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https://git.code.sf.net/p/quake/prozac-qfcc
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a365e00b22
sensing <Grievre> give mirvs the right death message, make them a little weaker and more spread out <Grievre> increased damage done by exp body... fixes not being able to use airfist if you have daedalus or lg with no cells <Grievre> made it so missing judo = you can't fire for 1.5 seconds, also judo doesn't always work, less chance of it working a) if they're facing you b) if they have knife, judo, or close combat <Grievre> you lose speed the more armor you have (so upgraded people can buy cougar and cheetah now) <Grievre> attempted to fix the respawn guard not telefragging bug (if it was still there) <Grievre> made it so you can tell a shambler to come, stop, or patrol even if it is fighting someone, doesn't really work most of the time but can "wake up" your shambler if it's being screwy <Grievre> (works for all demons) <Grievre> made it so a monster goes back to what it was doing before (following you, patrolling etc) once it's done with its enemy <Grievre> made the sniper rifle less cheap (or tried to), charging now = more accuracy, rather than more damage. OTR now does slightly less damage than regular, but isn't blocked by armor as much. <Grievre> autorifle now has half the rate of fire but does same damage as sniper rifle, but less accurate <Grievre> headshots always ignore armor if target has green armor, legshots always ignore armor except for red <Grievre> added bshams and shambler kings (can be disabled with infokeys) <Grievre> increased max knife blood to 32 <Grievre> made it so airfist bounces gymnasts twice as much, and bounces everyone a little more (I think), may cause stuck bugs but I think it won't. airfist does half damage to gymnasts and slightly more to hwguys <Grievre> made shamblers a little smarter and more powerful in general <Grievre> they now attack buildings (only bshams/kings) if they are attacked by them first <Grievre> bsham/king fireball now sets things on fire <Grievre> shamblers will generally attack the person who last hit them <Grievre> shortened judoka range (they have the old range if they get close combat <Grievre> shamblers will cycle the left-right slash or fireball longer than they did (but they won't keep doing it if their enemy is not visible) <Grievre> fixed shambler fireball so it doesn't miss and hurt itself so much <Grievre> #define OLD_AUTORIFLE <Grievre> will go to the old behavior of the auto rifle <Grievre> I think that's it <Grievre> oh, I changed the intro message and version string a little, you might want to change that
572 lines
17 KiB
C++
572 lines
17 KiB
C++
#include "defs.qh"
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// AIRG_MAIN_START
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/*
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* File: horn.qc
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* Date: 3 Jan 1997
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*
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* Description: Air gun main code.
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*
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* Copyright and Distribution Permissions
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* --------------------------------------
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*
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* The modifications included in this archive are Copyright 1997, the Evolve team.
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* The original QuakeC source is Copyright 1996, id software.
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*
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* Authors MAY NOT use these modifications as a basis for commercially available work.
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*
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* You may distribute this Quake modification in any electronic format as long as
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* all the files in this archive remain intact and unmodified and are distributed
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* together.
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*
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* QuakeC, Model and artwork can be reused, but credit for the individual developers on
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* the AirFist team is required.
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*
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*/
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// Spam Light - I changed how it decides which objects to push
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// OfN - I fixed the "stuck in wall" stupid bug, and added more entities for airfist pushing
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#define AIRG_STEPCONVERTEDTOFLY 2
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void(float nearAWall, float adjustForward, float adjustRight, float adjustUp, float positionRight, float spriteSpeed) hornBlastSprite;
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float (entity e) hornInfront;
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void() removeFlyMode;
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$cd id1/progs/s_ablast
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$frame ablast1 ablast2 ablast3 ablast4 ablast5 ablast6
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float (entity thing) canairpush =
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{
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if (thing.classname == "player") {
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return TRUE;
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}
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else if (thing.classname == "pipebomb")
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{
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thing.avelocity = '300 300 300';
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return TRUE;
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}
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else if (thing.classname == "spike")
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return TRUE;
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else if (thing.classname == "grenade")
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{
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thing.avelocity = '300 300 300';
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return TRUE;
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}
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else if (thing.classname == "rocket")
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return TRUE;
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else if (thing.classname == "caltrop")
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{
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thing.avelocity = '500 500 500';
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return TRUE;
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}
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#ifdef pushable_army
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else if (thing.classname == "monster_army")
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return TRUE;
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#endif
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#ifdef pushable_fiend
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else if (thing.classname == "monster_demon1")
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return TRUE;
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#endif
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#ifdef pushable_scrag
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else if (thing.classname == "monster_wizard")
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return TRUE;
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#endif
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else if (thing.classname == "detpack" && no_detpush == 0)
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{
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thing.avelocity = '300 300 300';
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thing.movetype = MOVETYPE_BOUNCE;
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return TRUE;
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}
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return FALSE;
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};
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// The Main code for the AirFist that is called when the AirFist is fired.
