jedioutcast/CODE-mp/game/g_weapon.c
2013-04-04 16:05:53 -05:00

3440 lines
89 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// g_weapon.c
// perform the server side effects of a weapon firing
#include "g_local.h"
#include "be_aas.h"
static float s_quadFactor;
static vec3_t forward, right, up;
static vec3_t muzzle;
// Bryar Pistol
//--------
#define BRYAR_PISTOL_VEL 1600
#define BRYAR_PISTOL_DAMAGE 10
#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
#define BRYAR_ALT_SIZE 1.0f
// E11 Blaster
//---------
#define BLASTER_SPREAD 1.6f//1.2f
#define BLASTER_VELOCITY 2300
#define BLASTER_DAMAGE 20
// Tenloss Disruptor
//----------
#define DISRUPTOR_MAIN_DAMAGE 30 //40
#define DISRUPTOR_NPC_MAIN_DAMAGE_CUT 0.25f
#define DISRUPTOR_ALT_DAMAGE 100 //125
#define DISRUPTOR_NPC_ALT_DAMAGE_CUT 0.2f
#define DISRUPTOR_ALT_TRACES 3 // can go through a max of 3 damageable(sp?) entities
#define DISRUPTOR_CHARGE_UNIT 50.0f // distruptor charging gives us one more unit every 50ms--if you change this, you'll have to do the same in bg_pmove
// Wookiee Bowcaster
//----------
#define BOWCASTER_DAMAGE 50
#define BOWCASTER_VELOCITY 1300
#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_DAMAGE 14
#define REPEATER_VELOCITY 1600
#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
// DEMP2
//----------
#define DEMP2_DAMAGE 35
#define DEMP2_VELOCITY 1800
#define DEMP2_SIZE 2 // half of bbox size
#define DEMP2_ALT_DAMAGE 8 //12 // does 12, 36, 84 at each of the 3 charge levels.
#define DEMP2_CHARGE_UNIT 700.0f // demp2 charging gives us one more unit every 700ms--if you change this, you'll have to do the same in bg_weapons
#define DEMP2_ALT_RANGE 4096
#define DEMP2_ALT_SPLASHRADIUS 256
// Golan Arms Flechette
//---------
#define FLECHETTE_SHOTS 5
#define FLECHETTE_SPREAD 4.0f
#define FLECHETTE_DAMAGE 12//15
#define FLECHETTE_VEL 3500
#define FLECHETTE_SIZE 1
#define FLECHETTE_MINE_RADIUS_CHECK 256
#define FLECHETTE_ALT_DAMAGE 60
#define FLECHETTE_ALT_SPLASH_DAM 60
#define FLECHETTE_ALT_SPLASH_RAD 128
// Personal Rocket Launcher
//---------
#define ROCKET_VELOCITY 900
#define ROCKET_DAMAGE 100
#define ROCKET_SPLASH_DAMAGE 100
#define ROCKET_SPLASH_RADIUS 160
#define ROCKET_SIZE 3
#define ROCKET_ALT_THINK_TIME 100
// Stun Baton
//--------------
#define STUN_BATON_DAMAGE 20
#define STUN_BATON_ALT_DAMAGE 20
#define STUN_BATON_RANGE 8
extern qboolean G_BoxInBounds( vec3_t point, vec3_t mins, vec3_t maxs, vec3_t boundsMins, vec3_t boundsMaxs );
static void WP_FireEmplaced( gentity_t *ent, qboolean altFire );
void laserTrapStick( gentity_t *ent, vec3_t endpos, vec3_t normal );
void touch_NULL( gentity_t *ent, gentity_t *other, trace_t *trace )
{
}
void laserTrapExplode( gentity_t *self );
//-----------------------------------------------------------------------------
void W_TraceSetStart( gentity_t *ent, vec3_t start, vec3_t mins, vec3_t maxs )
//-----------------------------------------------------------------------------
{
//make sure our start point isn't on the other side of a wall
trace_t tr;
vec3_t entMins;
vec3_t entMaxs;
vec3_t eyePoint;
VectorAdd( ent->r.currentOrigin, ent->r.mins, entMins );
VectorAdd( ent->r.currentOrigin, ent->r.maxs, entMaxs );
if ( G_BoxInBounds( start, mins, maxs, entMins, entMaxs ) )
{
return;
}
if ( !ent->client )
{
return;
}
VectorCopy( ent->s.pos.trBase, eyePoint);
eyePoint[2] += ent->client->ps.viewheight;
trap_Trace( &tr, eyePoint, mins, maxs, start, ent->s.number, MASK_SOLID|CONTENTS_SHOTCLIP );
if ( tr.startsolid || tr.allsolid )
{
return;
}
if ( tr.fraction < 1.0f )
{
VectorCopy( tr.endpos, start );
}
}
/*
----------------------------------------------
PLAYER WEAPONS
----------------------------------------------
*/
/*
======================================================================
BRYAR PISTOL
======================================================================
*/
//----------------------------------------------
static void WP_FireBryarPistol( gentity_t *ent, qboolean altFire )
//---------------------------------------------------------
{
int damage = BRYAR_PISTOL_DAMAGE;
int count;
gentity_t *missile = CreateMissile( muzzle, forward, BRYAR_PISTOL_VEL, 10000, ent, altFire );
missile->classname = "bryar_proj";
missile->s.weapon = WP_BRYAR_PISTOL;
if ( altFire )
{
float boxSize = 0;
count = ( level.time - ent->client->ps.weaponChargeTime ) / BRYAR_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 5 )
{
count = 5;
}
if (count > 1)
{
damage *= (count*1.7);
}
else
{
damage *= (count*1.5);
}
missile->s.generic1 = count; // The missile will then render according to the charge level.
// missile->count = count; // The single player stores the charge in count, which isn't accessible on the client
boxSize = BRYAR_ALT_SIZE*(count*0.5);
VectorSet( missile->r.maxs, boxSize, boxSize, boxSize );
VectorSet( missile->r.mins, -boxSize, -boxSize, -boxSize );
}
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
if (altFire)
{
missile->methodOfDeath = MOD_BRYAR_PISTOL_ALT;
}
else
{
missile->methodOfDeath = MOD_BRYAR_PISTOL;
}
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
// NOTENOTE These don't bounce yet.
missile->bounceCount = 8;
}
/*
======================================================================
GENERIC
======================================================================
*/
//---------------------------------------------------------
void WP_FireTurretMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod, gentity_t *ignore )
//---------------------------------------------------------
{
gentity_t *missile;
missile = CreateMissile( start, dir, velocity, 10000, ent, altFire );
missile->classname = "generic_proj";
missile->s.weapon = WP_TURRET;
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = mod;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
if (ignore)
{
missile->passThroughNum = ignore->s.number+1;
}
// we don't want it to bounce forever
// NOTENOTE These don't bounce yet.
missile->bounceCount = 8;
}
//Currently only the seeker drone uses this, but it might be useful for other things as well.
//---------------------------------------------------------
void WP_FireGenericBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod )
//---------------------------------------------------------
{
gentity_t *missile;
missile = CreateMissile( start, dir, velocity, 10000, ent, altFire );
missile->classname = "generic_proj";
missile->s.weapon = WP_BRYAR_PISTOL;
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = mod;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
// NOTENOTE These don't bounce yet.
missile->bounceCount = 8;
}
/*
======================================================================
BLASTER
======================================================================
*/
//---------------------------------------------------------
void WP_FireBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire )
//---------------------------------------------------------
{
int velocity = BLASTER_VELOCITY;
int damage = BLASTER_DAMAGE;
gentity_t *missile;
if (ent->s.eType == ET_GRAPPLE)
{ //animent
damage = 10;
}
// NOTENOTE Vehicle models are not yet implemented
/* if ( ent->client && ent->client->ps.vehicleModel != 0 )
{
velocity = 10000;
}
*/
missile = CreateMissile( start, dir, velocity, 10000, ent, altFire );
missile->classname = "blaster_proj";
missile->s.weapon = WP_BLASTER;
// NOTENOTE Vehicle models are not yet implemented
/* if ( ent->client && ent->client->ps.vehicleModel != 0 )
{
damage = 250;
}
*/
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_BLASTER;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
// NOTENOTE These don't bounce yet.
missile->bounceCount = 8;
}
//---------------------------------------------------------
void WP_FireEmplacedMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, gentity_t *ignore )
//---------------------------------------------------------
{
int velocity = BLASTER_VELOCITY;
int damage = BLASTER_DAMAGE;
gentity_t *missile;
// NOTENOTE Vehicle models are not yet implemented
/* if ( ent->client && ent->client->ps.vehicleModel != 0 )
{
velocity = 10000;
}
*/
missile = CreateMissile( start, dir, velocity, 10000, ent, altFire );
missile->classname = "emplaced_gun_proj";
missile->s.weapon = WP_TURRET;//WP_EMPLACED_GUN;
// NOTENOTE Vehicle models are not yet implemented
/* if ( ent->client && ent->client->ps.vehicleModel != 0 )
{
damage = 250;
}
*/
missile->activator = ignore;
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_BLASTER;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
if (ignore)
{
missile->passThroughNum = ignore->s.number+1;
}
// we don't want it to bounce forever
// NOTENOTE These don't bounce yet.
