jedioutcast/code/game/g_weapon.cpp

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// g_weapon.c
// perform the server side effects of a weapon firing
// leave this line at the top for all g_xxxx.cpp files...
#include "g_headers.h"
#include "g_local.h"
#include "g_functions.h"
#include "anims.h"
#include "b_local.h"
static vec3_t forward, vright, up;
static vec3_t muzzle;
void drop_charge(gentity_t *ent, vec3_t start, vec3_t dir);
void ViewHeightFix( const gentity_t * const ent );
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
extern qboolean G_BoxInBounds( const vec3_t point, const vec3_t mins, const vec3_t maxs, const vec3_t boundsMins, const vec3_t boundsMaxs );
extern qboolean Jedi_DodgeEvasion( gentity_t *self, gentity_t *shooter, trace_t *tr, int hitLoc );
extern qboolean PM_DroidMelee( int npc_class );
static gentity_t *ent_list[MAX_GENTITIES];
// Bryar Pistol
//--------
#define BRYAR_PISTOL_VEL 1800
#define BRYAR_PISTOL_DAMAGE 14
#define BRYAR_CHARGE_UNIT 200.0f // bryar charging gives us one more unit every 200ms--if you change this, you'll have to do the same in bg_pmove
// E11 Blaster
//---------
#define BLASTER_MAIN_SPREAD 0.5f
#define BLASTER_ALT_SPREAD 1.5f
#define BLASTER_NPC_SPREAD 0.5f
#define BLASTER_VELOCITY 2300
#define BLASTER_NPC_VEL_CUT 0.5f
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#define BLASTER_NPC_HARD_VEL_CUT 0.7f
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#define BLASTER_DAMAGE 20
#define BLASTER_NPC_DAMAGE_EASY 6
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#define BLASTER_NPC_DAMAGE_NORMAL 12 // 14
#define BLASTER_NPC_DAMAGE_HARD 16 // 18
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// Tenloss Disruptor
//----------
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#define DISRUPTOR_MAIN_DAMAGE 14
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#define DISRUPTOR_NPC_MAIN_DAMAGE_EASY 5
#define DISRUPTOR_NPC_MAIN_DAMAGE_MEDIUM 10
#define DISRUPTOR_NPC_MAIN_DAMAGE_HARD 15
#define DISRUPTOR_ALT_DAMAGE 12
#define DISRUPTOR_NPC_ALT_DAMAGE_EASY 15
#define DISRUPTOR_NPC_ALT_DAMAGE_MEDIUM 25
#define DISRUPTOR_NPC_ALT_DAMAGE_HARD 30
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#define DISRUPTOR_ALT_TRACES 3 // can go through a max of 3 entities
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#define DISRUPTOR_CHARGE_UNIT 150.0f // distruptor charging gives us one more unit every 150ms--if you change this, you'll have to do the same in bg_pmove
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// Wookie Bowcaster
//----------
#define BOWCASTER_DAMAGE 45
#define BOWCASTER_VELOCITY 1300
#define BOWCASTER_NPC_DAMAGE_EASY 12
#define BOWCASTER_NPC_DAMAGE_NORMAL 24
#define BOWCASTER_NPC_DAMAGE_HARD 36
#define BOWCASTER_SPLASH_DAMAGE 0
#define BOWCASTER_SPLASH_RADIUS 0
#define BOWCASTER_SIZE 2
#define BOWCASTER_ALT_SPREAD 5.0f
#define BOWCASTER_VEL_RANGE 0.3f
#define BOWCASTER_CHARGE_UNIT 200.0f // bowcaster charging gives us one more unit every 200ms--if you change this, you'll have to do the same in bg_pmove
// Heavy Repeater
//----------
#define REPEATER_SPREAD 1.4f
#define REPEATER_NPC_SPREAD 0.7f
#define REPEATER_DAMAGE 8
#define REPEATER_VELOCITY 1600
#define REPEATER_NPC_DAMAGE_EASY 2
#define REPEATER_NPC_DAMAGE_NORMAL 4
#define REPEATER_NPC_DAMAGE_HARD 6
#define REPEATER_ALT_SIZE 3 // half of bbox size
#define REPEATER_ALT_DAMAGE 60
#define REPEATER_ALT_SPLASH_DAMAGE 60
#define REPEATER_ALT_SPLASH_RADIUS 128
#define REPEATER_ALT_VELOCITY 1100
#define REPEATER_ALT_NPC_DAMAGE_EASY 15
#define REPEATER_ALT_NPC_DAMAGE_NORMAL 30
#define REPEATER_ALT_NPC_DAMAGE_HARD 45
// DEMP2
//----------
#define DEMP2_DAMAGE 15
#define DEMP2_VELOCITY 1800
#define DEMP2_NPC_DAMAGE_EASY 6
#define DEMP2_NPC_DAMAGE_NORMAL 12
#define DEMP2_NPC_DAMAGE_HARD 18
#define DEMP2_SIZE 2 // half of bbox size
#define DEMP2_ALT_DAMAGE 15
#define DEMP2_CHARGE_UNIT 500.0f // demp2 charging gives us one more unit every 500ms--if you change this, you'll have to do the same in bg_pmove
#define DEMP2_ALT_RANGE 4096
#define DEMP2_ALT_SPLASHRADIUS 256
// Golan Arms Flechette
//---------
#define FLECHETTE_SHOTS 6
#define FLECHETTE_SPREAD 4.0f
#define FLECHETTE_DAMAGE 15
#define FLECHETTE_VEL 3500
#define FLECHETTE_SIZE 1
#define FLECHETTE_ALT_DAMAGE 20
#define FLECHETTE_ALT_SPLASH_DAM 20
#define FLECHETTE_ALT_SPLASH_RAD 128
// NOT CURRENTLY USED
#define FLECHETTE_MINE_RADIUS_CHECK 200
#define FLECHETTE_MINE_VEL 1000
#define FLECHETTE_MINE_DAMAGE 100
#define FLECHETTE_MINE_SPLASH_DAMAGE 200
#define FLECHETTE_MINE_SPLASH_RADIUS 200
// Personal Rocket Launcher
//---------
#define ROCKET_VELOCITY 900
#define ROCKET_DAMAGE 100
#define ROCKET_SPLASH_DAMAGE 100
#define ROCKET_SPLASH_RADIUS 160
#define ROCKET_NPC_DAMAGE_EASY 20
#define ROCKET_NPC_DAMAGE_NORMAL 40
#define ROCKET_NPC_DAMAGE_HARD 60
#define ROCKET_SIZE 3
#define ROCKET_ALT_THINK_TIME 100
// some naughty little things that are used cg side
int g_rocketLockEntNum = ENTITYNUM_NONE;
int g_rocketLockTime = 0;
int g_rocketSlackTime = 0;
// Emplaced Gun
//--------------
#define EMPLACED_VEL 6000 // very fast
#define EMPLACED_DAMAGE 150 // and very damaging
#define EMPLACED_SIZE 5 // make it easier to hit things
// ATST Main Gun
//--------------
#define ATST_MAIN_VEL 4000 //
#define ATST_MAIN_DAMAGE 25 //
#define ATST_MAIN_SIZE 3 // make it easier to hit things
// ATST Side Gun
//---------------
#define ATST_SIDE_MAIN_DAMAGE 75
#define ATST_SIDE_MAIN_VELOCITY 1300
#define ATST_SIDE_MAIN_NPC_DAMAGE_EASY 30
#define ATST_SIDE_MAIN_NPC_DAMAGE_NORMAL 40
#define ATST_SIDE_MAIN_NPC_DAMAGE_HARD 50
#define ATST_SIDE_MAIN_SIZE 4
#define ATST_SIDE_MAIN_SPLASH_DAMAGE 10 // yeah, pretty small, either zero out or make it worth having?
#define ATST_SIDE_MAIN_SPLASH_RADIUS 16 // yeah, pretty small, either zero out or make it worth having?
#define ATST_SIDE_ALT_VELOCITY 1100
#define ATST_SIDE_ALT_NPC_VELOCITY 600
#define ATST_SIDE_ALT_DAMAGE 130
#define ATST_SIDE_ROCKET_NPC_DAMAGE_EASY 30
#define ATST_SIDE_ROCKET_NPC_DAMAGE_NORMAL 50
#define ATST_SIDE_ROCKET_NPC_DAMAGE_HARD 90
#define ATST_SIDE_ALT_SPLASH_DAMAGE 130
#define ATST_SIDE_ALT_SPLASH_RADIUS 200
#define ATST_SIDE_ALT_ROCKET_SIZE 5
#define ATST_SIDE_ALT_ROCKET_SPLASH_SCALE 0.5f // scales splash for NPC's
// Stun Baton
//--------------
#define STUN_BATON_DAMAGE 22
#define STUN_BATON_ALT_DAMAGE 22
#define STUN_BATON_RANGE 25
// Laser Trip Mine
//--------------
#define LT_DAMAGE 150
#define LT_SPLASH_RAD 256.0f
#define LT_SPLASH_DAM 90
#define LT_VELOCITY 250.0f
#define LT_ALT_VELOCITY 1000.0f
#define PROX_MINE_RADIUS_CHECK 190
#define LT_SIZE 3.0f
#define LT_ALT_TIME 2000
#define LT_ACTIVATION_DELAY 1000
#define LT_DELAY_TIME 50
// Thermal Detonator
//--------------
#define TD_DAMAGE 100
#define TD_NPC_DAMAGE_CUT 0.6f // NPC thrown dets deliver only 60% of the damage that a player thrown one does
#define TD_SPLASH_RAD 128
#define TD_SPLASH_DAM 90
#define TD_VELOCITY 900
#define TD_MIN_CHARGE 0.15f
#define TD_TIME 4000
#define TD_THINK_TIME 300 // don't think too often?
#define TD_TEST_RAD (TD_SPLASH_RAD * 0.8f) // no sense in auto-blowing up if exactly on the radius edge--it would hardly do any damage
#define TD_ALT_TIME 3000
#define TD_ALT_DAMAGE 100
#define TD_ALT_SPLASH_RAD 128
#define TD_ALT_SPLASH_DAM 90
#define TD_ALT_VELOCITY 600
#define TD_ALT_MIN_CHARGE 0.15f
#define TD_ALT_TIME 3000
// Weapon Helper Functions
//-----------------------------------------------------------------------------
static void WP_TraceSetStart( const gentity_t *ent, vec3_t start, const vec3_t mins, const vec3_t maxs )
//-----------------------------------------------------------------------------
{
//make sure our start point isn't on the other side of a wall
trace_t tr;
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vec3_t entMins, newstart;
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vec3_t entMaxs;
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VectorSet( entMaxs, 5, 5, 5 );
VectorScale( entMaxs, -1, entMins );
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if ( !ent->client )
{
return;
}
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VectorCopy( ent->currentOrigin, newstart );
newstart[2] = start[2]; // force newstart to be on the same plane as the muzzle ( start )
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gi.trace( &tr, newstart, entMins, entMaxs, start, ent->s.number, MASK_SOLID|CONTENTS_SHOTCLIP );
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if ( tr.startsolid || tr.allsolid )
{
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// there is a problem here..
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return;
}
if ( tr.fraction < 1.0f )
{
VectorCopy( tr.endpos, start );
}
}
//-----------------------------------------------------------------------------
gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire = qfalse )
//-----------------------------------------------------------------------------
{
gentity_t *missile;
missile = G_Spawn();
missile->nextthink = level.time + life;
missile->e_ThinkFunc = thinkF_G_FreeEntity;
missile->s.eType = ET_MISSILE;
missile->owner = owner;
missile->alt_fire = altFire;
missile->s.pos.trType = TR_LINEAR;
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missile->s.pos.trTime = level.time;// - 10; // move a bit on the very first frame
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VectorCopy( org, missile->s.pos.trBase );
VectorScale( dir, vel, missile->s.pos.trDelta );
VectorCopy( org, missile->currentOrigin);
gi.linkentity( missile );
return missile;
}
//-----------------------------------------------------------------------------
static void WP_Stick( gentity_t *missile, trace_t *trace, float fudge_distance = 0.0f )
//-----------------------------------------------------------------------------
{
vec3_t org, ang;
// not moving or rotating
missile->s.pos.trType = TR_STATIONARY;
VectorClear( missile->s.pos.trDelta );
VectorClear( missile->s.apos.trDelta );
// so we don't stick into the wall
VectorMA( trace->endpos, fudge_distance, trace->plane.normal, org );
G_SetOrigin( missile, org );
vectoangles( trace->plane.normal, ang );
G_SetAngles( missile, ang );
// I guess explode death wants me as the normal?