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void() launch_horn =
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{
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// Local variables used in the function
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local entity e;
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local entity oself;
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local vector delta;
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local vector dir;
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local float eSpeed;
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local float dist;
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local float percent;
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local float ldmg;
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local float nearAWall;
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// Constants used in the control of how the AirFist is works
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// Maximum strength of the AirFist. The strength of the affected entity's
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// movement is based on the distance from the center of the shot.
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local float strength;
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strength = 1000; // full power of weapon
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// Maximum damage that can be incurred by the AirFist. The actual entity's
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// damage is based on the distance from the center of the shot.
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local float inDamage;
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inDamage = 20; // full damage of weapon
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// Range of the AirFist blast.
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local float inRange;
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// Number of bubbles generated when the AirFist is fired under water.
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local float numBubbles = 3; // number of bubbles generated in the water
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// Recoil strength of the AirFist on the player that shot the weapon.
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local float recoil; // recoil strength of the gun
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// Reshot time for the airgun attack in seconds.
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local float attackTime = 0.5;
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// Max number of times that the weapon can fired in a period of time.
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local float maxFireRate = 5;
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// The maximum number of seconds that maxFireRate can fire in. If the
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// player has reached the maxFireRate in under the shotTimeout then all
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// shots up to the shotTimeout are "failed" shots that don't do anything.
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// e.g. time to fire is 0.5 seconds.
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// maxFireRate is 5.
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// shotTimeout is 5.5 seconds.
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//
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// If 5 shots where fired at the max rate this would take 2.5 seconds.
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// So there would be a 3 seconds wait before the AirFist will fire again.
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// Any fire rate greater than 2.5 seconds will incure a smaller or no
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// wait time. Any shots fired in that wait time are "failed" shots that
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// will do nothing.
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local float shotTimeout = 5.5; // number of seconds for the maxFireRate
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// The AirFist fire codde:
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//Set initial range
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inRange = 400;
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//Set intital recoil
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recoil = 300;
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// By default, assume not near a wall.
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nearAWall = 0;
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// Make such that all previous attack code completes.
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if (!self.button0)
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{player_run ();return;} // Complete any other attacks first.
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// How long the fire time is.
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self.attack_finished = time + attackTime;
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// First attack in the shotTimeout period
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if(self.AIRG_FireCount == 0 || self.AIRG_Timeout < time)
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{
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// Set count and timeout length
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self.AIRG_Timeout = time + shotTimeout + attackTime;
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self.AIRG_FireCount = 1;
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}
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// Max Fire Rate reached, so this is a failed shot.
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else if(self.AIRG_FireCount >= maxFireRate)
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{
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// play failed AirFist sound
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if(self.waterlevel > 2)
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{ // below the water, play under water sound
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sound (self, CHAN_AUTO, "weapons/agwfail.wav", 1, ATTN_NORM);
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}
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else
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{ // play above water sound
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sound (self, CHAN_AUTO, "weapons/agfail.wav", 1, ATTN_NORM);
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}
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// play Failed AirFist animation
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player_failedairgun1();
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// and get out of here.
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return;
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}
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else
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{
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// Count number of shots.
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self.AIRG_FireCount = self.AIRG_FireCount + 1;
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}
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if(self.waterlevel > 2) // if under water, change the variables
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{
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// reduced the range by %20
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inRange = inRange * 0.8;
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// double the damage possible
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inDamage = inDamage * 2;
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}
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// Get all the entity's in the shot range
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makevectors(self.v_angle);
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e = findradius(self.origin, inRange);
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while (e)
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{
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// This is the exclusion code. It excludes everything that is "Illegal" to
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// move. eg. doors.
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// You may find this code looks funny, it is the same is doing
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// a if( exp & exp & exp & exp) but this way is faster.
