7971 lines
No EOL
267 KiB
C++
7971 lines
No EOL
267 KiB
C++
// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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#include "g_local.h"
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#include "anims.h"
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#include "b_local.h"
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#include "bg_local.h"
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#include "g_functions.h"
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#include "wp_saber.h"
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#define MAX_SABER_VICTIMS 16
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static int victimEntityNum[MAX_SABER_VICTIMS];
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static float totalDmg[MAX_SABER_VICTIMS];
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static vec3_t dmgDir[MAX_SABER_VICTIMS];
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static vec3_t dmgSpot[MAX_SABER_VICTIMS];
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static float dmgFraction[MAX_SABER_VICTIMS];
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static int hitLoc[MAX_SABER_VICTIMS];
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static qboolean hitDismember[MAX_SABER_VICTIMS];
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static vec3_t saberHitLocation, saberHitNormal={0,0,1.0};
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static float saberHitFraction;
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static float sabersCrossed;
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static int saberHitEntity;
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static int numVictims = 0;
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#define SABER_PITCH_HACK 90
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extern cvar_t *g_timescale;
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extern cvar_t *g_dismemberment;
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extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
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extern void CG_ChangeWeapon( int num );
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extern void G_ReflectMissile( gentity_t *ent, gentity_t *missile, vec3_t forward );
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extern void G_BounceMissile( gentity_t *ent, trace_t *trace );
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extern qboolean G_PointInBounds( const vec3_t point, const vec3_t mins, const vec3_t maxs );
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extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
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extern void NPC_UseResponse( gentity_t *self, gentity_t *user, qboolean useWhenDone );
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extern void WP_FireDreadnoughtBeam( gentity_t *ent );
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extern void G_MissileImpacted( gentity_t *ent, gentity_t *other, vec3_t impactPos, vec3_t normal, int hitLoc=HL_NONE );
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extern evasionType_t Jedi_SaberBlockGo( gentity_t *self, vec3_t pHitloc, vec3_t phitDir, gentity_t *incoming, float dist = 0.0f );
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extern int PM_PickAnim( gentity_t *self, int minAnim, int maxAnim );
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extern void NPC_SetPainEvent( gentity_t *self );
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extern qboolean PM_InAnimForSaberMove( int anim, int saberMove );
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extern qboolean PM_SpinningSaberAnim( int anim );
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extern qboolean PM_SaberInSpecialAttack( int anim );
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extern qboolean PM_SaberInAttack( int move );
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extern qboolean PM_SaberInTransition( int move );
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extern qboolean PM_SaberInStart( int move );
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extern qboolean PM_SaberInTransitionAny( int move );
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extern qboolean PM_SaberInBounce( int move );
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extern qboolean PM_SaberInParry( int move );
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extern qboolean PM_SaberInKnockaway( int move );
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extern qboolean PM_SaberInBrokenParry( int move );
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extern qboolean PM_SpinningSaberAnim( int anim );
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extern int PM_SaberBounceForAttack( int move );
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extern int PM_BrokenParryForAttack( int move );
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extern int PM_KnockawayForParry( int move );
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extern qboolean PM_FlippingAnim( int anim );
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extern qboolean PM_RollingAnim( int anim );
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extern qboolean PM_CrouchAnim( int anim );
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extern qboolean PM_SaberInIdle( int move );
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extern qboolean PM_SaberInReflect( int move );
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extern qboolean PM_InSpecialJump( int anim );
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extern qboolean PM_InKnockDown( playerState_t *ps );
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extern int PM_PowerLevelForSaberAnim( playerState_t *ps );
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extern void PM_VelocityForSaberMove( playerState_t *ps, vec3_t throwDir );
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extern qboolean PM_VelocityForBlockedMove( playerState_t *ps, vec3_t throwDir );
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extern int Jedi_ReCalcParryTime( gentity_t *self, evasionType_t evasionType );
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extern qboolean Jedi_DodgeEvasion( gentity_t *self, gentity_t *shooter, trace_t *tr, int hitLoc );
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extern void Jedi_PlayDeflectSound( gentity_t *self );
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extern void Jedi_PlayBlockedPushSound( gentity_t *self );
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extern qboolean Jedi_WaitingAmbush( gentity_t *self );
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extern void Jedi_Ambush( gentity_t *self );
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extern qboolean Jedi_SaberBusy( gentity_t *self );
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void WP_ForcePowerStart( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
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qboolean WP_ForcePowerUsable( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
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void WP_SaberInFlightReflectCheck( gentity_t *self, usercmd_t *ucmd );
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void WP_SaberDrop( gentity_t *self, gentity_t *saber );
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void WP_SaberLose( gentity_t *self, vec3_t throwDir );
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void WP_SaberReturn( gentity_t *self, gentity_t *saber );
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void WP_SaberBlock( gentity_t *saber, vec3_t hitloc, qboolean missleBlock );
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void WP_SaberBlockNonRandom( gentity_t *self, vec3_t hitloc, qboolean missileBlock );
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void ForceThrow( gentity_t *self, qboolean pull );
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qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
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void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
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extern cvar_t *g_autoBlocking;
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extern cvar_t *g_realisticSaberDamage;
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int g_saberFlashTime = 0;
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vec3_t g_saberFlashPos = {0,0,0};
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int forcePowerNeeded[NUM_FORCE_POWERS] =
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{
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4,//FP_HEAL,//instant
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10,//FP_LEVITATION,//hold/duration
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20,//FP_SPEED,//duration
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15,//FP_PUSH,//hold/duration
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15,//FP_PULL,//hold/duration
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20,//FP_TELEPATHY,//instant
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1,//FP_GRIP,//hold/duration - FIXME: 30?
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1,//FP_LIGHTNING,//hold/duration
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20,//FP_SABERTHROW,
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1,//FP_SABER_DEFENSE,
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0,//FP_SABER_OFFENSE,
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//NUM_FORCE_POWERS
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};
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float forceJumpStrength[NUM_FORCE_POWER_LEVELS] =
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{
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JUMP_VELOCITY,//normal jump
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420,
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590,
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840
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};
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float forceJumpHeight[NUM_FORCE_POWER_LEVELS] =
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{
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32,//normal jump (+stepheight+crouchdiff = 66)
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96,//(+stepheight+crouchdiff = 130)
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192,//(+stepheight+crouchdiff = 226)
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384//(+stepheight+crouchdiff = 418)
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};
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float forcePushPullRadius[NUM_FORCE_POWER_LEVELS] =
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{
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0,//none
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384,//256,
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448,//384,
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512
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};
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float forcePushCone[NUM_FORCE_POWER_LEVELS] =
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{
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1.0f,//none
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1.0f,
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0.6f,
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0.3f
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};
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float forcePullCone[NUM_FORCE_POWER_LEVELS] =
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{
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1.0f,//none
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1.0f,
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1.0f,
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0.5f
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};
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float forceSpeedValue[NUM_FORCE_POWER_LEVELS] =
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{
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1.0f,//none
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0.75f,
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0.5f,
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0.25f
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};
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float forceSpeedRangeMod[NUM_FORCE_POWER_LEVELS] =
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{
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0.0f,//none
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30.0f,
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45.0f,
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60.0f
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};
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float forceSpeedFOVMod[NUM_FORCE_POWER_LEVELS] =
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{
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0.0f,//none
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20.0f,
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30.0f,
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40.0f
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};
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int forceGripDamage[NUM_FORCE_POWER_LEVELS] =
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{
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0,//none
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0,
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6,
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9
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};
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int mindTrickTime[NUM_FORCE_POWER_LEVELS] =
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{
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0,//none
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5000,
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10000,
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15000
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};
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//NOTE: keep in synch with table below!!!
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int saberThrowDist[NUM_FORCE_POWER_LEVELS] =
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{
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0,//none
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256,
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400,
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400
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};
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//NOTE: keep in synch with table above!!!
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int saberThrowDistSquared[NUM_FORCE_POWER_LEVELS] =
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{
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0,//none
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65536,
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160000,
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160000
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};
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int parryDebounce[NUM_FORCE_POWER_LEVELS] =
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{
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1000000,//if don't even have defense, can't use defense!
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300,
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150,
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50
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};
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float saberAnimSpeedMod[NUM_FORCE_POWER_LEVELS] =
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{
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0.0f,//if don't even have offense, can't use offense!
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0.75f,
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1.0f,
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2.0f
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};
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//SABER INITIALIZATION======================================================================
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void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *psWeaponModel )
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{
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if (!psWeaponModel)
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{
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assert (psWeaponModel);
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return;
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}
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if ( ent && ent->client && ent->client->NPC_class == CLASS_GALAKMECH )
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{//hack for galakmech, no weaponmodel
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ent->weaponModel = -1;
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return;
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}
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char weaponModel[64];
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strcpy (weaponModel, psWeaponModel);
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if (char *spot = strstr(weaponModel, ".md3") ) {
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*spot = 0;
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spot = strstr(weaponModel, "_w");//i'm using the in view weapon array instead of scanning the item list, so put the _w back on
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if (!spot&&!strstr(weaponModel, "noweap"))
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{
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strcat (weaponModel, "_w");
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}
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strcat (weaponModel, ".glm"); //and change to ghoul2
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}
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if ( ent->playerModel == -1 )
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{
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return;
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}
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// give us a sabre model
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ent->weaponModel = gi.G2API_InitGhoul2Model(ent->ghoul2, weaponModel, G_ModelIndex( weaponModel ));
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if ( ent->weaponModel != -1 )
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{
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// attach it to the hand
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gi.G2API_AttachG2Model(&ent->ghoul2[ent->weaponModel], &ent->ghoul2[ent->playerModel],
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ent->handRBolt, ent->playerModel);
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// set up a bolt on the end so we can get where the sabre muzzle is - we can assume this is always bolt 0
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gi.G2API_AddBolt(&ent->ghoul2[ent->weaponModel], "*flash");
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//gi.G2API_SetLodBias( &ent->ghoul2[ent->weaponModel], 0 );
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}
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}
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//----------------------------------------------------------
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void G_Throw( gentity_t *targ, vec3_t newDir, float push )
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//----------------------------------------------------------
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{
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vec3_t kvel;
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float mass;
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if ( targ->physicsBounce > 0 ) //overide the mass
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{
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mass = targ->physicsBounce;
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}
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else
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{
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mass = 200;
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}
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if ( g_gravity->value > 0 )
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{
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VectorScale( newDir, g_knockback->value * (float)push / mass * 0.8, kvel );
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kvel[2] = newDir[2] * g_knockback->value * (float)push / mass * 1.5;
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}
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else
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{
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VectorScale( newDir, g_knockback->value * (float)push / mass, kvel );
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}
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if ( targ->client )
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{
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VectorAdd( targ->client->ps.velocity, kvel, targ->client->ps.velocity );
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}
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else if ( targ->s.pos.trType != TR_STATIONARY && targ->s.pos.trType != TR_LINEAR_STOP && targ->s.pos.trType != TR_NONLINEAR_STOP )
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{
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VectorAdd( targ->s.pos.trDelta, kvel, targ->s.pos.trDelta );
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VectorCopy( targ->currentOrigin, targ->s.pos.trBase );
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targ->s.pos.trTime = level.time;
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}
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// set the timer so that the other client can't cancel
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// out the movement immediately
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if ( targ->client && !targ->client->ps.pm_time )
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{
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int t;
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t = push * 2;
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if ( t < 50 )
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{
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t = 50;
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}
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if ( t > 200 )
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{
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t = 200;
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}
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targ->client->ps.pm_time = t;
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targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
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}
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}
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void WP_SaberInitBladeData( gentity_t *ent )
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{
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gentity_t *saberent;
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if ( ent->client )
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{
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VectorClear( ent->client->renderInfo.muzzlePoint );
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VectorClear( ent->client->renderInfo.muzzlePointOld );
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//VectorClear( ent->client->renderInfo.muzzlePointNext );
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VectorClear( ent->client->renderInfo.muzzleDir );
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VectorClear( ent->client->renderInfo.muzzleDirOld );
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//VectorClear( ent->client->renderInfo.muzzleDirNext );
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ent->client->ps.saberLengthOld = ent->client->ps.saberLength = 0;
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ent->client->ps.saberLockEnemy = ENTITYNUM_NONE;
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ent->client->ps.saberLockTime = 0;
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if ( ent->s.number )
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{
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if ( ent->client->NPC_class == CLASS_DESANN )
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{
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ent->client->ps.saberAnimLevel = FORCE_LEVEL_4;
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}
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else if ( ent->client->NPC_class == CLASS_TAVION )
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{
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ent->client->ps.saberAnimLevel = FORCE_LEVEL_5;
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}
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else if ( ent->NPC && ent->client->playerTeam == TEAM_ENEMY && (ent->NPC->rank == RANK_CIVILIAN || ent->NPC->rank == RANK_LT_JG) )
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{//grunt and fencer always uses quick attacks
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ent->client->ps.saberAnimLevel = FORCE_LEVEL_1;
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}
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else if ( ent->NPC && ent->client->playerTeam == TEAM_ENEMY && (ent->NPC->rank == RANK_CREWMAN || ent->NPC->rank == RANK_ENSIGN) )
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{//acrobat & force-users always use medium attacks
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ent->client->ps.saberAnimLevel = FORCE_LEVEL_2;
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}
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else if ( ent->client->playerTeam == TEAM_ENEMY && ent->client->NPC_class == CLASS_SHADOWTROOPER )
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{//shadowtroopers
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ent->client->ps.saberAnimLevel = Q_irand( FORCE_LEVEL_1, FORCE_LEVEL_3 );
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}
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else if ( ent->NPC && ent->client->playerTeam == TEAM_ENEMY && ent->NPC->rank == RANK_LT )
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{//boss always starts with strong attacks
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ent->client->ps.saberAnimLevel = FORCE_LEVEL_3;
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}
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else if ( ent->client->NPC_class == CLASS_KYLE )
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{
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ent->client->ps.saberAnimLevel = g_entities[0].client->ps.saberAnimLevel;
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}
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else
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{//?
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ent->client->ps.saberAnimLevel = Q_irand( FORCE_LEVEL_1, FORCE_LEVEL_3 );
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}
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}
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else
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{
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if ( !ent->client->ps.saberAnimLevel )
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{//initialize, but don't reset
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ent->client->ps.saberAnimLevel = FORCE_LEVEL_2;
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}
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cg.saberAnimLevelPending = ent->client->ps.saberAnimLevel;
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}
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ent->client->ps.saberAttackChainCount = 0;
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if ( ent->client->NPC_class == CLASS_DESANN )
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{//longer saber
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ent->client->ps.saberLengthMax = 48;
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}
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else if ( ent->client->NPC_class == CLASS_REBORN )
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{//shorter saber
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ent->client->ps.saberLengthMax = 32;
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}
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else
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{//standard saber length
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ent->client->ps.saberLengthMax = 40;
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}
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if ( ent->client->ps.saberEntityNum <= 0 || ent->client->ps.saberEntityNum >= ENTITYNUM_WORLD )
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{
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saberent = G_Spawn();
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ent->client->ps.saberEntityNum = saberent->s.number;
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saberent->classname = "lightsaber";
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saberent->s.eType = ET_GENERAL;
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saberent->svFlags = SVF_USE_CURRENT_ORIGIN;
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saberent->s.weapon = WP_SABER;
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saberent->owner = ent;
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saberent->s.otherEntityNum = ent->s.number;
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saberent->clipmask = MASK_SOLID | CONTENTS_LIGHTSABER;
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saberent->contents = CONTENTS_LIGHTSABER;//|CONTENTS_SHOTCLIP;
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VectorSet( saberent->mins, -3.0f, -3.0f, -3.0f );
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VectorSet( saberent->maxs, 3.0f, 3.0f, 3.0f );
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saberent->mass = 10;//necc?
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saberent->s.eFlags |= EF_NODRAW;
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saberent->svFlags |= SVF_NOCLIENT;
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/*
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Ghoul2 Insert Start
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*/
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//FIXME: get saberModel from NPCs.cfg for NPCs?
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if ( ent->client->NPC_class == CLASS_DESANN )
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{
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ent->client->ps.saberModel = "models/weapons2/saber_desann/saber_w.glm";
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}
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else if ( ent->client->NPC_class == CLASS_LUKE )
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{
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ent->client->ps.saberModel = "models/weapons2/saber_luke/saber_w.glm";
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}
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else if ( ent->client->NPC_class == CLASS_KYLE )
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{//Kyle NPC and player
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ent->client->ps.saberModel = "models/weapons2/saber/saber_w.glm";
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}
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else
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{//reborn and tavion and everyone else
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ent->client->ps.saberModel = "models/weapons2/saber_reborn/saber_w.glm";
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}
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saberent->s.modelindex = G_ModelIndex( ent->client->ps.saberModel );
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gi.G2API_InitGhoul2Model( saberent->ghoul2, ent->client->ps.saberModel, saberent->s.modelindex );
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// set up a bolt on the end so we can get where the sabre muzzle is - we can assume this is always bolt 0
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gi.G2API_AddBolt( &saberent->ghoul2[0], "*flash" );
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//gi.G2API_SetLodBias( &saberent->ghoul2[0], 0 );
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/*
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Ghoul2 Insert End
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*/
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ent->client->ps.saberInFlight = qfalse;
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ent->client->ps.saberEntityDist = 0;
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ent->client->ps.saberEntityState = SES_LEAVING;
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|
|
ent->client->ps.saberMove = 0;
|
|
|
|
//FIXME: need a think function to create alerts when turned on or is on, etc.
