3456 lines
90 KiB
C
3456 lines
90 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// g_weapon.c
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// perform the server side effects of a weapon firing
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#include "g_local.h"
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#include "be_aas.h"
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static float s_quadFactor;
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static vec3_t forward, right, up;
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static vec3_t muzzle;
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// Bryar Pistol
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//--------
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#define BRYAR_PISTOL_VEL 1600
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#define BRYAR_PISTOL_DAMAGE 10
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#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
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#define BRYAR_ALT_SIZE 1.0f
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// E11 Blaster
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//---------
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#define BLASTER_SPREAD 1.6f//1.2f
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#define BLASTER_VELOCITY 2300
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#define BLASTER_DAMAGE 20
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// Tenloss Disruptor
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//----------
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#define DISRUPTOR_MAIN_DAMAGE 30 //40
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#define DISRUPTOR_NPC_MAIN_DAMAGE_CUT 0.25f
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#define DISRUPTOR_ALT_DAMAGE 100 //125
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#define DISRUPTOR_NPC_ALT_DAMAGE_CUT 0.2f
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#define DISRUPTOR_ALT_TRACES 3 // can go through a max of 3 damageable(sp?) entities
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#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
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// Wookiee Bowcaster
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//----------
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#define BOWCASTER_DAMAGE 50
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#define BOWCASTER_VELOCITY 1300
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#define BOWCASTER_SPLASH_DAMAGE 0
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#define BOWCASTER_SPLASH_RADIUS 0
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#define BOWCASTER_SIZE 2
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#define BOWCASTER_ALT_SPREAD 5.0f
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#define BOWCASTER_VEL_RANGE 0.3f
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#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
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// Heavy Repeater
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//----------
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#define REPEATER_SPREAD 1.4f
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#define REPEATER_DAMAGE 14
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#define REPEATER_VELOCITY 1600
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#define REPEATER_ALT_SIZE 3 // half of bbox size
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#define REPEATER_ALT_DAMAGE 60
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#define REPEATER_ALT_SPLASH_DAMAGE 60
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#define REPEATER_ALT_SPLASH_RADIUS 128
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#define REPEATER_ALT_VELOCITY 1100
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// DEMP2
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//----------
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#define DEMP2_DAMAGE 35
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#define DEMP2_VELOCITY 1800
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#define DEMP2_SIZE 2 // half of bbox size
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#define DEMP2_ALT_DAMAGE 8 //12 // does 12, 36, 84 at each of the 3 charge levels.
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#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
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#define DEMP2_ALT_RANGE 4096
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#define DEMP2_ALT_SPLASHRADIUS 256
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// Golan Arms Flechette
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//---------
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#define FLECHETTE_SHOTS 5
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#define FLECHETTE_SPREAD 4.0f
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#define FLECHETTE_DAMAGE 12//15
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#define FLECHETTE_VEL 3500
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#define FLECHETTE_SIZE 1
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#define FLECHETTE_MINE_RADIUS_CHECK 256
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#define FLECHETTE_ALT_DAMAGE 60
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#define FLECHETTE_ALT_SPLASH_DAM 60
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#define FLECHETTE_ALT_SPLASH_RAD 128
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// Personal Rocket Launcher
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//---------
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#define ROCKET_VELOCITY 900
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#define ROCKET_DAMAGE 100
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#define ROCKET_SPLASH_DAMAGE 100
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#define ROCKET_SPLASH_RADIUS 160
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#define ROCKET_SIZE 3
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#define ROCKET_ALT_THINK_TIME 100
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// Stun Baton
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//--------------
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#define STUN_BATON_DAMAGE 20
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#define STUN_BATON_ALT_DAMAGE 20
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#define STUN_BATON_RANGE 8
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extern qboolean G_BoxInBounds( vec3_t point, vec3_t mins, vec3_t maxs, vec3_t boundsMins, vec3_t boundsMaxs );
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static void WP_FireEmplaced( gentity_t *ent, qboolean altFire );
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void laserTrapStick( gentity_t *ent, vec3_t endpos, vec3_t normal );
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void touch_NULL( gentity_t *ent, gentity_t *other, trace_t *trace )
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{
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}
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void laserTrapExplode( gentity_t *self );
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//-----------------------------------------------------------------------------
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void W_TraceSetStart( gentity_t *ent, vec3_t start, vec3_t mins, vec3_t maxs )
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//-----------------------------------------------------------------------------
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{
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//make sure our start point isn't on the other side of a wall
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trace_t tr;
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vec3_t entMins;
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vec3_t entMaxs;
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vec3_t eyePoint;
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VectorAdd( ent->r.currentOrigin, ent->r.mins, entMins );
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VectorAdd( ent->r.currentOrigin, ent->r.maxs, entMaxs );