missile->bounceCount = 8;
}
//---------------------------------------------------------
static void WP_FireBlaster( gentity_t *ent, qboolean altFire )
//---------------------------------------------------------
{
vec3_t dir, angs;
vectoangles( forward, angs );
if ( altFire )
{
// add some slop to the alt-fire direction
angs[PITCH] += crandom() * BLASTER_SPREAD;
angs[YAW] += crandom() * BLASTER_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, altFire );
}
int G_GetHitLocation(gentity_t *target, vec3_t ppoint);
/*
======================================================================
DISRUPTOR
======================================================================
*/
//---------------------------------------------------------
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, *tent;
float /*dist, */shotRange = 8192;
int ignore, traces;
memset(&tr, 0, sizeof(tr)); //to shut the compiler up
VectorCopy( ent->client->ps.origin, start );
start[2] += ent->client->ps.viewheight;//By eyes
VectorMA( start, shotRange, forward, end );
// trap_Trace( &tr, start, NULL, NULL, end, ent->s.number, MASK_SHOT);
ignore = ent->s.number;
traces = 0;
while ( traces < 10 )
{//need to loop this in case we hit a Jedi who dodges the shot
trap_Trace( &tr, start, NULL, NULL, end, ignore, MASK_SHOT );
traceEnt = &g_entities[tr.entityNum];
if (traceEnt && traceEnt->client && traceEnt->client->ps.duelInProgress &&
traceEnt->client->ps.duelIndex != ent->s.number)
{
VectorCopy( tr.endpos, start );
ignore = tr.entityNum;
traces++;
continue;
}
if ( Jedi_DodgeEvasion( traceEnt, ent, &tr, G_GetHitLocation(traceEnt, tr.endpos) ) )
{//act like we didn't even hit him
VectorCopy( tr.endpos, start );
ignore = tr.entityNum;
traces++;
continue;
}
else if (traceEnt && traceEnt->client && traceEnt->client->ps.fd.forcePowerLevel[FP_SABERDEFEND] >= FORCE_LEVEL_3)
{
if (WP_SaberCanBlock(traceEnt, tr.endpos, 0, MOD_DISRUPTOR, qtrue, 0))
{ //broadcast and stop the shot because it was blocked
gentity_t *te = NULL;
tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_MAIN_SHOT );
VectorCopy( muzzle, tent->s.origin2 );
tent->s.eventParm = ent->s.number;
te = G_TempEntity( tr.endpos, EV_SABER_BLOCK );
VectorCopy(tr.endpos, te->s.origin);
VectorCopy(tr.plane.normal, te->s.angles);
if (!te->s.angles[0] && !te->s.angles[1] && !te->s.angles[2])
{
te->s.angles[1] = 1;
}
te->s.eventParm = 0;
return;
}
}
//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 );
VectorCopy( muzzle, tent->s.origin2 );
tent->s.eventParm = ent->s.number;
traceEnt = &g_entities[tr.entityNum];
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->accuracy_hits++;
}
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NORMAL, MOD_DISRUPTOR );
tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_HIT );
tent->s.eventParm = DirToByte( tr.plane.normal );
if (traceEnt->client)
{
tent->s.weapon = 1;
}
}
else
{
// Hmmm, maybe don't make any marks on things that could break
tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_MISS );
tent->s.eventParm = DirToByte( tr.plane.normal );
tent->s.weapon = 1;
}
}
}
//---------------------------------------------------------
void WP_DisruptorAltFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = 0, skip;
qboolean render_impact = qtrue;
vec3_t start, end;
vec3_t muzzle2;
trace_t tr;
gentity_t *traceEnt, *tent;
float shotRange = 8192;
// float dist, shotDist;
// vec3_t spot, dir;
int i;
int count;
int traces = DISRUPTOR_ALT_TRACES;
qboolean fullCharge = qfalse;
damage = DISRUPTOR_ALT_DAMAGE-30;
/*
if (ent->client->ps.zoomMode == 1 &&
ent->client->ps.zoomLocked)
{ //Scale the additional 25 damage based on the zoomFov for the client.
//In this instance, zoomFov 1 is minimum zoom while zoomFov 50 is maximum.
damage += ent->client->ps.zoomFov/2;
}
*/
VectorCopy( muzzle, muzzle2 ); // making a backup copy
if (ent->client)
{
VectorCopy( ent->client->ps.origin, start );
start[2] += ent->client->ps.viewheight;//By eyes
count = ( level.time - ent->client->ps.weaponChargeTime ) / DISRUPTOR_CHARGE_UNIT;
}
else
{
VectorCopy( ent->r.currentOrigin, start );
start[2] += 24;
count = ( 100 ) / DISRUPTOR_CHARGE_UNIT;
}
count *= 2;
if ( count < 1 )
{
count = 1;
}
else if ( count >= 60 )
{
count = 60;
fullCharge = qtrue;
}
// more powerful charges go through more things
if ( count < 10 )
{
traces = 1;
}
else if ( count < 20 )
{
traces = 2;
}
damage += count;
skip = ent->s.number;
for (i = 0; i < traces; i++ )
{
VectorMA( start, shotRange, forward, end );
trap_Trace ( &tr, start, NULL, NULL, end, skip, MASK_SHOT);
if ( tr.surfaceFlags & SURF_NOIMPACT )
{
render_impact = qfalse;
}
traceEnt = &g_entities[tr.entityNum];
if (traceEnt && traceEnt->client && traceEnt->client->ps.duelInProgress &&
traceEnt->client->ps.duelIndex != ent->s.number)
{
skip = tr.entityNum;
VectorCopy(tr.endpos, start);
continue;
}
if (Jedi_DodgeEvasion(traceEnt, ent, &tr, G_GetHitLocation(traceEnt, tr.endpos)))
{
skip = tr.entityNum;
VectorCopy(tr.endpos, start);
continue;
}
else if (traceEnt && traceEnt->client && traceEnt->client->ps.fd.forcePowerLevel[FP_SABERDEFEND] >= FORCE_LEVEL_3)
{
if (WP_SaberCanBlock(traceEnt, tr.endpos, 0, MOD_DISRUPTOR_SNIPER, qtrue, 0))
{ //broadcast and stop the shot because it was blocked
gentity_t *te = NULL;
tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_SHOT );
VectorCopy( muzzle, tent->s.origin2 );
tent->s.shouldtarget = fullCharge;
tent->s.eventParm = ent->s.number;
te = G_TempEntity( tr.endpos, EV_SABER_BLOCK );
VectorCopy(tr.endpos, te->s.origin);
VectorCopy(tr.plane.normal, te->s.angles);
if (!te->s.angles[0] && !te->s.angles[1] && !te->s.angles[2])
{
te->s.angles[1] = 1;
}
te->s.eventParm = 0;
return;
}
}
// 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 );
VectorCopy( muzzle, tent->s.origin2 );
tent->s.shouldtarget = fullCharge;
tent->s.eventParm = ent->s.number;
// If the beam hits a skybox, etc. it would look foolish to add impact effects
if ( render_impact )
{
if ( traceEnt->takedamage && traceEnt->client )
{
tent->s.otherEntityNum = traceEnt->s.number;
// Create a simple impact type mark
// G_PlayEffect( G_EffectIndex( "disruptor/alt_hit" ), tr.endpos, tr.plane.normal );
tent = G_TempEntity(tr.endpos, EV_MISSILE_MISS);
tent->s.eventParm = DirToByte(tr.plane.normal);
tent->s.eFlags |= EF_ALT_FIRING;
if ( LogAccuracyHit( traceEnt, ent ))
{
if (ent->client)
{
ent->client->accuracy_hits++;
}
}
}
else
{
if ( traceEnt->r.svFlags & SVF_GLASS_BRUSH
|| traceEnt->takedamage
|| traceEnt->s.eType == ET_MOVER )
{
//rww - is there some reason this was doing nothing?
if ( traceEnt->takedamage )
{
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage,
DAMAGE_NO_KNOCKBACK/*|DAMAGE_HALF_ARMOR_REDUCTION*/, MOD_DISRUPTOR_SNIPER );
tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_HIT );
tent->s.eventParm = DirToByte( tr.plane.normal );
}
}
else
{
// Hmmm, maybe don't make any marks on things that could break
tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_MISS );
tent->s.eventParm = DirToByte( tr.plane.normal );
}
break; // and don't try any more traces
}
if ( traceEnt->takedamage )
{
vec3_t preAng;
int preHealth = traceEnt->health;
int preLegs = 0;
int preTorso = 0;
if (traceEnt->client)
{
preLegs = traceEnt->client->ps.legsAnim;
preTorso = traceEnt->client->ps.torsoAnim;
VectorCopy(traceEnt->client->ps.viewangles, preAng);
}
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_DISRUPTOR_SNIPER );
if (traceEnt->client && preHealth > 0 && traceEnt->health <= 0 && fullCharge)
{ //was killed by a fully charged sniper shot, so disintegrate
VectorCopy(preAng, traceEnt->client->ps.viewangles);
traceEnt->client->ps.eFlags |= EF_DISINTEGRATION;
VectorCopy(tr.endpos, traceEnt->client->ps.lastHitLoc);
traceEnt->client->ps.legsAnim = preLegs;
traceEnt->client->ps.torsoAnim = preTorso;
traceEnt->r.contents = 0;
VectorClear(traceEnt->client->ps.velocity);
}
tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_HIT );
tent->s.eventParm = DirToByte( tr.plane.normal );
if (traceEnt->client)
{
tent->s.weapon = 1;
}
}
}
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, muzzle );
VectorCopy( tr.endpos, start );
skip = tr.entityNum;
}
}
//---------------------------------------------------------
static void WP_FireDisruptor( gentity_t *ent, qboolean altFire )
//---------------------------------------------------------
{
if (!ent || !ent->client || ent->client->ps.zoomMode != 1)
{ //do not ever let it do the alt fire when not zoomed
altFire = qfalse;
}
if (ent && ent->s.eType == ET_GRAPPLE && !ent->client)
{ //special case for animents
WP_DisruptorAltFire( ent );
return;
}
if ( altFire )
{
WP_DisruptorAltFire( ent );
}
else
{
WP_DisruptorMainFire( ent );
}
}
/*
======================================================================
BOWCASTER
======================================================================
*/
static void WP_BowcasterAltFire( gentity_t *ent )
{
int damage = BOWCASTER_DAMAGE;
gentity_t *missile = CreateMissile( muzzle, forward, BOWCASTER_VELOCITY, 10000, ent, qfalse);
missile->classname = "bowcaster_proj";
missile->s.weapon = WP_BOWCASTER;
VectorSet( missile->r.maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
VectorScale( missile->r.maxs, -1, missile->r.mins );
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;
missile->s.eFlags |= EF_BOUNCE;
missile->bounceCount = 3;
}
//---------------------------------------------------------
static void WP_BowcasterMainFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = BOWCASTER_DAMAGE, count;
float vel;
vec3_t angs, dir;
gentity_t *missile;
int i;
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--;
}
//scale the damage down based on how many are about to be fired
if (count <= 1)
{
damage = 50;
}
else if (count == 2)
{
damage = 45;
}
else if (count == 3)
{
damage = 40;
}
else if (count == 4)
{
damage = 35;
}
else
{
damage = 30;
}
for (i = 0; i < count; i++ )
{
// create a range of different velocities
vel = BOWCASTER_VELOCITY * ( crandom() * BOWCASTER_VEL_RANGE + 1.0f );
vectoangles( forward, angs );
// add some slop to the alt-fire direction
angs[PITCH] += crandom() * BOWCASTER_ALT_SPREAD * 0.2f;
angs[YAW] += ((i+0.5f) * BOWCASTER_ALT_SPREAD - count * 0.5f * BOWCASTER_ALT_SPREAD );
AngleVectors( angs, dir, NULL, NULL );
missile = CreateMissile( muzzle, dir, vel, 10000, ent, qtrue );
missile->classname = "bowcaster_alt_proj";
missile->s.weapon = WP_BOWCASTER;
VectorSet( missile->r.maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
VectorScale( missile->r.maxs, -1, missile->r.mins );
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;
}
}
//---------------------------------------------------------
static void WP_FireBowcaster( gentity_t *ent, qboolean altFire )
//---------------------------------------------------------
{
if ( altFire )
{
WP_BowcasterAltFire( ent );
}
else
{
WP_BowcasterMainFire( ent );
}
}
/*
======================================================================
REPEATER
======================================================================
*/
//---------------------------------------------------------
static void WP_RepeaterMainFire( gentity_t *ent, vec3_t dir )
//---------------------------------------------------------
{
int damage = REPEATER_DAMAGE;
gentity_t *missile = CreateMissile( muzzle, dir, REPEATER_VELOCITY, 10000, ent, qfalse );
missile->classname = "repeater_proj";
missile->s.weapon = WP_REPEATER;
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 )
//---------------------------------------------------------
{
int damage = REPEATER_ALT_DAMAGE;
gentity_t *missile = CreateMissile( muzzle, forward, REPEATER_ALT_VELOCITY, 10000, ent, qtrue );
missile->classname = "repeater_alt_proj";
missile->s.weapon = WP_REPEATER;
// missile->mass = 10; // NOTENOTE No mass yet
VectorSet( missile->r.maxs, REPEATER_ALT_SIZE, REPEATER_ALT_SIZE, REPEATER_ALT_SIZE );
VectorScale( missile->r.maxs, -1, missile->r.mins );
missile->s.pos.trType = TR_GRAVITY;
missile->s.pos.trDelta[2] += 40.0f; //give a slight boost in the upward direction
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_REPEATER_ALT;
missile->splashMethodOfDeath = MOD_REPEATER_ALT_SPLASH;
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 altFire )
//---------------------------------------------------------
{
vec3_t dir, angs;
vectoangles( forward, angs );
if ( altFire )
{
WP_RepeaterAltFire( ent );
}
else
{
// add some slop to the alt-fire direction
angs[PITCH] += crandom() * REPEATER_SPREAD;
angs[YAW] += crandom() * REPEATER_SPREAD;
AngleVectors( angs, dir, NULL, NULL );
// NOTENOTE 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 )
{
int damage = DEMP2_DAMAGE;
gentity_t *missile = CreateMissile( muzzle, forward, DEMP2_VELOCITY, 10000, ent, qfalse);
missile->classname = "demp2_proj";
missile->s.weapon = WP_DEMP2;
VectorSet( missile->r.maxs, DEMP2_SIZE, DEMP2_SIZE, DEMP2_SIZE );
VectorScale( missile->r.maxs, -1, missile->r.mins );
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_DEMP2;
//rww - Don't want this blockable, do we?