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.saberEntityNum = ENTITYNUM_NONE;
|
|
ent->client->ps.saberInFlight = qfalse;
|
|
ent->client->ps.saberEntityDist = 0;
|
|
ent->client->ps.saberEntityState = SES_LEAVING;
|
|
}
|
|
}
|
|
|
|
void WP_SaberUpdateOldBladeData( gentity_t *ent )
|
|
{
|
|
if ( ent->client )
|
|
{
|
|
VectorCopy( ent->client->renderInfo.muzzlePoint, ent->client->renderInfo.muzzlePointOld );
|
|
VectorCopy( ent->client->renderInfo.muzzleDir, ent->client->renderInfo.muzzleDirOld );
|
|
if ( ent->client->ps.saberLengthOld <= 0 && ent->client->ps.saberLength > 0 )
|
|
{//just turned on
|
|
//do sound event
|
|
vec3_t saberOrg;
|
|
VectorCopy( g_entities[ent->client->ps.saberEntityNum].currentOrigin, saberOrg );
|
|
AddSoundEvent( ent, saberOrg, 256, AEL_SUSPICIOUS );
|
|
}
|
|
ent->client->ps.saberLengthOld = ent->client->ps.saberLength;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//SABER DAMAGE==============================================================================
|
|
//SABER DAMAGE==============================================================================
|
|
//SABER DAMAGE==============================================================================
|
|
//SABER DAMAGE==============================================================================
|
|
//SABER DAMAGE==============================================================================
|
|
//SABER DAMAGE==============================================================================
|
|
int WPDEBUG_SaberColor( saber_colors_t saberColor )
|
|
{
|
|
switch( (int)(saberColor) )
|
|
{
|
|
case SABER_RED:
|
|
return 0x000000ff;
|
|
break;
|
|
case SABER_ORANGE:
|
|
return 0x000088ff;
|
|
break;
|
|
case SABER_YELLOW:
|
|
return 0x0000ffff;
|
|
break;
|
|
case SABER_GREEN:
|
|
return 0x0000ff00;
|
|
break;
|
|
case SABER_BLUE:
|
|
return 0x00ff0000;
|
|
break;
|
|
case SABER_PURPLE:
|
|
return 0x00ff00ff;
|
|
break;
|
|
default:
|
|
return 0x00ffffff;//white
|
|
break;
|
|
}
|
|
}
|
|
|
|
qboolean WP_GetSaberDeflectionAngle( gentity_t *attacker, gentity_t *defender )
|
|
{
|
|
vec3_t temp, att_SaberBase, att_StartPos, saberMidNext, att_HitDir, att_HitPos, def_BladeDir;
|
|
float att_SaberHitLength, hitDot;
|
|
|
|
if ( !attacker || !attacker->client || attacker->client->ps.saberInFlight || attacker->client->ps.saberLength <= 0 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( !defender || !defender->client || defender->client->ps.saberInFlight || defender->client->ps.saberLength <= 0 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
attacker->client->ps.saberBounceMove = LS_NONE;
|
|
|
|
//get the attacker's saber base pos at time of impact
|
|
VectorSubtract( attacker->client->renderInfo.muzzlePoint, attacker->client->renderInfo.muzzlePointOld, temp );
|
|
VectorMA( attacker->client->renderInfo.muzzlePointOld, saberHitFraction, temp, att_SaberBase );
|
|
|
|
//get the position along the length of the blade where the hit occured
|
|
att_SaberHitLength = Distance( saberHitLocation, att_SaberBase )/attacker->client->ps.saberLength;
|
|
|
|
//now get the start of that midpoint in the swing and the actual impact point in the swing (shouldn't the latter just be saberHitLocation?)
|
|
VectorMA( attacker->client->renderInfo.muzzlePointOld, att_SaberHitLength, attacker->client->renderInfo.muzzleDirOld, att_StartPos );
|
|
VectorMA( attacker->client->renderInfo.muzzlePoint, att_SaberHitLength, attacker->client->renderInfo.muzzleDir, saberMidNext );
|
|
VectorSubtract( saberMidNext, att_StartPos, att_HitDir );
|
|
VectorMA( att_StartPos, saberHitFraction, att_HitDir, att_HitPos );
|
|
VectorNormalize( att_HitDir );
|
|
|
|
//get the defender's saber dir at time of impact
|
|
VectorSubtract( defender->client->renderInfo.muzzleDirOld, defender->client->renderInfo.muzzleDir, temp );
|
|
VectorMA( defender->client->renderInfo.muzzleDirOld, saberHitFraction, temp, def_BladeDir );
|
|
|
|
//now compare
|
|
hitDot = DotProduct( att_HitDir, def_BladeDir );
|
|
if ( hitDot < 0.25f && hitDot > -0.25f )
|
|
{//hit pretty much perpendicular, pop straight back
|
|
attacker->client->ps.saberBounceMove = PM_SaberBounceForAttack( attacker->client->ps.saberMove );
|
|
return qfalse;
|
|
}
|
|
else
|
|
{//a deflection
|
|
vec3_t att_Right, att_Up, att_DeflectionDir;
|
|
float swingRDot, swingUDot;
|
|
|
|
//get the direction of the deflection
|
|
VectorScale( def_BladeDir, hitDot, att_DeflectionDir );
|
|
//get our bounce straight back direction
|
|
VectorScale( att_HitDir, -1.0f, temp );
|
|
//add the bounce back and deflection
|
|
VectorAdd( att_DeflectionDir, temp, att_DeflectionDir );
|
|
//normalize the result to determine what direction our saber should bounce back toward
|
|
VectorNormalize( att_DeflectionDir );
|
|
|
|
//need to know the direction of the deflectoin relative to the attacker's facing
|
|
VectorSet( temp, 0, attacker->client->ps.viewangles[YAW], 0 );//presumes no pitch!
|
|
AngleVectors( temp, NULL, att_Right, att_Up );
|
|
swingRDot = DotProduct( att_Right, att_DeflectionDir );
|
|
swingUDot = DotProduct( att_Up, att_DeflectionDir );
|
|
|
|
if ( swingRDot > 0.25f )
|
|
{//deflect to right
|
|
if ( swingUDot > 0.25f )
|
|
{//deflect to top
|
|
attacker->client->ps.saberBounceMove = LS_D1_TR;
|
|
}
|
|
else if ( swingUDot < -0.25f )
|
|
{//deflect to bottom
|
|
attacker->client->ps.saberBounceMove = LS_D1_BR;
|
|
}
|
|
else
|
|
{//deflect horizontally
|
|
attacker->client->ps.saberBounceMove = LS_D1__R;
|
|
}
|
|
}
|
|
else if ( swingRDot < -0.25f )
|
|
{//deflect to left
|
|
if ( swingUDot > 0.25f )
|
|
{//deflect to top
|
|
attacker->client->ps.saberBounceMove = LS_D1_TL;
|
|
}
|
|
else if ( swingUDot < -0.25f )
|
|
{//deflect to bottom
|
|
attacker->client->ps.saberBounceMove = LS_D1_BL;
|
|
}
|
|
else
|
|
{//deflect horizontally
|
|
attacker->client->ps.saberBounceMove = LS_D1__L;
|
|
}
|
|
}
|
|
else
|
|
{//deflect in middle
|
|
if ( swingUDot > 0.25f )
|
|
{//deflect to top
|
|
attacker->client->ps.saberBounceMove = LS_D1_T_;
|
|
}
|
|
else if ( swingUDot < -0.25f )
|
|
{//deflect to bottom
|
|
attacker->client->ps.saberBounceMove = LS_D1_B_;
|
|
}
|
|
else
|
|
{//deflect horizontally? Well, no such thing as straight back in my face, so use top
|
|
if ( swingRDot > 0 )
|
|
{
|
|
attacker->client->ps.saberBounceMove = LS_D1_TR;
|
|
}
|
|
else if ( swingRDot < 0 )
|
|
{
|
|
attacker->client->ps.saberBounceMove = LS_D1_TL;
|
|
}
|
|
else
|
|
{
|
|
attacker->client->ps.saberBounceMove = LS_D1_T_;
|
|
}
|
|
}
|
|
}
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( S_COLOR_BLUE"%s deflected from %s to %s\n", attacker->targetname, saberMoveData[attacker->client->ps.saberMove].name, saberMoveData[attacker->client->ps.saberBounceMove].name );
|
|
}
|
|
#endif
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
|
|
void WP_SaberClearDamageForEntNum( int entityNum )
|
|
{
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
if ( entityNum )
|
|
{
|
|
Com_Printf( "clearing damage for entnum %d\n", entityNum );
|
|
}
|
|
}
|
|
#endif// _FINAL_BUILD
|
|
for ( int i = 0; i < numVictims; i++ )
|
|
{
|
|
if ( victimEntityNum[i] == entityNum )
|
|
{
|
|
totalDmg[i] = 0;//no damage
|
|
hitLoc[i] = HL_NONE;
|
|
hitDismember[i] = qfalse;
|
|
victimEntityNum[i] = ENTITYNUM_NONE;//like we never hit him
|
|
}
|
|
}
|
|
}
|
|
|
|
extern float damageModifier[];
|
|
extern float hitLocHealthPercentage[];
|
|
qboolean WP_SaberApplyDamage( gentity_t *ent, float baseDamage, int baseDFlags, qboolean brokenParry )
|
|
{
|
|
qboolean didDamage = qfalse;
|
|
gentity_t *victim;
|
|
int dFlags = baseDFlags;
|
|
float maxDmg;
|
|
|
|
|
|
if ( !numVictims )
|
|
{
|
|
return qfalse;
|
|
}
|
|
for ( int i = 0; i < numVictims; i++ )
|
|
{
|
|
dFlags = baseDFlags|DAMAGE_DEATH_KNOCKBACK;
|
|
if ( victimEntityNum[i] != ENTITYNUM_NONE && &g_entities[victimEntityNum[i]] != NULL )
|
|
{ // Don't bother with this damage if the fraction is higher than the saber's fraction
|
|
if ( dmgFraction[i] < saberHitFraction || brokenParry )
|
|
{
|
|
victim = &g_entities[victimEntityNum[i]];
|
|
if ( !victim )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( victim->s.weapon == WP_SABER && victim->client && !g_realisticSaberDamage->integer )
|
|
{//dmg vs other saber fighters is modded by hitloc and capped
|
|
totalDmg[i] *= damageModifier[hitLoc[i]];
|
|
if ( hitLoc[i] == HL_NONE )
|
|
{
|
|
maxDmg = 33*baseDamage;
|
|
}
|
|
else
|
|
{
|
|
maxDmg = 50*hitLocHealthPercentage[hitLoc[i]]*baseDamage;//*victim->client->ps.stats[STAT_MAX_HEALTH]*2.0f;
|
|
}
|
|
if ( maxDmg < totalDmg[i] )
|
|
{
|
|
totalDmg[i] = maxDmg;
|
|
}
|
|
dFlags |= DAMAGE_NO_HIT_LOC;
|
|
}
|
|
//clamp the dmg between 5 and 100
|
|
if ( totalDmg[i] > 100 )
|
|
{
|
|
totalDmg[i] = 100;
|
|
}
|
|
else if ( victim->s.weapon != WP_SABER )
|
|
{
|
|
if ( totalDmg[i] < 25 )
|
|
{
|
|
totalDmg[i] = 25;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( totalDmg[i] < 5 )
|
|
{
|
|
totalDmg[i] = 5;
|
|
}
|
|
}
|
|
|
|
if ( totalDmg[i] > 0 )
|
|
{
|
|
didDamage = qtrue;
|
|
if( victim->client )
|
|
{
|
|
if ( victim->client->ps.pm_time > 0 && victim->client->ps.pm_flags & PMF_TIME_KNOCKBACK && victim->client->ps.velocity[2] > 0 )
|
|
{//already being knocked around
|
|
dFlags |= DAMAGE_NO_KNOCKBACK;
|
|
}
|
|
if ( g_dismemberment->integer > 3 || g_realisticSaberDamage->integer )
|
|
{
|
|
dFlags |= DAMAGE_DISMEMBER;
|
|
if ( hitDismember[i] )
|
|
{
|
|
victim->client->dismembered = qfalse;
|
|
}
|
|
}
|
|
else if ( hitDismember[i] )
|
|
{
|
|
dFlags |= DAMAGE_DISMEMBER;
|
|
}
|
|
if ( baseDamage <= 1.0f )
|
|
{//very mild damage
|
|
if ( victim->s.number == 0 || victim->client->ps.weapon == WP_SABER || victim->client->NPC_class == CLASS_GALAKMECH )
|
|
{//if it's the player or a saber-user, don't kill them with this blow
|
|
dFlags |= DAMAGE_NO_KILL;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( victim->takedamage )
|
|
{//some other breakable thing
|
|
//create a flash here
|
|
g_saberFlashTime = level.time-50;
|
|
VectorCopy( dmgSpot[i], g_saberFlashPos );
|
|
}
|
|
}
|
|
//victim->hitLoc = hitLoc[i];
|
|
|
|
dFlags |= DAMAGE_NO_KNOCKBACK;//okay, let's try no knockback whatsoever...
|
|
dFlags &= ~DAMAGE_DEATH_KNOCKBACK;
|
|
if ( g_realisticSaberDamage->integer )
|
|
{
|
|
dFlags |= DAMAGE_NO_KNOCKBACK;
|
|
dFlags &= ~DAMAGE_DEATH_KNOCKBACK;
|
|
dFlags &= ~DAMAGE_NO_KILL;
|
|
}
|
|
if ( ent->client && !ent->s.number )
|
|
{
|
|
switch( hitLoc[i] )
|
|
{
|
|
case HL_FOOT_RT:
|
|
case HL_FOOT_LT:
|
|
case HL_LEG_RT:
|
|
case HL_LEG_LT:
|
|
ent->client->sess.missionStats.legAttacksCnt++;
|
|
break;
|
|
case HL_WAIST:
|
|
case HL_BACK_RT:
|
|
case HL_BACK_LT:
|
|
case HL_BACK:
|
|
case HL_CHEST_RT:
|
|
case HL_CHEST_LT:
|
|
case HL_CHEST:
|
|
ent->client->sess.missionStats.torsoAttacksCnt++;
|
|
break;
|
|
case HL_ARM_RT:
|
|
case HL_ARM_LT:
|
|
case HL_HAND_RT:
|
|
case HL_HAND_LT:
|
|
ent->client->sess.missionStats.armAttacksCnt++;
|
|
break;
|
|
default:
|
|
ent->client->sess.missionStats.otherAttacksCnt++;
|
|
break;
|
|
}
|
|
}
|
|
G_Damage( victim, ent, ent, dmgDir[i], dmgSpot[i], ceil(totalDmg[i]), dFlags, MOD_SABER, hitLoc[i] );
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( S_COLOR_RED"damage: %4.2f, hitLoc %d\n", totalDmg[i], hitLoc[i] );
|
|
}
|
|
#endif
|
|
//do the effect
|
|
//G_PlayEffect( G_EffectIndex( "blood_sparks" ), dmgSpot[i], dmgDir[i] );
|
|
if ( ent->s.number == 0 )
|
|
{
|
|
AddSoundEvent( victim->owner, dmgSpot[i], 256, AEL_DISCOVERED );
|
|
AddSightEvent( victim->owner, dmgSpot[i], 512, AEL_DISCOVERED, 50 );
|
|
}
|
|
if ( ent->client )
|
|
{
|
|
if ( ent->enemy && ent->enemy == victim )
|
|
{//just so Jedi knows that he hit his enemy
|
|
ent->client->ps.saberEventFlags |= SEF_HITENEMY;
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.saberEventFlags |= SEF_HITOBJECT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return didDamage;
|
|
}
|
|
|
|
void WP_SaberDamageAdd( float trDmg, int trVictimEntityNum, vec3_t trDmgDir, vec3_t trDmgSpot, float dmg, float fraction, int trHitLoc, qboolean trDismember )
|
|
{
|
|
int curVictim = 0;
|
|
|
|
if ( trVictimEntityNum < 0 || trVictimEntityNum >= ENTITYNUM_WORLD )
|
|
{
|
|
return;
|
|
}
|
|
if ( trDmg * dmg < 10.0f )
|
|
{//too piddly an amount of damage to really count?
|
|
//FIXME: but already did the effect, didn't we... sigh...
|
|
//return;
|
|
}
|
|
if ( trDmg )
|
|
{//did some damage to something
|
|
for ( int i = 0; i < numVictims; i++ )
|
|
{
|
|
if ( victimEntityNum[i] == trVictimEntityNum )
|
|
{//already hit this guy before
|
|
curVictim = i;
|
|
break;
|
|
}
|
|
}
|
|
if ( i == numVictims )
|
|
{//haven't hit his guy before
|
|
if ( numVictims + 1 >= MAX_SABER_VICTIMS )
|
|
{//can't add another victim at this time
|
|
return;
|
|
}
|
|
//add a new victim to the list
|
|
curVictim = numVictims;
|
|
victimEntityNum[numVictims++] = trVictimEntityNum;
|
|
}
|
|
|
|
float addDmg = trDmg*dmg;
|
|
if ( trHitLoc!=HL_NONE && (hitLoc[curVictim]==HL_NONE||hitLocHealthPercentage[trHitLoc]>hitLocHealthPercentage[hitLoc[curVictim]]) )
|
|
{//this hitLoc is more critical than the previous one this frame
|
|
hitLoc[curVictim] = trHitLoc;
|
|
}
|
|
|
|
totalDmg[curVictim] += addDmg;
|
|
if ( !VectorLengthSquared( dmgDir[curVictim] ) )
|
|
{
|
|
VectorCopy( trDmgDir, dmgDir[curVictim] );
|
|
}
|
|
if ( !VectorLengthSquared( dmgSpot[curVictim] ) )
|
|
{
|
|
VectorCopy( trDmgSpot, dmgSpot[curVictim] );
|
|
}
|
|
|
|
// Make sure we keep track of the fraction. Why?