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// (read the QuakeC manual for reason).
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// only affect monsters and projectiles
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//if (visible(e)) // must be visible AND // - OfN candamage
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if(CanDamage(e,self)) // - OfN - For forcefields
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if(self.waterlevel > 2 || hornInfront(e)) // infront of self or anywhere in the water AND
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if(e.movetype != MOVETYPE_NONE) // anything that can move
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if(e.movetype != MOVETYPE_PUSH)
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if(e.movetype != MOVETYPE_NOCLIP)
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// AIRG_EXCLUDE_START
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//if((e.AIRG_Flags & AIRG_EXCLUDEENTITY) != AIRG_EXCLUDEENTITY) // custom exclusion (like laser fire)
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// AIRG_EXCLUDE_END
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if (canairpush(e)) //Can only push things in canairpush
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if(e != self) // but not myself!!
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{
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// if flying creature and movetype is step then change to fly
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// NOTE: For some reason the normal quakeC, flying monsters has set a
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// movetype of MOVETYPE_STEP which means that changing the velocity
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// does not do anything. Our workaround was to change the movetype
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// to MOVETYPE_FLY. Flying monsters where then affected by
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// velocity. In all our testing we found that this only affected the
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// entity's when they died. When dead, they fall UP instead of down.
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// Other than this they did not seam to have any adverse affect. If you
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// find that you have trouble with this code, let us know.
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if(e.flags & FL_FLY)
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{
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if(e.movetype == MOVETYPE_STEP)
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{
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// set so we can affect velocity
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e.movetype = MOVETYPE_FLY;
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// create a entity to remove the MOVETYPE_FLY when we are done with it.
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// the only problem with using this method is that while the entity
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// is dead but the tracker has not converted it back to STEP, the
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// entity will fall up until changed. For a generic method, we
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// at the Evolve team can live with that.
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e.AIRG_FlyTracker = spawn();
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e.AIRG_Flags = e.AIRG_Flags + AIRG_STEPCONVERTEDTOFLY;
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e.AIRG_FlyTracker.owner = e;
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e.AIRG_FlyTracker.nextthink = time + 2;
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e.AIRG_FlyTracker.think = removeFlyMode;
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}
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else if(e.AIRG_Flags & AIRG_STEPCONVERTEDTOFLY)
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{
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// We have already converted this one, just extend the time to convert
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e.AIRG_FlyTracker.nextthink = time + 2;
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}
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}
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// Calculate the distance from the entity.
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delta = e.origin - self.origin + self.view_ofs;
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dist = vlen(delta);
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// Convert distance to a percentage.
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percent = (inRange - dist) / inRange;
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if (e.flags & FL_ONGROUND && !(e.classname == "player" && e.cutf_items & CUTF_HWGUY))
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{
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// If there on the ground, raise them up so that the velocity will
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// take affect.
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// raise the bugger a bit
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setorigin(e, e.origin + '0 0 1'); // - OfN - And make them stuck in wall? :) nope..
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oself = self;
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self = e;
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if (pointcontents(e.origin) == CONTENTS_SOLID)
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setorigin(e, e.origin - '0 0 1');
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self = oself;
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// We biased the up direction when entity is on the ground.
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// Looks cooler and small entitys (heath, etc) go somewhere instead
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// of along the ground (cas there below the line of sight).
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// If on the ground, makem go up, up, and away
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e.flags = e.flags - FL_ONGROUND;
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if (delta_z < 0)
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delta_z = delta_z / -2;
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delta = delta * 0.7;
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if (delta_z < 100)
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delta_z = 100;
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}
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if (e.classname == "player" && e.cutf_items & CUTF_HWGUY)
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delta = '0 0 0';
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if (e.classname == "player" && e.cutf_items & CUTF_GYMNAST)
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delta *= 2;
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// calculate the velocity adjustment.
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delta = normalize(delta);
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delta = delta * percent * strength;
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if(self.waterlevel > 2) // if under water, change the blast amount
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{
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// if within 1/2 radius of the blast
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if(percent >= 0.50)
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if(e.classname == "player") // and is a player
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if (self.radsuit_finished == 0) // and not wearing bio
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{
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// that's it, no more air for him, chock time!!!