missile->clipmask = MASK_SHOT;// | CONTENTS_LIGHTSABER;
// we don't want it to ever bounce
missile->bounceCount = 0;
}
static gentity_t *ent_list[MAX_GENTITIES];
void DEMP2_AltRadiusDamage( gentity_t *ent )
{
float frac = ( level.time - ent->bolt_Head ) / 800.0f; // / 1600.0f; // synchronize with demp2 effect
float dist, radius, fact;
gentity_t *gent;
int iEntityList[MAX_GENTITIES];
gentity_t *entityList[MAX_GENTITIES];
gentity_t *myOwner = NULL;
int numListedEntities, i, e;
vec3_t mins, maxs;
vec3_t v, dir;
if (ent->r.ownerNum >= 0 &&
ent->r.ownerNum < MAX_CLIENTS)
{
myOwner = &g_entities[ent->r.ownerNum];
}
if (!myOwner || !myOwner->inuse || !myOwner->client)
{
ent->think = G_FreeEntity;
ent->nextthink = level.time;
return;
}
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.
fact = ent->count*0.6;
if (fact < 1)
{
fact = 1;
}
radius *= fact;
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = ent->r.currentOrigin[i] - radius;
maxs[i] = ent->r.currentOrigin[i] + radius;
}
numListedEntities = trap_EntitiesInBox( mins, maxs, iEntityList, MAX_GENTITIES );
i = 0;
while (i < numListedEntities)
{
entityList[i] = &g_entities[iEntityList[i]];
i++;
}
for ( e = 0 ; e < numListedEntities ; e++ )
{
gent = entityList[ e ];
if ( !gent || !gent->takedamage || !gent->r.contents )
{
continue;
}
// find the distance from the edge of the bounding box
for ( i = 0 ; i < 3 ; i++ )
{
if ( ent->r.currentOrigin[i] < gent->r.absmin[i] )
{
v[i] = gent->r.absmin[i] - ent->r.currentOrigin[i];
}
else if ( ent->r.currentOrigin[i] > gent->r.absmax[i] )
{
v[i] = ent->r.currentOrigin[i] - gent->r.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->bolt_LArm )
if (dist+(16*ent->count) < ent->bolt_LArm)
{
// shockwave has already hit this thing...
continue;
}
VectorCopy( gent->r.currentOrigin, v );
VectorSubtract( v, ent->r.currentOrigin, dir);
// push the center of mass higher than the origin so players get knocked into the air more
dir[2] += 12;
if (gent != myOwner)
{
G_Damage( gent, myOwner, myOwner, dir, ent->r.currentOrigin, ent->damage, DAMAGE_DEATH_KNOCKBACK, ent->splashMethodOfDeath );
}
}
// 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->bolt_LArm = radius;
if ( frac < 1.0f )
{
// shock is still happening so continue letting it expand
ent->nextthink = level.time + 50;
}
else
{ //don't just leave the entity around
ent->think = G_FreeEntity;
ent->nextthink = level.time;
}
}
//---------------------------------------------------------
void DEMP2_AltDetonate( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *efEnt;
G_SetOrigin( ent, ent->r.currentOrigin );
if (!ent->pos1[0] && !ent->pos1[1] && !ent->pos1[2])
{ //don't play effect with a 0'd out directional vector
ent->pos1[1] = 1;
}
//Let's just save ourself some bandwidth and play both the effect and sphere spawn in 1 event
efEnt = G_PlayEffect( EFFECT_EXPLOSION_DEMP2ALT, ent->r.currentOrigin, ent->pos1 );
if (efEnt)
{
efEnt->s.weapon = ent->count*2;
}
ent->bolt_Head = level.time;
ent->bolt_LArm = 0;
ent->nextthink = level.time + 50;
ent->think = 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, origcount;
float fact;
vec3_t start, end;
trace_t tr;
gentity_t *missile;
VectorCopy( muzzle, start );
VectorMA( start, DEMP2_ALT_RANGE, forward, end );
count = ( level.time - ent->client->ps.weaponChargeTime ) / DEMP2_CHARGE_UNIT;
origcount = count;
if ( count < 1 )
{
count = 1;
}
else if ( count > 3 )
{
count = 3;
}
fact = count*0.8;
if (fact < 1)
{
fact = 1;
}
damage *= fact;
if (!origcount)
{ //this was just a tap-fire
damage = 1;
}
//damage *= ( 1 + ( count * ( count - 1 )));// yields damage of 12,36,84...gives a higher bonus for longer charge
trap_Trace( &tr, start, NULL, NULL, end, ent->s.number, MASK_SHOT);
// we treat the trace fraction like it's a time value, meaning that the shot can travel a whopping 4096 units in 1 second
//missile = CreateMissile( start, forward, DEMP2_ALT_RANGE, tr.fraction * 1000/*time*/, ent, qtrue );
missile = G_Spawn();
G_SetOrigin(missile, tr.endpos);
//rww - I guess it's rather pointless making it a missile anyway, at least for MP.
VectorCopy( tr.plane.normal, missile->pos1 );
missile->count = count;
missile->classname = "demp2_alt_proj";
missile->s.weapon = WP_DEMP2;
missile->think = DEMP2_AltDetonate;
missile->nextthink = level.time;
missile->splashDamage = missile->damage = damage;
missile->splashMethodOfDeath = missile->methodOfDeath = MOD_DEMP2;
missile->splashRadius = DEMP2_ALT_SPLASHRADIUS;
missile->r.ownerNum = ent->s.number;
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 altFire )
//---------------------------------------------------------
{
if ( altFire )
{
WP_DEMP2_AltFire( ent );
}
else
{
WP_DEMP2_MainFire( ent );
}
}
/*
======================================================================
FLECHETTE
======================================================================
*/
//---------------------------------------------------------
static void WP_FlechetteMainFire( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t fwd, angs;
gentity_t *missile;
int i;
for (i = 0; i < FLECHETTE_SHOTS; i++ )
{
vectoangles( forward, angs );
if ( i == 0 )
{
// do nothing on the first shot, this one will hit the crosshairs
}
else
{
angs[PITCH] += crandom() * FLECHETTE_SPREAD;
angs[YAW] += crandom() * FLECHETTE_SPREAD;
}
AngleVectors( angs, fwd, NULL, NULL );
missile = CreateMissile( muzzle, fwd, FLECHETTE_VEL, 10000, ent, qfalse);
missile->classname = "flech_proj";
missile->s.weapon = WP_FLECHETTE;
VectorSet( missile->r.maxs, FLECHETTE_SIZE, FLECHETTE_SIZE, FLECHETTE_SIZE );
VectorScale( missile->r.maxs, -1, missile->r.mins );
missile->damage = FLECHETTE_DAMAGE;
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(5,8);
missile->s.eFlags |= EF_BOUNCE_SHRAPNEL;
}
}
//---------------------------------------------------------
void prox_mine_think( gentity_t *ent )
//---------------------------------------------------------
{
int count, i;
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->r.currentOrigin, FLECHETTE_MINE_RADIUS_CHECK, ent, qtrue, ent_list );
for ( 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 )
{
//G_Sound( ent, G_SoundIndex( "sound/weapons/flechette/warning.wav" ));
ent->think = laserTrapExplode;//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;
}
}
//-----------------------------------------------------------------------------
static void WP_TraceSetStart( gentity_t *ent, vec3_t start, vec3_t mins, vec3_t maxs )
//-----------------------------------------------------------------------------
{
//make sure our start point isn't on the other side of a wall
trace_t tr;
vec3_t entMins;
vec3_t entMaxs;
VectorAdd( ent->r.currentOrigin, ent->r.mins, entMins );
VectorAdd( ent->r.currentOrigin, ent->r.maxs, entMaxs );
if ( G_BoxInBounds( start, mins, maxs, entMins, entMaxs ) )
{
return;
}
if ( !ent->client )
{
return;
}
trap_Trace( &tr, ent->client->ps.origin, mins, maxs, start, ent->s.number, MASK_SOLID|CONTENTS_SHOTCLIP );
if ( tr.startsolid || tr.allsolid )
{
return;
}
if ( tr.fraction < 1.0f )
{
VectorCopy( tr.endpos, start );
}
}
void WP_ExplosiveDie(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod)
{
laserTrapExplode(self);
}
//----------------------------------------------
void WP_flechette_alt_blow( gentity_t *ent )
//----------------------------------------------
{
/*BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->r.currentOrigin ); // Not sure if this is even necessary, but correct origins are cool?