|
|
// Well, if the saber hits something that stops it, the damage isn't done past that point.
|
|
dmgFraction[curVictim] = fraction;
|
|
if ( trDismember && !hitDismember[curVictim] )
|
|
{
|
|
hitDismember[curVictim] = trDismember;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
WP_SabersIntersect
|
|
|
|
Breaks the two saber paths into 2 tris each and tests each tri for the first saber path against each of the other saber path's tris
|
|
|
|
FIXME: subdivide the arc into a consistant increment
|
|
FIXME: test the intersection to see if the sabers really did intersect (weren't going in the same direction and/or passed through same point at different times)?
|
|
*/
|
|
extern qboolean tri_tri_intersect(vec3_t V0,vec3_t V1,vec3_t V2,vec3_t U0,vec3_t U1,vec3_t U2);
|
|
qboolean WP_SabersIntersect( gentity_t *ent1, gentity_t *ent2, qboolean checkDir )
|
|
{
|
|
vec3_t saberBase1, saberTip1, saberBaseNext1, saberTipNext1;
|
|
vec3_t saberBase2, saberTip2, saberBaseNext2, saberTipNext2;
|
|
|
|
/*
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"Doing precise saber intersection check\n" );
|
|
}
|
|
#endif
|
|
*/
|
|
|
|
if ( !ent1 || !ent2 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( !ent1->client || !ent2->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( ent1->client->ps.saberLength <= 0 || ent2->client->ps.saberLength <= 0 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
//if ( ent1->client->ps.saberInFlight )
|
|
{
|
|
VectorCopy( ent1->client->renderInfo.muzzlePointOld, saberBase1 );
|
|
VectorCopy( ent1->client->renderInfo.muzzlePoint, saberBaseNext1 );
|
|
VectorMA( saberBase1, ent1->client->ps.saberLength, ent1->client->renderInfo.muzzleDirOld, saberTip1 );
|
|
VectorMA( saberBaseNext1, ent1->client->ps.saberLength, ent1->client->renderInfo.muzzleDir, saberTipNext1 );
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
VectorCopy( ent1->client->renderInfo.muzzlePoint, saberBase1 );
|
|
VectorCopy( ent1->client->renderInfo.muzzlePointNext, saberBaseNext1 );
|
|
VectorMA( saberBase1, ent1->client->ps.saberLength, ent1->client->renderInfo.muzzleDir, saberTip1 );
|
|
VectorMA( saberBaseNext1, ent1->client->ps.saberLength, ent1->client->renderInfo.muzzleDirNext, saberTipNext1 );
|
|
}
|
|
*/
|
|
|
|
//if ( ent2->client->ps.saberInFlight )
|
|
{
|
|
VectorCopy( ent2->client->renderInfo.muzzlePointOld, saberBase2 );
|
|
VectorCopy( ent2->client->renderInfo.muzzlePoint, saberBaseNext2 );
|
|
VectorMA( saberBase2, ent2->client->ps.saberLength, ent2->client->renderInfo.muzzleDirOld, saberTip2 );
|
|
VectorMA( saberBaseNext2, ent2->client->ps.saberLength, ent2->client->renderInfo.muzzleDir, saberTipNext2 );
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
VectorCopy( ent2->client->renderInfo.muzzlePoint, saberBase2 );
|
|
VectorCopy( ent2->client->renderInfo.muzzlePointNext, saberBaseNext2 );
|
|
VectorMA( saberBase2, ent2->client->ps.saberLength, ent2->client->renderInfo.muzzleDir, saberTip2 );
|
|
VectorMA( saberBaseNext2, ent2->client->ps.saberLength, ent2->client->renderInfo.muzzleDirNext, saberTipNext2 );
|
|
}
|
|
*/
|
|
if ( checkDir )
|
|
{//check the direction of the two swings to make sure the sabers are swinging towards each other
|
|
vec3_t saberDir1, saberDir2;
|
|
|
|
VectorSubtract( saberTipNext1, saberTip1, saberDir1 );
|
|
VectorSubtract( saberTipNext2, saberTip2, saberDir2 );
|
|
VectorNormalize( saberDir1 );
|
|
VectorNormalize( saberDir2 );
|
|
if ( DotProduct( saberDir1, saberDir2 ) > 0.6f )
|
|
{//sabers moving in same dir, probably didn't actually hit
|
|
return qfalse;
|
|
}
|
|
//now check orientation of sabers, make sure they're not parallel or close to it
|
|
float dot = DotProduct( ent1->client->renderInfo.muzzleDir, ent2->client->renderInfo.muzzleDir );
|
|
if ( dot > 0.9f || dot < -0.9f )
|
|
{//too parallel to really block effectively?
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
if ( tri_tri_intersect( saberBase1, saberTip1, saberBaseNext1, saberBase2, saberTip2, saberBaseNext2 ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
if ( tri_tri_intersect( saberBase1, saberTip1, saberBaseNext1, saberBase2, saberTip2, saberTipNext2 ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
if ( tri_tri_intersect( saberBase1, saberTip1, saberTipNext1, saberBase2, saberTip2, saberBaseNext2 ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
if ( tri_tri_intersect( saberBase1, saberTip1, saberTipNext1, saberBase2, saberTip2, saberTipNext2 ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
extern float ShortestLineSegBewteen2LineSegs( vec3_t start1, vec3_t end1, vec3_t start2, vec3_t end2, vec3_t close_pnt1, vec3_t close_pnt2 );
|
|
float WP_SabersDistance( gentity_t *ent1, gentity_t *ent2 )
|
|
{
|
|
vec3_t saberBaseNext1, saberTipNext1, saberPoint1;
|
|
vec3_t saberBaseNext2, saberTipNext2, saberPoint2;
|
|
|
|
/*
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"Doing precise saber intersection check\n" );
|
|
}
|
|
#endif
|
|
*/
|
|
|
|
if ( !ent1 || !ent2 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( !ent1->client || !ent2->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( ent1->client->ps.saberLength <= 0 || ent2->client->ps.saberLength <= 0 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
//if ( ent1->client->ps.saberInFlight )
|
|
{
|
|
VectorCopy( ent1->client->renderInfo.muzzlePoint, saberBaseNext1 );
|
|
VectorMA( saberBaseNext1, ent1->client->ps.saberLength, ent1->client->renderInfo.muzzleDir, saberTipNext1 );
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
VectorCopy( ent1->client->renderInfo.muzzlePointNext, saberBaseNext1 );
|
|
VectorMA( saberBaseNext1, ent1->client->ps.saberLength, ent1->client->renderInfo.muzzleDirNext, saberTipNext1 );
|
|
}
|
|
*/
|
|
|
|
//if ( ent2->client->ps.saberInFlight )
|
|
{
|
|
VectorCopy( ent2->client->renderInfo.muzzlePoint, saberBaseNext2 );
|
|
VectorMA( saberBaseNext2, ent2->client->ps.saberLength, ent2->client->renderInfo.muzzleDir, saberTipNext2 );
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
VectorCopy( ent2->client->renderInfo.muzzlePointNext, saberBaseNext2 );
|
|
VectorMA( saberBaseNext2, ent2->client->ps.saberLength, ent2->client->renderInfo.muzzleDirNext, saberTipNext2 );
|
|
}
|
|
*/
|
|
|
|
float sabersDist = ShortestLineSegBewteen2LineSegs( saberBaseNext1, saberTipNext1, saberBaseNext2, saberTipNext2, saberPoint1, saberPoint2 );
|
|
|
|
//okay, this is a super hack, but makes saber collisions look better from the player point of view
|
|
/*
|
|
if ( sabersDist < 16.0f )
|
|
{
|
|
vec3_t saberDistDir, saberMidPoint, camLookDir;
|
|
|
|
VectorSubtract( saberPoint2, saberPoint1, saberDistDir );
|
|
VectorMA( saberPoint1, 0.5f, saberDistDir, saberMidPoint );
|
|
VectorSubtract( saberMidPoint, cg.refdef.vieworg, camLookDir );
|
|
VectorNormalize( saberDistDir );
|
|
VectorNormalize( camLookDir );
|
|
float dot = fabs(DotProduct( camLookDir, saberDistDir ));
|
|
sabersDist -= 8.0f*dot;
|
|
if ( sabersDist < 0.0f )
|
|
{
|
|
sabersDist = 0.0f;
|
|
}
|
|
}
|
|
*/
|
|
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer > 2 )
|
|
{
|
|
G_DebugLine( saberPoint1, saberPoint2, FRAMETIME, 0x00ffffff, qtrue );
|
|
}
|
|
#endif
|
|
return sabersDist;
|
|
}
|
|
|
|
qboolean WP_SabersIntersection( gentity_t *ent1, gentity_t *ent2, vec3_t intersect )
|
|
{
|
|
vec3_t saberBaseNext1, saberTipNext1, saberPoint1;
|
|
vec3_t saberBaseNext2, saberTipNext2, saberPoint2;
|
|
|
|
if ( !ent1 || !ent2 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( !ent1->client || !ent2->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( ent1->client->ps.saberLength <= 0 || ent2->client->ps.saberLength <= 0 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
VectorCopy( ent1->client->renderInfo.muzzlePoint, saberBaseNext1 );
|
|
VectorMA( saberBaseNext1, ent1->client->ps.saberLength, ent1->client->renderInfo.muzzleDir, saberTipNext1 );
|
|
|
|
VectorCopy( ent2->client->renderInfo.muzzlePoint, saberBaseNext2 );
|
|
VectorMA( saberBaseNext2, ent2->client->ps.saberLength, ent2->client->renderInfo.muzzleDir, saberTipNext2 );
|
|
|
|
ShortestLineSegBewteen2LineSegs( saberBaseNext1, saberTipNext1, saberBaseNext2, saberTipNext2, saberPoint1, saberPoint2 );
|
|
VectorAdd( saberPoint1, saberPoint2, intersect );
|
|
VectorScale( intersect, 0.5, intersect );
|
|
return qtrue;
|
|
}
|
|
|
|
char *hit_blood_sparks = "blood_sparks";
|
|
char *hit_sparks = "saber_cut";
|
|
|
|
extern qboolean G_GetHitLocFromSurfName( gentity_t *ent, const char *surfName, int *hitLoc, vec3_t point, vec3_t dir, vec3_t bladeDir );
|
|
qboolean WP_SaberDamageEffects( trace_t *tr, const vec3_t start, float length, float dmg, vec3_t dmgDir, vec3_t bladeDir, int enemyTeam )
|
|
{
|
|
|
|
int hitEntNum[MAX_G2_COLLISIONS] = {ENTITYNUM_NONE};
|
|
float hitEntDmgAdd[MAX_G2_COLLISIONS] = {0};
|
|
float hitEntDmgSub[MAX_G2_COLLISIONS] = {0};
|
|
vec3_t hitEntPoint[MAX_G2_COLLISIONS];
|
|
vec3_t hitEntDir[MAX_G2_COLLISIONS];
|
|
float hitEntStartFrac[MAX_G2_COLLISIONS] = {0};
|
|
int trHitLoc = HL_NONE;
|
|
qboolean trDismember = qfalse;
|
|
int i,z;
|
|
int numHitEnts = 0;
|
|
float distFromStart,doDmg;
|
|
char *hitEffect;
|
|
gentity_t *hitEnt;
|
|
|
|
for (z=0; z < MAX_G2_COLLISIONS; z++)
|
|
{
|
|
if ( tr->G2CollisionMap[z].mEntityNum == -1 )
|
|
{//actually, completely break out of this for loop since nothing after this in the aray should ever be valid either
|
|
continue;//break;//
|
|
}
|
|
|
|
CCollisionRecord &coll = tr->G2CollisionMap[z];
|
|
//distFromStart = Distance( start, coll.mCollisionPosition );
|
|
distFromStart = coll.mDistance;
|
|
|
|
/*
|
|
//FIXME: (distFromStart/length) is not guaranteed to be from 0 to 1... *sigh*...
|
|
if ( length && saberHitFraction < 1.0f && (distFromStart/length) < 1.0f && (distFromStart/length) > saberHitFraction )
|
|
{//a saber was hit before this point, don't count it
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( S_COLOR_MAGENTA"rejecting G2 collision- %4.2f farther than saberHitFraction %4.2f\n", (distFromStart/length), saberHitFraction );
|
|
}
|
|
#endif
|
|
continue;
|
|
}
|
|
*/
|
|
|
|
for ( i = 0; i < numHitEnts; i++ )
|
|
{
|
|
if ( hitEntNum[i] != ENTITYNUM_NONE )
|
|
{//we hit this ent before
|
|
//we'll want to add this dist
|
|
hitEntDmgAdd[i] = distFromStart;
|
|
break;
|
|
}
|
|
}
|
|
if ( i == numHitEnts )
|
|
{//first time we hit this ent
|
|
if ( numHitEnts == MAX_G2_COLLISIONS )
|
|
{//hit too many damn ents!
|
|
continue;
|
|
}
|
|
hitEntNum[numHitEnts] = coll.mEntityNum;
|
|
if ( !coll.mFlags )
|
|
{//hmm, we came out first, so we must have started inside
|
|
//we'll want to subtract this dist
|
|
hitEntDmgAdd[numHitEnts] = distFromStart;
|
|
}
|
|
else
|
|
{//we're entering the model
|
|
//we'll want to subtract this dist
|
|
hitEntDmgSub[numHitEnts] = distFromStart;
|
|
}
|
|
//keep track of how far in the damage was done
|
|
hitEntStartFrac[numHitEnts] = hitEntDmgSub[numHitEnts]/length;
|
|
//remember the entrance point
|
|
VectorCopy( coll.mCollisionPosition, hitEntPoint[numHitEnts] );
|
|
//remember the entrance dir
|
|
VectorCopy( coll.mCollisionNormal, hitEntDir[numHitEnts] );
|
|
VectorNormalize( hitEntDir[numHitEnts] );
|
|
|
|
//do the effect
|
|
|
|
//FIXME: check material rather than team?
|
|
hitEnt = &g_entities[hitEntNum[numHitEnts]];
|
|
hitEffect = hit_blood_sparks;
|
|
if ( hitEnt != NULL )
|
|
{
|
|
if ( hitEnt->client )
|
|
{
|
|
class_t npc_class = hitEnt->client->NPC_class;
|
|
if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE || npc_class == CLASS_REMOTE ||
|
|
npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 ||
|
|
npc_class == CLASS_PROTOCOL || npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 ||
|
|
npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY )
|
|
{
|
|
hitEffect = hit_sparks;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
hitEffect = hit_sparks;
|
|
}
|
|
}
|
|
|
|
//FIXME: play less if damage is less?
|
|
G_PlayEffect( hitEffect, coll.mCollisionPosition, coll.mCollisionNormal );
|
|
|
|
//Get the hit location based on surface name
|
|
if ( hitLoc[hitEntNum[numHitEnts]] == HL_NONE || !hitDismember[hitEntNum[numHitEnts]] )
|
|
{//no hit loc set for this ent this damage cycle yet
|
|
//FIXME: find closest impact surf *first* (per ent), then call G_GetHitLocFromSurfName?
|
|
trDismember = G_GetHitLocFromSurfName( &g_entities[coll.mEntityNum], gi.G2API_GetSurfaceName( &g_entities[coll.mEntityNum].ghoul2[coll.mModelIndex], coll.mSurfaceIndex ), &trHitLoc, coll.mCollisionPosition, dmgDir, bladeDir );
|
|
}
|
|
numHitEnts++;
|
|
}
|
|
}
|
|
|
|
//now go through all the ents we hit and do the damage
|
|
for ( i = 0; i < numHitEnts; i++ )
|
|
{
|
|
doDmg = dmg;
|
|
if ( hitEntNum[i] != ENTITYNUM_NONE )
|
|
{
|
|
if ( doDmg < 10 )
|
|
{//base damage is less than 10
|
|
if ( hitEntNum[i] != 0 )
|
|
{//not the player
|
|
hitEnt = &g_entities[hitEntNum[i]];
|
|
if ( !hitEnt->client || (hitEnt->client->ps.weapon!=WP_SABER&&hitEnt->client->NPC_class!=CLASS_GALAKMECH&&hitEnt->client->playerTeam==enemyTeam) )
|
|
{//did *not* hit a jedi and did *not* hit the player
|
|
//make sure the base damage is high against non-jedi, feels better
|
|
doDmg = 10;
|
|
}
|
|
}
|
|
}
|
|
if ( !hitEntDmgAdd[i] && !hitEntDmgSub[i] )
|
|
{//spent entire time in model
|
|
//NOTE: will we even get a collision then?