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if ( G_BoxInBounds( start, mins, maxs, entMins, entMaxs ) )
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{
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return;
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}
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if ( !ent->client )
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{
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return;
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}
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VectorCopy( ent->s.pos.trBase, eyePoint);
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eyePoint[2] += ent->client->ps.viewheight;
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trap_Trace( &tr, eyePoint, mins, maxs, start, ent->s.number, MASK_SOLID|CONTENTS_SHOTCLIP );
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if ( tr.startsolid || tr.allsolid )
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{
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return;
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}
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if ( tr.fraction < 1.0f )
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{
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VectorCopy( tr.endpos, start );
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}
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}
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/*
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----------------------------------------------
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PLAYER WEAPONS
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----------------------------------------------
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*/
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/*
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======================================================================
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BRYAR PISTOL
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======================================================================
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*/
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//----------------------------------------------
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static void WP_FireBryarPistol( gentity_t *ent, qboolean altFire )
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//---------------------------------------------------------
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{
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int damage = BRYAR_PISTOL_DAMAGE;
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int count;
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gentity_t *missile = CreateMissile( muzzle, forward, BRYAR_PISTOL_VEL, 10000, ent, altFire );
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missile->classname = "bryar_proj";
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missile->s.weapon = WP_BRYAR_PISTOL;
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if ( altFire )
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{
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float boxSize = 0;
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count = ( level.time - ent->client->ps.weaponChargeTime ) / BRYAR_CHARGE_UNIT;
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if ( count < 1 )
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{
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count = 1;
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}
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else if ( count > 5 )
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{
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count = 5;
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}
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if (count > 1)
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{
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damage *= (count*1.7);
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}
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else
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{
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damage *= (count*1.5);
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}
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missile->s.generic1 = count; // The missile will then render according to the charge level.
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// missile->count = count; // The single player stores the charge in count, which isn't accessible on the client
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boxSize = BRYAR_ALT_SIZE*(count*0.5);
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VectorSet( missile->r.maxs, boxSize, boxSize, boxSize );
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VectorSet( missile->r.mins, -boxSize, -boxSize, -boxSize );
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}
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missile->damage = damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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if (altFire)
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{
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missile->methodOfDeath = MOD_BRYAR_PISTOL_ALT;
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}
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else
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{
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missile->methodOfDeath = MOD_BRYAR_PISTOL;
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}
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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// we don't want it to bounce forever
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// NOTENOTE These don't bounce yet.
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missile->bounceCount = 8;
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}
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/*
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======================================================================
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GENERIC
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======================================================================
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*/
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//---------------------------------------------------------
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void WP_FireTurretMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod, gentity_t *ignore )
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//---------------------------------------------------------
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{
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gentity_t *missile;
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missile = CreateMissile( start, dir, velocity, 10000, ent, altFire );
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missile->classname = "generic_proj";
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missile->s.weapon = WP_TURRET;
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missile->damage = damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->methodOfDeath = mod;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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if (ignore)
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{
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missile->passThroughNum = ignore->s.number+1;
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}
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// we don't want it to bounce forever
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// NOTENOTE These don't bounce yet.
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missile->bounceCount = 8;
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}
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//Currently only the seeker drone uses this, but it might be useful for other things as well.