G_RadiusDamage( ent->r.currentOrigin, &g_entities[ent->r.ownerNum], ent->splashDamage, ent->splashRadius, NULL, MOD_FLECHETTE_ALT_SPLASH );
G_PlayEffect( "flechette/alt_blow", ent->currentOrigin );
G_FreeEntity( ent );*/
ent->s.pos.trDelta[0] = 1;
ent->s.pos.trDelta[1] = 0;
ent->s.pos.trDelta[2] = 0;
laserTrapExplode(ent);
}
//------------------------------------------------------------------------------
static void WP_CreateFlechetteBouncyThing( vec3_t start, vec3_t fwd, gentity_t *self )
//------------------------------------------------------------------------------
{
gentity_t *missile = CreateMissile( start, fwd, 700 + random() * 700, 1500 + random() * 2000, self, qtrue );
missile->think = WP_flechette_alt_blow;
missile->activator = self;
missile->s.weapon = WP_FLECHETTE;
missile->classname = "flech_alt";
missile->mass = 4;
// How 'bout we give this thing a size...
VectorSet( missile->r.mins, -3.0f, -3.0f, -3.0f );
VectorSet( missile->r.maxs, 3.0f, 3.0f, 3.0f );
missile->clipmask = MASK_SHOT;
missile->touch = touch_NULL;
// normal ones bounce, alt ones explode on impact
missile->s.pos.trType = TR_GRAVITY;
missile->s.eFlags |= (EF_BOUNCE_HALF|EF_ALT_FIRING);
missile->bounceCount = 50;
missile->damage = FLECHETTE_ALT_DAMAGE;
missile->dflags = 0;
missile->splashDamage = FLECHETTE_ALT_SPLASH_DAM;
missile->splashRadius = FLECHETTE_ALT_SPLASH_RAD;
missile->r.svFlags = SVF_USE_CURRENT_ORIGIN;
missile->methodOfDeath = MOD_FLECHETTE_ALT_SPLASH;
missile->splashMethodOfDeath = MOD_FLECHETTE_ALT_SPLASH;
//missile->splashMethodOfDeath = MOD_UNKNOWN;//MOD_THERMAL_SPLASH;
VectorCopy( start, missile->pos2 );
}
//---------------------------------------------------------
static void WP_FlechetteAltFire( gentity_t *self )
//---------------------------------------------------------
{
vec3_t dir, fwd, start, angs;
int i;
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 ( 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 );
}
}
//---------------------------------------------------------
static void WP_FireFlechette( gentity_t *ent, qboolean altFire )
//---------------------------------------------------------
{
if ( altFire )
{
//WP_FlechetteProxMine( ent );
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, dis;
int i;
float vel = ROCKET_VELOCITY;
if (!ent->enemy || !ent->enemy->client || ent->enemy->health < 1)
{
ent->nextthink = level.time + 10000;
ent->think = G_FreeEntity;
return;
}
if ( ent->enemy && ent->enemy->inuse )
{
VectorCopy( ent->enemy->r.currentOrigin, org );
org[2] += (ent->enemy->r.mins[2] + ent->enemy->r.maxs[2]) * 0.5f;
VectorSubtract( org, ent->r.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.
VectorMA( ent->movedir, 0.4f, right, newdir );
}
else
{
// Turn 45 degrees left.
VectorMA(ent->movedir, -0.4f, right, newdir);
}
// 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;
// let's also slow down a lot
vel *= 0.5f;
}
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 (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
dis = Distance( ent->r.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->r.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 altFire )
//---------------------------------------------------------
{
int damage = ROCKET_DAMAGE;
int vel = ROCKET_VELOCITY;
int dif = 0;
float rTime;
gentity_t *missile;
if ( altFire )
{
vel *= 0.5f;
}
missile = CreateMissile( muzzle, forward, vel, 10000, ent, altFire );
if (ent->client && ent->client->ps.rocketLockIndex != MAX_CLIENTS)
{
rTime = ent->client->ps.rocketLockTime;
if (rTime == -1)
{
rTime = ent->client->ps.rocketLastValidTime;
}
dif = ( level.time - rTime ) / ( 1200.0f / 16.0f );
if (dif < 0)
{
dif = 0;
}
//It's 10 even though it locks client-side at 8, because we want them to have a sturdy lock first, and because there's a slight difference in time between server and client
if ( dif >= 10/* || random() * dif > 2 || random() > 0.97f*/ && rTime != -1 )
{
missile->enemy = &g_entities[ent->client->ps.rocketLockIndex];
if (missile->enemy && missile->enemy->client && missile->enemy->health > 0 && !OnSameTeam(ent, missile->enemy))
{ //if enemy became invalid, died, or is on the same team, then don't seek it
missile->think = rocketThink;
missile->nextthink = level.time + ROCKET_ALT_THINK_TIME;
}
}
ent->client->ps.rocketLockIndex = MAX_CLIENTS;
ent->client->ps.rocketLockTime = 0;
ent->client->ps.rocketTargetTime = 0;
}
missile->classname = "rocket_proj";
missile->s.weapon = WP_ROCKET_LAUNCHER;
// NOTENOTE No mass yet.
// missile->mass = 10;
// Make it easier to hit things
VectorSet( missile->r.maxs, ROCKET_SIZE, ROCKET_SIZE, ROCKET_SIZE );
VectorScale( missile->r.maxs, -1, missile->r.mins );
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
if (altFire)
{
missile->methodOfDeath = MOD_ROCKET_HOMING;
missile->splashMethodOfDeath = MOD_ROCKET_HOMING_SPLASH;
}
else
{
missile->methodOfDeath = MOD_ROCKET;
missile->splashMethodOfDeath = MOD_ROCKET_SPLASH;
}
//rww - We don't want rockets to be deflected, do we?
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;
}
/*
======================================================================
THERMAL DETONATOR
======================================================================
*/
#define TD_DAMAGE 70 //only do 70 on a direct impact
#define TD_SPLASH_RAD 128
#define TD_SPLASH_DAM 90
#define TD_VELOCITY 900
#define TD_MIN_CHARGE 0.15f
#define TD_TIME 3000//6000
#define TD_ALT_TIME 3000
#define TD_ALT_DAMAGE 60//100
#define TD_ALT_SPLASH_RAD 128
#define TD_ALT_SPLASH_DAM 50//90
#define TD_ALT_VELOCITY 600
#define TD_ALT_MIN_CHARGE 0.15f
#define TD_ALT_TIME 3000
void thermalThinkStandard(gentity_t *ent);
//---------------------------------------------------------
void thermalDetonatorExplode( gentity_t *ent )
//---------------------------------------------------------
{
if ( !ent->count )
{
G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/weapons/thermal/warning.wav" ) );
ent->count = 1;
ent->bolt_Head = level.time + 500;
ent->think = thermalThinkStandard;
ent->nextthink = level.time;
ent->r.svFlags |= SVF_BROADCAST;//so everyone hears/sees the explosion?
}
else
{
vec3_t origin;
vec3_t dir={0,0,1};
BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
origin[2] += 8;
SnapVector( origin );
G_SetOrigin( ent, origin );
// VectorSet( pos, ent->r.currentOrigin[0], ent->r.currentOrigin[1], ent->r.currentOrigin[2] + 8 );
ent->s.eType = ET_GENERAL;
G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );
ent->freeAfterEvent = qtrue;
if (G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius,
ent, ent->splashMethodOfDeath))
{
g_entities[ent->r.ownerNum].client->accuracy_hits++;
}
trap_LinkEntity( ent );
}
}
void thermalThinkStandard(gentity_t *ent)
{
if (ent->bolt_Head < level.time)
{
ent->think = thermalDetonatorExplode;
ent->nextthink = level.time;
return;
}
G_RunObject(ent);
ent->nextthink = level.time;
}
//---------------------------------------------------------
gentity_t *WP_FireThermalDetonator( gentity_t *ent, qboolean altFire )
//---------------------------------------------------------
{
gentity_t *bolt;
vec3_t dir, start;
float chargeAmount = 1.0f; // default of full charge
VectorCopy( forward, dir );
VectorCopy( muzzle, start );
bolt = G_Spawn();
bolt->physicsObject = qtrue;
bolt->classname = "thermal_detonator";
bolt->think = thermalThinkStandard;
bolt->nextthink = level.time;
bolt->touch = touch_NULL;
// bolt->mass = 10; // NOTENOTE No mass implementation yet
// How 'bout we give this thing a size...
VectorSet( bolt->r.mins, -3.0f, -3.0f, -3.0f );
VectorSet( bolt->r.maxs, 3.0f, 3.0f, 3.0f );
bolt->clipmask = MASK_SHOT;
W_TraceSetStart( ent, start, bolt->r.mins, bolt->r.maxs );//make sure our start point isn't on the other side of a wall
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->bolt_Head = level.time + TD_TIME; // How long 'til she blows
bolt->s.pos.trType = TR_GRAVITY;
bolt->parent = ent;
bolt->r.ownerNum = ent->s.number;
VectorScale( dir, TD_VELOCITY * chargeAmount, bolt->s.pos.trDelta );
if ( ent->health >= 0 )
{
bolt->s.pos.trDelta[2] += 120;
}
if ( !altFire )
{
//bolt->alt_fire = qtrue;
bolt->s.eFlags |= EF_BOUNCE_HALF;
}
bolt->s.loopSound = G_SoundIndex( "sound/weapons/thermal/thermloop.wav" );
bolt->damage = TD_DAMAGE;
bolt->dflags = 0;
bolt->splashDamage = TD_SPLASH_DAM;
bolt->splashRadius = TD_SPLASH_RAD;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_THERMAL;
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->r.currentOrigin);
VectorCopy( start, bolt->pos2 );
bolt->bounceCount = -5;
return bolt;
}
gentity_t *WP_DropThermal( gentity_t *ent )
{
AngleVectors( ent->client->ps.viewangles, forward, right, up );
return (WP_FireThermalDetonator( ent, qfalse ));
}
/*
======================================================================
LASER TRAP / TRIP MINE
======================================================================
*/
#define LT_DAMAGE 100
#define LT_SPLASH_RAD 256.0f
#define LT_SPLASH_DAM 105
#define LT_VELOCITY 900.0f
#define LT_SIZE 1.5f
#define LT_ALT_TIME 2000
#define LT_ACTIVATION_DELAY 1000
#define LT_DELAY_TIME 50
void laserTrapExplode( gentity_t *self )
{
vec3_t v;
//FIXME: damage some along line?
self->takedamage = qfalse;
if (self->activator)
{
G_RadiusDamage( self->r.currentOrigin, self->activator, self->splashDamage, self->splashRadius, self, MOD_TRIP_MINE_SPLASH/*MOD_LT_SPLASH*/ );
}
//FIXME: clear me from owner's list of tripmines?
if (self->s.weapon != WP_FLECHETTE)
{
G_AddEvent( self, EV_MISSILE_MISS, 0);
}
VectorCopy(self->s.pos.trDelta, v);
//Explode outward from the surface
if (self->s.time == -2)
{
v[0] = 0;
v[1] = 0;
v[2] = 0;
}
if (self->s.weapon == WP_FLECHETTE)
{
G_PlayEffect(EFFECT_EXPLOSION_FLECHETTE, self->r.currentOrigin, v);
}
else
{
G_PlayEffect(EFFECT_EXPLOSION_TRIPMINE, self->r.currentOrigin, v);
}
self->think = G_FreeEntity;
self->nextthink = level.time;
}
void laserTrapDelayedExplode( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
{
self->enemy = attacker;
self->think = laserTrapExplode;
self->nextthink = level.time + FRAMETIME;
self->takedamage = qfalse;
if ( attacker && !attacker->s.number )
{
//less damage when shot by player
self->splashDamage /= 3;
self->splashRadius /= 3;
//FIXME: different effect?