|
|
doDmg *= length;
|
|
}
|
|
else if ( hitEntDmgAdd[i] && hitEntDmgSub[i] )
|
|
{//we did enter and exit
|
|
doDmg *= hitEntDmgAdd[i] - hitEntDmgSub[i];
|
|
}
|
|
else if ( !hitEntDmgAdd[i] )
|
|
{//we didn't exit, just entered
|
|
doDmg *= length - hitEntDmgSub[i];
|
|
}
|
|
else if ( !hitEntDmgSub[i] )
|
|
{//we didn't enter, only exited
|
|
doDmg *= hitEntDmgAdd[i];
|
|
}
|
|
if ( doDmg > 0 )
|
|
{
|
|
WP_SaberDamageAdd( 1.0, hitEntNum[i], hitEntDir[i], hitEntPoint[i], ceil(doDmg), hitEntStartFrac[i], trHitLoc, trDismember );
|
|
}
|
|
}
|
|
}
|
|
return (numHitEnts>0);
|
|
}
|
|
|
|
void WP_SaberKnockaway( gentity_t *attacker, trace_t *tr )
|
|
{
|
|
WP_SaberDrop( attacker, &g_entities[attacker->client->ps.saberEntityNum] );
|
|
G_Sound( &g_entities[attacker->client->ps.saberEntityNum], G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
|
|
G_PlayEffect( "saber_block", tr->endpos );
|
|
saberHitFraction = tr->fraction;
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( S_COLOR_MAGENTA"WP_SaberKnockaway: saberHitFraction %4.2f\n", saberHitFraction );
|
|
}
|
|
#endif
|
|
VectorCopy( tr->endpos, saberHitLocation );
|
|
saberHitEntity = tr->entityNum;
|
|
g_saberFlashTime = level.time-50;
|
|
VectorCopy( saberHitLocation, g_saberFlashPos );
|
|
|
|
//FIXME: make hitEnt play an attack anim or some other special anim when this happens
|
|
//gentity_t *hitEnt = &g_entities[tr->entityNum];
|
|
//NPC_SetAnim( hitEnt, SETANIM_BOTH, BOTH_KNOCKSABER, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
|
|
#define SABER_COLLISION_DIST 6//was 2//was 4//was 8//was 16
|
|
extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
|
|
qboolean WP_SaberDamageForTrace( int ignore, vec3_t start, vec3_t end, float dmg,
|
|
vec3_t bladeDir, qboolean noGhoul, int attackStrength,
|
|
qboolean extrapolate = qtrue )
|
|
{
|
|
trace_t tr;
|
|
vec3_t dir;
|
|
int mask = (MASK_SHOT|CONTENTS_LIGHTSABER);
|
|
gentity_t *attacker = &g_entities[ignore];
|
|
|
|
vec3_t end2;
|
|
VectorCopy( end, end2 );
|
|
if ( extrapolate )
|
|
{
|
|
//NOTE: since we can no longer use the predicted point, extrapolate the trace some.
|
|
// this may allow saber hits that aren't actually hits, but it doesn't look too bad
|
|
vec3_t diff;
|
|
VectorSubtract( end, start, diff );
|
|
VectorNormalize( diff );
|
|
VectorMA( end2, 16, diff, end2 );
|
|
}
|
|
|
|
if ( !noGhoul )
|
|
{
|
|
if ( !attacker->s.number || (attacker->client&&(attacker->client->playerTeam==TEAM_PLAYER||attacker->client->NPC_class==CLASS_SHADOWTROOPER||attacker->client->NPC_class==CLASS_TAVION||attacker->client->NPC_class==CLASS_DESANN) ) )//&&attackStrength==FORCE_LEVEL_3)
|
|
{//player,. player allies, shadowtroopers, tavion and desann use larger traces
|
|
vec3_t traceMins = {-2,-2,-2}, traceMaxs = {2,2,2};
|
|
gi.trace( &tr, start, traceMins, traceMaxs, end2, ignore, mask, G2_COLLIDE, 10 );//G2_SUPERSIZEDBBOX
|
|
}
|
|
/*
|
|
else if ( !attacker->s.number )
|
|
{
|
|
vec3_t traceMins = {-1,-1,-1}, traceMaxs = {1,1,1};
|
|
gi.trace( &tr, start, traceMins, traceMaxs, end2, ignore, mask, G2_COLLIDE, 10 );//G2_SUPERSIZEDBBOX
|
|
}
|
|
*/
|
|
else
|
|
{//reborn use smaller traces
|
|
gi.trace( &tr, start, NULL, NULL, end2, ignore, mask, G2_COLLIDE, 10 );//G2_SUPERSIZEDBBOX
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gi.trace( &tr, start, NULL, NULL, end2, ignore, mask, G2_NOCOLLIDE, 10 );
|
|
}
|
|
|
|
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer > 1 )
|
|
{
|
|
if ( attacker != NULL && attacker->client != NULL )
|
|
{
|
|
G_DebugLine(start, end2, FRAMETIME, WPDEBUG_SaberColor( attacker->client->ps.saberColor ), qtrue);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ( tr.entityNum == ENTITYNUM_NONE )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( tr.entityNum == ENTITYNUM_WORLD )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
if ( &g_entities[tr.entityNum] )
|
|
{
|
|
gentity_t *hitEnt = &g_entities[tr.entityNum];
|
|
gentity_t *owner = g_entities[tr.entityNum].owner;
|
|
if ( hitEnt->contents & CONTENTS_LIGHTSABER )
|
|
{
|
|
if ( attacker && attacker->client && attacker->client->ps.saberInFlight )
|
|
{//thrown saber hit something
|
|
if ( owner && owner->client && owner->health > 0 && owner->client->NPC_class == CLASS_TAVION )
|
|
{//Tavion can toss a blocked thrown saber aside
|
|
WP_SaberKnockaway( attacker, &tr );
|
|
Jedi_PlayDeflectSound( owner );
|
|
return qfalse;
|
|
}
|
|
}
|
|
//FIXME: take target FP_SABER_DEFENSE and attacker FP_SABER_OFFENSE into account here somehow?
|
|
float sabersDist;
|
|
if ( attacker && attacker->client && attacker->client->ps.saberInFlight
|
|
&& owner && owner->s.number == 0 && (g_autoBlocking->integer||attacker->client->ps.saberBlockingTime>level.time) )//NPC flying saber hit player's saber bounding box
|
|
{//players have g_autoBlocking, do the more generous check against flying sabers
|
|
//FIXME: instead of hitting the player's saber bounding box
|
|
//and picking an anim afterwards, have him use AI similar
|
|
//to the AI the jedi use for picking a saber melee block...?
|
|
sabersDist = 0;
|
|
}
|
|
else
|
|
{//sabers must actually collide with the attacking saber
|
|
sabersDist = WP_SabersDistance( attacker, owner );
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer > 1 )
|
|
{
|
|
gi.Printf( "sabersDist: %4.2f\n", sabersDist );
|
|
}
|
|
#endif//_FINAL_BUILD
|
|
}
|
|
if ( sabersCrossed == -1 || sabersCrossed > sabersDist )
|
|
{
|
|
sabersCrossed = sabersDist;
|
|
}
|
|
qboolean sabersIntersect = WP_SabersIntersect( attacker, owner, qtrue );
|
|
if ( owner && owner->client && (attacker != NULL) &&
|
|
(sabersDist > SABER_COLLISION_DIST+4 )//|| !InFront( attacker->currentOrigin, owner->currentOrigin, owner->client->ps.viewangles, 0.35f ))
|
|
&& !sabersIntersect )//was qtrue, but missed too much?
|
|
{//swing came from behind and/or was not stopped by a lightsaber
|
|
//re-try the trace without checking for lightsabers
|
|
gi.trace ( &tr, start, NULL, NULL, end2, ignore, mask&~CONTENTS_LIGHTSABER, G2_NOCOLLIDE, 10 );
|
|
if ( tr.entityNum == ENTITYNUM_WORLD )
|
|
{
|
|
return qtrue;
|
|
}
|
|
if ( tr.entityNum == ENTITYNUM_NONE || &g_entities[tr.entityNum] == NULL )
|
|
{//didn't hit the owner
|
|
/*
|
|
if ( attacker
|
|
&& attacker->client
|
|
&& (PM_SaberInAttack( attacker->client->ps.saberMove ) || PM_SaberInStart( attacker->client->ps.saberMove ))
|
|
&& DistanceSquared( tr.endpos, owner->currentOrigin ) < 10000 )
|
|
{
|
|
if ( owner->NPC
|
|
&& !owner->client->ps.saberInFlight
|
|
&& owner->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN
|
|
&& !Jedi_SaberBusy( owner ) )
|
|
{//owner parried, just make sure they're saber is in the right spot - only does this if they're not already doing something with saber
|
|
if ( g_spskill->integer && (g_spskill->integer > 1 || Q_irand( 0, 1 )))
|
|
{//if on easy, they don't cheat like this, if on medium, they cheat 50% of the time, if on hard, they always cheat
|
|
//FIXME: also take into account the owner's FP_DEFENSE?
|
|
if ( Q_irand( 0, owner->NPC->rank ) >= RANK_CIVILIAN )
|
|
{//lower-rank Jedi aren't as good blockers
|
|
vec3_t attDir;
|
|
VectorSubtract( end2, start, attDir );
|
|
VectorNormalize( attDir );
|
|
Jedi_SaberBlockGo( owner, start, attDir, NULL );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
return qfalse; // Exit, but we didn't hit the wall.
|
|
}
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer > 1 )
|
|
{
|
|
if ( !attacker->s.number )
|
|
{
|
|
gi.Printf( S_COLOR_MAGENTA"%d saber hit owner through saber %4.2f, dist = %4.2f\n", level.time, saberHitFraction, sabersDist );
|
|
}
|
|
}
|
|
#endif//_FINAL_BUILD
|
|
hitEnt = &g_entities[tr.entityNum];
|
|
owner = g_entities[tr.entityNum].owner;
|
|
}
|
|
else
|
|
{//hit a lightsaber
|
|
if ( tr.fraction < saberHitFraction
|
|
&& sabersDist < 16.0f
|
|
&& sabersIntersect )
|
|
{ // This saber hit closer than the last one.
|
|
if ( (tr.allsolid || tr.startsolid) && owner && owner->client )
|
|
{//tr.fraction will be 0, unreliable... so calculate actual
|
|
float dist = Distance( start, end2 );
|
|
if ( dist )
|
|
{
|
|
float hitFrac = WP_SabersDistance( attacker, owner )/dist;
|
|
if ( hitFrac > 1.0f )
|
|
{//umm... minimum distance between sabers was longer than trace...?
|
|
hitFrac = 1.0f;
|
|
}
|
|
if ( hitFrac < saberHitFraction )
|
|
{
|
|
saberHitFraction = hitFrac;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
saberHitFraction = 0.0f;
|
|
}
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer > 1 )
|
|
{
|
|
if ( !attacker->s.number )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"%d saber hit saber dist %4.2f allsolid %4.2f\n", level.time, sabersDist, saberHitFraction );
|
|
}
|
|
}
|
|
#endif//_FINAL_BUILD
|
|
}
|
|
else
|
|
{
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer > 1 )
|
|
{
|
|
if ( !attacker->s.number )
|
|
{
|
|
gi.Printf( S_COLOR_BLUE"%d saber hit saber dist %4.2f, frac %4.2f\n", level.time, sabersDist, saberHitFraction );
|
|
}
|
|
saberHitFraction = tr.fraction;
|
|
}
|
|
#endif//_FINAL_BUILD
|
|
}
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( S_COLOR_MAGENTA"hit saber: saberHitFraction %4.2f, allsolid %d, startsolid %d\n", saberHitFraction, tr.allsolid, tr.startsolid );
|
|
}
|
|
#endif//_FINAL_BUILD
|
|
VectorCopy(tr.endpos, saberHitLocation);
|
|
saberHitEntity = tr.entityNum;
|
|
}
|
|
/*
|
|
if ( owner
|
|
&& owner->client
|
|
&& attacker
|
|
&& attacker->client
|
|
&& (PM_SaberInAttack( attacker->client->ps.saberMove ) || PM_SaberInStart( attacker->client->ps.saberMove ))
|
|
&& DistanceSquared( tr.endpos, owner->currentOrigin ) < 10000 )
|
|
{
|
|
if ( owner->NPC
|
|
&& !owner->client->ps.saberInFlight
|
|
&& owner->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN
|
|
&& !Jedi_SaberBusy( owner ) )
|
|
{//owner parried, just make sure they're saber is in the right spot - only does this if they're not already doing something with saber
|
|
if ( g_spskill->integer && (g_spskill->integer > 1 || Q_irand( 0, 1 )))
|
|
{//if on easy, they don't cheat like this, if on medium, they cheat 50% of the time, if on hard, they always cheat
|
|
//FIXME: also take into account the owner's FP_DEFENSE?
|
|
if ( Q_irand( 0, owner->NPC->rank ) >= RANK_CIVILIAN )
|
|
{//lower-rank Jedi aren't as good blockers
|
|
vec3_t attDir;
|
|
VectorSubtract( end2, start, attDir );
|
|
VectorNormalize( attDir );
|
|
Jedi_SaberBlockGo( owner, start, attDir, NULL );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
return qfalse; // Exit, but we didn't hit the wall.
|
|
}
|
|
}
|
|
else
|
|
{
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer > 1 )
|
|
{
|
|
if ( !attacker->s.number )
|
|
{
|
|
gi.Printf( S_COLOR_RED"%d saber hit owner directly %4.2f\n", level.time, saberHitFraction );
|
|
}
|
|
}
|
|
#endif//_FINAL_BUILD
|
|
}
|
|
|
|
if ( attacker && attacker->client && attacker->client->ps.saberInFlight )
|
|
{//thrown saber hit something
|
|
if ( ( hitEnt && hitEnt->client && hitEnt->health > 0 && ( hitEnt->client->NPC_class == CLASS_DESANN || hitEnt->client->NPC_class == CLASS_LUKE || (hitEnt->client->NPC_class == CLASS_GALAKMECH&&hitEnt->client->ps.powerups[PW_GALAK_SHIELD] > 0) ) ) ||
|
|
( owner && owner->client && owner->health > 0 && ( owner->client->NPC_class == CLASS_DESANN || owner->client->NPC_class == CLASS_LUKE || (owner->client->NPC_class==CLASS_GALAKMECH&&owner->client->ps.powerups[PW_GALAK_SHIELD] > 0) ) ) )
|
|
{//Luke and Desann slap thrown sabers aside
|
|
//FIXME: control the direction of the thrown saber... if hit Galak's shield, bounce directly away from his origin?
|
|
WP_SaberKnockaway( attacker, &tr );
|
|
if ( hitEnt->client )
|
|
{
|
|
Jedi_PlayDeflectSound( hitEnt );
|
|
}
|
|
else
|
|
{
|
|
Jedi_PlayDeflectSound( owner );
|
|
}
|
|
return qfalse; // Exit, but we didn't hit the wall.
|
|
}
|
|
}
|
|
|
|
if ( hitEnt->takedamage )
|
|
{
|
|
//no team damage: if ( !hitEnt->client || attacker == NULL || !attacker->client || (hitEnt->client->playerTeam != attacker->client->playerTeam) )
|
|
{
|
|
//multiply the damage by the total distance of the swipe
|
|
VectorSubtract( end2, start, dir );
|
|
float len = VectorNormalize( dir );//VectorLength( dir );
|
|
if ( noGhoul || !hitEnt->ghoul2.size() )
|
|
{//we weren't doing a ghoul trace
|
|
char *hitEffect;
|
|
if ( len > 1 )
|
|
{
|
|
dmg *= len;
|
|
}
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer > 1 )
|
|
{
|
|
if ( !(hitEnt->contents & CONTENTS_LIGHTSABER) )
|
|
{
|
|
gi.Printf( S_COLOR_GREEN"Hit ent, but no ghoul collisions\n" );
|
|
}
|
|
}
|
|
#endif
|
|
float trFrac, dmgFrac;
|
|
if ( tr.allsolid )
|
|
{//totally inside them
|
|
trFrac = 1.0;
|
|
dmgFrac = 0.0;
|
|
}
|
|
else if ( tr.startsolid )
|
|
{//started inside them
|
|
//we don't know how much was inside, we know it's less than all, so use half?