// VectorCopy( trace->plane.normal, missile->pos1 );
gi.linkentity( missile );
}
// This version shares is in the thinkFunc format
//-----------------------------------------------------------------------------
void WP_Explode( gentity_t *self )
//-----------------------------------------------------------------------------
{
gentity_t *attacker = self;
vec3_t forward;
// stop chain reaction runaway loops
self->takedamage = qfalse;
self->s.loopSound = 0;
// VectorCopy( self->currentOrigin, self->s.pos.trBase );
AngleVectors( self->s.angles, forward, NULL, NULL );
if ( self->fxID > 0 )
{
G_PlayEffect( self->fxID, self->currentOrigin, forward );
}
if ( self->owner )
{
attacker = self->owner;
}
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else if ( self->activator )
{
attacker = self->activator;
}
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if ( self->splashDamage > 0 && self->splashRadius > 0 )
{
G_RadiusDamage( self->currentOrigin, attacker, self->splashDamage, self->splashRadius, attacker, MOD_EXPLOSIVE_SPLASH );
}
if ( self->target )
{
G_UseTargets( self, attacker );
}
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G_SetOrigin( self, self->currentOrigin );
self->nextthink = level.time + 50;
self->e_ThinkFunc = thinkF_G_FreeEntity;
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}
// We need to have a dieFunc, otherwise G_Damage won't actually make us die. I could modify G_Damage, but that entails too many changes
//-----------------------------------------------------------------------------
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void WP_ExplosiveDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath,int dFlags,int hitLoc )
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//-----------------------------------------------------------------------------
{
self->enemy = attacker;
if ( attacker && !attacker->s.number )
{
// less damage when shot by player
self->splashDamage /= 3;
self->splashRadius /= 3;
}
self->s.eFlags &= ~EF_FIRING; // don't draw beam if we are dead
WP_Explode( self );
}
/*
----------------------------------------------
PLAYER ITEMS
----------------------------------------------
*/
/*
#define SEEKER_RADIUS 500
gentity_t *SeekerAcquiresTarget ( gentity_t *ent, vec3_t pos )
{
vec3_t seekerPos;
float angle;
gentity_t *entityList[MAX_GENTITIES]; // targets within inital radius
gentity_t *visibleTargets[MAX_GENTITIES]; // final filtered target list
int numListedEntities;
int i, e;
gentity_t *target;
vec3_t mins, maxs;
angle = cg.time * 0.004f;
// must match cg_effects ( CG_Seeker ) & g_weapon ( SeekerAcquiresTarget ) & cg_weapons ( CG_FireSeeker )
seekerPos[0] = ent->currentOrigin[0] + 18 * cos(angle);
seekerPos[1] = ent->currentOrigin[1] + 18 * sin(angle);
seekerPos[2] = ent->currentOrigin[2] + ent->client->ps.viewheight + 8 + (3*cos(level.time*0.001f));
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = seekerPos[i] - SEEKER_RADIUS;
maxs[i] = seekerPos[i] + SEEKER_RADIUS;
}
// get potential targets within radius
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
i = 0; // reset counter
for ( e = 0 ; e < numListedEntities ; e++ )
{
target = entityList[e];
// seeker owner not a valid target
if ( target == ent )
{
continue;
}
// only players are valid targets
if ( !target->client )
{
continue;
}
// teammates not valid targets
if ( OnSameTeam( ent, target ) )
{
continue;
}
// don't shoot at dead things
if ( target->health <= 0 )
{
continue;
}
if( CanDamage( target, seekerPos ) ) // visible target, so add it to the list
{
visibleTargets[i++] = entityList[e];
}
}
if ( i )
{
// ok, now we know there are i visible targets. Pick one as the seeker's target
target = visibleTargets[Q_irand(0,i-1)];
VectorCopy( seekerPos, pos );
return target;
}
return NULL;
}
static void WP_FireBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire );
void FireSeeker( gentity_t *owner, gentity_t *target, vec3_t origin, vec3_t dir )
{
VectorSubtract( target->currentOrigin, origin, dir );
VectorNormalize( dir );
// for now I'm just using the scavenger bullet.
WP_FireBlasterMissile( owner, origin, dir, qfalse );
}
*/
/*
----------------------------------------------
PLAYER WEAPONS
----------------------------------------------
*/
//---------------
// Bryar Pistol
//---------------
//---------------------------------------------------------
static void WP_FireBryarPistol( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t start;
int damage = BRYAR_PISTOL_DAMAGE;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
if ( ent->NPC && ent->NPC->currentAim < 5 )
{
vec3_t angs;
vectoangles( forward, angs );
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if ( ent->client->NPC_class == CLASS_IMPWORKER )
{//*sigh*, hack to make impworkers less accurate without affecteing imperial officer accuracy
angs[PITCH] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
angs[YAW] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
}
else
{
angs[PITCH] += ( crandom() * ((5-ent->NPC->currentAim)*0.25f) );
angs[YAW] += ( crandom() * ((5-ent->NPC->currentAim)*0.25f) );
}
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AngleVectors( angs, forward, NULL, NULL );
}
gentity_t *missile = CreateMissile( start, forward, BRYAR_PISTOL_VEL, 10000, ent, alt_fire );
missile->classname = "bryar_proj";
missile->s.weapon = WP_BRYAR_PISTOL;
if ( alt_fire )
{
int count = ( level.time - ent->client->ps.weaponChargeTime ) / BRYAR_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 5 )
{
count = 5;
}
damage *= count;
missile->count = count; // this will get used in the projectile rendering code to make a beefier effect
}
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// missile->flags |= FL_OVERCHARGED;
// damage *= 2;
// }
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missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
if ( alt_fire )
{
missile->methodOfDeath = MOD_BRYAR_ALT;
}
else
{
missile->methodOfDeath = MOD_BRYAR;
}
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
missile->bounceCount = 8;
}
//---------------
// Blaster
//---------------
//---------------------------------------------------------
static void WP_FireBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire )
//---------------------------------------------------------
{
int velocity = BLASTER_VELOCITY;
int damage = BLASTER_DAMAGE;
// If an enemy is shooting at us, lower the velocity so you have a chance to evade
if ( ent->client && ent->client->ps.clientNum != 0 )
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{
if ( g_spskill->integer < 2 )
{
velocity *= BLASTER_NPC_VEL_CUT;
}
else
{
velocity *= BLASTER_NPC_HARD_VEL_CUT;
}
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}
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
gentity_t *missile = CreateMissile( start, dir, velocity, 10000, ent, altFire );
missile->classname = "blaster_proj";
missile->s.weapon = WP_BLASTER;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = BLASTER_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = BLASTER_NPC_DAMAGE_NORMAL;
}
else
{
damage = BLASTER_NPC_DAMAGE_HARD;
}
}
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// if ( ent->client )
// {
// if ( ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// missile->flags |= FL_OVERCHARGED;
// damage *= 2;
// }
// }
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missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
if ( altFire )
{
missile->methodOfDeath = MOD_BLASTER_ALT;
}
else
{
missile->methodOfDeath = MOD_BLASTER;
}
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
missile->bounceCount = 8;
}
//---------------------------------------------------------
static void WP_FireBlaster( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t dir, angs;
vectoangles( forward, angs );
if ( alt_fire )
{
// add some slop to the alt-fire direction
angs[PITCH] += crandom() * BLASTER_ALT_SPREAD;
angs[YAW] += crandom() * BLASTER_ALT_SPREAD;
}
else
{
// Troopers use their aim values as well as the gun's inherent inaccuracy
// so check for all classes of stormtroopers and anyone else that has aim error
if ( ent->client && ent->NPC &&
( ent->client->NPC_class == CLASS_STORMTROOPER ||
ent->client->NPC_class == CLASS_SWAMPTROOPER ) )
{
angs[PITCH] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
angs[YAW] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
}
else
{
// add some slop to the main-fire direction
angs[PITCH] += crandom() * BLASTER_MAIN_SPREAD;
angs[YAW] += crandom() * BLASTER_MAIN_SPREAD;
}
}
AngleVectors( angs, dir, NULL, NULL );
// FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot!
WP_FireBlasterMissile( ent, muzzle, dir, alt_fire );
}
//---------------------
// Tenloss Disruptor
//---------------------
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extern qboolean G_GetHitLocFromSurfName( gentity_t *ent, const char *surfName, int *hitLoc, vec3_t point, vec3_t dir, vec3_t bladeDir, int mod );
int G_GetHitLocFromTrace( trace_t *trace, int mod )
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{
int hitLoc = HL_NONE;
for (int i=0; i < MAX_G2_COLLISIONS; i++)
{
if ( trace->G2CollisionMap[i].mEntityNum == -1 )
{
break;
}
CCollisionRecord &coll = trace->G2CollisionMap[i];
if ( (coll.mFlags & G2_FRONTFACE) )
{
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G_GetHitLocFromSurfName( &g_entities[coll.mEntityNum], gi.G2API_GetSurfaceName( &g_entities[coll.mEntityNum].ghoul2[coll.mModelIndex], coll.mSurfaceIndex ), &hitLoc, coll.mCollisionPosition, NULL, NULL, mod );
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//we only want the first "entrance wound", so break
break;
}
}
return hitLoc;
}
//---------------------------------------------------------
static void WP_DisruptorMainFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = DISRUPTOR_MAIN_DAMAGE;
qboolean render_impact = qtrue;
vec3_t start, end, spot;
trace_t tr;
gentity_t *traceEnt = NULL, *tent;
float dist, shotDist, shotRange = 8192;
if ( ent->NPC )
{
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switch ( g_spskill->integer )
{
case 0:
damage = DISRUPTOR_NPC_MAIN_DAMAGE_EASY;
break;
case 1:
damage = DISRUPTOR_NPC_MAIN_DAMAGE_MEDIUM;
break;
case 2:
default:
damage = DISRUPTOR_NPC_MAIN_DAMAGE_HARD;
break;
}
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}
VectorCopy( muzzle, start );
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WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// damage *= 2;
// }
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VectorMA( start, shotRange, forward, end );
int ignore = ent->s.number;
int traces = 0;
while ( traces < 10 )
{//need to loop this in case we hit a Jedi who dodges the shot
gi.trace( &tr, start, NULL, NULL, end, ignore, MASK_SHOT, G2_RETURNONHIT, 0 );
traceEnt = &g_entities[tr.entityNum];
if ( traceEnt && traceEnt->s.weapon == WP_SABER )//&& traceEnt->NPC
{//FIXME: need a more reliable way to know we hit a jedi?
if ( Jedi_DodgeEvasion( traceEnt, ent, &tr, HL_NONE ) )
{//act like we didn't even hit him
VectorCopy( tr.endpos, start );
ignore = tr.entityNum;
traces++;
continue;
}
}
//a Jedi is not dodging this shot
break;
}
if ( tr.surfaceFlags & SURF_NOIMPACT )
{
render_impact = qfalse;
}
// always render a shot beam, doing this the old way because I don't much feel like overriding the effect.
tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_MAIN_SHOT );
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tent->svFlags |= SVF_BROADCAST;
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VectorCopy( muzzle, tent->s.origin2 );
if ( render_impact )
{
if ( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage )
{
// Create a simple impact type mark that doesn't last long in the world
G_PlayEffect( G_EffectIndex( "disruptor/flesh_impact" ), tr.endpos, tr.plane.normal );
if ( traceEnt->client && LogAccuracyHit( traceEnt, ent ))
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
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int hitLoc = G_GetHitLocFromTrace( &tr, MOD_DISRUPTOR );
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if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH )
{//hehe
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G_Damage( traceEnt, ent, ent, forward, tr.endpos, 3, DAMAGE_DEATH_KNOCKBACK, MOD_DISRUPTOR, hitLoc );
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}
else
{
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G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_DEATH_KNOCKBACK, MOD_DISRUPTOR, hitLoc );
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}
}
else
{
G_PlayEffect( G_EffectIndex( "disruptor/wall_impact" ), tr.endpos, tr.plane.normal );
}
}
shotDist = shotRange * tr.fraction;
for ( dist = 0; dist < shotDist; dist += 64 )
{
//FIXME: on a really long shot, this could make a LOT of alerts in one frame...
VectorMA( start, dist, forward, spot );
AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
}
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VectorMA( start, shotDist-4, forward, spot );
AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
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}
//---------------------------------------------------------
void WP_DisruptorAltFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = DISRUPTOR_ALT_DAMAGE, skip, traces = DISRUPTOR_ALT_TRACES;
qboolean render_impact = qtrue;
vec3_t start, end;
vec3_t muzzle2, spot, dir;
trace_t tr;
gentity_t *traceEnt, *tent;
float dist, shotDist, shotRange = 8192;
qboolean hitDodged = qfalse, fullCharge = qfalse;
VectorCopy( muzzle, muzzle2 ); // making a backup copy
// The trace start will originate at the eye so we can ensure that it hits the crosshair.
if ( ent->NPC )
{
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switch ( g_spskill->integer )
{
case 0:
damage = DISRUPTOR_NPC_ALT_DAMAGE_EASY;
break;
case 1:
damage = DISRUPTOR_NPC_ALT_DAMAGE_MEDIUM;
break;
case 2:
default:
damage = DISRUPTOR_NPC_ALT_DAMAGE_HARD;
break;
}
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VectorCopy( muzzle, start );
fullCharge = qtrue;
}
else
{
VectorCopy( ent->client->renderInfo.eyePoint, start );
AngleVectors( ent->client->renderInfo.eyeAngles, forward, NULL, NULL );
// don't let NPC's do charging
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int count = ( level.time - ent->client->ps.weaponChargeTime - 50 ) / DISRUPTOR_CHARGE_UNIT;
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if ( count < 1 )
{
count = 1;
}
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else if ( count >= 10 )
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{
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count = 10;
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fullCharge = qtrue;
}
// more powerful charges go through more things
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if ( count < 3 )
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{
traces = 1;
}
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else if ( count < 6 )
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{
traces = 2;
}
//else do full traces
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damage = damage * count + DISRUPTOR_MAIN_DAMAGE * 0.5f; // give a boost to low charge shots
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}
skip = ent->s.number;
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// damage *= 2;
// }
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for ( int i = 0; i < traces; i++ )
{
VectorMA( start, shotRange, forward, end );
//NOTE: if you want to be able to hit guys in emplaced guns, use "G2_COLLIDE, 10" instead of "G2_RETURNONHIT, 0"
//alternately, if you end up hitting an emplaced_gun that has a sitter, just redo this one trace with the "G2_COLLIDE, 10" to see if we it the sitter
gi.trace( &tr, start, NULL, NULL, end, skip, MASK_SHOT, G2_COLLIDE, 10 );//G2_RETURNONHIT, 0 );
if ( tr.surfaceFlags & SURF_NOIMPACT )
{
render_impact = qfalse;
}
if ( tr.entityNum == ent->s.number )
{
// should never happen, but basically we don't want to consider a hit to ourselves?
// Get ready for an attempt to trace through another person
VectorCopy( tr.endpos, muzzle2 );
VectorCopy( tr.endpos, start );
skip = tr.entityNum;
#ifdef _DEBUG
gi.Printf( "BAD! Disruptor gun shot somehow traced back and hit the owner!\n" );
#endif
continue;
}
// always render a shot beam, doing this the old way because I don't much feel like overriding the effect.
tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_SHOT );
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tent->svFlags |= SVF_BROADCAST;
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tent->alt_fire = fullCharge; // mark us so we can alter the effect
VectorCopy( muzzle2, tent->s.origin2 );
if ( tr.fraction >= 1.0f )
{
// draw the beam but don't do anything else
break;
}
traceEnt = &g_entities[tr.entityNum];
if ( traceEnt && traceEnt->s.weapon == WP_SABER )//&& traceEnt->NPC
{//FIXME: need a more reliable way to know we hit a jedi?
hitDodged = Jedi_DodgeEvasion( traceEnt, ent, &tr, HL_NONE );
//acts like we didn't even hit him
}
if ( !hitDodged )
{
if ( render_impact )
{
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if (( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage ) || !Q_stricmp( traceEnt->classname, "misc_model_breakable" )
|| traceEnt->s.eType == ET_MOVER )
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{
// Create a simple impact type mark that doesn't last long in the world
G_PlayEffect( G_EffectIndex( "disruptor/alt_hit" ), tr.endpos, tr.plane.normal );
if ( traceEnt->client && LogAccuracyHit( traceEnt, ent ))
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{
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ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
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int hitLoc = G_GetHitLocFromTrace( &tr, MOD_DISRUPTOR );
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if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH )
{//hehe
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G_Damage( traceEnt, ent, ent, forward, tr.endpos, 10, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc );
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break;
}
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G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc );
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}
else
{
// we only make this mark on things that can't break or move
tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_MISS );
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tent->svFlags |= SVF_BROADCAST;
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VectorCopy( tr.plane.normal, tent->pos1 );
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break; // hit solid, but doesn't take damage, so stop the shot...we _could_ allow it to shoot through walls, might be cool?