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//---------------------------------------------------------
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void WP_FireGenericBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod )
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//---------------------------------------------------------
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{
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gentity_t *missile;
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missile = CreateMissile( start, dir, velocity, 10000, ent, altFire );
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missile->classname = "generic_proj";
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missile->s.weapon = WP_BRYAR_PISTOL;
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missile->damage = damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->methodOfDeath = mod;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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// we don't want it to bounce forever
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// NOTENOTE These don't bounce yet.
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missile->bounceCount = 8;
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}
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/*
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======================================================================
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BLASTER
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======================================================================
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*/
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//---------------------------------------------------------
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void WP_FireBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire )
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//---------------------------------------------------------
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{
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int velocity = BLASTER_VELOCITY;
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int damage = BLASTER_DAMAGE;
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gentity_t *missile;
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if (ent->s.eType == ET_GRAPPLE)
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{ //animent
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damage = 10;
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}
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// NOTENOTE Vehicle models are not yet implemented
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/* if ( ent->client && ent->client->ps.vehicleModel != 0 )
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{
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velocity = 10000;
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}
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*/
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missile = CreateMissile( start, dir, velocity, 10000, ent, altFire );
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missile->classname = "blaster_proj";
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missile->s.weapon = WP_BLASTER;
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// NOTENOTE Vehicle models are not yet implemented
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/* if ( ent->client && ent->client->ps.vehicleModel != 0 )
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{
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damage = 250;
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}
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*/
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missile->damage = damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->methodOfDeath = MOD_BLASTER;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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// we don't want it to bounce forever
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// NOTENOTE These don't bounce yet.
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missile->bounceCount = 8;
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}
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//---------------------------------------------------------
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void WP_FireEmplacedMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, gentity_t *ignore )
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//---------------------------------------------------------
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{
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int velocity = BLASTER_VELOCITY;
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int damage = BLASTER_DAMAGE;
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gentity_t *missile;
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// NOTENOTE Vehicle models are not yet implemented
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/* if ( ent->client && ent->client->ps.vehicleModel != 0 )
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{
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velocity = 10000;
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}
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*/
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missile = CreateMissile( start, dir, velocity, 10000, ent, altFire );
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missile->classname = "emplaced_gun_proj";
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missile->s.weapon = WP_TURRET;//WP_EMPLACED_GUN;
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// NOTENOTE Vehicle models are not yet implemented
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/* if ( ent->client && ent->client->ps.vehicleModel != 0 )
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{
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damage = 250;
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}
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*/
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missile->activator = ignore;
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missile->damage = damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->methodOfDeath = MOD_BLASTER;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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if (ignore)
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{
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missile->passThroughNum = ignore->s.number+1;
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}
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// we don't want it to bounce forever
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// NOTENOTE These don't bounce yet.
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missile->bounceCount = 8;
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}
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//---------------------------------------------------------
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static void WP_FireBlaster( gentity_t *ent, qboolean altFire )
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//---------------------------------------------------------
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{
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vec3_t dir, angs;
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vectoangles( forward, angs );
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if ( altFire )
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{
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// add some slop to the alt-fire direction
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angs[PITCH] += crandom() * BLASTER_SPREAD;
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angs[YAW] += crandom() * BLASTER_SPREAD;
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}
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AngleVectors( angs, dir, NULL, NULL );
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// FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot!