|
|
trFrac = 0.5;
|
|
dmgFrac = 0.0;
|
|
}
|
|
else
|
|
{//started outside them and hit them
|
|
//yeah. this doesn't account for coming out the other wide, but we can worry about that later (use ghoul2)
|
|
trFrac = (1.0f - tr.fraction);
|
|
dmgFrac = tr.fraction;
|
|
}
|
|
WP_SaberDamageAdd( trFrac, tr.entityNum, dir, tr.endpos, dmg, dmgFrac, HL_NONE, qfalse );
|
|
if ( !tr.allsolid && !tr.startsolid )
|
|
{
|
|
VectorScale( dir, -1, dir );
|
|
}
|
|
//FIXME: don't do blood sparks on non-living things
|
|
hitEffect = hit_blood_sparks;
|
|
if ( hitEnt != NULL )
|
|
{
|
|
if ( hitEnt->client )
|
|
{
|
|
class_t npc_class = hitEnt->client->NPC_class;
|
|
if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE ||
|
|
npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 || npc_class == CLASS_REMOTE ||
|
|
npc_class == CLASS_PROTOCOL || npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 ||
|
|
npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY )
|
|
{
|
|
hitEffect = hit_sparks;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
hitEffect = hit_sparks;
|
|
}
|
|
}
|
|
|
|
G_PlayEffect( hitEffect, tr.endpos, dir );//"saber_cut"
|
|
}
|
|
else
|
|
{//we were doing a ghoul trace
|
|
if ( !WP_SaberDamageEffects( &tr, start, len, dmg, dir, bladeDir, attacker->client->enemyTeam ) )
|
|
{//didn't hit a ghoul ent
|
|
/*
|
|
if ( && hitEnt->ghoul2.size() )
|
|
{//it was a ghoul2 model so we should have hit it
|
|
return qfalse;
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
typedef enum
|
|
{
|
|
LOCK_FIRST = 0,
|
|
LOCK_TOP = LOCK_FIRST,
|
|
LOCK_DIAG_TR,
|
|
LOCK_DIAG_TL,
|
|
LOCK_DIAG_BR,
|
|
LOCK_DIAG_BL,
|
|
LOCK_R,
|
|
LOCK_L,
|
|
LOCK_RANDOM
|
|
} sabersLockMode_t;
|
|
|
|
#define LOCK_IDEAL_DIST_TOP 32.0f
|
|
#define LOCK_IDEAL_DIST_CIRCLE 48.0f
|
|
extern void PM_SetAnimFrame( gentity_t *gent, int frame, qboolean torso, qboolean legs );
|
|
extern qboolean ValidAnimFileIndex ( int index );
|
|
qboolean WP_SabersCheckLock2( gentity_t *attacker, gentity_t *defender, sabersLockMode_t lockMode )
|
|
{
|
|
animation_t *anim;
|
|
int attAnim, defAnim, advance = 0;
|
|
float attStart = 0.5f;
|
|
float idealDist = 48.0f;
|
|
//MATCH ANIMS
|
|
if ( lockMode == LOCK_RANDOM )
|
|
{
|
|
lockMode = (sabersLockMode_t)Q_irand( (int)LOCK_FIRST, (int)(LOCK_RANDOM)-1 );
|
|
}
|
|
switch ( lockMode )
|
|
{
|
|
case LOCK_TOP:
|
|
attAnim = BOTH_BF2LOCK;
|
|
defAnim = BOTH_BF1LOCK;
|
|
attStart = 0.5f;
|
|
idealDist = LOCK_IDEAL_DIST_TOP;
|
|
break;
|
|
case LOCK_DIAG_TR:
|
|
attAnim = BOTH_CCWCIRCLELOCK;
|
|
defAnim = BOTH_CWCIRCLELOCK;
|
|
attStart = 0.5f;
|
|
idealDist = LOCK_IDEAL_DIST_CIRCLE;
|
|
break;
|
|
case LOCK_DIAG_TL:
|
|
attAnim = BOTH_CWCIRCLELOCK;
|
|
defAnim = BOTH_CCWCIRCLELOCK;
|
|
attStart = 0.5f;
|
|
idealDist = LOCK_IDEAL_DIST_CIRCLE;
|
|
break;
|
|
case LOCK_DIAG_BR:
|
|
attAnim = BOTH_CWCIRCLELOCK;
|
|
defAnim = BOTH_CCWCIRCLELOCK;
|
|
attStart = 0.85f;
|
|
idealDist = LOCK_IDEAL_DIST_CIRCLE;
|
|
break;
|
|
case LOCK_DIAG_BL:
|
|
attAnim = BOTH_CCWCIRCLELOCK;
|
|
defAnim = BOTH_CWCIRCLELOCK;
|
|
attStart = 0.85f;
|
|
idealDist = LOCK_IDEAL_DIST_CIRCLE;
|
|
break;
|
|
case LOCK_R:
|
|
attAnim = BOTH_CWCIRCLELOCK;
|
|
defAnim = BOTH_CCWCIRCLELOCK;
|
|
attStart = 0.75f;
|
|
idealDist = LOCK_IDEAL_DIST_CIRCLE;
|
|
break;
|
|
case LOCK_L:
|
|
attAnim = BOTH_CCWCIRCLELOCK;
|
|
defAnim = BOTH_CWCIRCLELOCK;
|
|
attStart = 0.75f;
|
|
idealDist = LOCK_IDEAL_DIST_CIRCLE;
|
|
break;
|
|
default:
|
|
return qfalse;
|
|
break;
|
|
}
|
|
NPC_SetAnim( attacker, SETANIM_BOTH, attAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
NPC_SetAnim( defender, SETANIM_BOTH, defAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
if( ValidAnimFileIndex( attacker->client->clientInfo.animFileIndex ) )
|
|
{
|
|
anim = &level.knownAnimFileSets[attacker->client->clientInfo.animFileIndex].animations[attAnim];
|
|
advance = floor( anim->numFrames*attStart );
|
|
PM_SetAnimFrame( attacker, anim->firstFrame + advance, qtrue, qtrue );
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
Com_Printf( "%s starting saber lock, anim = %s, %d frames to go!\n", attacker->NPC_type, animTable[attAnim].name, anim->numFrames-advance );
|
|
}
|
|
#endif
|
|
}
|
|
if( ValidAnimFileIndex( defender->client->clientInfo.animFileIndex ) )
|
|
{
|
|
anim = &level.knownAnimFileSets[defender->client->clientInfo.animFileIndex].animations[defAnim];
|
|
PM_SetAnimFrame( defender, anim->firstFrame + advance, qtrue, qtrue );//was anim->firstFrame + anim->numFrames - advance, but that's wrong since they are matched anims
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
Com_Printf( "%s starting saber lock, anim = %s, %d frames to go!\n", defender->NPC_type, animTable[defAnim].name, advance );
|
|
}
|
|
#endif
|
|
}
|
|
VectorClear( attacker->client->ps.velocity );
|
|
VectorClear( defender->client->ps.velocity );
|
|
attacker->client->ps.saberLockTime = defender->client->ps.saberLockTime = level.time + SABER_LOCK_TIME;
|
|
attacker->client->ps.legsAnimTimer = attacker->client->ps.torsoAnimTimer = defender->client->ps.legsAnimTimer = defender->client->ps.torsoAnimTimer = SABER_LOCK_TIME;
|
|
attacker->client->ps.weaponTime = defender->client->ps.weaponTime = SABER_LOCK_TIME;
|
|
attacker->client->ps.saberLockEnemy = defender->s.number;
|
|
defender->client->ps.saberLockEnemy = attacker->s.number;
|
|
|
|
//MATCH ANGLES
|
|
//FIXME: if zDiff in elevation, make lower look up and upper look down and move them closer?
|
|
float defPitchAdd = 0, zDiff = ((attacker->currentOrigin[2]+attacker->client->standheight)-(defender->currentOrigin[2]+defender->client->standheight));
|
|
if ( zDiff > 24 )
|
|
{
|
|
defPitchAdd = -30;
|
|
}
|
|
else if ( zDiff < -24 )
|
|
{
|
|
defPitchAdd = 30;
|
|
}
|
|
else
|
|
{
|
|
defPitchAdd = zDiff/24.0f*-30.0f;
|
|
}
|
|
if ( attacker->NPC && defender->NPC )
|
|
{//if 2 NPCs, just set pitch to 0
|
|
attacker->client->ps.viewangles[PITCH] = -defPitchAdd;
|
|
defender->client->ps.viewangles[PITCH] = defPitchAdd;
|
|
}
|
|
else
|
|
{//if a player is involved, clamp player's pitch and match NPC's to player
|
|
if ( !attacker->s.number )
|
|
{
|
|
//clamp to defPitch
|
|
if ( attacker->client->ps.viewangles[PITCH] > -defPitchAdd + 10 )
|
|
{
|
|
attacker->client->ps.viewangles[PITCH] = -defPitchAdd + 10;
|
|
}
|
|
else if ( attacker->client->ps.viewangles[PITCH] < -defPitchAdd-10 )
|
|
{
|
|
attacker->client->ps.viewangles[PITCH] = -defPitchAdd-10;
|
|
}
|
|
//clamp to sane numbers
|
|
if ( attacker->client->ps.viewangles[PITCH] > 50 )
|
|
{
|
|
attacker->client->ps.viewangles[PITCH] = 50;
|
|
}
|
|
else if ( attacker->client->ps.viewangles[PITCH] < -50 )
|
|
{
|
|
attacker->client->ps.viewangles[PITCH] = -50;
|
|
}
|
|
defender->client->ps.viewangles[PITCH] = attacker->client->ps.viewangles[PITCH]*-1;
|
|
defPitchAdd = defender->client->ps.viewangles[PITCH];
|
|
}
|
|
else if ( !defender->s.number )
|
|
{
|
|
//clamp to defPitch
|
|
if ( defender->client->ps.viewangles[PITCH] > defPitchAdd + 10 )
|
|
{
|
|
defender->client->ps.viewangles[PITCH] = defPitchAdd + 10;
|
|
}
|
|
else if ( defender->client->ps.viewangles[PITCH] < defPitchAdd-10 )
|
|
{
|
|
defender->client->ps.viewangles[PITCH] = defPitchAdd-10;
|
|
}
|
|
//clamp to sane numbers
|
|
if ( defender->client->ps.viewangles[PITCH] > 50 )
|
|
{
|
|
defender->client->ps.viewangles[PITCH] = 50;
|
|
}
|
|
else if ( defender->client->ps.viewangles[PITCH] < -50 )
|
|
{
|
|
defender->client->ps.viewangles[PITCH] = -50;
|
|
}
|
|
defPitchAdd = defender->client->ps.viewangles[PITCH];
|
|
attacker->client->ps.viewangles[PITCH] = defender->client->ps.viewangles[PITCH]*-1;
|
|
}
|
|
}
|
|
vec3_t attAngles, defAngles, defDir;
|
|
VectorSubtract( defender->currentOrigin, attacker->currentOrigin, defDir );
|
|
VectorCopy( attacker->client->ps.viewangles, attAngles );
|
|
attAngles[YAW] = vectoyaw( defDir );
|
|
SetClientViewAngle( attacker, attAngles );
|
|
defAngles[PITCH] = attAngles[PITCH]*-1;
|
|
defAngles[YAW] = AngleNormalize180( attAngles[YAW] + 180);
|
|
defAngles[ROLL] = 0;
|
|
SetClientViewAngle( defender, defAngles );
|
|
|
|
//MATCH POSITIONS
|
|
vec3_t newOrg;
|
|
/*
|
|
idealDist -= fabs(defPitchAdd)/8.0f;
|
|
*/
|
|
float scale = VectorLength( attacker->s.modelScale );
|
|
if ( scale )
|
|
{
|
|
idealDist += 8*(scale-1.0f);
|
|
}
|
|
scale = VectorLength( defender->s.modelScale );
|
|
if ( scale )
|
|
{
|
|
idealDist += 8*(scale-1.0f);
|
|
}
|
|
|
|
float diff = VectorNormalize( defDir ) - idealDist;//diff will be the total error in dist
|
|
//try to move attacker half the diff towards the defender
|
|
VectorMA( attacker->currentOrigin, diff*0.5f, defDir, newOrg );
|
|
trace_t trace;
|
|
gi.trace( &trace, attacker->currentOrigin, attacker->mins, attacker->maxs, newOrg, attacker->s.number, attacker->clipmask );
|
|
if ( !trace.startsolid && !trace.allsolid )
|
|
{
|
|
G_SetOrigin( attacker, trace.endpos );
|
|
gi.linkentity( attacker );
|
|
}
|
|
//now get the defender's dist and do it for him too
|
|
vec3_t attDir;
|
|
VectorSubtract( attacker->currentOrigin, defender->currentOrigin, attDir );
|
|
diff = VectorNormalize( attDir ) - idealDist;//diff will be the total error in dist
|
|
//try to move defender all of the remaining diff towards the attacker
|
|
VectorMA( defender->currentOrigin, diff, attDir, newOrg );
|
|
gi.trace( &trace, defender->currentOrigin, defender->mins, defender->maxs, newOrg, defender->s.number, defender->clipmask );
|
|
if ( !trace.startsolid && !trace.allsolid )
|
|
{
|
|
G_SetOrigin( defender, trace.endpos );
|
|
gi.linkentity( defender );
|
|
}
|
|
|
|
//DONE!
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean WP_SabersCheckLock( gentity_t *ent1, gentity_t *ent2 )
|
|
{
|
|
if ( ent1->client->playerTeam == ent2->client->playerTeam )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( ent1->client->ps.groundEntityNum == ENTITYNUM_NONE ||
|
|
ent2->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( ent1->painDebounceTime > level.time-1000 || ent2->painDebounceTime > level.time-1000 )
|
|
{//can't saberlock if you're not ready
|
|
return qfalse;
|
|
}
|
|
if ( fabs( ent1->currentOrigin[2]-ent2->currentOrigin[2]) > 18 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
float dist = DistanceSquared(ent1->currentOrigin,ent2->currentOrigin);
|
|
if ( dist < 64 || dist > 6400 )//( dist < 128 || dist > 2304 )
|
|
{//between 8 and 80 from each other//was 16 and 48
|
|
return qfalse;
|
|
}
|
|
if ( !InFOV( ent1, ent2, 40, 180 ) || !InFOV( ent2, ent1, 40, 180 ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
//Check for certain anims that *cannot* lock
|
|
//FIXME: there should probably be a whole *list* of these, but I'll put them in as they come up
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A2_STABBACK1 && ent1->client->ps.torsoAnimTimer > 300 )
|
|
{//can't lock when saber is behind you
|
|
return qfalse;
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A2_STABBACK1 && ent2->client->ps.torsoAnimTimer > 300 )
|
|
{//can't lock when saber is behind you
|
|
return qfalse;
|
|
}
|
|
//BR to TL lock
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_BR_TL )
|
|
{//ent1 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_BR );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_BR_TL )
|
|
{//ent2 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_BR );
|
|
}
|
|
//BL to TR lock
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_BL_TR )
|
|
{//ent1 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_BL );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_BL_TR )
|
|
{//ent2 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_BL );
|
|
}
|
|
//L to R lock
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1__L__R ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2__L__R ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3__L__R ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4__L__R ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5__L__R )
|
|
{//ent1 is attacking l to r
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_L );
|
|
/*
|
|
if ( ent2BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_L );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_BL )
|
|
{//ent2 is attacking or blocking on the r
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_L );
|
|
}
|
|
if ( ent2Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_L );
|
|
}
|
|
*/
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1__L__R ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2__L__R ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3__L__R ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4__L__R ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5__L__R )
|
|
{//ent2 is attacking l to r
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_L );
|
|
/*
|
|
if ( ent1BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_L );
|
|
}
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_BL )
|
|
{//ent1 is attacking or blocking on the r
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_L );
|
|
}
|
|
if ( ent1Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_L );
|
|
}
|
|
*/
|
|
}
|
|
//R to L lock
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1__R__L ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2__R__L ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3__R__L ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4__R__L ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5__R__L )
|
|
{//ent1 is attacking r to l
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_R );
|
|
/*
|
|
if ( ent2BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_R );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_BR )
|
|
{//ent2 is attacking or blocking on the l
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_R );
|
|
}
|
|
if ( ent2Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_R );
|
|
}
|
|
*/
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1__R__L ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2__R__L ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3__R__L ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4__R__L ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5__R__L )
|
|
{//ent2 is attacking r to l
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_R );
|
|
/*
|
|
if ( ent1BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_R );
|
|
}
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_BR )
|
|
{//ent1 is attacking or blocking on the l
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_R );
|
|
}
|
|
if ( ent1Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_R );
|
|
}
|
|
*/
|
|
}
|
|
//TR to BL lock
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_TR_BL )
|
|
{//ent1 is attacking diagonally
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TR );
|
|
/*
|
|
if ( ent2BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TR );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_TL )
|
|
{//ent2 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TR );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_BR_TL ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_BL )
|
|
{//ent2 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_BL );
|
|
}
|
|
if ( ent2Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TR );
|
|
}
|
|
*/
|
|
}
|
|
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_TR_BL ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_TR_BL )
|
|
{//ent2 is attacking diagonally
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TR );
|
|
/*
|
|
if ( ent1BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TR );
|
|
}
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_TR_BL ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_TL )
|
|
{//ent1 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TR );
|
|
}
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_BR_TL ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_BL )
|
|
{//ent1 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_BL );
|
|
}
|
|
if ( ent1Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TR );
|
|
}
|
|
*/
|
|
}
|
|
|
|
//TL to BR lock
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_TL_BR )
|
|
{//ent1 is attacking diagonally
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TL );
|
|
/*
|
|
if ( ent2BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TL );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_TR )
|
|
{//ent2 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TL );
|
|
}
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_BL_TR ||
|
|
ent2->client->ps.torsoAnim == BOTH_P1_S1_BR )
|
|
{//ent2 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_BR );
|
|
}
|
|
if ( ent2Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TL );
|
|
}
|
|
*/
|
|
}
|
|
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_TL_BR ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_TL_BR )
|
|
{//ent2 is attacking diagonally
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TL );
|
|
/*
|
|
if ( ent1BlockingPlayer )
|
|
{//player will block this anyway
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TL );
|
|
}
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_TL_BR ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_TR )
|
|
{//ent1 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TL );
|
|
}
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_BL_TR ||
|
|
ent1->client->ps.torsoAnim == BOTH_P1_S1_BR )
|
|
{//ent1 is attacking in the opposite diagonal
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_BR );
|
|
}
|
|
if ( ent1Boss && !Q_irand( 0, 3 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TL );
|
|
}
|
|
*/
|
|
}
|
|
//T to B lock
|
|
if ( ent1->client->ps.torsoAnim == BOTH_A1_T__B_ ||
|
|
ent1->client->ps.torsoAnim == BOTH_A2_T__B_ ||
|
|
ent1->client->ps.torsoAnim == BOTH_A3_T__B_ ||
|
|
ent1->client->ps.torsoAnim == BOTH_A4_T__B_ ||
|
|
ent1->client->ps.torsoAnim == BOTH_A5_T__B_ )
|
|
{//ent1 is attacking top-down
|
|
/*
|
|
if ( ent2->client->ps.torsoAnim == BOTH_P1_S1_T_ ||
|
|
ent2->client->ps.torsoAnim == BOTH_K1_S1_T_ )
|
|
*/
|
|
{//ent2 is blocking at top
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_TOP );
|
|
}
|
|
}
|
|
|
|
if ( ent2->client->ps.torsoAnim == BOTH_A1_T__B_ ||
|
|
ent2->client->ps.torsoAnim == BOTH_A2_T__B_ ||
|
|
ent2->client->ps.torsoAnim == BOTH_A3_T__B_ ||
|
|
ent2->client->ps.torsoAnim == BOTH_A4_T__B_ ||
|
|
ent2->client->ps.torsoAnim == BOTH_A5_T__B_ )
|
|
{//ent2 is attacking top-down
|
|
/*
|
|
if ( ent1->client->ps.torsoAnim == BOTH_P1_S1_T_ ||
|
|
ent1->client->ps.torsoAnim == BOTH_K1_S1_T_ )
|
|
*/
|
|
{//ent1 is blocking at top
|
|
return WP_SabersCheckLock2( ent2, ent1, LOCK_TOP );
|
|
}
|
|
}
|
|
/*
|
|
if ( !Q_irand( 0, 10 ) )
|
|
{
|
|
return WP_SabersCheckLock2( ent1, ent2, LOCK_RANDOM );
|
|
}
|
|
*/
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean WP_SaberParry( gentity_t *victim, gentity_t *attacker )
|
|
{
|
|
if ( !victim || !victim->client || !attacker )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( victim->s.number || g_autoBlocking->integer || victim->client->ps.saberBlockingTime > level.time )
|
|
{//either an NPC or a player who is blocking
|
|
if ( !PM_SaberInTransitionAny( victim->client->ps.saberMove )
|
|
&& !PM_SaberInBounce( victim->client->ps.saberMove )
|
|
&& !PM_SaberInKnockaway( victim->client->ps.saberMove ) )
|
|
{//I'm not attacking, in transition or in a bounce or knockaway, so play a parry
|
|
WP_SaberBlockNonRandom( victim, saberHitLocation, qfalse );
|
|
}
|
|
victim->client->ps.saberEventFlags |= SEF_PARRIED;
|
|
|
|
//since it was parried, take away any damage done
|
|
//FIXME: what if the damage was done before the parry?