}
}
void touchLaserTrap( gentity_t *ent, gentity_t *other, trace_t *trace )
{
// if the guy that touches this grenade can take damage, he's about to.
//if ( other->takedamage )
if (other && other->s.number < 1022)
{ //just explode if we hit any entity. This way we don't have things happening like tripmines floating
//in the air after getting stuck to a moving door
if ( ent->activator != other )
{
ent->touch = 0;
ent->nextthink = level.time + FRAMETIME;
ent->think = laserTrapExplode;
VectorCopy(trace->plane.normal, ent->s.pos.trDelta);
}
}
else
{
ent->touch = 0;
if (trace->entityNum != ENTITYNUM_NONE)
{
ent->enemy = &g_entities[trace->entityNum];
}
laserTrapStick(ent, trace->endpos, trace->plane.normal);
}
}
void laserTrapThink ( gentity_t *ent )
{
gentity_t *traceEnt;
vec3_t end;
trace_t tr;
//G_RunObject(ent);
trap_LinkEntity(ent);
//turn on the beam effect
if ( !(ent->s.eFlags&EF_FIRING) )
{//arm me
G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/weapons/laser_trap/warning.wav" ) );
ent->s.eFlags |= EF_FIRING;
}
ent->think = laserTrapThink;
ent->nextthink = level.time + FRAMETIME;
// Find the main impact point
VectorMA ( ent->s.pos.trBase, 1024, ent->movedir, end );
trap_Trace ( &tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT);
traceEnt = &g_entities[ tr.entityNum ];
ent->s.time = -1; //let all clients know to draw a beam from this guy
if ( traceEnt->client || tr.startsolid )
{
//go boom
ent->touch = 0;
ent->nextthink = level.time + LT_DELAY_TIME;
ent->think = laserTrapExplode;
}
}
void laserTrapStick( gentity_t *ent, vec3_t endpos, vec3_t normal )
{
//vec3_t org;
// Back away from the wall
//VectorMA( endpos, -1, normal, org );
G_SetOrigin( ent, endpos );//org );
VectorCopy( normal, ent->pos1 );
VectorClear( ent->s.apos.trDelta );
// This will orient the object to face in the direction of the normal
VectorCopy( normal, ent->s.pos.trDelta );
//VectorScale( normal, -1, ent->s.pos.trDelta );
ent->s.pos.trTime = level.time;
//This does nothing, cg_missile makes assumptions about direction of travel controlling angles
vectoangles( normal, ent->s.apos.trBase );
VectorClear( ent->s.apos.trDelta );
ent->s.apos.trType = TR_STATIONARY;
VectorCopy( ent->s.apos.trBase, ent->s.angles );
VectorCopy( ent->s.angles, ent->r.currentAngles );
G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/weapons/laser_trap/stick.wav" ) );
if ( ent->count )
{//a tripwire
//add draw line flag
VectorCopy( normal, ent->movedir );
ent->think = laserTrapThink;
ent->nextthink = level.time + LT_ACTIVATION_DELAY;//delay the activation
ent->touch = touch_NULL;
//make it shootable
ent->takedamage = qtrue;
ent->health = 5;
ent->die = laserTrapDelayedExplode;
//shove the box through the wall
VectorSet( ent->r.mins, -LT_SIZE*2, -LT_SIZE*2, -LT_SIZE*2 );
VectorSet( ent->r.maxs, LT_SIZE*2, LT_SIZE*2, LT_SIZE*2 );
//so that the owner can blow it up with projectiles
ent->r.svFlags |= SVF_OWNERNOTSHARED;
}
else
{
ent->touch = touchLaserTrap;
ent->think = laserTrapExplode;
ent->nextthink = level.time + LT_ALT_TIME; // How long 'til she blows
}
}
void TrapThink(gentity_t *ent)
{
ent->nextthink = level.time + 50;
G_RunObject(ent);
}
void CreateLaserTrap( gentity_t *laserTrap, vec3_t start, gentity_t *owner )
{
laserTrap->classname = "laserTrap";
laserTrap->s.eFlags = EF_BOUNCE_HALF;
laserTrap->s.eFlags |= EF_MISSILE_STICK;
laserTrap->splashDamage = LT_SPLASH_DAM;//*2;
laserTrap->splashRadius = LT_SPLASH_RAD;//*2;
laserTrap->damage = LT_DAMAGE;//*DMG_VAR;
laserTrap->methodOfDeath = MOD_TRIP_MINE_SPLASH;//MOD_TRIP_WIRE;
laserTrap->splashMethodOfDeath = MOD_TRIP_MINE_SPLASH;//MOD_TRIP_WIRE;
laserTrap->s.eType = ET_GENERAL;
laserTrap->r.svFlags = SVF_USE_CURRENT_ORIGIN;
laserTrap->s.weapon = WP_TRIP_MINE;
laserTrap->s.pos.trType = TR_GRAVITY;
laserTrap->r.contents = MASK_SHOT;
laserTrap->parent = owner;
laserTrap->activator = owner;
laserTrap->r.ownerNum = owner->s.number;
VectorSet( laserTrap->r.mins, -LT_SIZE, -LT_SIZE, -LT_SIZE );
VectorSet( laserTrap->r.maxs, LT_SIZE, LT_SIZE, LT_SIZE );
laserTrap->clipmask = MASK_SHOT;
laserTrap->s.solid = 2;
laserTrap->s.modelindex = G_ModelIndex( "models/weapons2/laser_trap/laser_trap_w.glm" );
laserTrap->s.modelGhoul2 = 1;
laserTrap->s.g2radius = 40;
laserTrap->s.genericenemyindex = owner->s.number+1024;
laserTrap->health = 1;
laserTrap->s.time = 0;
laserTrap->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, laserTrap->s.pos.trBase );
SnapVector( laserTrap->s.pos.trBase ); // save net bandwidth
SnapVector( laserTrap->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, laserTrap->r.currentOrigin);
laserTrap->s.apos.trType = TR_GRAVITY;
laserTrap->s.apos.trTime = level.time;
laserTrap->s.apos.trBase[YAW] = rand()%360;
laserTrap->s.apos.trBase[PITCH] = rand()%360;
laserTrap->s.apos.trBase[ROLL] = rand()%360;
if (rand()%10 < 5)
{
laserTrap->s.apos.trBase[YAW] = -laserTrap->s.apos.trBase[YAW];
}
VectorCopy( start, laserTrap->pos2 );
laserTrap->touch = touchLaserTrap;
laserTrap->think = TrapThink;
laserTrap->nextthink = level.time + 50;
}
void WP_PlaceLaserTrap( gentity_t *ent, qboolean alt_fire )
{
gentity_t *laserTrap;
gentity_t *found = NULL;
vec3_t dir, start;
int trapcount = 0;
int foundLaserTraps[MAX_GENTITIES] = {ENTITYNUM_NONE};
int trapcount_org;
int lowestTimeStamp;
int removeMe;
int i;
//FIXME: surface must be within 64
VectorCopy( forward, dir );
VectorCopy( muzzle, start );
laserTrap = G_Spawn();
//limit to 10 placed at any one time
//see how many there are now
while ( (found = G_Find( found, FOFS(classname), "laserTrap" )) != NULL )
{
if ( found->parent != ent )
{
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 ( laserTrap && 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;
}
}
//now make the new one
CreateLaserTrap( laserTrap, start, ent );
//set player-created-specific fields
laserTrap->setTime = level.time;//remember when we placed it
if (!alt_fire)
{//tripwire
laserTrap->count = 1;
}
//move it
laserTrap->s.pos.trType = TR_GRAVITY;
if (alt_fire)
{
VectorScale( dir, 512, laserTrap->s.pos.trDelta );
}
else
{
VectorScale( dir, 256, laserTrap->s.pos.trDelta );
}
trap_LinkEntity(laserTrap);
}
/*
======================================================================
DET PACK
======================================================================
*/
void VectorNPos(vec3_t in, vec3_t out)
{
if (in[0] < 0) { out[0] = -in[0]; } else { out[0] = in[0]; }
if (in[1] < 0) { out[1] = -in[1]; } else { out[1] = in[1]; }
if (in[2] < 0) { out[2] = -in[2]; } else { out[2] = in[2]; }
}
void DetPackBlow(gentity_t *self);
void charge_stick (gentity_t *self, gentity_t *other, trace_t *trace)
{
gentity_t *tent;
if (other && other->s.number < 1022 &&
(other->client || !other->s.weapon))
{
vec3_t vNor, tN;
VectorCopy(trace->plane.normal, vNor);
VectorNormalize(vNor);
VectorNPos(self->s.pos.trDelta, tN);
self->s.pos.trDelta[0] += vNor[0]*(tN[0]*(((float)Q_irand(1, 10))*0.1));
self->s.pos.trDelta[1] += vNor[1]*(tN[1]*(((float)Q_irand(1, 10))*0.1));
self->s.pos.trDelta[2] += vNor[1]*(tN[2]*(((float)Q_irand(1, 10))*0.1));
vectoangles(vNor, self->s.angles);
vectoangles(vNor, self->s.apos.trBase);
self->touch = charge_stick;
return;
}
else if (other && other->s.number < 1022)
{
vec3_t v;
self->touch = 0;
self->think = 0;
self->nextthink = 0;
self->takedamage = qfalse;
VectorClear(self->s.apos.trDelta);
self->s.apos.trType = TR_STATIONARY;
G_RadiusDamage( self->r.currentOrigin, self->parent, self->splashDamage, self->splashRadius, self, MOD_DET_PACK_SPLASH );
VectorCopy(trace->plane.normal, v);
VectorCopy(v, self->pos2);
self->count = -1;
G_PlayEffect(EFFECT_EXPLOSION_DETPACK, self->r.currentOrigin, v);
self->think = G_FreeEntity;
self->nextthink = level.time;
return;
}
//self->s.eType = ET_GENERAL;
//FIXME: once on ground, shouldn't explode if touched by someone?
