mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-23 04:12:02 +00:00
282 lines
6.7 KiB
C
282 lines
6.7 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2021 Q3Rally Team (Per Thormann - q3rally@gmail.com)
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This file is part of q3rally source code.
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q3rally source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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q3rally source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with q3rally; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "g_local.h"
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//static float s_quadFactor;
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//static vec3_t forward, right, up;
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//static vec3_t muzzle;
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extern vec3_t forward, right, up;
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/*
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======================================================================
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REAR WEAPON - Smoke
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======================================================================
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*/
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void SmokerThink(gentity_t *ent){
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gentity_t *owner;
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vec3_t angles;
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ent->nextthink = level.time + 100;
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if (ent->freeAfterTime < level.time){
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ent->think = G_FreeEntity;
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return;
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}
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owner = &g_entities[ent->r.ownerNum];
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VectorCopy(owner->client->ps.viewangles, angles);
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angles[PITCH] = 0;
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AngleVectors (angles, forward, NULL, NULL);
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VectorMA( owner->r.currentOrigin, -40, forward, ent->r.currentOrigin );
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CreateSmokeHazard(owner, ent->r.currentOrigin);
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}
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void RFWeapon_SmokeFire( gentity_t *ent ) {
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trace_t tr;
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vec3_t end;
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gentity_t *tent;
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VectorMA( ent->r.currentOrigin, -40, forward, end );
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trap_Trace( &tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT );
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tent = G_TempRallyEntity( tr.endpos, EV_HAZARD );
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tent->s.eventParm = 0;
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tent->s.weapon = HT_SMOKE;
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tent->r.ownerNum = ent->s.number;
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tent->parent = ent;
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tent->think = SmokerThink;
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tent->nextthink = level.time;
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tent->freeAfterTime = level.time + 1000;
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}
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/*
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======================================================================
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REAR WEAPON - Oil
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======================================================================
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*/
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void RFWeapon_OilFire( gentity_t *ent ) {
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trace_t tr;
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vec3_t end;
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VectorMA( ent->r.currentOrigin, -80, forward, end );
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trap_Trace( &tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT );
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CreateOilHazard(ent, tr.endpos);
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}
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/*
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======================================================================
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REAR WEAPON - Mine
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======================================================================
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*/
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void RFWeapon_MineFire( gentity_t *ent ) {
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trace_t tr;
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vec3_t end, back;
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gentity_t *tent;
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VectorMA( ent->r.currentOrigin, -64, forward, end );
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trap_Trace( &tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT );
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VectorCopy(forward, back);
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VectorInverse(back);
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tent = fire_mine(ent, tr.endpos, back);
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tent->s.otherEntityNum = ent->s.number;
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VectorSet(tent->r.mins, -4, -4, 0);
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VectorSet(tent->r.maxs, 4, 4, 4);
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trap_LinkEntity (tent);
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}
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/*
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======================================================================
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REAR WEAPON - Flame
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======================================================================
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*/
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void FlameThink(gentity_t *ent){
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gentity_t *owner;
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trace_t tr;
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vec3_t dest;
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vec3_t angles;
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ent->nextthink = level.time + 200;
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if (ent->freeAfterTime < level.time){
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ent->think = G_FreeEntity;
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return;
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}
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owner = &g_entities[ent->r.ownerNum];
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VectorCopy(owner->client->ps.viewangles, angles);
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angles[PITCH] = 0;
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AngleVectors (angles, forward, NULL, NULL);
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VectorMA( owner->r.currentOrigin, -80, forward, dest );
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trap_Trace( &tr, owner->r.currentOrigin, NULL, NULL, dest, ent->s.number, MASK_SOLID );
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VectorMA(tr.endpos, 1, tr.plane.normal, dest);
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// allow to ride movers
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ent->s.groundEntityNum = tr.entityNum;
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G_SetOrigin( ent, dest );
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CreateFireHazard(owner, ent->r.currentOrigin);
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}
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void RFWeapon_FlameFire( gentity_t *ent ) {
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trace_t tr;
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vec3_t end;
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gentity_t *tent;
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VectorMA( ent->r.currentOrigin, -80, forward, end );
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trap_Trace( &tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT );
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tent = G_Spawn();
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G_SetOrigin(tent, tr.endpos);
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tent->r.ownerNum = ent->s.number;
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tent->parent = ent;
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tent->think = FlameThink;
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tent->nextthink = level.time;
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tent->freeAfterTime = level.time + 1000;
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// CreateFireHazard(tent);
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}
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/*
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======================================================================
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REAR WEAPON - Bio
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======================================================================
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*/
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void RFWeapon_BioFire( gentity_t *ent ) {
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trace_t tr;
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vec3_t end;
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VectorMA( ent->r.currentOrigin, -80, forward, end );
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trap_Trace( &tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT );
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CreateBioHazard(ent, tr.endpos);
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}
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/*
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===============
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FireRearWeapon
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===============
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*/
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void FireRearWeapon( gentity_t *ent ) {
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vec3_t angles;
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int weapon, i;
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/*
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==============================================
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Quadfactor-Test 16/03/2020
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==============================================
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if (ent->client->ps.powerups[PW_QUAD] ) {
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G_AddEvent( ent, EV_POWERUP_QUAD, 0 );
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s_quadFactor = g_quadfactor.value;
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} else {
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s_quadFactor = 1;
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}
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==============================================
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Quadfactor-Test 16/03/2020 End
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==============================================
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*/
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// set aiming directions
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AngleVectors (ent->client->ps.viewangles, forward, right, up);
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for (i = RWP_SMOKE; i < WP_NUM_WEAPONS; i++){
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if (ent->client->ps.stats[STAT_WEAPONS] & ( 1 << i ) && !ent->client->ps.ammo[ i ]){
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ent->client->ps.stats[STAT_WEAPONS] &= ~( 1 << i );
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}
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if (ent->client->ps.stats[STAT_WEAPONS] & ( 1 << i ) && ent->client->ps.ammo[ i ])
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break;
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}
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if (i < WP_NUM_WEAPONS){
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weapon = i;
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}
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else {
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return; // no weapon
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}
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// track shots taken for accuracy tracking. Grapple is not a weapon and gauntet is just not tracked
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/*
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if( ent->s.weapon != WP_GRAPPLING_HOOK && ent->s.weapon != WP_GAUNTLET ) {
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ent->client->ps.persistant[PERS_ACCURACY_SHOTS]++;
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}
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*/
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// set aiming directions
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VectorCopy(ent->client->ps.viewangles, angles);
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angles[PITCH] = 0;
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AngleVectors (angles, forward, right, up);
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// fire the specific weapon
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switch( weapon ) {
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case RWP_SMOKE:
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RFWeapon_SmokeFire( ent );
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break;
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case RWP_OIL:
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RFWeapon_OilFire( ent );
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break;
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case RWP_FLAME:
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RFWeapon_FlameFire( ent );
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break;
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case RWP_BIO:
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RFWeapon_BioFire( ent );
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break;
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case RWP_MINE:
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RFWeapon_MineFire( ent );
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break;
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default:
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// FIXME: print no ammo message or something
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break;
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}
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}
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