}
}
else // not rendering impact, must be a skybox or other similar thing?
{
break; // don't try anymore traces
}
}
// Get ready for an attempt to trace through another person
VectorCopy( tr.endpos, muzzle2 );
VectorCopy( tr.endpos, start );
skip = tr.entityNum;
hitDodged = qfalse;
}
// now go along the trail and make sight events
VectorSubtract( tr.endpos, muzzle, dir );
shotDist = VectorNormalize( dir );
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//FIXME: if shoot *really* close to someone, the alert could be way out of their FOV
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for ( dist = 0; dist < shotDist; dist += 64 )
{
//FIXME: on a really long shot, this could make a LOT of alerts in one frame...
VectorMA( muzzle, dist, dir, spot );
AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
}
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//FIXME: spawn a temp ent that continuously spawns sight alerts here? And 1 sound alert to draw their attention?
VectorMA( start, shotDist-4, forward, spot );
AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
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}
//---------------------------------------------------------
static void WP_FireDisruptor( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( alt_fire )
{
WP_DisruptorAltFire( ent );
}
else
{
WP_DisruptorMainFire( ent );
}
G_PlayEffect( G_EffectIndex( "disruptor/line_cap" ), muzzle, forward );
}
//-------------------
// Wookiee Bowcaster
//-------------------
//---------------------------------------------------------
static void WP_BowcasterMainFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = BOWCASTER_DAMAGE, count;
float vel;
vec3_t angs, dir, start;
gentity_t *missile;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = BOWCASTER_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = BOWCASTER_NPC_DAMAGE_NORMAL;
}
else
{
damage = BOWCASTER_NPC_DAMAGE_HARD;
}
}
count = ( level.time - ent->client->ps.weaponChargeTime ) / BOWCASTER_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 5 )
{
count = 5;
}
if ( !(count & 1 ))
{
// if we aren't odd, knock us down a level
count--;
}
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// damage *= 2;
// }
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for ( int i = 0; i < count; i++ )
{
// create a range of different velocities
vel = BOWCASTER_VELOCITY * ( crandom() * BOWCASTER_VEL_RANGE + 1.0f );
vectoangles( forward, angs );
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// add some slop to the fire direction
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angs[PITCH] += crandom() * BOWCASTER_ALT_SPREAD * 0.2f;
angs[YAW] += ((i+0.5f) * BOWCASTER_ALT_SPREAD - count * 0.5f * BOWCASTER_ALT_SPREAD );
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if ( ent->NPC )
{
angs[PITCH] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
angs[YAW] += ( crandom() * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
}
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AngleVectors( angs, dir, NULL, NULL );
missile = CreateMissile( start, dir, vel, 10000, ent );
missile->classname = "bowcaster_proj";
missile->s.weapon = WP_BOWCASTER;
VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// missile->flags |= FL_OVERCHARGED;
// }
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missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_BOWCASTER;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = BOWCASTER_SPLASH_DAMAGE;
missile->splashRadius = BOWCASTER_SPLASH_RADIUS;
// we don't want it to bounce
missile->bounceCount = 0;
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ent->client->sess.missionStats.shotsFired++;
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}
}
//---------------------------------------------------------
static void WP_BowcasterAltFire( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t start;
int damage = BOWCASTER_DAMAGE;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
gentity_t *missile = CreateMissile( start, forward, BOWCASTER_VELOCITY, 10000, ent, qtrue );
missile->classname = "bowcaster_alt_proj";
missile->s.weapon = WP_BOWCASTER;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = BOWCASTER_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = BOWCASTER_NPC_DAMAGE_NORMAL;
}
else
{
damage = BOWCASTER_NPC_DAMAGE_HARD;
}
}
VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// missile->flags |= FL_OVERCHARGED;
// damage *= 2;
// }
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missile->s.eFlags |= EF_BOUNCE;
missile->bounceCount = 3;
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_BOWCASTER_ALT;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = BOWCASTER_SPLASH_DAMAGE;
missile->splashRadius = BOWCASTER_SPLASH_RADIUS;
}
//---------------------------------------------------------
static void WP_FireBowcaster( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( alt_fire )
{
WP_BowcasterAltFire( ent );
}
else
{
WP_BowcasterMainFire( ent );
}
}
//-------------------
// Heavy Repeater
//-------------------
//---------------------------------------------------------
static void WP_RepeaterMainFire( gentity_t *ent, vec3_t dir )
//---------------------------------------------------------
{
vec3_t start;
int damage = REPEATER_DAMAGE;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
gentity_t *missile = CreateMissile( start, dir, REPEATER_VELOCITY, 10000, ent );
missile->classname = "repeater_proj";
missile->s.weapon = WP_REPEATER;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = REPEATER_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = REPEATER_NPC_DAMAGE_NORMAL;
}
else
{
damage = REPEATER_NPC_DAMAGE_HARD;
}
}
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// missile->flags |= FL_OVERCHARGED;
// damage *= 2;
// }
2013-04-04 14:52:42 +00:00
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_REPEATER;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
missile->bounceCount = 8;
}
//---------------------------------------------------------
static void WP_RepeaterAltFire( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t start;
int damage = REPEATER_ALT_DAMAGE;
gentity_t *missile = NULL;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
if ( ent->client && ent->client->NPC_class == CLASS_GALAKMECH )
{
missile = CreateMissile( start, ent->client->hiddenDir, ent->client->hiddenDist, 10000, ent, qtrue );
}
else
{
missile = CreateMissile( start, forward, REPEATER_ALT_VELOCITY, 10000, ent, qtrue );
}
missile->classname = "repeater_alt_proj";
missile->s.weapon = WP_REPEATER;
missile->mass = 10;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = REPEATER_ALT_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = REPEATER_ALT_NPC_DAMAGE_NORMAL;
}
else
{
damage = REPEATER_ALT_NPC_DAMAGE_HARD;
}
}
VectorSet( missile->maxs, REPEATER_ALT_SIZE, REPEATER_ALT_SIZE, REPEATER_ALT_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->s.pos.trType = TR_GRAVITY;
missile->s.pos.trDelta[2] += 40.0f; //give a slight boost in the upward direction
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// missile->flags |= FL_OVERCHARGED;
// damage *= 2;
// }
2013-04-04 14:52:42 +00:00
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_REPEATER_ALT;
missile->splashMethodOfDeath = MOD_REPEATER_ALT;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = REPEATER_ALT_SPLASH_DAMAGE;
missile->splashRadius = REPEATER_ALT_SPLASH_RADIUS;
// we don't want it to bounce forever
missile->bounceCount = 8;
}
//---------------------------------------------------------
static void WP_FireRepeater( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t dir, angs;
vectoangles( forward, angs );
if ( alt_fire )
{
WP_RepeaterAltFire( ent );
}
else
{
// Troopers use their aim values as well as the gun's inherent inaccuracy
// so check for all classes of stormtroopers and anyone else that has aim error
if ( ent->client && ent->NPC &&
( ent->client->NPC_class == CLASS_STORMTROOPER ||
ent->client->NPC_class == CLASS_SWAMPTROOPER ||
ent->client->NPC_class == CLASS_SHADOWTROOPER ) )
{
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angs[PITCH] += ( crandom() * (REPEATER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
angs[YAW] += ( crandom() * (REPEATER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
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}
else
{
// add some slop to the alt-fire direction
angs[PITCH] += crandom() * REPEATER_SPREAD;
angs[YAW] += crandom() * REPEATER_SPREAD;
}
AngleVectors( angs, dir, NULL, NULL );
// FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot!
WP_RepeaterMainFire( ent, dir );
}
}
//-------------------
// DEMP2
//-------------------
//---------------------------------------------------------
static void WP_DEMP2_MainFire( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t start;
int damage = DEMP2_DAMAGE;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
gentity_t *missile = CreateMissile( start, forward, DEMP2_VELOCITY, 10000, ent );
missile->classname = "demp2_proj";
missile->s.weapon = WP_DEMP2;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = DEMP2_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = DEMP2_NPC_DAMAGE_NORMAL;
}
else
{
damage = DEMP2_NPC_DAMAGE_HARD;
}
}
VectorSet( missile->maxs, DEMP2_SIZE, DEMP2_SIZE, DEMP2_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// missile->flags |= FL_OVERCHARGED;
// damage *= 2;
// }
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missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_DEMP2;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to ever bounce
missile->bounceCount = 0;
}
// NOTE: this is 100% for the demp2 alt-fire effect, so changes to the visual effect will affect game side demp2 code
//--------------------------------------------------
void DEMP2_AltRadiusDamage( gentity_t *ent )
{
float frac = ( level.time - ent->fx_time ) / 1300.0f; // synchronize with demp2 effect
float dist, radius;
gentity_t *gent;
gentity_t *entityList[MAX_GENTITIES];
int numListedEntities, i, e;
vec3_t mins, maxs;
vec3_t v, dir;
frac *= frac * frac; // yes, this is completely ridiculous...but it causes the shell to grow slowly then "explode" at the end
radius = frac * 200.0f; // 200 is max radius...the model is aprox. 100 units tall...the fx draw code mults. this by 2.
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = ent->currentOrigin[i] - radius;
maxs[i] = ent->currentOrigin[i] + radius;
}
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for ( e = 0 ; e < numListedEntities ; e++ )
{
gent = entityList[ e ];
if ( !gent->takedamage || !gent->contents )
{
continue;
}
// find the distance from the edge of the bounding box
for ( i = 0 ; i < 3 ; i++ )
{
if ( ent->currentOrigin[i] < gent->absmin[i] )
{
v[i] = gent->absmin[i] - ent->currentOrigin[i];
}
else if ( ent->currentOrigin[i] > gent->absmax[i] )
{
v[i] = ent->currentOrigin[i] - gent->absmax[i];
}
else
{
v[i] = 0;
}
}
// shape is an ellipsoid, so cut vertical distance in half`
v[2] *= 0.5f;
dist = VectorLength( v );
if ( dist >= radius )
{
// shockwave hasn't hit them yet
continue;
}
if ( dist < ent->radius )
{
// shockwave has already hit this thing...
continue;
}
VectorCopy( gent->currentOrigin, v );
VectorSubtract( v, ent->currentOrigin, dir);
// push the center of mass higher than the origin so players get knocked into the air more
dir[2] += 12;
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G_Damage( gent, ent, ent->owner, dir, ent->currentOrigin, DEMP2_ALT_DAMAGE, DAMAGE_DEATH_KNOCKBACK, ent->splashMethodOfDeath );
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if ( gent->takedamage && gent->client )
{
gent->s.powerups |= ( 1 << PW_SHOCKED );
gent->client->ps.powerups[PW_SHOCKED] = level.time + 2000;
}
}
// store the last fraction so that next time around we can test against those things that fall between that last point and where the current shockwave edge is
ent->radius = radius;
if ( frac < 1.0f )
{
// shock is still happening so continue letting it expand
ent->nextthink = level.time + 50;
}
}
//---------------------------------------------------------
void DEMP2_AltDetonate( gentity_t *ent )
//---------------------------------------------------------
{
G_SetOrigin( ent, ent->currentOrigin );
// start the effects, unfortunately, I wanted to do some custom things that I couldn't easily do with the fx system, so part of it uses an event and localEntities
G_PlayEffect( "demp2/altDetonate", ent->currentOrigin, ent->pos1 );
G_AddEvent( ent, EV_DEMP2_ALT_IMPACT, ent->count * 2 );
ent->fx_time = level.time;
ent->radius = 0;
ent->nextthink = level.time + 50;
ent->e_ThinkFunc = thinkF_DEMP2_AltRadiusDamage;
ent->s.eType = ET_GENERAL; // make us a missile no longer
}
//---------------------------------------------------------
static void WP_DEMP2_AltFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = DEMP2_ALT_DAMAGE;
int count;
vec3_t start;
trace_t tr;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
count = ( level.time - ent->client->ps.weaponChargeTime ) / DEMP2_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 3 )
{
count = 3;
}
damage *= ( 1 + ( count * ( count - 1 )));// yields damage of 12,36,84...gives a higher bonus for longer charge
// the shot can travel a whopping 4096 units in 1 second. Note that the shot will auto-detonate at 4096 units...we'll see if this looks cool or not
gentity_t *missile = CreateMissile( start, forward, DEMP2_ALT_RANGE, 1000, ent, qtrue );
// letting it know what the charge size is.
