];
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if (g_entities[ tr.entityNum ].flags & FL_EXTRA_BBOX){
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traceEnt = &g_entities[ g_entities[ tr.entityNum ].r.ownerNum ];
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} else
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traceEnt = &g_entities[ tr.entityNum ];
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// END
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// snap the endpos to integers, but nudged towards the line
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SnapVectorTowards( tr.endpos, muzzle );
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@ -288,10 +282,9 @@ void Bullet_Fire (gentity_t *ent, float spread, int damage ) {
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else {
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#endif
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G_Damage( traceEnt, ent, ent, forward, tr.endpos,
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// STONELANCE
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// damage, 0, MOD_MACHINEGUN);
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damage, DAMAGE_WEAPON, MOD_MACHINEGUN);
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// END
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#ifdef MISSIONPACK
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}
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#endif
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@ -346,13 +339,12 @@ qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) {
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VectorCopy( end, tr_end );
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for (i = 0; i < 10; i++) {
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trap_Trace (&tr, tr_start, NULL, NULL, tr_end, passent, MASK_SHOT);
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// STONELANCE
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// traceEnt = &g_entities[ tr.entityNum ];
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if (g_entities[ tr.entityNum ].flags & FL_EXTRA_BBOX)
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traceEnt = &g_entities[ g_entities[ tr.entityNum ].r.ownerNum ];
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else
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traceEnt = &g_entities[ tr.entityNum ];
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// END
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// send bullet impact
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@ -378,19 +370,17 @@ qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) {
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}
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else {
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G_Damage( traceEnt, ent, ent, forward, tr.endpos,
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// STONELANCE
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// damage, 0, MOD_SHOTGUN);
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damage, DAMAGE_WEAPON, MOD_SHOTGUN);
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// END
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if( LogAccuracyHit( traceEnt, ent ) ) {
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return qtrue;
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}
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}
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#else
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// STONELANCE
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// G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_SHOTGUN);
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G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_WEAPON, MOD_SHOTGUN);
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// END
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if( LogAccuracyHit( traceEnt, ent ) ) {
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return qtrue;
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}
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@ -450,7 +440,7 @@ void weapon_supershotgun_fire (gentity_t *ent) {
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/*
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======================================================================
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GRENADE LAUNrCHER
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GRENADE LAUNCHER
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======================================================================
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*/
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@ -472,7 +462,7 @@ void weapon_grenadelauncher_fire (gentity_t *ent) {
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/*
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======================================================================
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CLUSTER GRENADE LAUNCHER
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CLUSTER GRENADE LAUNCHER - Altfire
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======================================================================
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*/
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@ -514,7 +504,7 @@ void Weapon_RocketLauncher_Fire (gentity_t *ent) {
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/*
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======================================================================
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HOMING ROCKET
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HOMING ROCKET - Altfire
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======================================================================
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*/
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@ -550,12 +540,9 @@ void Weapon_Plasmagun_Fire (gentity_t *ent) {
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/*
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======================================================================
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TBB - circular secondary fire
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PLASMA GUN - secondary
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plasma circles around player similar to AltFire Mod
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(done)long addtime,
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(todo)needs 3 ammo to activate,
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(done)damage amount: 40(double of prime plasma) && splashdamage
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PLASMA GUN - Altfire
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======================================================================
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*/
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@ -606,7 +593,7 @@ void Weapon_Plasmagun_Circular_Fire (gentity_t *ent) {
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/*
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======================================================================
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RAILGUN - MEGARAILGUN
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RAILGUN
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======================================================================
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*/
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@ -633,10 +620,7 @@ void weapon_railgun_fire (gentity_t *ent) {
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int passent;
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gentity_t *unlinkedEntities[MAX_RAIL_HITS];
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// STONELANCE
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// damage = 100 * s_quadFactor;
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damage = 75 * s_quadFactor;
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// END
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VectorMA (muzzle, 8192, forward, end);
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@ -649,13 +633,12 @@ void weapon_railgun_fire (gentity_t *ent) {
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if ( trace.entityNum >= ENTITYNUM_MAX_NORMAL ) {
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break;
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}
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// STONELANCE
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// traceEnt = &g_entities[ trace.entityNum ];
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if (g_entities[ trace.entityNum ].flags & FL_EXTRA_BBOX)
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traceEnt = &g_entities[ g_entities[ trace.entityNum ].r.ownerNum ];
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else
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traceEnt = &g_entities[ trace.entityNum ];
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// END
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if ( traceEnt->takedamage ) {
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#ifdef MISSIONPACK
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if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
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@ -682,19 +665,17 @@ void weapon_railgun_fire (gentity_t *ent) {
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if( LogAccuracyHit( traceEnt, ent ) ) {
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hits++;
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}
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// STONELANCE
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// G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
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G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, DAMAGE_WEAPON, MOD_RAILGUN);
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// END
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}
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#else
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if( LogAccuracyHit( traceEnt, ent ) ) {