|
|
WP_SaberClearDamageForEntNum( victim->s.number );
|
|
|
|
//tell the victim to get mad at me
|
|
if ( victim->enemy != attacker && victim->client->playerTeam != attacker->client->playerTeam )
|
|
{//they're not mad at me and they're not on my team
|
|
G_ClearEnemy( victim );
|
|
G_SetEnemy( victim, attacker );
|
|
}
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean WP_BrokenParryKnockDown( gentity_t *victim )
|
|
{
|
|
if ( !victim || !victim->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( victim->client->ps.saberMove == LS_PARRY_UP
|
|
|| victim->client->ps.saberMove == LS_PARRY_UR
|
|
|| victim->client->ps.saberMove == LS_PARRY_UL
|
|
|| victim->client->ps.saberMove == LS_H1_BR
|
|
|| victim->client->ps.saberMove == LS_H1_B_
|
|
|| victim->client->ps.saberMove == LS_H1_BL )
|
|
{//knock their asses down!
|
|
int knockAnim = BOTH_KNOCKDOWN1;
|
|
if ( PM_CrouchAnim( victim->client->ps.legsAnim ) )
|
|
{
|
|
knockAnim = BOTH_KNOCKDOWN4;
|
|
}
|
|
NPC_SetAnim( victim, SETANIM_BOTH, knockAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
G_AddEvent( victim, EV_PAIN, victim->health );
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
/*
|
|
---------------------------------------------------------
|
|
void WP_SaberDamageTrace( gentity_t *ent )
|
|
|
|
Constantly trace from the old blade pos to new, down the saber beam and do damage
|
|
|
|
FIXME: if the dot product of the old muzzle dir and the new muzzle dir is < 0.75, subdivide it and do multiple traces so we don't flatten out the arc!
|
|
---------------------------------------------------------
|
|
*/
|
|
#define MAX_SABER_SWING_INC 0.33f
|
|
void WP_SaberDamageTrace( gentity_t *ent )
|
|
{
|
|
vec3_t mp1, mp2, md1, md2, baseOld, baseNew, baseDiff, endOld, endNew, bladePointOld, bladePointNew;
|
|
float tipDmgMod = 1.0f;
|
|
float baseDamage;
|
|
int baseDFlags = 0;
|
|
qboolean hit_wall = qfalse;
|
|
qboolean brokenParry = qfalse;
|
|
|
|
memset( victimEntityNum, ENTITYNUM_NONE, sizeof( victimEntityNum ) );
|
|
memset( totalDmg, 0, sizeof( totalDmg) );
|
|
memset( dmgDir, 0, sizeof( dmgDir ) );
|
|
memset( dmgSpot, 0, sizeof( dmgSpot ) );
|
|
memset( dmgFraction, 0, sizeof( dmgFraction ) );
|
|
memset( hitLoc, HL_NONE, sizeof( hitLoc ) );
|
|
memset( hitDismember, qfalse, sizeof( hitDismember ) );
|
|
numVictims = 0;
|
|
VectorClear(saberHitLocation);
|
|
saberHitFraction = 1.0; // Closest saber hit. The saber can do no damage past this point.
|
|
|
|
if ( !ent->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( !ent->s.number )
|
|
{//player never uses these
|
|
ent->client->ps.saberEventFlags &= ~SEF_EVENTS;
|
|
}
|
|
|
|
if ( ent->client->ps.saberLength <= 1 )//cen get down to 1 when in a wall
|
|
{//saber is not on
|
|
return;
|
|
}
|
|
|
|
if ( VectorCompare( ent->client->renderInfo.muzzlePointOld, vec3_origin ) || VectorCompare( ent->client->renderInfo.muzzleDirOld, vec3_origin ) )
|
|
{
|
|
//just started up the saber?
|
|
return;
|
|
}
|
|
|
|
int saberContents = gi.pointcontents( ent->client->renderInfo.muzzlePoint, ent->client->ps.saberEntityNum );
|
|
if ( (saberContents&CONTENTS_WATER)||
|
|
(saberContents&CONTENTS_SLIME)||
|
|
(saberContents&CONTENTS_LAVA) )
|
|
{//um... turn off? Or just set length to 1?
|
|
//FIXME: short-out effect/sound?
|
|
ent->client->ps.saberActive = qfalse;
|
|
return;
|
|
}
|
|
else if ( saberContents&CONTENTS_OUTSIDE )
|
|
{
|
|
if ( (level.worldFlags&WF_RAINING) )
|
|
{
|
|
//add steam in rain
|
|
if ( Q_flrand( 0, 500 ) < ent->client->ps.saberLength )
|
|
{
|
|
vec3_t end, normal = {0,0,1};//FIXME: opposite of rain angles?
|
|
VectorMA( ent->client->renderInfo.muzzlePoint, ent->client->ps.saberLength*Q_flrand(0, 1), ent->client->renderInfo.muzzleDir, end );
|
|
G_PlayEffect( "saber/fizz", end, normal );
|
|
}
|
|
}
|
|
}
|
|
|
|
//FIXMEFIXMEFIXME: When in force speed (esp. lvl 3), need to interpolate this because
|
|
// we animate so much faster that the arc is pretty much flat...
|
|
|
|
int entPowerLevel;
|
|
if ( !ent->s.number && (ent->client->ps.forcePowersActive&(1<<FP_SPEED)) )
|
|
{
|
|
entPowerLevel = FORCE_LEVEL_3;
|
|
}
|
|
else
|
|
{
|
|
entPowerLevel = PM_PowerLevelForSaberAnim( &ent->client->ps );
|
|
}
|
|
|
|
if ( ent->client->ps.saberInFlight )
|
|
{//flying sabers are much more deadly
|
|
//unless you're dead
|
|
if ( ent->health <= 0 && !g_realisticSaberDamage->integer )
|
|
{//so enemies don't keep trying to block it
|
|
//FIXME: still do damage, just not to humanoid clients who should try to avoid it
|
|
//baseDamage = 0.0f;
|
|
return;
|
|
}
|
|
//or unless returning
|
|
else if ( ent->client->ps.saberEntityState == SES_RETURNING )
|
|
{//special case, since we're returning, chances are if we hit something
|
|
//it's going to be butt-first. So do less damage.
|
|
baseDamage = 0.1f;
|
|
}
|
|
else
|
|
{
|
|
if ( !ent->s.number )
|
|
{//cheat for player
|
|
baseDamage = 10.0f;
|
|
}
|
|
else
|
|
{
|
|
baseDamage = 2.5f;
|
|
}
|
|
}
|
|
//Use old to current since can't predict it
|
|
VectorCopy( ent->client->renderInfo.muzzlePointOld, mp1 );
|
|
VectorCopy( ent->client->renderInfo.muzzleDirOld, md1 );
|
|
VectorCopy( ent->client->renderInfo.muzzlePoint, mp2 );
|
|
VectorCopy( ent->client->renderInfo.muzzleDir, md2 );
|
|
}
|
|
else
|
|
{
|
|
if ( ent->client->ps.saberMove == LS_READY )
|
|
{//just do effects
|
|
if ( !g_realisticSaberDamage->integer )
|
|
{//don't kill with this hit
|
|
baseDFlags = DAMAGE_NO_KILL;
|
|
}
|
|
baseDamage = 0;
|
|
}
|
|
else if ( ent->client->ps.saberLockTime > level.time )
|
|
{//just do effects
|
|
baseDamage = 0;
|
|
}
|
|
else if ( ent->client->ps.saberBlocked > BLOCKED_NONE || (!PM_SaberInAttack( ent->client->ps.saberMove ) && !PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) && !PM_SaberInTransitionAny( ent->client->ps.saberMove ) ) )
|
|
{//don't do damage if parrying/reflecting/bouncing/deflecting or not actually attacking or in a transition to/from/between attacks
|
|
baseDamage = 0;
|
|
}
|
|
else
|
|
{//okay, in a saberMove that does damage
|
|
//make sure we're in the right anim
|
|
if ( !PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) && !PM_InAnimForSaberMove( ent->client->ps.torsoAnim, ent->client->ps.saberMove ) )
|
|
{//forced into some other animation somehow, like a pain or death?
|
|
baseDamage = 0;
|
|
}
|
|
else if ( ent->client->ps.weaponstate == WEAPON_FIRING && ent->client->ps.saberBlocked == BLOCKED_NONE &&
|
|
( PM_SaberInAttack(ent->client->ps.saberMove) || PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) || PM_SpinningSaberAnim(ent->client->ps.torsoAnim) || entPowerLevel > FORCE_LEVEL_2 ) )
|
|
{//normal attack swing swinging/spinning (or if using strong set), do normal damage
|
|
//FIXME: more damage for higher attack power levels?
|
|
// More damage based on length/color of saber?
|
|
//FIXME: Desann does double damage?
|
|
/*
|
|
switch ( entPowerLevel )
|
|
{
|
|
case FORCE_LEVEL_3:
|
|
baseDamage = 5.0f;
|
|
break;
|
|
case FORCE_LEVEL_2:
|
|
baseDamage = 2.0f;
|
|
break;
|
|
default:
|
|
case FORCE_LEVEL_1:
|
|
baseDamage = 1.0f;
|
|
break;
|
|
}
|
|
*/
|
|
baseDamage = 2.5f * (float)entPowerLevel;
|
|
}
|
|
else
|
|
{//saber is transitioning, defending or idle, don't do as much damage
|
|
//FIXME: strong attacks and returns should do damage and be unblockable
|
|
if ( g_timescale->value < 1.0 )
|
|
{//in slow mo or force speed, we need to do damage during the transitions
|
|
/*
|
|
switch ( entPowerLevel )
|
|
{
|
|
case FORCE_LEVEL_3:
|
|
baseDamage = 5.0f;
|
|
break;
|
|
case FORCE_LEVEL_2:
|
|
baseDamage = 2.0f;
|
|
break;
|
|
default:
|
|
case FORCE_LEVEL_1:
|
|
baseDamage = 1.0f;
|
|
break;
|
|
}
|
|
*/
|
|
baseDamage = 2.5f * (float)entPowerLevel;
|
|
}
|
|
else// if ( !ent->s.number )
|
|
{//I have to do *some* damage in transitions or else you feel like a total gimp
|
|
baseDamage = 0.1f;
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
baseDamage = 0;//was 1.0f;//was 0.25
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
//Use current to next since can predict it
|
|
//FIXME: if they're closer than the saber blade start, we don't want the
|
|
// arm to pass through them without any damage... so check the radius
|
|
// and push them away (do pain & knockback)
|
|
//FIXME: if going into/coming from a parry/reflection or going into a deflection, don't use old mp & dir? Otherwise, deflections will cut through?
|
|
//VectorCopy( ent->client->renderInfo.muzzlePoint, mp1 );
|
|
//VectorCopy( ent->client->renderInfo.muzzleDir, md1 );
|
|
//VectorCopy( ent->client->renderInfo.muzzlePointNext, mp2 );
|
|
//VectorCopy( ent->client->renderInfo.muzzleDirNext, md2 );
|
|
//prediction was causing gaps in swing (G2 problem) so *don't* predict
|
|
VectorCopy( ent->client->renderInfo.muzzlePointOld, mp1 );
|
|
VectorCopy( ent->client->renderInfo.muzzleDirOld, md1 );
|
|
VectorCopy( ent->client->renderInfo.muzzlePoint, mp2 );
|
|
VectorCopy( ent->client->renderInfo.muzzleDir, md2 );
|
|
|
|
//NOTE: this is a test, may not be necc, as I can still swing right through someone without hitting them, somehow...
|
|
//see if anyone is so close that they're within the dist from my origin to the start of the saber
|
|
if ( ent->health > 0 && !ent->client->ps.saberLockTime )
|
|
{
|
|
trace_t trace;
|
|
gi.trace( &trace, ent->currentOrigin, vec3_origin, vec3_origin, mp1, ent->s.number, (MASK_SHOT&~(CONTENTS_CORPSE|CONTENTS_ITEM)) );
|
|
if ( trace.entityNum < ENTITYNUM_WORLD && (trace.entityNum > 0||ent->client->NPC_class == CLASS_DESANN) )//NPCs don't push player away, unless it's Desann
|
|
{//a valid ent
|
|
gentity_t *traceEnt = &g_entities[trace.entityNum];
|
|
if ( traceEnt && traceEnt->client && traceEnt->health > 0 && traceEnt->client->playerTeam != ent->client->playerTeam )
|
|
{//enemy client, push them away
|
|
if ( !traceEnt->client->ps.saberLockTime && !traceEnt->message )
|
|
{//don't push people in saberlock or with security keys
|
|
vec3_t hitDir;
|
|
VectorSubtract( trace.endpos, ent->currentOrigin, hitDir );
|
|
float totalDist = Distance( mp1, ent->currentOrigin );
|
|
float knockback = (totalDist-VectorNormalize( hitDir ))/totalDist * 200.0f;
|
|
hitDir[2] = 0;
|
|
//FIXME: do we need to call G_Throw? Seems unfair to put actual knockback on them, stops the attack
|
|
//G_Throw( traceEnt, hitDir, knockback );
|
|
VectorMA( traceEnt->client->ps.velocity, knockback, hitDir, traceEnt->client->ps.velocity );
|
|
traceEnt->client->ps.pm_time = 200;
|
|
traceEnt->client->ps.pm_flags |= PMF_TIME_NOFRICTION;
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( "%s pushing away %s at %s\n", ent->NPC_type, traceEnt->NPC_type, vtos( traceEnt->client->ps.velocity ) );
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( g_realisticSaberDamage->integer )
|
|
{//always do damage, and lots of it
|
|
baseDamage = 25.0f;
|
|
}
|
|
else if ( (!ent->s.number&&ent->client->ps.forcePowersActive&(1<<FP_SPEED)) )
|
|
{
|
|
baseDamage *= (1.0f-g_timescale->value);
|
|
}
|
|
// Get the old state of the blade
|
|
VectorCopy( mp1, baseOld );
|
|
VectorMA( baseOld, ent->client->ps.saberLength, md1, endOld );
|
|
// Get the future state of the blade
|
|
VectorCopy( mp2, baseNew );
|
|
VectorMA( baseNew, ent->client->ps.saberLength, md2, endNew );
|
|
|
|
sabersCrossed = -1;
|
|
if ( VectorCompare2( baseOld, baseNew ) && VectorCompare2( endOld, endNew ) )
|
|
{
|
|
hit_wall = WP_SaberDamageForTrace( ent->s.number, mp2, endNew, baseDamage*4, md2, qfalse, entPowerLevel, qfalse );
|
|
}
|
|
else
|
|
{
|
|
float aveLength, step = 8, stepsize = 8;
|
|
//do the trace at the base first
|
|
hit_wall = WP_SaberDamageForTrace( ent->s.number, baseOld, baseNew, baseDamage, md2, qfalse, entPowerLevel );
|
|
|
|
//if hit a saber, shorten rest of traces to match
|
|
if ( saberHitFraction < 1.0 )
|
|
{//FIXME: doesn't adjust muzzleDir...
|
|
VectorSubtract( mp2, mp1, baseDiff );
|
|
VectorMA( mp1, saberHitFraction, baseDiff, baseNew );
|
|
VectorMA( baseNew, ent->client->ps.saberLength, md2, endNew );
|
|
}
|
|
|
|
//If the angle diff in the blade is high, need to do it in chunks of 33 to avoid flattening of the arc
|
|
float dirInc, curDirFrac;
|
|
if ( PM_SaberInAttack( ent->client->ps.saberMove ) || PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) || PM_SpinningSaberAnim( ent->client->ps.torsoAnim ) || PM_InSpecialJump( ent->client->ps.torsoAnim ) )
|
|
{
|
|
curDirFrac = DotProduct( md1, md2 );
|
|
}
|
|
else
|
|
{
|
|
curDirFrac = 1.0f;
|
|
}
|
|
//NOTE: if saber spun at least 180 degrees since last damage trace, this is not reliable...!