missile->count = count;
// missile->speed = missile->nextthink;
VectorCopy( tr.plane.normal, missile->pos1 );
missile->classname = "demp2_alt_proj";
missile->s.weapon = WP_DEMP2;
missile->e_ThinkFunc = thinkF_DEMP2_AltDetonate;
missile->splashDamage = missile->damage = damage;
missile->splashMethodOfDeath = missile->methodOfDeath = MOD_DEMP2_ALT;
missile->splashRadius = DEMP2_ALT_SPLASHRADIUS;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to ever bounce
missile->bounceCount = 0;
}
//---------------------------------------------------------
static void WP_FireDEMP2( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( alt_fire )
{
WP_DEMP2_AltFire( ent );
}
else
{
WP_DEMP2_MainFire( ent );
}
}
//-----------------------
// Golan Arms Flechette
//-----------------------
//---------------------------------------------------------
static void WP_FlechetteMainFire( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t fwd, angs, start;
gentity_t *missile;
float damage = FLECHETTE_DAMAGE, vel = FLECHETTE_VEL;
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
// If we aren't the player, we will cut the velocity and damage of the shots
if ( ent->s.number )
{
damage *= 0.75f;
vel *= 0.5f;
}
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// damage *= 2;
// }
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for ( int i = 0; i < FLECHETTE_SHOTS; i++ )
{
vectoangles( forward, angs );
if ( i == 0 && ent->s.number == 0 )
{
// do nothing on the first shot for the player, this one will hit the crosshairs
}
else
{
angs[PITCH] += crandom() * FLECHETTE_SPREAD;
angs[YAW] += crandom() * FLECHETTE_SPREAD;
}
AngleVectors( angs, fwd, NULL, NULL );
missile = CreateMissile( start, fwd, vel, 10000, ent );
missile->classname = "flech_proj";
missile->s.weapon = WP_FLECHETTE;
VectorSet( missile->maxs, FLECHETTE_SIZE, FLECHETTE_SIZE, FLECHETTE_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->damage = damage;
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// missile->flags |= FL_OVERCHARGED;
// }
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missile->dflags = (DAMAGE_DEATH_KNOCKBACK|DAMAGE_EXTRA_KNOCKBACK);
missile->methodOfDeath = MOD_FLECHETTE;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
missile->bounceCount = Q_irand(1,2);
missile->s.eFlags |= EF_BOUNCE_SHRAPNEL;
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ent->client->sess.missionStats.shotsFired++;
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}
}
//---------------------------------------------------------
void prox_mine_think( gentity_t *ent )
//---------------------------------------------------------
{
int count;
qboolean blow = qfalse;
// if it isn't time to auto-explode, do a small proximity check
if ( ent->delay > level.time )
{
count = G_RadiusList( ent->currentOrigin, FLECHETTE_MINE_RADIUS_CHECK, ent, qtrue, ent_list );
for ( int i = 0; i < count; i++ )
{
if ( ent_list[i]->client && ent_list[i]->health > 0 && ent->activator && ent_list[i]->s.number != ent->activator->s.number )
{
blow = qtrue;
break;
}
}
}
else
{
// well, we must die now
blow = qtrue;
}
if ( blow )
{
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// G_Sound( ent, G_SoundIndex( "sound/weapons/flechette/warning.wav" ));
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ent->e_ThinkFunc = thinkF_WP_Explode;
ent->nextthink = level.time + 200;
}
else
{
// we probably don't need to do this thinking logic very often...maybe this is fast enough?
ent->nextthink = level.time + 500;
}
}
//---------------------------------------------------------
void prox_mine_stick( gentity_t *self, gentity_t *other, trace_t *trace )
//---------------------------------------------------------
{
// turn us into a generic entity so we aren't running missile code
self->s.eType = ET_GENERAL;
self->s.modelindex = G_ModelIndex("models/weapons2/golan_arms/prox_mine.md3");
self->e_TouchFunc = touchF_NULL;
self->contents = CONTENTS_SOLID;
self->takedamage = qtrue;
self->health = 5;
self->e_DieFunc = dieF_WP_ExplosiveDie;
VectorSet( self->maxs, 5, 5, 5 );
VectorScale( self->maxs, -1, self->mins );
self->activator = self->owner;
self->owner = NULL;
WP_Stick( self, trace );
self->e_ThinkFunc = thinkF_prox_mine_think;
self->nextthink = level.time + 450;
// sticks for twenty seconds, then auto blows.
self->delay = level.time + 20000;
gi.linkentity( self );
}
/* Old Flechette alt-fire code....
//---------------------------------------------------------
static void WP_FlechetteProxMine( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *missile = CreateMissile( muzzle, forward, FLECHETTE_MINE_VEL, 10000, ent, qtrue );
missile->fxID = G_EffectIndex( "flechette/explosion" );
missile->classname = "proxMine";
missile->s.weapon = WP_FLECHETTE;
missile->s.pos.trType = TR_GRAVITY;
missile->s.eFlags |= EF_MISSILE_STICK;
missile->e_TouchFunc = touchF_prox_mine_stick;
missile->damage = FLECHETTE_MINE_DAMAGE;
missile->methodOfDeath = MOD_EXPLOSIVE;
missile->splashDamage = FLECHETTE_MINE_SPLASH_DAMAGE;
missile->splashRadius = FLECHETTE_MINE_SPLASH_RADIUS;
missile->splashMethodOfDeath = MOD_EXPLOSIVE_SPLASH;
missile->clipmask = MASK_SHOT;
// we don't want it to bounce forever
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missile->bounceCount = 0;
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}
*/
//----------------------------------------------
void WP_flechette_alt_blow( gentity_t *ent )
//----------------------------------------------
{
EvaluateTrajectory( &ent->s.pos, level.time, ent->currentOrigin ); // Not sure if this is even necessary, but correct origins are cool?
G_RadiusDamage( ent->currentOrigin, ent->owner, ent->splashDamage, ent->splashRadius, NULL, MOD_EXPLOSIVE_SPLASH );
G_PlayEffect( "flechette/alt_blow", ent->currentOrigin );
G_FreeEntity( ent );
}
//------------------------------------------------------------------------------
static void WP_CreateFlechetteBouncyThing( vec3_t start, vec3_t fwd, gentity_t *self )
//------------------------------------------------------------------------------
{
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gentity_t *missile = CreateMissile( start, fwd, 950 + random() * 700, 1500 + random() * 2000, self, qtrue );
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missile->e_ThinkFunc = thinkF_WP_flechette_alt_blow;
missile->s.weapon = WP_FLECHETTE;
missile->classname = "flech_alt";
missile->mass = 4;
// How 'bout we give this thing a size...
VectorSet( missile->mins, -3.0f, -3.0f, -3.0f );
VectorSet( missile->maxs, 3.0f, 3.0f, 3.0f );
missile->clipmask = MASK_SHOT;
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missile->clipmask &= ~CONTENTS_CORPSE;
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// normal ones bounce, alt ones explode on impact
missile->s.pos.trType = TR_GRAVITY;
missile->s.eFlags |= EF_BOUNCE_HALF;
missile->damage = FLECHETTE_ALT_DAMAGE;
missile->dflags = 0;
missile->splashDamage = FLECHETTE_ALT_SPLASH_DAM;
missile->splashRadius = FLECHETTE_ALT_SPLASH_RAD;
missile->svFlags = SVF_USE_CURRENT_ORIGIN;
missile->methodOfDeath = MOD_FLECHETTE_ALT;
missile->splashMethodOfDeath = MOD_FLECHETTE_ALT;
VectorCopy( start, missile->pos2 );
}
//---------------------------------------------------------
static void WP_FlechetteAltFire( gentity_t *self )
//---------------------------------------------------------
{
vec3_t dir, fwd, start, angs;
vectoangles( forward, angs );
VectorCopy( muzzle, start );
WP_TraceSetStart( self, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
for ( int i = 0; i < 2; i++ )
{
VectorCopy( angs, dir );
dir[PITCH] -= random() * 4 + 8; // make it fly upwards
dir[YAW] += crandom() * 2;
AngleVectors( dir, fwd, NULL, NULL );
WP_CreateFlechetteBouncyThing( start, fwd, self );
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self->client->sess.missionStats.shotsFired++;
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}
}
//---------------------------------------------------------
static void WP_FireFlechette( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( alt_fire )
{
WP_FlechetteAltFire( ent );
}
else
{
WP_FlechetteMainFire( ent );
}
}
//-----------------------
// Rocket Launcher
//-----------------------
//---------------------------------------------------------
void rocketThink( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t newdir, targetdir,
up={0,0,1}, right;
vec3_t org;
float dot, dot2;
if ( ent->enemy && ent->enemy->inuse )
{
float vel = ROCKET_VELOCITY;
VectorCopy( ent->enemy->currentOrigin, org );
org[2] += (ent->enemy->mins[2] + ent->enemy->maxs[2]) * 0.5f;
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if ( ent->enemy->client )
{
switch( ent->enemy->client->NPC_class )
{
case CLASS_ATST:
org[2] += 80;
break;
case CLASS_MARK1:
org[2] += 40;
break;
case CLASS_PROBE:
org[2] += 60;
break;
}
}
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VectorSubtract( org, ent->currentOrigin, targetdir );
VectorNormalize( targetdir );
// Now the rocket can't do a 180 in space, so we'll limit the turn to about 45 degrees.
dot = DotProduct( targetdir, ent->movedir );
// a dot of 1.0 means right-on-target.
if ( dot < 0.0f )
{
// Go in the direction opposite, start a 180.
CrossProduct( ent->movedir, up, right );
dot2 = DotProduct( targetdir, right );
if ( dot2 > 0 )
{
// Turn 45 degrees right.
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VectorMA( ent->movedir, 0.3f, right, newdir );
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}
else
{
// Turn 45 degrees left.
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VectorMA(ent->movedir, -0.3f, right, newdir);
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}
// Yeah we've adjusted horizontally, but let's split the difference vertically, so we kinda try to move towards it.
newdir[2] = ( targetdir[2] + ent->movedir[2] ) * 0.5;
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// slowing down coupled with fairly tight turns can lead us to orbit an enemy..looks bad so don't do it!
// vel *= 0.5f;
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}
else if ( dot < 0.70f )
{
// Still a bit off, so we turn a bit softer
VectorMA( ent->movedir, 0.5f, targetdir, newdir );
}
else
{
// getting close, so turn a bit harder
VectorMA( ent->movedir, 0.9f, targetdir, newdir );
}
// add crazy drunkenness
for ( int i = 0; i < 3; i++ )
{
newdir[i] += crandom() * ent->random * 0.25f;
}
// decay the randomness
ent->random *= 0.9f;
// Try to crash into the ground if we get close enough to do splash damage
float dis = Distance( ent->currentOrigin, org );
if ( dis < 128 )
{
// the closer we get, the more we push the rocket down, heh heh.
newdir[2] -= (1.0f - (dis / 128.0f)) * 0.6f;
}
VectorNormalize( newdir );
VectorScale( newdir, vel * 0.5f, ent->s.pos.trDelta );
VectorCopy( newdir, ent->movedir );
SnapVector( ent->s.pos.trDelta ); // save net bandwidth
VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
ent->s.pos.trTime = level.time;
}
ent->nextthink = level.time + ROCKET_ALT_THINK_TIME; // Nothing at all spectacular happened, continue.
return;
}
//---------------------------------------------------------
static void WP_FireRocket( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t start;
int damage = ROCKET_DAMAGE;
float vel = ROCKET_VELOCITY;
if ( alt_fire )
{
vel *= 0.5f;
}
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
gentity_t *missile = CreateMissile( start, forward, vel, 10000, ent, alt_fire );
missile->classname = "rocket_proj";
missile->s.weapon = WP_ROCKET_LAUNCHER;
missile->mass = 10;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = ROCKET_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = ROCKET_NPC_DAMAGE_NORMAL;
}
else
{
damage = ROCKET_NPC_DAMAGE_HARD;
}
}
if ( alt_fire )
{
int lockEntNum, lockTime;
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if ( ent->NPC && ent->enemy )
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{
lockEntNum = ent->enemy->s.number;
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lockTime = Q_irand( 600, 1200 );
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}
else
{
lockEntNum = g_rocketLockEntNum;
lockTime = g_rocketLockTime;
}
// we'll consider attempting to lock this little poochie onto some baddie.
if ( (lockEntNum > 0||ent->NPC&&lockEntNum>=0) && lockEntNum < ENTITYNUM_WORLD && lockTime > 0 )
{
// take our current lock time and divide that by 8 wedge slices to get the current lock amount
int dif = ( level.time - lockTime ) / ( 1200.0f / 8.0f );
if ( dif < 0 )
{
dif = 0;
}
else if ( dif > 8 )
{
dif = 8;
}
// if we are fully locked, always take on the enemy.
// Also give a slight advantage to higher, but not quite full charges.
// Finally, just give any amount of charge a very slight random chance of locking.
if ( dif == 8 || random() * dif > 2 || random() > 0.97f )
{
missile->enemy = &g_entities[lockEntNum];
if ( missile->enemy && missile->enemy->inuse )//&& DistanceSquared( missile->currentOrigin, missile->enemy->currentOrigin ) < 262144 && InFOV( missile->currentOrigin, missile->enemy->currentOrigin, missile->enemy->client->ps.viewangles, 45, 45 ) )
{
vec3_t dir, dir2;
AngleVectors( missile->enemy->currentAngles, dir, NULL, NULL );
AngleVectors( ent->client->renderInfo.eyeAngles, dir2, NULL, NULL );
if ( DotProduct( dir, dir2 ) < 0.0f )
{
G_StartFlee( missile->enemy, ent, missile->enemy->currentOrigin, AEL_DANGER_GREAT, 3000, 5000 );
}
}
}
}
VectorCopy( forward, missile->movedir );
missile->e_ThinkFunc = thinkF_rocketThink;
missile->random = 1.0f;
missile->nextthink = level.time + ROCKET_ALT_THINK_TIME;
}
// Make it easier to hit things
VectorSet( missile->maxs, ROCKET_SIZE, ROCKET_SIZE, ROCKET_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
if ( alt_fire )
{
missile->methodOfDeath = MOD_ROCKET_ALT;
missile->splashMethodOfDeath = MOD_ROCKET_ALT;// ?SPLASH;
}
else
{
missile->methodOfDeath = MOD_ROCKET;
missile->splashMethodOfDeath = MOD_ROCKET;// ?SPLASH;
}
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = ROCKET_SPLASH_DAMAGE;
missile->splashRadius = ROCKET_SPLASH_RADIUS;
// we don't want it to ever bounce
missile->bounceCount = 0;
}
//-----------------------
// Det Pack
//-----------------------
//---------------------------------------------------------
void charge_stick( gentity_t *self, gentity_t *other, trace_t *trace )
//---------------------------------------------------------
{
self->s.eType = ET_GENERAL;
// make us so we can take damage
self->clipmask = MASK_SHOT;
self->contents = CONTENTS_SHOTCLIP;
self->takedamage = qtrue;
self->health = 25;
self->e_DieFunc = dieF_WP_ExplosiveDie;
VectorSet( self->maxs, 10, 10, 10 );
VectorScale( self->maxs, -1, self->mins );
self->activator = self->owner;
self->owner = NULL;
self->e_TouchFunc = touchF_NULL;
self->e_ThinkFunc = thinkF_NULL;
self->nextthink = -1;
WP_Stick( self, trace, 1.0f );
}
//---------------------------------------------------------
static void WP_DropDetPack( gentity_t *self, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
// Chucking a new one
AngleVectors( self->client->ps.viewangles, forward, vright, up );
CalcMuzzlePoint( self, forward, vright, up, muzzle, 0 );
VectorNormalize( forward );
VectorMA( muzzle, -4, forward, muzzle );
VectorCopy( muzzle, start );
WP_TraceSetStart( self, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
gentity_t *missile = CreateMissile( start, forward, 300, 10000, self, qfalse );
missile->fxID = G_EffectIndex( "detpack/explosion" ); // if we set an explosion effect, explode death can use that instead
missile->classname = "detpack";
missile->s.weapon = WP_DET_PACK;
missile->s.pos.trType = TR_GRAVITY;
missile->s.eFlags |= EF_MISSILE_STICK;
missile->e_TouchFunc = touchF_charge_stick;
missile->damage = FLECHETTE_MINE_DAMAGE;
missile->methodOfDeath = MOD_DETPACK;
missile->splashDamage = FLECHETTE_MINE_SPLASH_DAMAGE;
missile->splashRadius = FLECHETTE_MINE_SPLASH_RADIUS;
missile->splashMethodOfDeath = MOD_DETPACK;// ?SPLASH;
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missile->clipmask = (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_SHOTCLIP);//MASK_SHOT;
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// we don't want it to ever bounce
missile->bounceCount = 0;
missile->s.radius = 30;
VectorSet( missile->s.modelScale, 1.0f, 1.0f, 1.0f );
gi.G2API_InitGhoul2Model( missile->ghoul2, weaponData[WP_DET_PACK].missileMdl, G_ModelIndex( weaponData[WP_DET_PACK].missileMdl ));
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AddSoundEvent( NULL, missile->currentOrigin, 128, AEL_MINOR, qtrue );
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AddSightEvent( NULL, missile->currentOrigin, 128, AEL_SUSPICIOUS, 10 );
}
//---------------------------------------------------------
static void WP_FireDetPack( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( !ent || !ent->client )
{
return;
}
if ( alt_fire )
{
if ( ent->client->ps.eFlags & EF_PLANTED_CHARGE )
{
gentity_t *found = NULL;
// loop through all ents and blow the crap out of them!
while (( found = G_Find( found, FOFS( classname ), "detpack" )) != NULL )
{
if ( found->activator == ent )
{
VectorCopy( found->currentOrigin, found->s.origin );
found->e_ThinkFunc = thinkF_WP_Explode;
found->nextthink = level.time + 100 + random() * 100;
G_Sound( found, G_SoundIndex( "sound/weapons/detpack/warning.wav" ));
// would be nice if this actually worked?