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WP_FireBlasterMissile( ent, muzzle, dir, altFire );
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}
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int G_GetHitLocation(gentity_t *target, vec3_t ppoint);
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/*
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======================================================================
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DISRUPTOR
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======================================================================
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*/
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//---------------------------------------------------------
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static void WP_DisruptorMainFire( gentity_t *ent )
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//---------------------------------------------------------
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{
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int damage = DISRUPTOR_MAIN_DAMAGE;
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qboolean render_impact = qtrue;
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vec3_t start, end /*, spot*/ ;
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trace_t tr;
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gentity_t *traceEnt, *tent;
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float /*dist, */shotRange = 8192;
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int ignore, traces;
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memset(&tr, 0, sizeof(tr)); //to shut the compiler up
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VectorCopy( ent->client->ps.origin, start );
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start[2] += ent->client->ps.viewheight;//By eyes
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VectorMA( start, shotRange, forward, end );
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// trap_Trace( &tr, start, NULL, NULL, end, ent->s.number, MASK_SHOT);
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ignore = ent->s.number;
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traces = 0;
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while ( traces < 10 )
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{//need to loop this in case we hit a Jedi who dodges the shot
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trap_Trace( &tr, start, NULL, NULL, end, ignore, MASK_SHOT );
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traceEnt = &g_entities[tr.entityNum];
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if (traceEnt && traceEnt->client && traceEnt->client->ps.duelInProgress &&
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traceEnt->client->ps.duelIndex != ent->s.number)
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{
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VectorCopy( tr.endpos, start );
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ignore = tr.entityNum;
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traces++;
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continue;
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}
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if ( Jedi_DodgeEvasion( traceEnt, ent, &tr, G_GetHitLocation(traceEnt, tr.endpos) ) )
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{//act like we didn't even hit him
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VectorCopy( tr.endpos, start );
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ignore = tr.entityNum;
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traces++;
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continue;
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}
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else if (traceEnt && traceEnt->client && traceEnt->client->ps.fd.forcePowerLevel[FP_SABERDEFEND] >= FORCE_LEVEL_3)
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{
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if (WP_SaberCanBlock(traceEnt, tr.endpos, 0, MOD_DISRUPTOR, qtrue, 0))
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{ //broadcast and stop the shot because it was blocked
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gentity_t *te = NULL;
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tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_MAIN_SHOT );
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VectorCopy( muzzle, tent->s.origin2 );
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tent->s.eventParm = ent->s.number;
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te = G_TempEntity( tr.endpos, EV_SABER_BLOCK );
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VectorCopy(tr.endpos, te->s.origin);
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VectorCopy(tr.plane.normal, te->s.angles);
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if (!te->s.angles[0] && !te->s.angles[1] && !te->s.angles[2])
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{
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te->s.angles[1] = 1;
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}
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te->s.eventParm = 0;
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return;
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}
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}
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//a Jedi is not dodging this shot
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break;
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}
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if ( tr.surfaceFlags & SURF_NOIMPACT )
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{
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render_impact = qfalse;
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}
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// always render a shot beam, doing this the old way because I don't much feel like overriding the effect.
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tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_MAIN_SHOT );
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VectorCopy( muzzle, tent->s.origin2 );
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tent->s.eventParm = ent->s.number;
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traceEnt = &g_entities[tr.entityNum];
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if ( render_impact )
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{
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if ( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage )
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{
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// Create a simple impact type mark that doesn't last long in the world
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// G_PlayEffect( G_EffectIndex( "disruptor/flesh_impact" ), tr.endpos, tr.plane.normal );
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if ( traceEnt->client && LogAccuracyHit( traceEnt, ent ))
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{
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ent->client->accuracy_hits++;
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}
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G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NORMAL, MOD_DISRUPTOR );
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tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_HIT );
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tent->s.eventParm = DirToByte( tr.plane.normal );
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if (traceEnt->client)
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{
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tent->s.weapon = 1;
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}
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}
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else
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{
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// Hmmm, maybe don't make any marks on things that could break
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tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_MISS );
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tent->s.eventParm = DirToByte( tr.plane.normal );
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tent->s.weapon = 1;
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}
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}
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}
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//---------------------------------------------------------
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void WP_DisruptorAltFire( gentity_t *ent )
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//---------------------------------------------------------
|
|
{
|
|
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;
|
|
|
|
if (!ent->client)
|
|
{
|
|
count = 1;
|
|
}
|
|
else
|
|
{
|
|
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;
|
|
|
|
if (!ent->client)
|
|
{
|
|
VectorCopy(ent->r.currentOrigin, muzzleStun);
|
|
muzzleStun[2] += 8;
|
|
}
|
|
else
|
|
{
|
|
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 &&
|
|
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);
|
|
}
|