|
|
if ( fabs(curDirFrac) < 1.0f - MAX_SABER_SWING_INC )
|
|
{//the saber blade spun more than 33 degrees since the last damage trace
|
|
curDirFrac = dirInc = 1.0f/((1.0f - curDirFrac)/MAX_SABER_SWING_INC);
|
|
}
|
|
else
|
|
{
|
|
curDirFrac = 1.0f;
|
|
dirInc = 0.0f;
|
|
}
|
|
qboolean hit_saber = qfalse;
|
|
vec3_t curMD1, curMD2, mdDiff, dirDiff;
|
|
VectorSubtract( md2, md1, mdDiff );
|
|
VectorCopy( md1, curMD2 );
|
|
while ( 1 )
|
|
{
|
|
VectorCopy( curMD2, curMD1 );
|
|
VectorMA( md1, curDirFrac, mdDiff, curMD2 );
|
|
// Move up the blade in intervals of stepsize
|
|
for ( step = stepsize; step < ent->client->ps.saberLength && step < ent->client->ps.saberLengthOld; step+=12 )
|
|
{
|
|
VectorMA( baseOld, step, curMD1, bladePointOld );
|
|
VectorMA( baseNew, step, curMD2, bladePointNew );
|
|
if ( WP_SaberDamageForTrace( ent->s.number, bladePointOld, bladePointNew, baseDamage, curMD2, qfalse, entPowerLevel ) )
|
|
{
|
|
hit_wall = qtrue;
|
|
}
|
|
|
|
//if hit a saber, shorten rest of traces to match
|
|
if ( saberHitFraction < 1.0 )
|
|
{
|
|
//adjust muzzle endpoint
|
|
VectorSubtract( mp2, mp1, baseDiff );
|
|
VectorMA( mp1, saberHitFraction, baseDiff, baseNew );
|
|
VectorMA( baseNew, ent->client->ps.saberLength, curMD2, endNew );
|
|
//adjust muzzleDir...
|
|
VectorSubtract( curMD2, curMD1, dirDiff );
|
|
VectorMA( curMD1, saberHitFraction, dirDiff, curMD2 );
|
|
hit_saber = qtrue;
|
|
}
|
|
if (hit_wall)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if ( hit_wall || hit_saber )
|
|
{
|
|
break;
|
|
}
|
|
if ( curDirFrac >= 1.0f )
|
|
{
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
curDirFrac += dirInc;
|
|
if ( curDirFrac >= 1.0f )
|
|
{
|
|
curDirFrac = 1.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
//do the trace at the end last
|
|
//Special check- adjust for length of blade not being a multiple of 12
|
|
aveLength = (ent->client->ps.saberLengthOld + ent->client->ps.saberLength)/2;
|
|
if ( step > aveLength )
|
|
{//less dmg if the last interval was not stepsize
|
|
tipDmgMod = (stepsize-(step-aveLength))/stepsize;
|
|
}
|
|
//NOTE: since this is the tip, we do not extrapolate the extra 16
|
|
if ( WP_SaberDamageForTrace( ent->s.number, endOld, endNew, tipDmgMod*baseDamage, md2, qfalse, entPowerLevel, qfalse ) )
|
|
{
|
|
hit_wall = qtrue;
|
|
}
|
|
}
|
|
|
|
if ( (saberHitFraction < 1.0f||(sabersCrossed>=0&&sabersCrossed<=32.0f)) && (ent->client->ps.weaponstate == WEAPON_FIRING || ent->client->ps.saberInFlight) )
|
|
{// The saber (in-hand) hit another saber, mano.
|
|
qboolean inFlightSaberBlocked = qfalse;
|
|
qboolean collisionResolved = qfalse;
|
|
qboolean deflected = qfalse;
|
|
|
|
gentity_t *hitEnt = &g_entities[saberHitEntity];
|
|
gentity_t *hitOwner = NULL;
|
|
int hitOwnerPowerLevel = FORCE_LEVEL_0;
|
|
|
|
if ( hitEnt )
|
|
{
|
|
hitOwner = hitEnt->owner;
|
|
}
|
|
if ( hitOwner && hitOwner->client )
|
|
{
|
|
hitOwnerPowerLevel = PM_PowerLevelForSaberAnim( &hitOwner->client->ps );
|
|
}
|
|
|
|
//FIXME: check for certain anims, facing, etc, to make them lock into a sabers-locked pose
|
|
//SEF_LOCKED
|
|
|
|
if ( ent->client->ps.saberInFlight &&
|
|
ent->client->ps.saberActive &&
|
|
ent->client->ps.saberEntityNum != ENTITYNUM_NONE &&
|
|
ent->client->ps.saberEntityState != SES_RETURNING )
|
|
{//saber was blocked, return it
|
|
inFlightSaberBlocked = qtrue;
|
|
}
|
|
|
|
//FIXME: based on strength, position and angle of attack & defense, decide if:
|
|
// defender and attacker lock sabers
|
|
// *defender's parry should hold and attack bounces (or deflects, based on angle of sabers)
|
|
// *defender's parry is somewhat broken and both bounce (or deflect)
|
|
// *defender's parry is broken and they bounce while attacker's attack deflects or carries through (especially if they're dead)
|
|
// defender is knocked down and attack goes through
|
|
|
|
//Check deflections and broken parries
|
|
if ( hitOwner && hitOwner->health > 0 && ent->health > 0 //both are alive
|
|
&& !inFlightSaberBlocked && hitOwner->client && !hitOwner->client->ps.saberInFlight && !ent->client->ps.saberInFlight//both have sabers in-hand
|
|
&& ent->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN
|
|
&& ent->client->ps.saberLockTime < level.time
|
|
&& hitOwner->client->ps.saberLockTime < level.time )
|
|
{//2 in-hand sabers hit
|
|
//FIXME: defender should not parry or block at all if not in a saber anim... like, if in a roll or knockdown...
|
|
if ( baseDamage )
|
|
{//there is damage involved, not just effects
|
|
qboolean entAttacking = qfalse;
|
|
qboolean hitOwnerAttacking = qfalse;
|
|
qboolean entDefending = qfalse;
|
|
qboolean hitOwnerDefending = qfalse;
|
|
|
|
if ( PM_SaberInAttack( ent->client->ps.saberMove ) || PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) )
|
|
{
|
|
entAttacking = qtrue;
|
|
}
|
|
else if ( entPowerLevel > FORCE_LEVEL_2 )
|
|
{
|
|
if ( PM_SaberInAttack( ent->client->ps.saberMove ) || PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) || PM_SaberInTransitionAny( ent->client->ps.saberMove ) )
|
|
{
|
|
entAttacking = qtrue;
|
|
}
|
|
}
|
|
if ( PM_SaberInParry( ent->client->ps.saberMove )
|
|
|| ent->client->ps.saberMove == LS_READY )
|
|
{
|
|
entDefending = qtrue;
|
|
}
|
|
|
|
if ( PM_SaberInAttack( hitOwner->client->ps.saberMove ) || PM_SaberInSpecialAttack( hitOwner->client->ps.torsoAnim ) )
|
|
{
|
|
hitOwnerAttacking = qtrue;
|
|
}
|
|
else if ( hitOwnerPowerLevel > FORCE_LEVEL_2 )
|
|
{
|
|
if ( PM_SaberInAttack( hitOwner->client->ps.saberMove ) || PM_SaberInSpecialAttack( hitOwner->client->ps.torsoAnim ) || PM_SaberInTransitionAny( hitOwner->client->ps.saberMove ) )
|
|
{
|
|
hitOwnerAttacking = qtrue;
|
|
}
|
|
}
|
|
if ( PM_SaberInParry( hitOwner->client->ps.saberMove )
|
|
|| hitOwner->client->ps.saberMove == LS_READY )
|
|
{
|
|
hitOwnerDefending = qtrue;
|
|
}
|
|
|
|
if ( entAttacking
|
|
&& hitOwnerAttacking
|
|
&& ( entPowerLevel == hitOwnerPowerLevel
|
|
|| (entPowerLevel > FORCE_LEVEL_2 && hitOwnerPowerLevel > FORCE_LEVEL_2)
|
|
|| (entPowerLevel < FORCE_LEVEL_3 && hitOwnerPowerLevel < FORCE_LEVEL_3 && hitOwner->client->ps.forcePowerLevel[FP_SABER_OFFENSE] > FORCE_LEVEL_2 )
|
|
|| (entPowerLevel < FORCE_LEVEL_2 && hitOwnerPowerLevel < FORCE_LEVEL_3 && hitOwner->client->ps.forcePowerLevel[FP_SABER_OFFENSE] > FORCE_LEVEL_1 )
|
|
|| (hitOwnerPowerLevel < FORCE_LEVEL_3 && entPowerLevel < FORCE_LEVEL_3 && ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] > FORCE_LEVEL_2 )
|
|
|| (hitOwnerPowerLevel < FORCE_LEVEL_2 && entPowerLevel < FORCE_LEVEL_3 && ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] > FORCE_LEVEL_1 ))
|
|
&& WP_SabersCheckLock( ent, hitOwner ) )
|
|
{
|
|
collisionResolved = qtrue;
|
|
}
|
|
else if ( hitOwnerAttacking
|
|
&& entDefending
|
|
&& (ent->client->ps.saberMove != LS_READY || (hitOwnerPowerLevel-ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE]) < Q_irand( -6, 0 ) )
|
|
&& ((hitOwnerPowerLevel < FORCE_LEVEL_3 && ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 )||
|
|
(hitOwnerPowerLevel < FORCE_LEVEL_2 && ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_1 )||
|
|
(hitOwnerPowerLevel < FORCE_LEVEL_3 && ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_0 && !Q_irand( 0, (hitOwnerPowerLevel-ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE]+1)*2 )))
|
|
&& WP_SabersCheckLock( hitOwner, ent ) )
|
|
{
|
|
collisionResolved = qtrue;
|
|
}
|
|
else if ( entAttacking && hitOwnerDefending )
|
|
{//I'm attacking hit, they're parrying
|
|
if ( (hitOwner->client->ps.saberMove != LS_READY || (entPowerLevel-hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]) < Q_irand( -6, 0 ) )
|
|
&& ( ( entPowerLevel < FORCE_LEVEL_3 && hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 )
|
|
|| ( entPowerLevel < FORCE_LEVEL_2 && hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_1 )
|
|
|| ( entPowerLevel < FORCE_LEVEL_3 && hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_0 && !Q_irand( 0, (entPowerLevel-hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]+1)*2 )) )
|
|
&& WP_SabersCheckLock( ent, hitOwner ) )
|
|
{
|
|
collisionResolved = qtrue;
|
|
}
|
|
else if ( saberHitFraction < 1.0f )
|
|
{//an actual collision
|
|
if ( entPowerLevel < FORCE_LEVEL_3 )
|
|
{//strong attacks cannot be deflected
|
|
//based on angle of attack & angle of defensive saber, see if I should deflect off in another dir rather than bounce back
|
|
deflected = WP_GetSaberDeflectionAngle( ent, hitOwner );
|
|
//just so Jedi knows that he was blocked
|
|
ent->client->ps.saberEventFlags |= SEF_BLOCKED;
|
|
}
|
|
//base parry breaks on animation (saber attack level), not FP_SABER_OFFENSE
|
|
if ( entPowerLevel < FORCE_LEVEL_3
|
|
//&& ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] < FORCE_LEVEL_3//if you have high saber offense, you cannot have your attack knocked away, regardless of what style you're using?
|
|
&& hitOwner->client->ps.saberAnimLevel != FORCE_LEVEL_5
|
|
&& (hitOwnerPowerLevel > FORCE_LEVEL_2||(hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]>FORCE_LEVEL_2&&Q_irand(0,hitOwner->client->ps.saberAnimLevel))) )
|
|
{//knockaways can make fast-attacker go into a broken parry anim if the ent is using fast or med (but not Tavion)
|
|
//make me parry
|
|
WP_SaberParry( hitOwner, ent );
|
|
//turn the parry into a knockaway
|
|
hitOwner->client->ps.saberBounceMove = PM_KnockawayForParry( hitOwner->client->ps.saberBlocked );
|
|
//make them go into a broken parry
|
|
ent->client->ps.saberBounceMove = PM_BrokenParryForAttack( ent->client->ps.saberMove );
|
|
ent->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
if ( ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] < FORCE_LEVEL_2
|
|
&& (ent->s.number||g_realisticSaberDamage->integer) )//&& !Q_irand( 0, 3 ) )
|
|
{//knocked the saber right out of his hand! (never happens to player)
|
|
//Get a good velocity to send the saber in based on my parry move
|
|
vec3_t throwDir;
|
|
if ( !PM_VelocityForBlockedMove( &hitOwner->client->ps, throwDir ) )
|
|
{
|
|
PM_VelocityForSaberMove( &ent->client->ps, throwDir );
|
|
}
|
|
WP_SaberLose( ent, throwDir );
|
|
}
|
|
//just so Jedi knows that he was blocked
|
|
ent->client->ps.saberEventFlags |= SEF_BLOCKED;
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( S_COLOR_RED"%s knockaway %s's attack, new move = %s, anim = %s\n", hitOwner->NPC_type, ent->NPC_type, saberMoveData[ent->client->ps.saberBounceMove].name, animTable[saberMoveData[ent->client->ps.saberBounceMove].animToUse].name );
|
|
}
|
|
#endif
|
|
}
|
|
else if ( entPowerLevel > FORCE_LEVEL_2 || (!deflected && Q_irand( 0, PM_PowerLevelForSaberAnim( &ent->client->ps ) - hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]/*PM_PowerLevelForSaberAnim( &hitOwner->client->ps )*/ ) > 0 ) )
|
|
{//broke their parry altogether
|
|
if ( entPowerLevel > FORCE_LEVEL_2 || Q_irand( 0, ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] - hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] ) )
|
|
{//chance of continuing with the attack (not bouncing back)
|
|
ent->client->ps.saberEventFlags &= ~SEF_BLOCKED;
|
|
ent->client->ps.saberBounceMove = LS_NONE;
|
|
brokenParry = qtrue;
|
|
}
|
|
//do some time-consuming saber-knocked-aside broken parry anim
|
|
hitOwner->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
hitOwner->client->ps.saberBounceMove = LS_NONE;
|
|
if ( hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] < FORCE_LEVEL_2
|
|
&& (ent->s.number||g_realisticSaberDamage->integer)
|
|
&& !Q_irand( 0, 2 ) )
|
|
{//knocked the saber right out of his hand!
|
|
//get the right velocity for my attack direction
|
|
vec3_t throwDir;
|
|
PM_VelocityForSaberMove( &ent->client->ps, throwDir );
|
|
WP_SaberLose( hitOwner, throwDir );
|
|
if ( (ent->client->ps.saberAnimLevel == FORCE_LEVEL_3 && !Q_irand(0,3) )
|
|
|| ( ent->client->ps.saberAnimLevel==FORCE_LEVEL_4&&!Q_irand(0,1) ) )
|
|
{// a strong attack
|
|
if ( WP_BrokenParryKnockDown( hitOwner ) )
|
|
{
|
|
hitOwner->client->ps.saberBlocked = BLOCKED_NONE;
|
|
hitOwner->client->ps.saberBounceMove = LS_NONE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( (ent->client->ps.saberAnimLevel == FORCE_LEVEL_3 && !Q_irand(0,5) )
|
|
|| ( ent->client->ps.saberAnimLevel==FORCE_LEVEL_4&&!Q_irand(0,3) ) )
|
|
{// a strong attack
|
|
if ( WP_BrokenParryKnockDown( hitOwner ) )
|
|
{
|
|
hitOwner->client->ps.saberBlocked = BLOCKED_NONE;
|
|
hitOwner->client->ps.saberBounceMove = LS_NONE;
|
|
}
|
|
}
|
|
}
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
if ( ent->client->ps.saberEventFlags&SEF_BLOCKED )
|
|
{
|
|
gi.Printf( S_COLOR_RED"%s parry broken (bounce/deflect)!\n", hitOwner->targetname );
|
|
}
|
|
else
|
|
{
|
|
gi.Printf( S_COLOR_RED"%s parry broken (follow-through)!\n", hitOwner->targetname );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
WP_SaberParry( hitOwner, ent );
|
|
if ( PM_SaberInBounce( ent->client->ps.saberMove ) //FIXME: saberMove not set until pmove!
|
|
&& hitOwner->client->ps.saberAnimLevel != FORCE_LEVEL_1 && hitOwner->client->ps.saberAnimLevel != FORCE_LEVEL_5
|
|
&& hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 )
|
|
{//attacker bounced off, and defender has ability to do knockaways, so do one unless we're using fast attacks
|
|
//turn the parry into a knockaway
|
|
hitOwner->client->ps.saberBounceMove = PM_KnockawayForParry( hitOwner->client->ps.saberBlocked );
|
|
}
|
|
else if ( (ent->client->ps.saberAnimLevel == FORCE_LEVEL_3 && !Q_irand(0,6) )
|
|
|| ( ent->client->ps.saberAnimLevel==FORCE_LEVEL_4 && !Q_irand(0,3) ) )
|
|
{// a strong attack can sometimes do a knockdown
|
|
//HMM... maybe only if they're moving backwards?