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hits++;
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}
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// STONELANCE
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// G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
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G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, DAMAGE_WEAPON, MOD_RAILGUN);
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// END
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#endif
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}
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if ( trace.contents & CONTENTS_SOLID ) {
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@ -756,73 +737,107 @@ void weapon_railgun_fire (gentity_t *ent) {
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}
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/*
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=================
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weapon_megarailgun_fire
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=================
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======================================================================
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TELEFRAG GUN - Altfire to Railgun
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======================================================================
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*/
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#define MAX_RAIL_HITS 4
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void weapon_megarailgun_fire (gentity_t *ent) {
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vec3_t end;
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/*
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void TelefragPlayer( gentity_t *player, vec3_t origin ) {
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gentity_t *tent;
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// use temp events at source and destination to prevent the effect
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// from getting dropped by a second player event
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if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
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tent = G_TempEntity( player->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
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tent->s.clientNum = player->s.clientNum;
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tent = G_TempEntity( origin, EV_PLAYER_TELEPORT_IN );
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tent->s.clientNum = player->s.clientNum;
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}
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// unlink to make sure it can't possibly interfere with G_KillBox
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trap_UnlinkEntity (player);
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VectorCopy ( origin, player->client->ps.origin );
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player->client->ps.origin[2] += 1;
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// toggle the teleport bit so the client knows to not lerp
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player->client->ps.eFlags ^= EF_TELEPORT_BIT;
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// kill anything at the destination
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if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
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G_KillBox (player);
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}
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// save results of pmove
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BG_PlayerStateToEntityState( &player->client->ps, &player->s, qtrue );
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// use the precise origin for linking
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VectorCopy( player->client->ps.origin, player->r.currentOrigin );
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if ( player->client->sess.sessionTeam != TEAM_SPECTATOR ) {
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trap_LinkEntity (player);
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}
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}
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*/
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void weapon_telefrag_fire (gentity_t *ent,vec3_t muzzle,vec3_t forward,vec3_t right,vec3_t up) {
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vec3_t end;
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trace_t trace;
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gentity_t *tent;
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gentity_t *traceEnt;
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int damage;
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int radiusDamage;
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int i;
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int hits;
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int unlinked;
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gentity_t *unlinkedEntities[MAX_RAIL_HITS];
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vec3_t tracefrom;
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damage = 1000 * s_quadFactor;
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radiusDamage = 30 * s_quadFactor;
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int damage = 1000;
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int hits = 0;
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int passent = ent->s.number;
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VectorMA (muzzle, 8192, forward, end);
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VectorCopy (muzzle, tracefrom);
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// trace only against the solids, so the railgun will go through people
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unlinked = 0;
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hits = 0;
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do {
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trap_Trace (&trace, tracefrom, NULL, NULL, end, ent->s.number, MASK_SHOT );
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if ( trace.entityNum >= ENTITYNUM_MAX_NORMAL ) {
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// break if we hit the sky
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if (trace.surfaceFlags & SURF_SKY)
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break;
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// break if we traversed length of vector tracefrom
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if (trace.fraction == 1.0)
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break;
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// Trace the projectile
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trap_Trace (&trace, muzzle, NULL, NULL, end, passent, MASK_SHOT );
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// otherwise continue tracing thru walls
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VectorMA (trace.endpos,1,forward,tracefrom);
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continue;
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// The entity is a valid entity
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if ( trace.entityNum < ENTITYNUM_MAX_NORMAL ) {
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}
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// Who exactly is this entity (a reference to the entity structure)
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traceEnt = &g_entities[ trace.entityNum ];
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if ( traceEnt->takedamage ) {
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if( LogAccuracyHit( traceEnt, ent ) ) {
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// Can this entity be damaged?
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if ( traceEnt->takedamage )
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{
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if(LogAccuracyHit(traceEnt,ent))
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{
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hits++;
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}
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G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0,
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MOD_RAILGUN);
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}
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if ( trace.contents & CONTENTS_SOLID ) {
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break; // we hit something solid enough to stop the beam
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}
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// unlink this entity, so the next trace will go past it
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trap_UnlinkEntity( traceEnt );
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unlinkedEntities[unlinked] = traceEnt;
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unlinked++;
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} while ( unlinked < MAX_RAIL_HITS );
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// link back in any entities we unlinked
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for ( i = 0 ; i < unlinked ; i++ ) {
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trap_LinkEntity( unlinkedEntities[i] );
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// It is important that all this checking is done. If you try and
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// telefrag a door or a spectator, the game *will* crash.
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// is the entity a client, alive and not a spectator
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if((traceEnt->client) && (traceEnt->client->ps.pm_type != PM_DEAD) && (traceEnt->client->sess.sessionTeam != TEAM_SPECTATOR))
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{
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||||
// 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 );
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in a new issue