//FIXME: if owner touches it again, pick it up? Or if he "uses" it?
self->touch = 0;
self->think = DetPackBlow;
self->nextthink = level.time + 30000;
VectorClear(self->s.apos.trDelta);
self->s.apos.trType = TR_STATIONARY;
self->s.pos.trType = TR_STATIONARY;
VectorCopy( self->r.currentOrigin, self->s.origin );
VectorCopy( self->r.currentOrigin, self->s.pos.trBase );
VectorClear( self->s.pos.trDelta );
VectorClear( self->s.apos.trDelta );
VectorNormalize(trace->plane.normal);
vectoangles(trace->plane.normal, self->s.angles);
VectorCopy(self->s.angles, self->r.currentAngles );
VectorCopy(self->s.angles, self->s.apos.trBase);
VectorCopy(trace->plane.normal, self->pos2);
self->count = -1;
G_Sound(self, CHAN_VOICE, G_SoundIndex("sound/weapons/detpack/stick.wav"));
tent = G_TempEntity( self->r.currentOrigin, EV_MISSILE_MISS );
tent->s.weapon = 0;
tent->parent = self;
tent->r.ownerNum = self->s.number;
//so that the owner can blow it up with projectiles
self->r.svFlags |= SVF_OWNERNOTSHARED;
}
void DetPackBlow(gentity_t *self)
{
vec3_t v;
//self->touch = NULL;
self->pain = 0;
self->die = 0;
self->takedamage = qfalse;
G_RadiusDamage( self->r.currentOrigin, self->parent, self->splashDamage, self->splashRadius, self, MOD_DET_PACK_SPLASH );
v[0] = 0;
v[1] = 0;
v[2] = 1;
if (self->count == -1)
{
VectorCopy(self->pos2, v);
}
G_PlayEffect(EFFECT_EXPLOSION_DETPACK, self->r.currentOrigin, v);
self->think = G_FreeEntity;
self->nextthink = level.time;
}
void DetPackPain(gentity_t *self, gentity_t *attacker, int damage)
{
self->think = DetPackBlow;
self->nextthink = level.time + Q_irand(50, 100);
self->takedamage = qfalse;
}
void DetPackDie(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod)
{
self->think = DetPackBlow;
self->nextthink = level.time + Q_irand(50, 100);
self->takedamage = qfalse;
}
void drop_charge (gentity_t *self, vec3_t start, vec3_t dir)
{
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "detpack";
bolt->nextthink = level.time + FRAMETIME;
bolt->think = G_RunObject;
bolt->s.eType = ET_GENERAL;
bolt->s.g2radius = 100;
bolt->s.modelGhoul2 = 1;
bolt->s.modelindex = G_ModelIndex("models/weapons2/detpack/det_pack_proj.glm"); // w.md3");
//bolt->playerTeam = self->client->playerTeam;
bolt->parent = self;
bolt->r.ownerNum = self->s.number;
bolt->damage = 100;
bolt->splashDamage = 200;
bolt->splashRadius = 200;
bolt->methodOfDeath = MOD_DET_PACK_SPLASH;//MOD_EXPLOSIVE;
bolt->splashMethodOfDeath = MOD_DET_PACK_SPLASH;//MOD_EXPLOSIVE_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->s.solid = 2;
bolt->r.contents = MASK_SHOT;
bolt->touch = charge_stick;
bolt->physicsObject = qtrue;
bolt->s.genericenemyindex = self->s.number+1024;
//rww - so client prediction knows we own this and won't hit it
// VectorSet( bolt->r.mins, -3, -3, -3 );
// VectorSet( bolt->r.maxs, 3, 3, 3 );
VectorSet( bolt->r.mins, -2, -2, -2 );
VectorSet( bolt->r.maxs, 2, 2, 2 );
bolt->health = 1;
bolt->takedamage = qtrue;
bolt->pain = DetPackPain;
bolt->die = DetPackDie;
bolt->s.weapon = WP_DET_PACK;
bolt->setTime = level.time;
G_SetOrigin(bolt, start);
bolt->s.pos.trType = TR_GRAVITY;
VectorCopy( start, bolt->s.pos.trBase );
VectorScale(dir, 300, bolt->s.pos.trDelta );
bolt->s.pos.trTime = level.time;
bolt->s.apos.trType = TR_GRAVITY;
bolt->s.apos.trTime = level.time;
bolt->s.apos.trBase[YAW] = rand()%360;
bolt->s.apos.trBase[PITCH] = rand()%360;
bolt->s.apos.trBase[ROLL] = rand()%360;
if (rand()%10 < 5)
{
bolt->s.apos.trBase[YAW] = -bolt->s.apos.trBase[YAW];
}
vectoangles(dir, bolt->s.angles);
VectorCopy(bolt->s.angles, bolt->s.apos.trBase);
VectorSet(bolt->s.apos.trDelta, 300, 0, 0 );
bolt->s.apos.trTime = level.time;
trap_LinkEntity(bolt);
}
void BlowDetpacks(gentity_t *ent)
{
gentity_t *found = NULL;
if ( ent->client->ps.hasDetPackPlanted )
{
while ( (found = G_Find( found, FOFS(classname), "detpack") ) != NULL )
{//loop through all ents and blow the crap out of them!
if ( found->parent == ent )
{
VectorCopy( found->r.currentOrigin, found->s.origin );
found->think = DetPackBlow;
found->nextthink = level.time + 100 + random() * 200;
G_Sound( found, CHAN_BODY, G_SoundIndex("sound/weapons/detpack/warning.wav") );
}
}
ent->client->ps.hasDetPackPlanted = qfalse;
}
}
qboolean CheatsOn(void)
{
if ( !g_cheats.integer )
{
return qfalse;
}
return qtrue;
}
void WP_DropDetPack( gentity_t *ent, qboolean alt_fire )
{
gentity_t *found = NULL;
int trapcount = 0;
int foundDetPacks[MAX_GENTITIES] = {ENTITYNUM_NONE};
int trapcount_org;
int lowestTimeStamp;
int removeMe;
int i;
if ( !ent || !ent->client )
{
return;
}
//limit to 10 placed at any one time
//see how many there are now
while ( (found = G_Find( found, FOFS(classname), "detpack" )) != NULL )
{
if ( found->parent != ent )
{
continue;
}
foundDetPacks[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 ( foundDetPacks[i] == ENTITYNUM_NONE )
{
continue;
}
found = &g_entities[foundDetPacks[i]];
if ( found->setTime < lowestTimeStamp )
{
removeMe = i;
lowestTimeStamp = found->setTime;
}
}
if ( removeMe != -1 )
{
//remove it... or blow it?
if ( &g_entities[foundDetPacks[removeMe]] == NULL )
{
break;
}
else
{
if (!CheatsOn())
{ //Let them have unlimited if cheats are enabled
G_FreeEntity( &g_entities[foundDetPacks[removeMe]] );
}
}
foundDetPacks[removeMe] = ENTITYNUM_NONE;
trapcount--;
}
else
{
break;
}
}
if ( alt_fire )
{
BlowDetpacks(ent);
}
else
{
AngleVectors( ent->client->ps.viewangles, forward, right, up );
CalcMuzzlePoint( ent, forward, right, up, muzzle );
VectorNormalize( forward );
VectorMA( muzzle, -4, forward, muzzle );
drop_charge( ent, muzzle, forward );
ent->client->ps.hasDetPackPlanted = qtrue;
}
}
//---------------------------------------------------------
// FireStunBaton
//---------------------------------------------------------
void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire )
{
gentity_t *tr_ent;
trace_t tr;
vec3_t mins, maxs, end;
vec3_t muzzleStun;
VectorCopy(ent->client->ps.origin, muzzleStun);
muzzleStun[2] += ent->client->ps.viewheight-6;
muzzleStun[0] += forward[0]*20;
muzzleStun[1] += forward[1]*20;
muzzleStun[2] += forward[2]*20;
muzzleStun[0] += right[0]*4;
muzzleStun[1] += right[1]*4;
muzzleStun[2] += right[2]*4;
VectorMA( muzzleStun, STUN_BATON_RANGE, forward, end );
VectorSet( maxs, 6, 6, 6 );
VectorScale( maxs, -1, mins );
trap_Trace ( &tr, muzzleStun, mins, maxs, end, ent->s.number, MASK_SHOT );
if ( tr.entityNum >= ENTITYNUM_WORLD )
{
return;
}
tr_ent = &g_entities[tr.entityNum];
if (tr_ent && tr_ent->takedamage && tr_ent->client)
{
if (tr_ent->client->ps.duelInProgress &&
tr_ent->client->ps.duelIndex != ent->s.number)
{
return;
}
if (ent->client->ps.duelInProgress &&
ent->client->ps.duelIndex != tr_ent->s.number)
{
return;
}
}
if ( tr_ent && tr_ent->takedamage )
{
G_PlayEffect( EFFECT_STUNHIT, tr.endpos, tr.plane.normal );
// TEMP!
G_Sound( tr_ent, CHAN_WEAPON, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
G_Damage( tr_ent, ent, ent, forward, tr.endpos, STUN_BATON_DAMAGE, (DAMAGE_NO_KNOCKBACK|DAMAGE_HALF_ABSORB), MOD_STUN_BATON );
//alt-fire?
if (tr_ent->client)
{ //if it's a player then use the shock effect
tr_ent->client->ps.electrifyTime = level.time + 700;
}
}
}
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
/*
======================
SnapVectorTowards
Round a vector to integers for more efficient network
transmission, but make sure that it rounds towards a given point
rather than blindly truncating. This prevents it from truncating
into a wall.
======================
*/
void SnapVectorTowards( vec3_t v, vec3_t to ) {
int i;
for ( i = 0 ; i < 3 ; i++ ) {
if ( to[i] <= v[i] ) {
v[i] = (int)v[i];
} else {
v[i] = (int)v[i] + 1;
}
}
}
//======================================================================
/*
===============
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;
}
/*
===============
CalcMuzzlePoint
set muzzle location relative to pivoting eye
===============
*/
void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint )
{
int weapontype;
vec3_t muzzleOffPoint;
weapontype = ent->s.weapon;
VectorCopy( ent->s.pos.trBase, muzzlePoint );
VectorCopy(WP_MuzzlePoint[weapontype], muzzleOffPoint);
if (ent->client->ps.usingATST)
{
gentity_t *headEnt = &g_entities[ent->client->damageBoxHandle_Head];
VectorClear(muzzleOffPoint);
muzzleOffPoint[0] = 16;
muzzleOffPoint[2] = 128;
if (headEnt && headEnt->s.number >= MAX_CLIENTS)
{
if (headEnt->bolt_Waist)
{
muzzleOffPoint[1] = 3;
}
else
{
muzzleOffPoint[1] = -4;
}
}
}
#if 1
if (weapontype > WP_NONE && weapontype < WP_NUM_WEAPONS)
{ // Use the table to generate the muzzlepoint;
{ // Crouching. Use the add-to-Z method to adjust vertically.