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self.air_finished = time - 1;
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}
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if(hornInfront(e)) // infront of self
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{
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// reduce by %20
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delta = delta * 0.80;
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}
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else // All other entity's are hit by water movement.
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{
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// reduce by %50
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delta = delta * 0.50;
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// reduce the damage possible as well
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percent = percent * 0.50;
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}
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}
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if(e.movetype == MOVETYPE_FLYMISSILE)
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{
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// If its a missile, change the direction but keep the same speed.
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eSpeed = vlen(e.velocity);
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e.velocity = normalize(delta) * eSpeed;
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}
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else
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{
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// Apply the velocity adjustment
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e.velocity = e.velocity + delta;
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// calculate the damage amount
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ldmg = percent * inDamage;
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if (e.classname == "player") {
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if (e.cutf_items & CUTF_HWGUY) // hwguy can't get knocked, but it hurts more
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ldmg *= 1.5;
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if (e.cutf_items & CUTF_GYMNAST) // gymnast goes with the flow, less damage
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ldmg *= 0.3;
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}
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// This section of code is to even of the "figure momentum add" in the
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// T_Damage function that recoils damaged entity's away from the attacker.
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// NOTE: If that section of code in T_Damage changesm then this will have to
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// change.
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if(e.movetype != MOVETYPE_WALK) // to even out the T_Damage "figure momentum add"
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{
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dir = e.origin - (self.absmin + self.absmax) * 0.5;
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dir = normalize(dir);
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e.velocity = e.velocity + dir * ldmg * 8;
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}
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// Apply damage to the entity.
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deathmsg = DMSG_AIRG;
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if(self.waterlevel > 2)
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deathmsg = DMSG_AIRG_WATER;
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T_Damage(e, self, self, ldmg);
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}
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}
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e = e.chain;
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}
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if(self.waterlevel > 2)
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{ // below the water, produce bubbles
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DeathBubbles(numBubbles);
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}
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// check if near a wall
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makevectors(self.v_angle);
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dir = self.origin + self.view_ofs;
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traceline (dir, dir + v_forward * 64, FALSE, self);
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if (trace_fraction != 1.0 && !trace_ent.takedamage)
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{
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nearAWall = 1;
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}
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// Produce the AirFist fire blast sprites to the top left and right of the
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// self's view.
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//void(float nearAWall, float adjustForward, float adjustRight, float adjustUp, float positionRight, float spriteSpeed) hornBlastSprite =
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if(self.waterlevel > 2)
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{
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// under water, go slower (%50 slower)
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hornBlastSprite(nearAWall, 50, -50, 300, -20, 0.50);
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hornBlastSprite(nearAWall, 50, 50, 300, 20, 0.50);
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}
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else
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{
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// above water, normal speed
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hornBlastSprite(nearAWall, 50, -50, 300, -20, 1.0);
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hornBlastSprite(nearAWall, 50, 50, 300, 20, 1.0);
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}
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// recoil code
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if (self.flags & FL_ONGROUND)
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{
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// If self on the ground, raise me up so that the velocity will
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// take affect.
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// raise the bugger a bit
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setorigin(self, self.origin + '0 0 1'); // - OfN - And make them stuck in wall? - GR No, but that screws it up
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self.flags = self.flags - FL_ONGROUND;
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if (pointcontents(self.origin) == CONTENTS_SOLID)
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setorigin(self, self.origin + '0 0 -1');
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}
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if(nearAWall)
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{ // hit wall, Bounce based on the distance from the wall
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recoil = recoil + (recoil * (1.0 - trace_fraction) * 3);
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}
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// recoil self
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self.velocity = self.velocity + v_forward * recoil * -1;
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if(self.waterlevel > 2)
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{ // below the water, play under water sound
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sound (self, CHAN_AUTO, "weapons/agwater.wav", 1, ATTN_NORM);
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}
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else
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{ // play above water sound
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sound (self, CHAN_AUTO, "weapons/agfire.wav", 1, ATTN_NORM);
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}
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// AirFist gun frame animation
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makeImmune(self, time + 4); //- OfN - make immune to speed cheat check as the airfist increases our velocity
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player_airgun1();
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};
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// modification of infront() from ai.qc to be tighter
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float (entity e) hornInfront =
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{
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local vector vec;
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local float dot;
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makevectors (self.v_angle);
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vec = normalize (e.origin - self.origin - self.view_ofs);
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dot = vec * v_forward;
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if ( dot > 0.8 )
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{
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return TRUE;
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}
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return FALSE;
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};
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// The AirFist fire blast sprite animation code.