AddSoundEvent( NULL, found->currentOrigin, found->splashRadius*2, AEL_DANGER );
AddSightEvent( NULL, found->currentOrigin, found->splashRadius*2, AEL_DISCOVERED, 100 );
}
}
ent->client->ps.eFlags &= ~EF_PLANTED_CHARGE;
}
}
else
{
WP_DropDetPack( ent, muzzle, forward );
ent->client->ps.eFlags |= EF_PLANTED_CHARGE;
}
}
//-----------------------
// Laser Trip Mine
//-----------------------
#define PROXIMITY_STYLE 1
#define TRIPWIRE_STYLE 2
//---------------------------------------------------------
void touchLaserTrap( gentity_t *ent, gentity_t *other, trace_t *trace )
//---------------------------------------------------------
{
ent->s.eType = ET_GENERAL;
// a tripwire so add draw line flag
VectorCopy( trace->plane.normal, ent->movedir );
// make it shootable
VectorSet( ent->mins, -4, -4, -4 );
VectorSet( ent->maxs, 4, 4, 4 );
ent->clipmask = MASK_SHOT;
ent->contents = CONTENTS_SHOTCLIP;
ent->takedamage = qtrue;
ent->health = 15;
ent->e_DieFunc = dieF_WP_ExplosiveDie;
ent->e_TouchFunc = touchF_NULL;
// so we can trip it too
ent->activator = ent->owner;
ent->owner = NULL;
WP_Stick( ent, trace );
if ( ent->count == TRIPWIRE_STYLE )
{
vec3_t mins = {-4,-4,-4}, maxs = {4,4,4};//FIXME: global these
trace_t tr;
VectorMA( ent->currentOrigin, 32, ent->movedir, ent->s.origin2 );
gi.trace( &tr, ent->s.origin2, mins, maxs, ent->currentOrigin, ent->s.number, MASK_SHOT, G2_RETURNONHIT, 0 );
VectorCopy( tr.endpos, ent->s.origin2 );
ent->e_ThinkFunc = thinkF_laserTrapThink;
}
else
{
ent->e_ThinkFunc = thinkF_WP_prox_mine_think;
}
ent->nextthink = level.time + LT_ACTIVATION_DELAY;
}
// copied from flechette prox above...which will not be used if this gets approved
//---------------------------------------------------------
void WP_prox_mine_think( gentity_t *ent )
//---------------------------------------------------------
{
int count;
qboolean blow = qfalse;
// first time through?
if ( ent->count )
{
// play activated warning
ent->count = 0;
ent->s.eFlags |= EF_PROX_TRIP;
G_Sound( ent, G_SoundIndex( "sound/weapons/laser_trap/warning.wav" ));
}
// if it isn't time to auto-explode, do a small proximity check
if ( ent->delay > level.time )
{
count = G_RadiusList( ent->currentOrigin, PROX_MINE_RADIUS_CHECK, ent, qtrue, ent_list );
for ( int i = 0; i < count; i++ )
{
if ( ent_list[i]->client && ent_list[i]->health > 0 && ent->activator && ent_list[i]->s.number != ent->activator->s.number )
{
blow = qtrue;
break;
}
}
}
else
{
// well, we must die now
blow = qtrue;
}
if ( blow )
{
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// G_Sound( ent, G_SoundIndex( "sound/weapons/flechette/warning.wav" ));
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ent->e_ThinkFunc = thinkF_WP_Explode;
ent->nextthink = level.time + 200;
}
else
{
// we probably don't need to do this thinking logic very often...maybe this is fast enough?
ent->nextthink = level.time + 500;
}
}
//---------------------------------------------------------
void laserTrapThink( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *traceEnt;
vec3_t end, mins = {-4,-4,-4}, maxs = {4,4,4};
trace_t tr;
// turn on the beam effect
if ( !(ent->s.eFlags & EF_FIRING ))
{
// arm me
G_Sound( ent, G_SoundIndex( "sound/weapons/laser_trap/warning.wav" ));
ent->s.loopSound = G_SoundIndex( "sound/weapons/laser_trap/hum_loop.wav" );
ent->s.eFlags |= EF_FIRING;
}
ent->e_ThinkFunc = thinkF_laserTrapThink;
ent->nextthink = level.time + FRAMETIME;
// Find the main impact point
VectorMA( ent->s.pos.trBase, 2048, ent->movedir, end );
gi.trace( &tr, ent->s.origin2, mins, maxs, end, ent->s.number, MASK_SHOT, G2_RETURNONHIT, 0 );
traceEnt = &g_entities[ tr.entityNum ];
// Adjust this so that the effect has a relatively fresh endpoint
VectorCopy( tr.endpos, ent->pos4 );
if ( traceEnt->client || tr.startsolid )
{
// go boom
WP_Explode( ent );
ent->s.eFlags &= ~EF_FIRING; // don't draw beam if we are dead
}
else
{
/*
// FIXME: they need to avoid the beam!
AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER );
AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER, 50 );
*/
}
}
//---------------------------------------------------------
void CreateLaserTrap( gentity_t *laserTrap, vec3_t start, gentity_t *owner )
//---------------------------------------------------------
{
if ( !VALIDSTRING( laserTrap->classname ))
{
// since we may be coming from a map placed trip mine, we don't want to override that class name....
// That would be bad because the player drop code tries to limit number of placed items...so it would have removed map placed ones as well.
laserTrap->classname = "tripmine";
}
laserTrap->splashDamage = LT_SPLASH_DAM;
laserTrap->splashRadius = LT_SPLASH_RAD;
laserTrap->damage = LT_DAMAGE;
laserTrap->methodOfDeath = MOD_LASERTRIP;
laserTrap->splashMethodOfDeath = MOD_LASERTRIP;//? SPLASH;
laserTrap->s.eType = ET_MISSILE;
laserTrap->svFlags = SVF_USE_CURRENT_ORIGIN;
laserTrap->s.weapon = WP_TRIP_MINE;
laserTrap->owner = owner;
// VectorSet( laserTrap->mins, -LT_SIZE, -LT_SIZE, -LT_SIZE );
// VectorSet( laserTrap->maxs, LT_SIZE, LT_SIZE, LT_SIZE );
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laserTrap->clipmask = (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_SHOTCLIP);//MASK_SHOT;
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laserTrap->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, laserTrap->s.pos.trBase );
VectorCopy( start, laserTrap->currentOrigin);
VectorCopy( start, laserTrap->pos2 ); // ?? wtf ?
laserTrap->fxID = G_EffectIndex( "tripMine/explosion" );
laserTrap->e_TouchFunc = touchF_touchLaserTrap;
laserTrap->s.radius = 60;
VectorSet( laserTrap->s.modelScale, 1.0f, 1.0f, 1.0f );
gi.G2API_InitGhoul2Model( laserTrap->ghoul2, weaponData[WP_TRIP_MINE].missileMdl, G_ModelIndex( weaponData[WP_TRIP_MINE].missileMdl ));
}
//---------------------------------------------------------
static void WP_RemoveOldTraps( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *found = NULL;
int trapcount = 0, i;
int foundLaserTraps[MAX_GENTITIES] = {ENTITYNUM_NONE};
int trapcount_org, lowestTimeStamp;
int removeMe;
// see how many there are now
while (( found = G_Find( found, FOFS(classname), "tripmine" )) != NULL )
{
if ( found->activator != ent ) // activator is really the owner?
{
continue;
}
foundLaserTraps[trapcount++] = found->s.number;
}
// now remove first ones we find until there are only 9 left
found = NULL;
trapcount_org = trapcount;
lowestTimeStamp = level.time;
while ( trapcount > 9 )
{
removeMe = -1;
for ( i = 0; i < trapcount_org; i++ )
{
if ( foundLaserTraps[i] == ENTITYNUM_NONE )
{
continue;
}
found = &g_entities[foundLaserTraps[i]];
if ( found->setTime < lowestTimeStamp )
{
removeMe = i;
lowestTimeStamp = found->setTime;
}
}
if ( removeMe != -1 )
{
//remove it... or blow it?
if ( &g_entities[foundLaserTraps[removeMe]] == NULL )
{
break;
}
else
{
G_FreeEntity( &g_entities[foundLaserTraps[removeMe]] );
}
foundLaserTraps[removeMe] = ENTITYNUM_NONE;
trapcount--;
}
else
{
break;
}
}
}
//---------------------------------------------------------
void WP_PlaceLaserTrap( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t start;
gentity_t *laserTrap;
// limit to 10 placed at any one time
WP_RemoveOldTraps( ent );
//FIXME: surface must be within 64
laserTrap = G_Spawn();
if ( laserTrap )
{
// now make the new one
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
CreateLaserTrap( laserTrap, start, ent );
// set player-created-specific fields
laserTrap->setTime = level.time;//remember when we placed it
laserTrap->s.eFlags |= EF_MISSILE_STICK;
laserTrap->s.pos.trType = TR_GRAVITY;
VectorScale( forward, LT_VELOCITY, laserTrap->s.pos.trDelta );
if ( alt_fire )
{
laserTrap->count = PROXIMITY_STYLE;
laserTrap->delay = level.time + 40000; // will auto-blow in 40 seconds.
laserTrap->methodOfDeath = MOD_LASERTRIP_ALT;
laserTrap->splashMethodOfDeath = MOD_LASERTRIP_ALT;//? SPLASH;
}
else
{
laserTrap->count = TRIPWIRE_STYLE;
}
}
}
//---------------------
// Thermal Detonator
//---------------------
//---------------------------------------------------------
void thermalDetonatorExplode( gentity_t *ent )
//---------------------------------------------------------
{
if ( !ent->count )
{
G_Sound( ent, G_SoundIndex( "sound/weapons/thermal/warning.wav" ) );
ent->count = 1;
ent->nextthink = level.time + 800;
ent->svFlags |= SVF_BROADCAST;//so everyone hears/sees the explosion?
}
else
{
vec3_t pos;
VectorSet( pos, ent->currentOrigin[0], ent->currentOrigin[1], ent->currentOrigin[2] + 8 );
ent->takedamage = qfalse; // don't allow double deaths!
G_RadiusDamage( ent->currentOrigin, ent->owner, TD_SPLASH_DAM, TD_SPLASH_RAD, NULL, MOD_EXPLOSIVE_SPLASH );
G_PlayEffect( "thermal/explosion", ent->currentOrigin );
G_PlayEffect( "thermal/shockwave", ent->currentOrigin );
G_FreeEntity( ent );
}
}
//-------------------------------------------------------------------------------------------------------------
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void thermal_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod, int dFlags, int hitLoc )
2013-04-04 14:52:42 +00:00
//-------------------------------------------------------------------------------------------------------------
{
thermalDetonatorExplode( self );
}
//---------------------------------------------------------
qboolean WP_LobFire( gentity_t *self, vec3_t start, vec3_t target, vec3_t mins, vec3_t maxs, int clipmask,
vec3_t velocity, qboolean tracePath, int ignoreEntNum, int enemyNum,
float minSpeed = 0, float maxSpeed = 0, float idealSpeed = 0, qboolean mustHit = qfalse )
//---------------------------------------------------------
{
float targetDist, shotSpeed, speedInc = 100, travelTime, impactDist, bestImpactDist = Q3_INFINITE;//fireSpeed,
vec3_t targetDir, shotVel, failCase;
trace_t trace;
trajectory_t tr;
qboolean blocked;
int elapsedTime, skipNum, timeStep = 500, hitCount = 0, maxHits = 7;
vec3_t lastPos, testPos;
gentity_t *traceEnt;
if ( !idealSpeed )
{
idealSpeed = 300;
}
else if ( idealSpeed < speedInc )
{
idealSpeed = speedInc;
}
shotSpeed = idealSpeed;
skipNum = (idealSpeed-speedInc)/speedInc;
if ( !minSpeed )
{
minSpeed = 100;
}
if ( !maxSpeed )
{
maxSpeed = 900;
}
while ( hitCount < maxHits )
{
VectorSubtract( target, start, targetDir );
targetDist = VectorNormalize( targetDir );
VectorScale( targetDir, shotSpeed, shotVel );
travelTime = targetDist/shotSpeed;
shotVel[2] += travelTime * 0.5 * g_gravity->value;
if ( !hitCount )
{//save the first (ideal) one as the failCase (fallback value)
if ( !mustHit )
{//default is fine as a return value
VectorCopy( shotVel, failCase );
}
}
if ( tracePath )
{//do a rough trace of the path
blocked = qfalse;
VectorCopy( start, tr.trBase );
VectorCopy( shotVel, tr.trDelta );
tr.trType = TR_GRAVITY;
tr.trTime = level.time;
travelTime *= 1000.0f;
VectorCopy( start, lastPos );
//This may be kind of wasteful, especially on long throws... use larger steps? Divide the travelTime into a certain hard number of slices? Trace just to apex and down?