VectorMA(muzzlePoint, muzzleOffPoint[0], forward, muzzlePoint);
VectorMA(muzzlePoint, muzzleOffPoint[1], right, muzzlePoint);
muzzlePoint[2] += ent->client->ps.viewheight + muzzleOffPoint[2];
// VectorMA(muzzlePoint, ent->client->ps.viewheight + WP_MuzzlePoint[weapontype][2], up, muzzlePoint);
}
}
#else // Test code
muzzlePoint[2] += ent->client->ps.viewheight;//By eyes
muzzlePoint[2] += g_debugUp.value;
VectorMA( muzzlePoint, g_debugForward.value, forward, muzzlePoint);
VectorMA( muzzlePoint, g_debugRight.value, right, muzzlePoint);
#endif
// snap to integer coordinates for more efficient network bandwidth usage
SnapVector( muzzlePoint );
}
/*
===============
CalcMuzzlePointOrigin
set muzzle location relative to pivoting eye
===============
*/
void CalcMuzzlePointOrigin ( gentity_t *ent, vec3_t origin, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
VectorCopy( ent->s.pos.trBase, muzzlePoint );
muzzlePoint[2] += ent->client->ps.viewheight;
VectorMA( muzzlePoint, 14, forward, muzzlePoint );
// snap to integer coordinates for more efficient network bandwidth usage
SnapVector( muzzlePoint );
}
/*
===============
FireWeapon
===============
*/
void FireWeapon( gentity_t *ent, qboolean altFire ) {
if (ent->client->ps.powerups[PW_QUAD] ) {
s_quadFactor = g_quadfactor.value;
} else {
s_quadFactor = 1;
}
// track shots taken for accuracy tracking. Grapple is not a weapon and gauntet is just not tracked
if( ent->s.weapon != WP_SABER && ent->s.weapon != WP_STUN_BATON )
{
if( ent->s.weapon == WP_FLECHETTE ) {
ent->client->accuracy_shots += FLECHETTE_SHOTS;
} else {
ent->client->accuracy_shots++;
}
}
// set aiming directions
if (ent->s.weapon == WP_EMPLACED_GUN)
{
vec3_t viewAngCap;
VectorCopy(ent->client->ps.viewangles, viewAngCap);
if (viewAngCap[PITCH] > 40)
{
viewAngCap[PITCH] = 40;
}
AngleVectors( viewAngCap, forward, right, up );
}
else
{
AngleVectors( ent->client->ps.viewangles, forward, right, up );
}
if (ent->client->ps.usingATST)
{
gentity_t *headEnt = &g_entities[ent->client->damageBoxHandle_Head];
if (headEnt && headEnt->s.number >= MAX_CLIENTS)
{
if (altFire)
{
headEnt->bolt_Waist = 0;
}
else
{
headEnt->bolt_Waist = 1;
}
}
}
// CalcMuzzlePointOrigin ( ent, ent->client->oldOrigin, forward, right, up, muzzle );
CalcMuzzlePoint ( ent, forward, right, up, muzzle );
if (ent->client->ps.usingATST)
{
WP_FireBryarPistol( ent, qfalse );
return;
}
// fire the specific weapon
switch( ent->s.weapon ) {
case WP_STUN_BATON:
WP_FireStunBaton( ent, altFire );
break;
case WP_SABER:
break;
case WP_BRYAR_PISTOL:
WP_FireBryarPistol( ent, altFire );
break;
case WP_BLASTER:
WP_FireBlaster( ent, altFire );
break;
case WP_DISRUPTOR:
WP_FireDisruptor( ent, altFire );
break;
case WP_BOWCASTER:
WP_FireBowcaster( ent, altFire );
break;
case WP_REPEATER:
WP_FireRepeater( ent, altFire );
break;
case WP_DEMP2:
WP_FireDEMP2( ent, altFire );
break;
case WP_FLECHETTE:
WP_FireFlechette( ent, altFire );
break;
case WP_ROCKET_LAUNCHER:
WP_FireRocket( ent, altFire );
break;
case WP_THERMAL:
WP_FireThermalDetonator( ent, altFire );
break;
case WP_TRIP_MINE:
WP_PlaceLaserTrap( ent, altFire );
break;
case WP_DET_PACK:
WP_DropDetPack( ent, altFire );
break;
case WP_EMPLACED_GUN:
WP_FireEmplaced( ent, altFire );
break;
default:
// FIXME G_Error( "Bad ent->s.weapon" );
break;
}
G_LogWeaponFire(ent->s.number, ent->s.weapon);
}
void AnimEntCalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint )
{
int weapontype;
vec3_t muzzleOffPoint;
weapontype = ent->s.weapon;
VectorCopy( ent->s.pos.trBase, muzzlePoint );
VectorCopy(WP_MuzzlePoint[weapontype], muzzleOffPoint);
if (weapontype > WP_NONE && weapontype < WP_NUM_WEAPONS)
{ // Use the table to generate the muzzlepoint;
{ // Crouching. Use the add-to-Z method to adjust vertically.
VectorMA(muzzlePoint, muzzleOffPoint[0], forward, muzzlePoint);
VectorMA(muzzlePoint, muzzleOffPoint[1], right, muzzlePoint);
muzzlePoint[2] += 24 + muzzleOffPoint[2];
}
}
// snap to integer coordinates for more efficient network bandwidth usage
SnapVector( muzzlePoint );
}
void AnimEntFireWeapon( gentity_t *ent, qboolean altFire )
{
vec3_t modifiedAngles;
VectorCopy(ent->s.apos.trBase, modifiedAngles);
// modifiedAngles[PITCH] = -modifiedAngles[PITCH];
if (modifiedAngles[PITCH] < -180)
{
modifiedAngles[PITCH] += 90;
}
AngleVectors( modifiedAngles, forward, right, up );
AnimEntCalcMuzzlePoint ( ent, forward, right, up, muzzle );
//rww - NOTE: I have only tested the bryar, blaster, and disruptor for weapon firing.
//Other routines will likely have a client pointer reference in them and cause a crash.
// fire the specific weapon
switch( ent->s.weapon )
{
case WP_STUN_BATON:
WP_FireStunBaton( ent, altFire );
break;
case WP_SABER:
break;
case WP_BRYAR_PISTOL:
WP_FireBryarPistol( ent, altFire );
break;
case WP_BLASTER:
WP_FireBlaster( ent, altFire );
break;
case WP_DISRUPTOR:
WP_FireDisruptor( ent, altFire );
break;
case WP_BOWCASTER:
WP_FireBowcaster( ent, altFire );
break;
case WP_REPEATER:
WP_FireRepeater( ent, altFire );
break;
case WP_DEMP2:
WP_FireDEMP2( ent, altFire );
break;
case WP_FLECHETTE:
WP_FireFlechette( ent, altFire );
break;
case WP_ROCKET_LAUNCHER:
WP_FireRocket( ent, altFire );
break;
case WP_THERMAL:
WP_FireThermalDetonator( ent, altFire );
break;
case WP_TRIP_MINE:
WP_PlaceLaserTrap( ent, altFire );
break;
case WP_DET_PACK:
WP_DropDetPack( ent, altFire );
break;
case WP_EMPLACED_GUN:
WP_FireEmplaced( ent, altFire );
break;
default:
break;
}
}
//---------------------------------------------------------
static void WP_FireEmplaced( gentity_t *ent, qboolean altFire )
//---------------------------------------------------------
{
vec3_t dir, angs, gunpoint; //g2r , gunaxis;
vec3_t right;
gentity_t *gun;
// mdxaBone_t matrix;
if (!ent->client)
{
return;
}
if (!ent->client->ps.emplacedIndex)
{
return;
}
gun = &g_entities[ent->client->ps.emplacedIndex];
if (!gun)
{
return;
}
VectorCopy(/*ent->client->ps.origin*/gun->s.origin, gunpoint);
gunpoint[2] += 46;
AngleVectors(ent->client->ps.viewangles, NULL, right, NULL);
if (gun->bolt_Waist)
{
gunpoint[0] += right[0]*10;
gunpoint[1] += right[1]*10;
gunpoint[2] += right[2]*10;
gun->bolt_Waist = 0;
G_AddEvent(gun, EV_FIRE_WEAPON, 0);
}
else
{
gunpoint[0] -= right[0]*10;
gunpoint[1] -= right[1]*10;
gunpoint[2] -= right[2]*10;
gun->bolt_Waist = 1;
G_AddEvent(gun, EV_FIRE_WEAPON, 1);
}
vectoangles( forward, angs );
if ( altFire )
{
// add some slop to the alt-fire direction
angs[PITCH] += crandom() * BLASTER_SPREAD;
angs[YAW] += crandom() * BLASTER_SPREAD;
}
AngleVectors( angs, dir, NULL, NULL );
// FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot!
//WP_FireEmplacedMissile( ent, gunpoint, dir, altFire, gun );
WP_FireEmplacedMissile( gun, gunpoint, dir, altFire, ent );
//WP_FireTurretMissile(gun, gunpoint, dir, altFire, 15, 2000, MOD_BLASTER, ent);
}
#define EMPLACED_CANRESPAWN 1
//----------------------------------------------------------
/*QUAKED emplaced_gun (0 0 1) (-30 -20 8) (30 20 60) CANRESPAWN
count - if CANRESPAWN spawnflag, decides how long it is before gun respawns (in ms)
*/
//----------------------------------------------------------
void emplaced_gun_use( gentity_t *self, gentity_t *other, trace_t *trace )
{
vec3_t fwd1, fwd2;
float dot;
int oldWeapon;
gentity_t *activator = other;
float zoffset = 50;
vec3_t anglesToOwner;
vec3_t vLen;
float ownLen = 0;
if ( self->health <= 0 )
{
// can't use a dead gun.
return;
}
if (self->activator)
{
return;
}
if (!activator->client)
{
return;
}
if (activator->client->ps.emplacedTime > level.time)
{
return;
}
if (activator->client->ps.weaponTime > 0)
{
return;
}
if (activator->client->ps.origin[2] > self->s.origin[2]+zoffset-8)
{
return;
} //can't use it from the top
if (activator->client->ps.pm_flags & PMF_DUCKED)
{
return;
}
if (activator->client->ps.isJediMaster)
{ //;O
return;
}
VectorSubtract(self->s.origin, activator->client->ps.origin, vLen);
ownLen = VectorLength(vLen);
if (ownLen > 64)
{
return;
}
// 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 );
dot = DotProduct( fwd1, fwd2 );
// Must be reasonably facing the way the gun points ( 110 degrees or so ), otherwise we don't allow to use it.