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void() run_ablast1 =[$ablast1, run_ablast2 ] {};
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void() run_ablast2 =[$ablast2, run_ablast3 ] {};
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void() run_ablast3 =[$ablast3, run_ablast4 ] {};
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void() run_ablast4 =[$ablast4, run_ablast5 ] {};
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void() run_ablast5 =[$ablast5, run_ablast6 ] {};
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void() run_ablast6 =[$ablast6, run_ablast1 ]
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{
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remove(self);
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};
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// AirFist fire blast sprite animation under water (slowed down).
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void() run_ablastWater1 =[$ablast1, run_ablastWater2 ] {};
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void() run_ablastWater2 =[$ablast1, run_ablastWater3 ] {};
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void() run_ablastWater3 =[$ablast2, run_ablastWater4 ] {};
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void() run_ablastWater4 =[$ablast2, run_ablastWater5 ] {};
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void() run_ablastWater5 =[$ablast3, run_ablastWater6 ] {};
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void() run_ablastWater6 =[$ablast3, run_ablastWater7 ] {};
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void() run_ablastWater7 =[$ablast4, run_ablastWater8 ] {};
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void() run_ablastWater8 =[$ablast4, run_ablastWater9 ] {};
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void() run_ablastWater9 =[$ablast5, run_ablastWater10 ] {};
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void() run_ablastWater10 =[$ablast5, run_ablastWater1 ]
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{
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remove(self);
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};
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// Create a AirFist blast sprite
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void(float nearAWall, float adjustForward, float adjustRight, float adjustUp, float positionRight, float spriteSpeed) hornBlastSprite =
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{
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local entity sprite, oldself;
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oldself = self;
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// Create the blast sprite and sets the variables.
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sprite = spawn();
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sprite.solid = SOLID_NOT;
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if(oldself.waterlevel > 2)
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{ // below the water, play under water animation
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sprite.movetype = MOVETYPE_NOCLIP;
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}
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else
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{ // above water, play normal animation
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sprite.movetype = MOVETYPE_BOUNCE;
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}
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|
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setmodel(sprite, "progs/s_ablast.spr");
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|
|
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// Set the velocity based on the parameters passed
|
|
sprite.velocity =
|
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v_forward * random() * adjustForward +
|
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v_right * random() * adjustRight + // [MWH:01/12/97] Reduced left/right/up/down variablilty
|
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v_up * random() * adjustUp;
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|
|
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// set Speed
|
|
sprite.velocity = sprite.velocity * spriteSpeed;
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|
|
|
if(nearAWall)
|
|
{
|
|
// If near a wall, blast in face.
|
|
setorigin(sprite, self.origin + self.view_ofs + (v_right * positionRight)); // [MWH:01/12/97] raised origin a bit
|
|
}
|
|
else
|
|
{
|
|
// Not near a wall, so set start position in front of the player.
|
|
setorigin(sprite, self.origin + self.view_ofs + (v_forward * 30) + (v_right * positionRight)); // [MWH:01/12/97] raised origin a bit
|
|
}
|
|
setsize(sprite, '-8 -8 -8', '8 8 8');
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|
|
|
// play sprite animation.
|
|
self = sprite;
|
|
|
|
if(oldself.waterlevel > 2)
|
|
{ // below the water, play under water animation
|
|
run_ablastWater1();
|
|
}
|
|
else
|
|
{ // above water, play normal animation
|
|
run_ablast1();
|
|
}
|
|
|
|
self = oldself;
|
|
};
|
|
|
|
void() removeFlyMode =
|
|
{
|
|
// convert the movetype back to MOVETYPE_STEP cas we are finished with
|
|
// the velocity change (we should be anyway).
|
|
self.owner.movetype = MOVETYPE_STEP;
|
|
self.owner.AIRG_Flags = self.owner.AIRG_Flags - AIRG_STEPCONVERTEDTOFLY;
|
|
|
|
// don't need self anymore, remove self.
|
|
remove(self);
|
|
};
|
|
|
|
// AIRG_MAIN_END
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