for ( elapsedTime = timeStep; elapsedTime < floor(travelTime)+timeStep; elapsedTime += timeStep )
{
if ( (float)elapsedTime > travelTime )
{//cap it
elapsedTime = floor( travelTime );
}
EvaluateTrajectory( &tr, level.time + elapsedTime, testPos );
gi.trace( &trace, lastPos, mins, maxs, testPos, ignoreEntNum, clipmask );
if ( trace.allsolid || trace.startsolid )
{
blocked = qtrue;
break;
}
if ( trace.fraction < 1.0f )
{//hit something
if ( trace.entityNum == enemyNum )
{//hit the enemy, that's perfect!
break;
}
else if ( trace.plane.normal[2] > 0.7 && DistanceSquared( trace.endpos, target ) < 4096 )//hit within 64 of desired location, should be okay
{//close enough!
break;
}
else
{//FIXME: maybe find the extents of this brush and go above or below it on next try somehow?
impactDist = DistanceSquared( trace.endpos, target );
if ( impactDist < bestImpactDist )
{
bestImpactDist = impactDist;
VectorCopy( shotVel, failCase );
}
blocked = qtrue;
//see if we should store this as the failCase
if ( trace.entityNum < ENTITYNUM_WORLD )
{//hit an ent
traceEnt = &g_entities[trace.entityNum];
if ( traceEnt && traceEnt->takedamage && !OnSameTeam( self, traceEnt ) )
{//hit something breakable, so that's okay
//we haven't found a clear shot yet so use this as the failcase
VectorCopy( shotVel, failCase );
}
}
break;
}
}
if ( elapsedTime == floor( travelTime ) )
{//reached end, all clear
break;
}
else
{
//all clear, try next slice
VectorCopy( testPos, lastPos );
}
}
if ( blocked )
{//hit something, adjust speed (which will change arc)
hitCount++;
shotSpeed = idealSpeed + ((hitCount-skipNum) * speedInc);//from min to max (skipping ideal)
if ( hitCount >= skipNum )
{//skip ideal since that was the first value we tested
shotSpeed += speedInc;
}
}
else
{//made it!
break;
}
}
else
{//no need to check the path, go with first calc
break;
}
}
if ( hitCount >= maxHits )
{//NOTE: worst case scenario, use the one that impacted closest to the target (or just use the first try...?)
VectorCopy( failCase, velocity );
return qfalse;
}
VectorCopy( shotVel, velocity );
return qtrue;
}
//---------------------------------------------------------
void WP_ThermalThink( gentity_t *ent )
//---------------------------------------------------------
{
int count;
qboolean blow = qfalse;
// Thermal detonators for the player do occasional radius checks and blow up if there are entities in the blast radius
// This is done so that the main fire is actually useful as an attack. We explode anyway after delay expires.
if ( ent->delay > level.time )
{
// Finally, we force it to bounce at least once before doing the special checks, otherwise it's just too easy for the player?
if ( ent->has_bounced )
{
count = G_RadiusList( ent->currentOrigin, TD_TEST_RAD, ent, qtrue, ent_list );
for ( int i = 0; i < count; i++ )
{
if ( ent_list[i]->s.number == 0 )
{
// avoid deliberately blowing up next to the player, no matter how close any enemy is..
// ...if the delay time expires though, there is no saving the player...muwhaaa haa ha
blow = qfalse;
break;
}
else if ( ent_list[i]->client && ent_list[i]->health > 0 )
{
// sometimes the ent_list order changes, so we should make sure that the player isn't anywhere in this list
blow = qtrue;
}
}
}
}
else
{
// our death time has arrived, even if nothing is near us
blow = qtrue;
}
if ( blow )
{
ent->e_ThinkFunc = thinkF_thermalDetonatorExplode;
ent->nextthink = level.time + 50;
}
else
{
// we probably don't need to do this thinking logic very often...maybe this is fast enough?
ent->nextthink = level.time + TD_THINK_TIME;
}
}
//---------------------------------------------------------
gentity_t *WP_FireThermalDetonator( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
gentity_t *bolt;
vec3_t dir, start;
float damageScale = 1.0f;
VectorCopy( forward, dir );
VectorCopy( muzzle, start );
bolt = G_Spawn();
bolt->classname = "thermal_detonator";
if ( ent->s.number != 0 )
{
// If not the player, cut the damage a bit so we don't get pounded on so much
damageScale = TD_NPC_DAMAGE_CUT;
}
if ( !alt_fire && ent->s.number == 0 )
{
// Main fires for the players do a little bit of extra thinking
bolt->e_ThinkFunc = thinkF_WP_ThermalThink;
bolt->nextthink = level.time + TD_THINK_TIME;
bolt->delay = level.time + TD_TIME; // How long 'til she blows
}
else
{
bolt->e_ThinkFunc = thinkF_thermalDetonatorExplode;
bolt->nextthink = level.time + TD_TIME; // How long 'til she blows
}
bolt->mass = 10;
// How 'bout we give this thing a size...
2013-04-04 18:24:26 +00:00
VectorSet( bolt->mins, -4.0f, -4.0f, -4.0f );
VectorSet( bolt->maxs, 4.0f, 4.0f, 4.0f );
2013-04-04 14:52:42 +00:00
bolt->clipmask = MASK_SHOT;
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bolt->clipmask &= ~CONTENTS_CORPSE;
2013-04-04 14:52:42 +00:00
bolt->contents = CONTENTS_SHOTCLIP;
bolt->takedamage = qtrue;
bolt->health = 15;
bolt->e_DieFunc = dieF_thermal_die;
WP_TraceSetStart( ent, start, bolt->mins, bolt->maxs );//make sure our start point isn't on the other side of a wall
float chargeAmount = 1.0f; // default of full charge
if ( ent->client )
{
chargeAmount = level.time - ent->client->ps.weaponChargeTime;
}
// get charge amount
chargeAmount = chargeAmount / (float)TD_VELOCITY;
if ( chargeAmount > 1.0f )
{
chargeAmount = 1.0f;
}
else if ( chargeAmount < TD_MIN_CHARGE )
{
chargeAmount = TD_MIN_CHARGE;
}
// normal ones bounce, alt ones explode on impact
bolt->s.pos.trType = TR_GRAVITY;
bolt->owner = ent;
VectorScale( dir, TD_VELOCITY * chargeAmount, bolt->s.pos.trDelta );
if ( ent->health > 0 )
{
bolt->s.pos.trDelta[2] += 120;
if ( ent->NPC && ent->enemy )
{//FIXME: we're assuming he's actually facing this direction...
vec3_t target;
VectorCopy( ent->enemy->currentOrigin, target );
if ( target[2] <= start[2] )
{
vec3_t vec;
VectorSubtract( target, start, vec );
VectorNormalize( vec );
VectorMA( target, Q_flrand( 0, -32 ), vec, target );//throw a little short
}
2013-04-04 18:02:27 +00:00
target[0] += Q_flrand( -5, 5 )+(crandom()*(6-ent->NPC->currentAim)*2);
target[1] += Q_flrand( -5, 5 )+(crandom()*(6-ent->NPC->currentAim)*2);
target[2] += Q_flrand( -5, 5 )+(crandom()*(6-ent->NPC->currentAim)*2);
2013-04-04 14:52:42 +00:00
WP_LobFire( ent, start, target, bolt->mins, bolt->maxs, bolt->clipmask, bolt->s.pos.trDelta, qtrue, ent->s.number, ent->enemy->s.number );
}
}
if ( alt_fire )
{
bolt->alt_fire = qtrue;
}
else
{
bolt->s.eFlags |= EF_BOUNCE_HALF;
}
bolt->s.loopSound = G_SoundIndex( "sound/weapons/thermal/thermloop.wav" );
bolt->damage = TD_DAMAGE * damageScale;
bolt->dflags = 0;
bolt->splashDamage = TD_SPLASH_DAM * damageScale;
bolt->splashRadius = TD_SPLASH_RAD;
bolt->s.eType = ET_MISSILE;
bolt->svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_THERMAL;
if ( alt_fire )
{
bolt->methodOfDeath = MOD_THERMAL_ALT;
bolt->splashMethodOfDeath = MOD_THERMAL_ALT;//? SPLASH;
}
else
{
bolt->methodOfDeath = MOD_THERMAL;
bolt->splashMethodOfDeath = MOD_THERMAL;//? SPLASH;
}
bolt->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->currentOrigin);
VectorCopy( start, bolt->pos2 );
return bolt;
}
//---------------------------------------------------------
gentity_t *WP_DropThermal( gentity_t *ent )
//---------------------------------------------------------
{
AngleVectors( ent->client->ps.viewangles, forward, vright, up );
CalcEntitySpot( ent, SPOT_WEAPON, muzzle );
return (WP_FireThermalDetonator( ent, qfalse ));
}
// Bot Laser
//---------------------------------------------------------
void WP_BotLaser( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *missile = CreateMissile( muzzle, forward, BRYAR_PISTOL_VEL, 10000, ent );
missile->classname = "bryar_proj";
missile->s.weapon = WP_BRYAR_PISTOL;
missile->damage = BRYAR_PISTOL_DAMAGE;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_ENERGY;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
}
// Emplaced Gun
//---------------------------------------------------------
void WP_EmplacedFire( gentity_t *ent )
//---------------------------------------------------------
{
float damage = EMPLACED_DAMAGE * ( ent->NPC ? 0.1f : 1.0f );
float vel = EMPLACED_VEL * ( ent->NPC ? 0.4f : 1.0f );
gentity_t *missile = CreateMissile( muzzle, forward, vel, 10000, ent );
missile->classname = "emplaced_proj";
missile->s.weapon = WP_EMPLACED_GUN;
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK | DAMAGE_HEAVY_WEAP_CLASS;
missile->methodOfDeath = MOD_EMPLACED;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// do some weird switchery on who the real owner is, we do this so the projectiles don't hit the gun object
missile->owner = ent->owner;
VectorSet( missile->maxs, EMPLACED_SIZE, EMPLACED_SIZE, EMPLACED_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
// alternate muzzles
ent->fxID = !ent->fxID;
}
// ATST Main
//---------------------------------------------------------
void WP_ATSTMainFire( gentity_t *ent )
//---------------------------------------------------------
{
float vel = ATST_MAIN_VEL;
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// if ( ent->client && (ent->client->ps.eFlags & EF_IN_ATST ))
// {
// vel = 4500.0f;
// }
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if ( !ent->s.number )
{
// player shoots faster
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vel *= 1.6f;
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}
gentity_t *missile = CreateMissile( muzzle, forward, vel, 10000, ent );
missile->classname = "atst_main_proj";
missile->s.weapon = WP_ATST_MAIN;
missile->damage = ATST_MAIN_DAMAGE;
missile->dflags = DAMAGE_DEATH_KNOCKBACK|DAMAGE_HEAVY_WEAP_CLASS;
missile->methodOfDeath = MOD_ENERGY;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->owner = ent;
VectorSet( missile->maxs, ATST_MAIN_SIZE, ATST_MAIN_SIZE, ATST_MAIN_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
}
// ATST Alt Side
//---------------------------------------------------------
void WP_ATSTSideAltFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = ATST_SIDE_ALT_DAMAGE;
float vel = ATST_SIDE_ALT_NPC_VELOCITY;
if ( ent->client && (ent->client->ps.eFlags & EF_IN_ATST ))
{
vel = ATST_SIDE_ALT_VELOCITY;
}
gentity_t *missile = CreateMissile( muzzle, forward, vel, 10000, ent, qtrue );
missile->classname = "atst_rocket";
missile->s.weapon = WP_ATST_SIDE;
missile->mass = 10;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = ATST_SIDE_ROCKET_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = ATST_SIDE_ROCKET_NPC_DAMAGE_NORMAL;
}
else
{
damage = ATST_SIDE_ROCKET_NPC_DAMAGE_HARD;
}
}
VectorCopy( forward, missile->movedir );
// Make it easier to hit things
VectorSet( missile->maxs, ATST_SIDE_ALT_ROCKET_SIZE, ATST_SIDE_ALT_ROCKET_SIZE, ATST_SIDE_ALT_ROCKET_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK | DAMAGE_HEAVY_WEAP_CLASS;
missile->methodOfDeath = MOD_EXPLOSIVE;
missile->splashMethodOfDeath = MOD_EXPLOSIVE_SPLASH;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// Scale damage down a bit if it is coming from an NPC
missile->splashDamage = ATST_SIDE_ALT_SPLASH_DAMAGE * ( ent->s.number == 0 ? 1.0f : ATST_SIDE_ALT_ROCKET_SPLASH_SCALE );
missile->splashRadius = ATST_SIDE_ALT_SPLASH_RADIUS;
// we don't want it to ever bounce
missile->bounceCount = 0;
}
// ATST Side
//---------------------------------------------------------
void WP_ATSTSideFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = ATST_SIDE_MAIN_DAMAGE;
gentity_t *missile = CreateMissile( muzzle, forward, ATST_SIDE_MAIN_VELOCITY, 10000, ent, qfalse );
missile->classname = "atst_side_proj";
missile->s.weapon = WP_ATST_SIDE;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = ATST_SIDE_MAIN_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = ATST_SIDE_MAIN_NPC_DAMAGE_NORMAL;
}
else
{
damage = ATST_SIDE_MAIN_NPC_DAMAGE_HARD;
}
}
VectorSet( missile->maxs, ATST_SIDE_MAIN_SIZE, ATST_SIDE_MAIN_SIZE, ATST_SIDE_MAIN_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK|DAMAGE_HEAVY_WEAP_CLASS;
missile->methodOfDeath = MOD_ENERGY;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = ATST_SIDE_MAIN_SPLASH_DAMAGE * ( ent->s.number == 0 ? 1.0f : 0.6f );
missile->splashRadius = ATST_SIDE_MAIN_SPLASH_RADIUS;
// we don't want it to bounce
missile->bounceCount = 0;
}
//---------------------------------------------------------
void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire )
{
gentity_t *tr_ent;
trace_t tr;
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vec3_t mins, maxs, end, start;
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G_Sound( ent, G_SoundIndex( "sound/weapons/baton/fire" ));
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VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );
VectorMA( start, STUN_BATON_RANGE, forward, end );
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VectorSet( maxs, 5, 5, 5 );
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VectorScale( maxs, -1, mins );
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gi.trace ( &tr, start, mins, maxs, end, ent->s.number, CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_SHOTCLIP );
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if ( tr.entityNum >= ENTITYNUM_WORLD || tr.entityNum < 0 )
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{
return;
}
tr_ent = &g_entities[tr.entityNum];
if ( tr_ent && tr_ent->takedamage && tr_ent->client )
{
G_PlayEffect( "stunBaton/flesh_impact", tr.endpos, tr.plane.normal );
// TEMP!