if ( dot < -0.2f )
{
return;
}
VectorSubtract(self->s.origin, activator->client->ps.origin, fwd1);
VectorNormalize(fwd1);
dot = DotProduct( fwd1, fwd2 );
// Must be reasonably facing the way the gun points ( 110 degrees or so ), otherwise we don't allow to use it.
if ( dot < /*-0.2f*/0.6f/*0.8f*/ )
{
return;
}
self->boltpoint1 = 1;
// don't allow using it again for half a second
// if ( activator->s.number == 0 && self->delay + 500 < level.time )
// {
oldWeapon = activator->s.weapon;
// 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;
activator->client->ps.weaponstate = WEAPON_READY;
activator->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_EMPLACED_GUN );
//SnapVector(self->s.origin);
VectorCopy(activator->client->ps.origin, self->s.origin2);
activator->client->ps.emplacedIndex = self->s.number;
self->s.emplacedOwner = activator->s.number;
self->s.activeForcePass = NUM_FORCE_POWERS+1;
// 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->r.ownerNum = self->s.number; // 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 client know that we want to start our emplaced camera clamping
// FIXME: if you are in the gun and you switch/restart maps, emplacedClamp will still be 1 and since
// you can't change it from the console, you are stuck with really bad viewangles
// char temp[32];
// gi.cvar_set("cl_emplacedClamp", "1");
// sprintf( temp, "%f", self->pos1[0] );
// gi.cvar_set("cl_emplacedPitch", temp );
// sprintf( temp, "%f", self->pos1[1] );
// gi.cvar_set("cl_emplacedYaw", temp );
// Let the gun be considered an enemy
// self->svFlags |= SVF_NONNPC_ENEMY;
// move the player to the center of the gun and make player not solid
// activator->contents = 0;
// VectorCopy( self->currentOrigin, activator->client->ps.origin );
// FIXME: trying to force the gun to look forward, but it seems to pick up the players viewangles....and
// since you usually go up to the side of the gun to use it, you end up starting with a really annoying
// set of viewangles.
//G_SetAngles( activator, self->s.angles );
VectorSubtract(self->r.currentOrigin, activator->client->ps.origin, anglesToOwner);
vectoangles(anglesToOwner, anglesToOwner);
//SetClientViewAngle(activator, /*self->s.angles*/anglesToOwner);
// VectorCopy(activator->s.angles, self->pos1);
// Overriding these may be a bad thing....
// gi.cvar_set("cg_thirdPersonRange", "20");
// gi.cvar_set("cg_thirdPersonVertOffset", "35");
// }
}
void emplaced_gun_realuse( gentity_t *self, gentity_t *other, gentity_t *activator )
{
emplaced_gun_use(self, other, NULL);
}
//----------------------------------------------------------
void emplaced_gun_pain( gentity_t *self, gentity_t *attacker, int damage )
{
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 );
}
}
#define EMPLACED_GUN_HEALTH 800
//----------------------------------------------------------
void emplaced_gun_update(gentity_t *self)
{
vec3_t smokeOrg, puffAngle;
int oldWeap;
float ownLen = 0;
if (self->health < 1 && !self->bolt_Head)
{
if (self->spawnflags & EMPLACED_CANRESPAWN)
{
self->bolt_Head = level.time + 4000 + self->count;
}
}
else if (self->health < 1 && self->bolt_Head < level.time)
{
self->s.time = 0;
self->boltpoint4 = 0;
self->boltpoint3 = 0;
self->health = EMPLACED_GUN_HEALTH*0.4;
}
if (self->boltpoint4 && self->boltpoint4 < 2 && self->s.time < level.time)
{
vec3_t explOrg;
VectorSet( puffAngle, 0, 0, 1 );
VectorCopy(self->r.currentOrigin, explOrg);
explOrg[2] += 16;
//G_PlayEffect(EFFECT_EXPLOSION, explOrg, /*self->r.currentAngles*/puffAngle);
G_PlayEffect(EFFECT_EXPLOSION_DETPACK, explOrg, /*self->r.currentAngles*/puffAngle);
self->boltpoint3 = level.time + Q_irand(2500, 3500);
G_RadiusDamage(self->r.currentOrigin, self, self->splashDamage, self->splashRadius, self, MOD_UNKNOWN);
self->s.time = -1;
self->boltpoint4 = 2;
}
if (self->boltpoint3 > level.time)
{
if (self->boltpoint2 < level.time)
{
VectorSet( puffAngle, 0, 0, 1 );
VectorCopy(self->r.currentOrigin, smokeOrg);
smokeOrg[2] += 60;
//What.. was I thinking?
G_PlayEffect(EFFECT_SMOKE, smokeOrg, puffAngle);
self->boltpoint2 = level.time + Q_irand(250, 400);
//This would be much better if we checked a value on the entity on the client
//and then spawned smoke there instead of sending over a bunch of events. But
//this will do for now, an event every 250-400ms isn't too bad.
}
}
if (self->activator && self->activator->client && self->activator->inuse)
{
vec3_t vLen;
VectorSubtract(self->s.origin, self->activator->client->ps.origin, vLen);
ownLen = VectorLength(vLen);
if (!(self->activator->client->pers.cmd.buttons & BUTTON_USE) && self->boltpoint1)
{
self->boltpoint1 = 0;
}
if ((self->activator->client->pers.cmd.buttons & BUTTON_USE) && !self->boltpoint1)
{
self->activator->client->ps.emplacedIndex = 0;
self->nextthink = level.time + 50;
return;
}
}
if ((self->activator && self->activator->client) &&
(!self->activator->inuse || self->activator->client->ps.emplacedIndex != self->s.number || self->boltpoint4 || ownLen > 64))
{
if (self->activator->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_EMPLACED_GUN ))
{
self->activator->client->ps.stats[STAT_WEAPONS] -= ( 1 << WP_EMPLACED_GUN );
}
//VectorCopy(self->s.origin2, self->activator->client->ps.origin);
oldWeap = self->activator->client->ps.weapon;
self->activator->client->ps.weapon = self->s.weapon;
self->s.weapon = oldWeap;
self->activator->r.ownerNum = ENTITYNUM_NONE;
self->activator->client->ps.emplacedTime = level.time + 1000;
self->activator->client->ps.emplacedIndex = 0;
self->activator = NULL;
self->s.activeForcePass = 0;
}
else if (self->activator && self->activator->client)
{
self->activator->client->ps.weapon = WP_EMPLACED_GUN;
self->activator->client->ps.weaponstate = WEAPON_READY;
}
self->nextthink = level.time + 50;
}
//----------------------------------------------------------
void emplaced_gun_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod )
{
if (self->boltpoint4)
{
return;
}
self->boltpoint4 = 1;
self->s.time = level.time + 3000;
self->bolt_Head = 0;
}
void SP_emplaced_gun( gentity_t *ent )
{
//char name[] = "models/map_objects/imp_mine/turret_chair.glm";
char name[] = "models/map_objects/mp/turret_chair.glm";
vec3_t down;
trace_t tr;
RegisterItem( BG_FindItemForWeapon(WP_BLASTER) );
//Emplaced gun uses many of the same assets as the blaster, so just precache it
ent->r.contents = CONTENTS_SOLID;
ent->s.solid = SOLID_BBOX;
ent->bolt_Head = 0;
VectorSet( ent->r.mins, -30, -20, 8 );
VectorSet( ent->r.maxs, 30, 20, 60 );
VectorCopy(ent->s.origin, down);
down[2] -= 1024;
trap_Trace(&tr, ent->s.origin, ent->r.mins, ent->r.maxs, down, ent->s.number, MASK_SOLID);
if (tr.fraction != 1 && !tr.allsolid && !tr.startsolid)
{
VectorCopy(tr.endpos, ent->s.origin);
}
ent->spawnflags |= 4; // deadsolid
ent->health = EMPLACED_GUN_HEALTH;
if (ent->spawnflags & EMPLACED_CANRESPAWN)
{ //make it somewhat easier to kill if it can respawn
ent->health *= 0.4;
}
ent->boltpoint4 = 0;
ent->takedamage = qtrue;
ent->pain = emplaced_gun_pain;
ent->die = emplaced_gun_die;
// being caught in this thing when it blows would be really bad.
ent->splashDamage = 80;
ent->splashRadius = 128;
// G_EffectIndex( "emplaced/explode" );
// G_EffectIndex( "emplaced/dead_smoke" );
// amount of ammo that this little poochie has
G_SpawnInt( "count", "600", &ent->count );
ent->s.modelindex = G_ModelIndex( name );
ent->s.modelGhoul2 = 1;
ent->s.g2radius = 110;
//trap_G2API_InitGhoul2Model( ent->s.ghoul2, name, ent->s.modelindex );
//g2r trap_G2API_InitGhoul2Model( &ent->s, name, ent->s.modelindex, 0, 0, 0, 0 );
// Activate our tags and bones
// ent->headBolt = gi.G2API_AddBolt( &ent->s.ghoul2[0], "*seat" );
// ent->handLBolt = gi.G2API_AddBolt( &ent->s.ghoul2[0], "*flash01" );
// ent->handRBolt = gi.G2API_AddBolt( &ent->s.ghoul2[0], "*flash02" );
// gi.G2API_SetBoneAngles( &ent->s.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;
// SnapVector(ent->s.origin);
G_SetOrigin( ent, ent->s.origin );
//G_SetAngles( ent, ent->s.angles );
// store base angles for later
VectorCopy( ent->s.angles, ent->pos1 );
VectorCopy( ent->s.angles, ent->r.currentAngles );
VectorCopy( ent->s.angles, ent->s.apos.trBase );
ent->think = emplaced_gun_update;
ent->nextthink = level.time + 50;
// ent->e_UseFunc = useF_emplaced_gun_use;
ent->use = emplaced_gun_realuse;
//ent->touch = emplaced_gun_use;
ent->r.svFlags |= SVF_PLAYER_USABLE;
ent->s.pos.trType = TR_STATIONARY;
ent->s.owner = MAX_CLIENTS+1;
ent->s.shouldtarget = qtrue;
ent->s.teamowner = 0;
/*
angswiv[ROLL] = 0;
angswiv[PITCH] = 0;
angswiv[YAW] = 70;
trap_G2API_SetBoneAngles(ent->s.ghoul2, 0, "swivel_bone", angswiv, BONE_ANGLES_REPLACE, POSITIVE_Z, NEGATIVE_X, NEGATIVE_Y, NULL, 0, level.time);
*/
//g2r ent->s.trickedentindex = trap_G2API_AddBolt(ent->s.ghoul2, 0, "*seat");
//g2r ent->s.bolt1 = trap_G2API_AddBolt(ent->s.ghoul2, 0, "*flash01");
//g2r ent->s.bolt2 = trap_G2API_AddBolt(ent->s.ghoul2, 0, "*flash02");
trap_LinkEntity(ent);
}