// G_Sound( tr_ent, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
tr_ent->client->ps.powerups[PW_SHOCKED] = level.time + 1500;
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G_Damage( tr_ent, ent, ent, forward, tr.endpos, STUN_BATON_DAMAGE, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
}
else if ( tr_ent->svFlags & SVF_GLASS_BRUSH || ( tr_ent->svFlags & SVF_BBRUSH && tr_ent->material == 12 )) // material grate...we are breaking a grate!
{
G_Damage( tr_ent, ent, ent, forward, tr.endpos, 999, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); // smash that puppy
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}
}
// Temp melee attack damage routine
//---------------------------------------------------------
void WP_Melee( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *tr_ent;
trace_t tr;
vec3_t mins, maxs, end;
int damage = ent->s.number ? (g_spskill->integer*2)+1 : 3;
float range = ent->s.number ? 64 : 32;
VectorMA( muzzle, range, forward, end );
VectorSet( maxs, 6, 6, 6 );
VectorScale( maxs, -1, mins );
gi.trace ( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT );
if ( tr.entityNum >= ENTITYNUM_WORLD )
{
return;
}
tr_ent = &g_entities[tr.entityNum];
if ( ent->client && !PM_DroidMelee( ent->client->NPC_class ) )
{
if ( ent->s.number || ent->alt_fire )
{
damage *= Q_irand( 2, 3 );
}
else
{
damage *= Q_irand( 1, 2 );
}
}
if ( tr_ent && tr_ent->takedamage )
{
G_Sound( tr_ent, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
G_Damage( tr_ent, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
}
}
//---------------------------------------------------------
void AddLeanOfs(const gentity_t *const ent, vec3_t point)
//---------------------------------------------------------
{
if(ent->client)
{
if(ent->client->ps.leanofs)
{
vec3_t right;
//add leaning offset
AngleVectors(ent->client->ps.viewangles, NULL, right, NULL);
VectorMA(point, (float)ent->client->ps.leanofs, right, point);
}
}
}
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//---------------------------------------------------------
void SubtractLeanOfs(const gentity_t *const ent, vec3_t point)
//---------------------------------------------------------
{
if(ent->client)
{
if(ent->client->ps.leanofs)
{
vec3_t right;
//add leaning offset
AngleVectors( ent->client->ps.viewangles, NULL, right, NULL );
VectorMA( point, ent->client->ps.leanofs*-1, right, point );
}
}
}
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//---------------------------------------------------------
void ViewHeightFix(const gentity_t *const ent)
//---------------------------------------------------------
{
//FIXME: this is hacky and doesn't need to be here. Was only put here to make up
//for the times a crouch anim would be used but not actually crouching.
//When we start calcing eyepos (SPOT_HEAD) from the tag_eyes, we won't need
//this (or viewheight at all?)
if ( !ent )
return;
if ( !ent->client || !ent->NPC )
return;
if ( ent->client->ps.stats[STAT_HEALTH] <= 0 )
return;//dead
if ( ent->client->ps.legsAnim == BOTH_CROUCH1IDLE || ent->client->ps.legsAnim == BOTH_CROUCH1 || ent->client->ps.legsAnim == BOTH_CROUCH1WALK )
{
if ( ent->client->ps.viewheight!=ent->client->crouchheight + STANDARD_VIEWHEIGHT_OFFSET )
ent->client->ps.viewheight = ent->client->crouchheight + STANDARD_VIEWHEIGHT_OFFSET;
}
else
{
if ( ent->client->ps.viewheight!=ent->client->standheight + STANDARD_VIEWHEIGHT_OFFSET )
ent->client->ps.viewheight = ent->client->standheight + STANDARD_VIEWHEIGHT_OFFSET;
}
}
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qboolean W_AccuracyLoggableWeapon( int weapon, qboolean alt_fire, int mod )
{
if ( mod != MOD_UNKNOWN )
{
switch( mod )
{
//standard weapons
case MOD_BRYAR:
case MOD_BRYAR_ALT:
case MOD_BLASTER:
case MOD_BLASTER_ALT:
case MOD_DISRUPTOR:
case MOD_SNIPER:
case MOD_BOWCASTER:
case MOD_BOWCASTER_ALT:
case MOD_ROCKET:
case MOD_ROCKET_ALT:
return qtrue;
break;
//non-alt standard
case MOD_REPEATER:
case MOD_DEMP2:
case MOD_FLECHETTE:
return qtrue;
break;
//emplaced gun
case MOD_EMPLACED:
return qtrue;
break;
//atst
case MOD_ENERGY:
case MOD_EXPLOSIVE:
if ( weapon == WP_ATST_MAIN || weapon == WP_ATST_SIDE )
{
return qtrue;
}
break;
}
}
else if ( weapon != WP_NONE )
{
switch( weapon )
{
case WP_BRYAR_PISTOL:
case WP_BLASTER:
case WP_DISRUPTOR:
case WP_BOWCASTER:
case WP_ROCKET_LAUNCHER:
return qtrue;
break;
//non-alt standard
case WP_REPEATER:
case WP_DEMP2:
case WP_FLECHETTE:
if ( !alt_fire )
{
return qtrue;
}
break;
//emplaced gun
case WP_EMPLACED_GUN:
return qtrue;
break;
//atst
case WP_ATST_MAIN:
case WP_ATST_SIDE:
return qtrue;
break;
}
}
return qfalse;
}
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/*
===============
LogAccuracyHit
===============
*/
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ) {
if( !target->takedamage ) {
return qfalse;
}
if ( target == attacker ) {
return qfalse;
}
if( !target->client ) {
return qfalse;
}
if( !attacker->client ) {
return qfalse;
}
if( target->client->ps.stats[STAT_HEALTH] <= 0 ) {
return qfalse;
}
if ( OnSameTeam( target, attacker ) ) {
return qfalse;
}
return qtrue;
}
//---------------------------------------------------------
void CalcMuzzlePoint( gentity_t *const ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint, float lead_in )
//---------------------------------------------------------
{
vec3_t org;
mdxaBone_t boltMatrix;
if( !lead_in ) //&& ent->s.number != 0
{//Not players or melee
if( ent->client )
{
if ( ent->client->renderInfo.mPCalcTime >= level.time - FRAMETIME*2 )
{//Our muzz point was calced no more than 2 frames ago
VectorCopy(ent->client->renderInfo.muzzlePoint, muzzlePoint);
return;
}
}
}
VectorCopy( ent->currentOrigin, muzzlePoint );
switch( ent->s.weapon )
{
case WP_BRYAR_PISTOL:
ViewHeightFix(ent);
muzzlePoint[2] += ent->client->ps.viewheight;//By eyes
muzzlePoint[2] -= 16;
VectorMA( muzzlePoint, 28, forward, muzzlePoint );
VectorMA( muzzlePoint, 6, vright, muzzlePoint );
break;
case WP_ROCKET_LAUNCHER:
case WP_THERMAL:
ViewHeightFix(ent);
muzzlePoint[2] += ent->client->ps.viewheight;//By eyes
muzzlePoint[2] -= 2;
break;
case WP_BLASTER:
ViewHeightFix(ent);
muzzlePoint[2] += ent->client->ps.viewheight;//By eyes
muzzlePoint[2] -= 1;
if ( ent->s.number == 0 )
VectorMA( muzzlePoint, 12, forward, muzzlePoint ); // player, don't set this any lower otherwise the projectile will impact immediately when your back is to a wall
else
VectorMA( muzzlePoint, 2, forward, muzzlePoint ); // NPC, don't set too far forward otherwise the projectile can go through doors
VectorMA( muzzlePoint, 1, vright, muzzlePoint );
break;
case WP_SABER:
if(ent->NPC!=NULL &&
(ent->client->ps.torsoAnim == TORSO_WEAPONREADY2 ||
ent->client->ps.torsoAnim == BOTH_ATTACK2))//Sniper pose
{
ViewHeightFix(ent);
muzzle[2] += ent->client->ps.viewheight;//By eyes
}
else
{
muzzlePoint[2] += 16;
}
VectorMA( muzzlePoint, 8, forward, muzzlePoint );
VectorMA( muzzlePoint, 16, vright, muzzlePoint );
break;
case WP_BOT_LASER:
muzzlePoint[2] -= 16; //
break;
case WP_ATST_MAIN:
if (ent->count > 0)
{
ent->count = 0;
gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel,
ent->handLBolt,
&boltMatrix, ent->s.angles, ent->s.origin, (cg.time?cg.time:level.time),
NULL, ent->s.modelScale );
}
else
{
ent->count = 1;
gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel,
ent->handRBolt,
&boltMatrix, ent->s.angles, ent->s.origin, (cg.time?cg.time:level.time),
NULL, ent->s.modelScale );
}
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
VectorCopy(org,muzzlePoint);
break;
}
AddLeanOfs(ent, muzzlePoint);
}
//---------------------------------------------------------
void FireWeapon( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
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float alert = 256;
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// track shots taken for accuracy tracking.
ent->client->ps.persistant[PERS_ACCURACY_SHOTS]++;
// set aiming directions
if ( ent->s.weapon == WP_DISRUPTOR && alt_fire )
{
if ( ent->NPC )
{
//snipers must use the angles they actually did their shot trace with
AngleVectors( ent->lastAngles, forward, vright, up );
}
}
else if ( ent->s.weapon == WP_ATST_SIDE || ent->s.weapon == WP_ATST_MAIN )
{
vec3_t delta1, enemy_org1, muzzle1;
vec3_t angleToEnemy1;
VectorCopy( ent->client->renderInfo.muzzlePoint, muzzle1 );
if ( !ent->s.number )
{//player driving an AT-ST
//SIGH... because we can't anticipate alt-fire, must calc muzzle here and now
mdxaBone_t boltMatrix;
int bolt;
if ( ent->client->ps.weapon == WP_ATST_MAIN )
{//FIXME: alt_fire should fire both barrels, but slower?
if ( ent->alt_fire )
{
bolt = ent->handRBolt;
}
else
{
bolt = ent->handLBolt;
}
}
else
{// ATST SIDE weapons
if ( ent->alt_fire )
{
if ( gi.G2API_GetSurfaceRenderStatus( &ent->ghoul2[ent->playerModel], "head_light_blaster_cann" ) )
{//don't have it!
return;
}
bolt = ent->genericBolt2;
}
else
{
if ( gi.G2API_GetSurfaceRenderStatus( &ent->ghoul2[ent->playerModel], "head_concussion_charger" ) )
{//don't have it!
return;
}
bolt = ent->genericBolt1;
}
}
vec3_t yawOnlyAngles = {0, ent->currentAngles[YAW], 0};
if ( ent->currentAngles[YAW] != ent->client->ps.legsYaw )
{
yawOnlyAngles[YAW] = ent->client->ps.legsYaw;
}
gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel, bolt, &boltMatrix, yawOnlyAngles, ent->currentOrigin, (cg.time?cg.time:level.time), NULL, ent->s.modelScale );
// work the matrix axis stuff into the original axis and origins used.
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->client->renderInfo.muzzlePoint );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, ent->client->renderInfo.muzzleDir );
ent->client->renderInfo.mPCalcTime = level.time;
AngleVectors( ent->client->ps.viewangles, forward, vright, up );
//CalcMuzzlePoint( ent, forward, vright, up, muzzle, 0 );
}
else if ( !ent->enemy )
{//an NPC with no enemy to auto-aim at
VectorCopy( ent->client->renderInfo.muzzleDir, forward );
}
else
{//NPC, auto-aim at enemy
CalcEntitySpot( ent->enemy, SPOT_HEAD, enemy_org1 );
VectorSubtract (enemy_org1, muzzle1, delta1);
vectoangles ( delta1, angleToEnemy1 );
AngleVectors (angleToEnemy1, forward, vright, up);
}
}
else if ( ent->s.weapon == WP_BOT_LASER && ent->enemy )
{
vec3_t delta1, enemy_org1, muzzle1;
vec3_t angleToEnemy1;
CalcEntitySpot( ent->enemy, SPOT_HEAD, enemy_org1 );
CalcEntitySpot( ent, SPOT_WEAPON, muzzle1 );
VectorSubtract (enemy_org1, muzzle1, delta1);
vectoangles ( delta1, angleToEnemy1 );
AngleVectors (angleToEnemy1, forward, vright, up);
}
else
{
AngleVectors( ent->client->ps.viewangles, forward, vright, up );
}
ent->alt_fire = alt_fire;
CalcMuzzlePoint ( ent, forward, vright, up, muzzle , 0);
// fire the specific weapon
switch( ent->s.weapon )
{
// Player weapons
//-----------------
case WP_SABER:
return;
break;
case WP_BRYAR_PISTOL:
WP_FireBryarPistol( ent, alt_fire );
break;
case WP_BLASTER:
WP_FireBlaster( ent, alt_fire );
break;
case WP_DISRUPTOR:
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alert = 50; // if you want it to alert enemies, remove this
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WP_FireDisruptor( ent, alt_fire );
break;
case WP_BOWCASTER:
WP_FireBowcaster( ent, alt_fire );
break;
case WP_REPEATER:
WP_FireRepeater( ent, alt_fire );
break;
case WP_DEMP2:
WP_FireDEMP2( ent, alt_fire );
break;
case WP_FLECHETTE:
WP_FireFlechette( ent, alt_fire );
break;
case WP_ROCKET_LAUNCHER:
WP_FireRocket( ent, alt_fire );
break;
case WP_THERMAL:
WP_FireThermalDetonator( ent, alt_fire );
break;
case WP_TRIP_MINE:
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alert = 0; // if you want it to alert enemies, remove this
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WP_PlaceLaserTrap( ent, alt_fire );
break;
case WP_DET_PACK:
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alert = 0; // if you want it to alert enemies, remove this
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WP_FireDetPack( ent, alt_fire );
break;
case WP_BOT_LASER:
WP_BotLaser( ent );
break;
case WP_EMPLACED_GUN:
// doesn't care about whether it's alt-fire or not. We can do an alt-fire if needed
WP_EmplacedFire( ent );
break;
case WP_MELEE:
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alert = 0; // if you want it to alert enemies, remove this
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WP_Melee( ent );
break;
case WP_ATST_MAIN:
WP_ATSTMainFire( ent );
break;
case WP_ATST_SIDE:
// TEMP
if ( alt_fire )
{
// WP_FireRocket( ent, qfalse );
WP_ATSTSideAltFire(ent);
}
else
{
if ( ent->s.number == 0 && ent->client->ps.vehicleModel )
{
WP_ATSTMainFire( ent );
}
else
{
WP_ATSTSideFire(ent);
}
}
break;
case WP_TIE_FIGHTER:
// TEMP
WP_EmplacedFire( ent );
break;
case WP_RAPID_FIRE_CONC:
// TEMP
if ( alt_fire )
{
WP_FireRepeater( ent, alt_fire );
}
else
{
WP_EmplacedFire( ent );
}
break;
case WP_STUN_BATON:
WP_FireStunBaton( ent, alt_fire );
break;
case WP_BLASTER_PISTOL: // enemy version
WP_FireBryarPistol( ent, qfalse ); // never an alt-fire?
break;
// case WP_TRICORDER:
// WP_TricorderScan( ent, alt_fire );
// break;
default:
return;
break;
}
if ( !ent->s.number )
{
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if ( ent->s.weapon == WP_FLECHETTE || (ent->s.weapon == WP_BOWCASTER && !alt_fire) )
{//these can fire multiple shots, count them individually within the firing functions
}
else if ( W_AccuracyLoggableWeapon( ent->s.weapon, alt_fire, MOD_UNKNOWN ) )
{
ent->client->sess.missionStats.shotsFired++;
}
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}
// We should probably just use this as a default behavior, in special cases, just set alert to false.
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if ( ent->s.number == 0 && alert > 0 )
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{
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AddSoundEvent( ent, muzzle, alert, AEL_DISCOVERED );
AddSightEvent( ent, muzzle, alert*2, AEL_DISCOVERED, 20 );
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}
}
// spawnflag
#define EMPLACED_INACTIVE 1
#define EMPLACED_FACING 2
#define EMPLACED_VULNERABLE 4
//----------------------------------------------------------
/*QUAKED emplaced_gun (0 0 1) (-24 -24 0) (24 24 64) INACTIVE FACING VULNERABLE
INACTIVE cannot be used until used by a target_activate
FACING - player must be facing relatively in the same direction as the gun in order to use it
VULNERABLE - allow the gun to take damage
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count - how much ammo to give this gun ( default 999 )
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health - how much damage the gun can take before it blows ( default 250 )
delay - ONLY AFFECTS NPCs - time between shots ( default 200 on hardest setting )
wait - ONLY AFFECTS NPCs - time between bursts ( default 800 on hardest setting )
splashdamage - how much damage a blowing up gun deals ( default 80 )
splashradius - radius for exploding damage ( default 128 )
*/
//----------------------------------------------------------
void emplaced_gun_use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
vec3_t fwd1, fwd2;
if ( self->health <= 0 )
{
// can't use a dead gun.
return;
}
if ( self->svFlags & SVF_INACTIVE )
{
return; // can't use inactive gun
}
if ( !activator->client )
{
return; // only a client can use it.
}
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if ( self->activator )
{
// someone is already in the gun.
return;
}
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// We'll just let the designers duke this one out....I mean, as to whether they even want to limit such a thing.
if ( self->spawnflags & EMPLACED_FACING )
{
// Let's get some direction vectors for the users
AngleVectors( activator->client->ps.viewangles, fwd1, NULL, NULL );
// Get the guns direction vector
AngleVectors( self->pos1, fwd2, NULL, NULL );
float dot = DotProduct( fwd1, fwd2 );
// Must be reasonably facing the way the gun points ( 90 degrees or so ), otherwise we don't allow to use it.
if ( dot < 0.0f )
{
return;
}
}
// don't allow using it again for half a second
if ( self->delay + 500 < level.time )
{
int oldWeapon = activator->s.weapon;
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if ( oldWeapon == WP_SABER )
{
self->alt_fire = activator->client->ps.saberActive;
}
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// swap the users weapon with the emplaced gun and add the ammo the gun has to the player
activator->client->ps.weapon = self->s.weapon;
Add_Ammo( activator, WP_EMPLACED_GUN, self->count );
activator->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_EMPLACED_GUN );
// Allow us to point from one to the other
activator->owner = self; // kind of dumb, but when we are locked to the weapon, we are owned by it.
self->activator = activator;
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if ( activator->weaponModel >= 0 )
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{
// rip that gun out of their hands....
gi.G2API_RemoveGhoul2Model( activator->ghoul2, activator->weaponModel );
activator->weaponModel = -1;
}
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
if ( activator->NPC )
{
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if ( activator->weaponModel >= 0 )
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{
// rip that gun out of their hands....
gi.G2API_RemoveGhoul2Model( activator->ghoul2, activator->weaponModel );
activator->weaponModel = -1;
// Doesn't work?
// activator->maxs[2] += 35; // make it so you can potentially shoot their head
// activator->s.radius += 10; // increase ghoul radius so we can collide with the enemy more accurately
// gi.linkentity( activator );
}
ChangeWeapon( activator, WP_EMPLACED_GUN );
}
else if ( activator->s.number == 0 )
{
// we don't want for it to draw the weapon select stuff
cg.weaponSelect = WP_EMPLACED_GUN;
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CG_CenterPrint( "@INGAME_EXIT_VIEW", SCREEN_HEIGHT * 0.95 );
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}
// Since we move the activator inside of the gun, we reserve a solid spot where they were standing in order to be able to get back out without being in solid
if ( self->nextTrain )
{//you never know
G_FreeEntity( self->nextTrain );
}
self->nextTrain = G_Spawn();
//self->nextTrain->classname = "emp_placeholder";
self->nextTrain->contents = CONTENTS_MONSTERCLIP|CONTENTS_PLAYERCLIP;//hmm... playerclip too now that we're doing it for NPCs?
G_SetOrigin( self->nextTrain, activator->client->ps.origin );
VectorCopy( activator->mins, self->nextTrain->mins );
VectorCopy( activator->maxs, self->nextTrain->maxs );
gi.linkentity( self->nextTrain );
//need to inflate the activator's mins/maxs since the gunsit anim puts them outside of their bbox
VectorSet( activator->mins, -24, -24, -24 );
VectorSet( activator->maxs, 24, 24, 40 );
// Move the activator into the center of the gun. For NPC's the only way the can get out of the gun is to die.
VectorCopy( self->s.origin, activator->client->ps.origin );
activator->client->ps.origin[2] += 30; // move them up so they aren't standing in the floor
gi.linkentity( activator );
// the gun will track which weapon we used to have
self->s.weapon = oldWeapon;
// Lock the player
activator->client->ps.eFlags |= EF_LOCKED_TO_WEAPON;
activator->owner = self; // kind of dumb, but when we are locked to the weapon, we are owned by it.
self->activator = activator;
self->delay = level.time; // can't disconnect from the thing for half a second
// Let the gun be considered an enemy
self->svFlags |= SVF_NONNPC_ENEMY;
self->noDamageTeam = activator->client->playerTeam;
// FIXME: don't do this, we'll try and actually put the player in this beast
// move the player to the center of the gun
// activator->contents = 0;
// VectorCopy( self->currentOrigin, activator->client->ps.origin );
SetClientViewAngle( activator, self->pos1 );
//FIXME: should really wait a bit after spawn and get this just once?
self->waypoint = NAV_FindClosestWaypointForEnt( self, WAYPOINT_NONE );
#ifdef _DEBUG
if ( self->waypoint == -1 )
{
gi.Printf( S_COLOR_RED"ERROR: no waypoint for emplaced_gun %s at %s\n", self->targetname, vtos(self->currentOrigin) );
}
#endif
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G_Sound( self, G_SoundIndex( "sound/weapons/emplaced/emplaced_mount.mp3" ));
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}
}
//----------------------------------------------------------
void emplaced_gun_pain( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, vec3_t point, int damage, int mod,int hitLoc )
{
if ( self->health <= 0 )
{
// play pain effect?
}
else
{
if ( self->paintarget )
{
G_UseTargets2( self, self->activator, self->paintarget );
}
// Don't do script if dead
G_ActivateBehavior( self, BSET_PAIN );
}
}
//----------------------------------------------------------
void emplaced_blow( gentity_t *ent )
{
ent->e_DieFunc = dieF_NULL;
emplaced_gun_die( ent, ent->lastEnemy, ent->lastEnemy, 0, MOD_UNKNOWN );
}
//----------------------------------------------------------
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void emplaced_gun_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc )
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{
vec3_t org;
// turn off any firing animations it may have been doing
self->s.frame = self->startFrame = self->endFrame = 0;
self->svFlags &= ~SVF_ANIMATING;
self->health = 0;
// self->s.weapon = WP_EMPLACED_GUN; // we need to be able to switch back to the old weapon
self->takedamage = qfalse;
self->lastEnemy = attacker;
// we defer explosion so the player has time to get out
if ( self->e_DieFunc )
{
self->e_ThinkFunc = thinkF_emplaced_blow;
self->nextthink = level.time + 3000; // don't blow for a couple of seconds
return;
}
if ( self->activator && self->activator->client )
{
if ( self->activator->NPC )
{
vec3_t right;
// radius damage seems to throw them, but add an extra bit to throw them away from the weapon
AngleVectors( self->currentAngles, NULL, right, NULL );
VectorMA( self->activator->client->ps.velocity, 140, right, self->activator->client->ps.velocity );
self->activator->client->ps.velocity[2] = -100;
// kill them
self->activator->health = 0;
self->activator->client->ps.stats[STAT_HEALTH] = 0;
}
// kill the players emplaced ammo, cheesy way to keep the gun from firing
self->activator->client->ps.ammo[weaponData[WP_EMPLACED_GUN].ammoIndex] = 0;
}
self->e_PainFunc = painF_NULL;
self->e_ThinkFunc = thinkF_NULL;
if ( self->target )
{
G_UseTargets( self, attacker );
}
G_RadiusDamage( self->currentOrigin, self, self->splashDamage, self->splashRadius, self, MOD_UNKNOWN );
// when the gun is dead, add some ugliness to it.
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vec3_t ugly;
ugly[YAW] = 4;
ugly[PITCH] = self->lastAngles[PITCH] * 0.8f + crandom() * 6;
ugly[ROLL] = crandom() * 7;
gi.G2API_SetBoneAnglesIndex( &self->ghoul2[self->playerModel], self->lowerLumbarBone, ugly, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL );
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VectorCopy( self->currentOrigin, org );
org[2] += 20;
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G_PlayEffect( "emplaced/explode", org );
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// create some persistent smoke by using a dynamically created fx runner
gentity_t *ent = G_Spawn();
if ( ent )
{
ent->delay = 200;
ent->random = 100;
ent->fxID = G_EffectIndex( "emplaced/dead_smoke" );
ent->e_ThinkFunc = thinkF_fx_runner_think;
ent->nextthink = level.time + 50;
// move up above the gun origin
VectorCopy( self->currentOrigin, org );
org[2] += 35;
G_SetOrigin( ent, org );
VectorCopy( org, ent->s.origin );
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VectorSet( ent->s.angles, -90, 0, 0 ); // up
G_SetAngles( ent, ent->s.angles );
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gi.linkentity( ent );
}
G_ActivateBehavior( self, BSET_DEATH );
}
//----------------------------------------------------------
void SP_emplaced_gun( gentity_t *ent )
{
char name[] = "models/map_objects/imp_mine/turret_chair.glm";
ent->svFlags |= SVF_PLAYER_USABLE;
ent->contents = CONTENTS_BODY;//CONTENTS_SHOTCLIP|CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP;//CONTENTS_SOLID;
if ( ent->spawnflags & EMPLACED_INACTIVE )
{
ent->svFlags |= SVF_INACTIVE;
}
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VectorSet( ent->mins, -30, -30, -5 );
VectorSet( ent->maxs, 30, 30, 60 );
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ent->takedamage = qtrue;
if ( !( ent->spawnflags & EMPLACED_VULNERABLE ))
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{
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ent->flags |= FL_GODMODE;
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}
ent->s.radius = 110;
ent->spawnflags |= 4; // deadsolid
ent->e_ThinkFunc = thinkF_NULL;
ent->e_PainFunc = painF_emplaced_gun_pain;
ent->e_DieFunc = dieF_emplaced_gun_die;
G_EffectIndex( "emplaced/explode" );
G_EffectIndex( "emplaced/dead_smoke" );
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G_SoundIndex( "sound/weapons/emplaced/emplaced_mount.mp3" );
G_SoundIndex( "sound/weapons/emplaced/emplaced_dismount.mp3" );
G_SoundIndex( "sound/weapons/emplaced/emplaced_move_lp.wav" );
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// Set up our defaults and override with custom amounts as necessary
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G_SpawnInt( "count", "999", &ent->count );
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G_SpawnInt( "health", "250", &ent->health );
G_SpawnInt( "splashDamage", "80", &ent->splashDamage );
G_SpawnInt( "splashRadius", "128", &ent->splashRadius );
G_SpawnFloat( "delay", "200", &ent->random ); // NOTE: spawning into a different field!!
G_SpawnFloat( "wait", "800", &ent->wait );
ent->max_health = ent->health;
ent->dflags |= DAMAGE_CUSTOM_HUD; // dumb, but we draw a custom hud
ent->s.modelindex = G_ModelIndex( name );
ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, name, ent->s.modelindex );
// Activate our tags and bones
ent->headBolt = gi.G2API_AddBolt( &ent->ghoul2[0], "*seat" );
ent->handLBolt = gi.G2API_AddBolt( &ent->ghoul2[0], "*flash01" );
ent->handRBolt = gi.G2API_AddBolt( &ent->ghoul2[0], "*flash02" );
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ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "base_bone", qtrue );
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ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[0], "swivel_bone", qtrue );
gi.G2API_SetBoneAngles( &ent->ghoul2[0], "swivel_bone", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL);
RegisterItem( FindItemForWeapon( WP_EMPLACED_GUN ));
ent->s.weapon = WP_EMPLACED_GUN;
G_SetOrigin( ent, ent->s.origin );
G_SetAngles( ent, ent->s.angles );
VectorCopy( ent->s.angles, ent->lastAngles );
// store base angles for later
VectorCopy( ent->s.angles, ent->pos1 );
ent->e_UseFunc = useF_emplaced_gun_use;
gi.linkentity (ent);
}