|
|
if ( WP_BrokenParryKnockDown( hitOwner ) )
|
|
{
|
|
hitOwner->client->ps.saberBlocked = BLOCKED_NONE;
|
|
hitOwner->client->ps.saberBounceMove = LS_NONE;
|
|
}
|
|
}
|
|
}
|
|
collisionResolved = qtrue;
|
|
}
|
|
}
|
|
/*
|
|
else if ( entDefending && hitOwnerAttacking )
|
|
{//I'm parrying, they're attacking
|
|
if ( hitOwnerPowerLevel < FORCE_LEVEL_3 )
|
|
{//strong attacks cannot be deflected
|
|
//based on angle of attack & angle of defensive saber, see if I should deflect off in another dir rather than bounce back
|
|
deflected = WP_GetSaberDeflectionAngle( hitOwner, ent );
|
|
//just so Jedi knows that he was blocked
|
|
hitOwner->client->ps.saberEventFlags |= SEF_BLOCKED;
|
|
}
|
|
//FIXME: base parry breaks on animation (saber attack level), not FP_SABER_OFFENSE
|
|
if ( hitOwnerPowerLevel > FORCE_LEVEL_2 || (!deflected && Q_irand( 0, PM_PowerLevelForSaberAnim( &hitOwner->client->ps ) - ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] ) > 0 ) )
|
|
{//broke my parry altogether
|
|
if ( hitOwnerPowerLevel > FORCE_LEVEL_2 || Q_irand( 0, hitOwner->client->ps.forcePowerLevel[FP_SABER_OFFENSE] - ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] ) )
|
|
{//chance of continuing with the attack (not bouncing back)
|
|
hitOwner->client->ps.saberEventFlags &= ~SEF_BLOCKED;
|
|
hitOwner->client->ps.saberBounceMove = LS_NONE;
|
|
}
|
|
//do some time-consuming saber-knocked-aside broken parry anim
|
|
ent->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
if ( hitOwner->client->ps.saberEventFlags&SEF_BLOCKED )
|
|
{
|
|
gi.Printf( S_COLOR_RED"%s parry broken (bounce/deflect)!\n", ent->targetname );
|
|
}
|
|
else
|
|
{
|
|
gi.Printf( S_COLOR_RED"%s parry broken (follow-through)!\n", ent->targetname );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
WP_SaberParry( ent, hitOwner );
|
|
}
|
|
collisionResolved = qtrue;
|
|
}
|
|
*/
|
|
else
|
|
{//some other kind of in-hand saber collision
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//some kind of in-flight collision
|
|
}
|
|
|
|
if ( saberHitFraction < 1.0f )
|
|
{
|
|
if ( !collisionResolved && baseDamage )
|
|
{//some other kind of in-hand saber collision
|
|
//handle my reaction
|
|
if ( !ent->client->ps.saberInFlight
|
|
&& ent->client->ps.saberLockTime < level.time )
|
|
{//my saber is in hand
|
|
if ( ent->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN )
|
|
{
|
|
if ( PM_SaberInAttack( ent->client->ps.saberMove ) || PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) ||
|
|
(entPowerLevel > FORCE_LEVEL_2&&!PM_SaberInIdle(ent->client->ps.saberMove)&&!PM_SaberInParry(ent->client->ps.saberMove)&&!PM_SaberInReflect(ent->client->ps.saberMove)) )
|
|
{//in the middle of attacking
|
|
if ( entPowerLevel < FORCE_LEVEL_3 && hitOwner->health > 0 )
|
|
{//don't deflect/bounce in strong attack or when enemy is dead
|
|
WP_GetSaberDeflectionAngle( ent, hitOwner );
|
|
ent->client->ps.saberEventFlags |= SEF_BLOCKED;
|
|
//since it was blocked/deflected, take away any damage done
|
|
//FIXME: what if the damage was done before the parry?
|
|
WP_SaberClearDamageForEntNum( hitOwner->s.number );
|
|
}
|
|
}
|
|
else
|
|
{//saber collided when not attacking, parry it
|
|
//since it was blocked/deflected, take away any damage done
|
|
//FIXME: what if the damage was done before the parry?
|
|
WP_SaberClearDamageForEntNum( hitOwner->s.number );
|
|
/*
|
|
if ( ent->s.number || g_autoBlocking->integer || ent->client->ps.saberBlockingTime > level.time )
|
|
{//either an NPC or a player who has blocking
|
|
if ( !PM_SaberInTransitionAny( ent->client->ps.saberMove ) && !PM_SaberInBounce( ent->client->ps.saberMove ) )
|
|
{//I'm not attacking, in transition or in a bounce, so play a parry
|
|
//just so Jedi knows that he parried something
|
|
WP_SaberBlockNonRandom( ent, saberHitLocation, qfalse );
|
|
}
|
|
ent->client->ps.saberEventFlags |= SEF_PARRIED;
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//since it was blocked/deflected, take away any damage done
|
|
//FIXME: what if the damage was done before the parry?
|
|
WP_SaberClearDamageForEntNum( hitOwner->s.number );
|
|
}
|
|
}
|
|
else
|
|
{//nothing happens to *me* when my inFlight saber hits something
|
|
}
|
|
//handle their reaction
|
|
if ( hitOwner
|
|
&& hitOwner->health > 0
|
|
&& hitOwner->client
|
|
&& !hitOwner->client->ps.saberInFlight
|
|
&& hitOwner->client->ps.saberLockTime < level.time )
|
|
{//their saber is in hand
|
|
if ( PM_SaberInAttack( hitOwner->client->ps.saberMove ) || PM_SaberInSpecialAttack( hitOwner->client->ps.torsoAnim ) ||
|
|
(hitOwner->client->ps.saberAnimLevel > FORCE_LEVEL_2&&!PM_SaberInIdle(hitOwner->client->ps.saberMove)&&!PM_SaberInParry(hitOwner->client->ps.saberMove)&&!PM_SaberInReflect(hitOwner->client->ps.saberMove)) )
|
|
{//in the middle of attacking
|
|
/*
|
|
if ( hitOwner->client->ps.saberAnimLevel < FORCE_LEVEL_3 )
|
|
{//don't deflect/bounce in strong attack
|
|
WP_GetSaberDeflectionAngle( hitOwner, ent );
|
|
hitOwner->client->ps.saberEventFlags |= SEF_BLOCKED;
|
|
}
|
|
*/
|
|
}
|
|
else
|
|
{//saber collided when not attacking, parry it
|
|
if ( !PM_SaberInBrokenParry( hitOwner->client->ps.saberMove ) )
|
|
{//not currently in a broken parry
|
|
if ( !WP_SaberParry( hitOwner, ent ) )
|
|
{//FIXME: hitOwner can't parry, do some time-consuming saber-knocked-aside broken parry anim?
|
|
//hitOwner->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//nothing happens to *hitOwner* when their inFlight saber hits something
|
|
}
|
|
}
|
|
|
|
//collision must have been handled by now
|
|
//Set the blocked attack bounce value in saberBlocked so we actually play our saberBounceMove anim
|
|
if ( ent->client->ps.saberEventFlags & SEF_BLOCKED )
|
|
{
|
|
if ( ent->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN )
|
|
{
|
|
ent->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
|
|
}
|
|
}
|
|
/*
|
|
if ( hitOwner && hitOwner->client->ps.saberEventFlags & SEF_BLOCKED )
|
|
{
|
|
hitOwner->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
|
|
}
|
|
*/
|
|
}
|
|
|
|
if ( saberHitFraction < 1.0f || collisionResolved )
|
|
{//either actually hit or locked
|
|
if ( ent->client->ps.saberLockTime < level.time )
|
|
{
|
|
if ( inFlightSaberBlocked )
|
|
{//FIXME: never hear this sound
|
|
G_Sound( &g_entities[ent->client->ps.saberEntityNum], G_SoundIndex( va( "sound/weapons/saber/saberbounce%d.wav", Q_irand(1,3) ) ) );
|
|
}
|
|
else
|
|
{
|
|
if ( deflected )
|
|
{
|
|
G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberbounce%d.wav", Q_irand(1,3) ) ) );
|
|
}
|
|
else
|
|
{
|
|
G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
|
|
}
|
|
}
|
|
G_PlayEffect( "saber_block", saberHitLocation, saberHitNormal );
|
|
}
|
|
// Set the little screen flash - only when an attack is blocked
|
|
g_saberFlashTime = level.time-50;
|
|
VectorCopy( saberHitLocation, g_saberFlashPos );
|
|
}
|
|
|
|
if ( saberHitFraction < 1.0f )
|
|
{
|
|
if ( inFlightSaberBlocked )
|
|
{//we threw a saber and it was blocked, do any effects, etc.
|
|
int knockAway = 5;
|
|
if ( hitEnt
|
|
&& hitOwner
|
|
&& hitOwner->client
|
|
&& (PM_SaberInAttack( hitOwner->client->ps.saberMove ) || PM_SaberInSpecialAttack( hitOwner->client->ps.torsoAnim ) || PM_SpinningSaberAnim( hitOwner->client->ps.torsoAnim )) )
|
|
{//if hit someone who was in an attack or spin anim, more likely to have in-flight saber knocked away
|
|
if ( hitOwnerPowerLevel > FORCE_LEVEL_2 )
|
|
{//string attacks almost always knock it aside!
|
|
knockAway = 1;
|
|
}
|
|
else
|
|
{//33% chance
|
|
knockAway = 2;
|
|
}
|
|
}
|
|
if ( !Q_irand( 0, knockAway ) || //random
|
|
( hitOwner && hitOwner->client &&
|
|
(hitOwner->client->NPC_class==CLASS_DESANN||hitOwner->client->NPC_class==CLASS_TAVION||hitOwner->client->NPC_class==CLASS_LUKE)
|
|
) //or if blocked by a Boss character FIXME: or base on defense level?
|
|
)//FIXME: player should not auto-block a flying saber, let him override the parry with an attack to knock the saber from the air, rather than this random chance
|
|
{//knock it aside and turn it off
|
|
G_PlayEffect( "saber_cut", saberHitLocation, saberHitNormal );
|
|
if ( hitEnt )
|
|
{
|
|
vec3_t newDir;
|
|
|
|
VectorSubtract( g_entities[ent->client->ps.saberEntityNum].currentOrigin, hitEnt->currentOrigin, newDir );
|
|
VectorNormalize( newDir );
|
|
G_ReflectMissile( ent, &g_entities[ent->client->ps.saberEntityNum], newDir );
|
|
}
|
|
Jedi_PlayDeflectSound( hitOwner );
|
|
WP_SaberDrop( ent, &g_entities[ent->client->ps.saberEntityNum] );
|
|
}
|
|
else
|
|
{
|
|
if ( !Q_irand( 0, 2 ) && hitEnt )
|
|
{
|
|
vec3_t newDir;
|
|
VectorSubtract( g_entities[ent->client->ps.saberEntityNum].currentOrigin, hitEnt->currentOrigin, newDir );
|
|
VectorNormalize( newDir );
|
|
G_ReflectMissile( ent, &g_entities[ent->client->ps.saberEntityNum], newDir );
|
|
}
|
|
WP_SaberReturn( ent, &g_entities[ent->client->ps.saberEntityNum] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ent->client->ps.saberLockTime > level.time
|
|
&& ent->s.number < ent->client->ps.saberLockEnemy
|
|
&& !Q_irand( 0, 3 ) )
|
|
{//need to make some kind of effect
|
|
vec3_t hitNorm = {0,0,1};
|
|
if ( WP_SabersIntersection( ent, &g_entities[ent->client->ps.saberLockEnemy], g_saberFlashPos ) )
|
|
{
|
|
if ( Q_irand( 0, 10 ) )
|
|
{
|
|
G_PlayEffect( "saber_block", g_saberFlashPos, hitNorm );
|
|
}
|
|
else
|
|
{
|
|
g_saberFlashTime = level.time-50;
|
|
G_PlayEffect( "saber_cut", g_saberFlashPos, hitNorm );
|
|
}
|
|
G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
|
|
}
|
|
}
|
|
|
|
if ( WP_SaberApplyDamage( ent, baseDamage, baseDFlags, brokenParry ) )
|
|
{//actually did damage to something
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
gi.Printf( "base damage was %4.2f\n", baseDamage );
|
|
}
|
|
#endif
|
|
G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberhit%d.wav", Q_irand( 1, 3 ) ) ) );
|
|
}
|
|
|
|
if ( hit_wall )
|
|
{
|
|
//just so Jedi knows that he hit a wall
|
|
ent->client->ps.saberEventFlags |= SEF_HITWALL;
|
|
if ( ent->s.number == 0 )
|
|
{
|
|
AddSoundEvent( ent, ent->currentOrigin, 128, AEL_DISCOVERED );
|
|
AddSightEvent( ent, ent->currentOrigin, 256, AEL_DISCOVERED, 50 );
|
|
}
|
|
}
|
|
}
|
|
|
|
//SABER THROWING============================================================================
|
|
//SABER THROWING============================================================================
|
|
//SABER THROWING============================================================================
|
|
//SABER THROWING============================================================================
|
|
//SABER THROWING============================================================================
|
|
//SABER THROWING============================================================================
|
|
|
|
/*
|
|
================
|
|
WP_SaberImpact
|
|
|
|
================
|
|
*/
|
|
void WP_SaberImpact( gentity_t *owner, gentity_t *saber, trace_t *trace )
|
|
{
|
|
gentity_t *other;
|
|
|
|
other = &g_entities[trace->entityNum];
|
|
|
|
if ( other->takedamage && (other->svFlags&SVF_BBRUSH) )
|
|
{//a breakable brush? break it!
|
|
vec3_t dir;
|
|
VectorCopy( saber->s.pos.trDelta, dir );
|
|
VectorNormalize( dir );
|
|
|
|
G_Damage( other, owner, saber, dir, trace->endpos, other->health*2, 0, MOD_SABER );
|
|
G_PlayEffect( "saber_cut", trace->endpos, dir );
|
|
if ( owner->s.number == 0 )
|
|
{
|
|
AddSoundEvent( owner, trace->endpos, 256, AEL_DISCOVERED );
|
|
AddSightEvent( owner, trace->endpos, 512, AEL_DISCOVERED, 50 );
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( saber->s.pos.trType == TR_LINEAR )
|
|
{
|
|
//hit a wall? send it back
|
|
WP_SaberReturn( saber->owner, saber );
|
|
}
|
|
|
|
if ( other && !other->client && (other->contents&CONTENTS_LIGHTSABER) )//&& other->s.weapon == WP_SABER )
|
|
{//2 in-flight sabers collided!
|
|
//Big flash
|
|
//FIXME: bigger effect/sound?
|
|
//FIXME: STILL DOESNT WORK!!!
|
|
G_Sound( saber, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
|
|
G_PlayEffect( "saber_block", trace->endpos );
|
|
g_saberFlashTime = level.time-50;
|
|
VectorCopy( trace->endpos, g_saberFlashPos );
|
|
}
|
|
|
|
if ( owner && owner->s.number == 0 && owner->client )
|
|
{
|
|
//Add the event
|
|
if ( owner->client->ps.saberLength > 0 )
|
|
{//saber is on, very suspicious
|
|
AddSoundEvent( owner, saber->currentOrigin, 128, AEL_DISCOVERED );
|
|
AddSightEvent( owner, saber->currentOrigin, 256, AEL_DISCOVERED, 50 );
|
|
}
|
|
else
|
|
{//saber is off, not as suspicious
|
|
AddSoundEvent( owner, saber->currentOrigin, 128, AEL_SUSPICIOUS );
|
|
AddSightEvent( owner, saber->currentOrigin, 256, AEL_SUSPICIOUS );
|
|
}
|
|
}
|
|
|
|
// check for bounce
|
|
if ( !other->takedamage && ( saber->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) )
|
|
{
|
|
// Check to see if there is a bounce count
|
|
if ( saber->bounceCount ) {
|
|
// decrement number of bounces and then see if it should be done bouncing
|
|
if ( --saber->bounceCount <= 0 ) {
|
|
// He (or she) will bounce no more (after this current bounce, that is).
|
|
saber->s.eFlags &= !( EF_BOUNCE | EF_BOUNCE_HALF );
|
|
if ( saber->s.pos.trType == TR_LINEAR && owner && owner->client && owner->client->ps.saberEntityState == SES_RETURNING )
|
|
{
|
|
WP_SaberDrop( saber->owner, saber );
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{//bounced and still have bounces left
|
|
if ( saber->s.pos.trType == TR_LINEAR && owner && owner->client && owner->client->ps.saberEntityState == SES_RETURNING )
|
|
{//under telekinetic control
|
|
if ( !gi.inPVS( saber->currentOrigin, owner->client->renderInfo.handRPoint ) )
|
|
{//not in the PVS of my master
|
|
saber->bounceCount -= 25;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( saber->s.pos.trType == TR_LINEAR && owner && owner->client && owner->client->ps.saberEntityState == SES_RETURNING )
|
|
{
|
|
//don't home for a few frames so we can get around this thing
|
|
trace_t bounceTr;
|
|
vec3_t end;
|
|
float owner_dist = Distance( owner->client->renderInfo.handRPoint, saber->currentOrigin );
|
|
|
|
VectorMA( saber->currentOrigin, 10, trace->plane.normal, end );
|
|
gi.trace( &bounceTr, saber->currentOrigin, saber->mins, saber->maxs, end, owner->s.number, saber->clipmask );
|
|
VectorCopy( bounceTr.endpos, saber->currentOrigin );
|
|
if ( owner_dist > 0 )
|
|
{
|
|
if ( owner_dist > 50 )
|
|
{
|
|
owner->client->ps.saberEntityDist = owner_dist-50;
|
|
}
|
|
else
|
|
{
|
|
owner->client->ps.saberEntityDist = 0;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
G_BounceMissile( saber, trace );
|
|
|
|
if ( saber->s.pos.trType == TR_GRAVITY )
|
|
{//bounced
|
|
//play a bounce sound
|
|
G_Sound( saber, G_SoundIndex( va( "sound/weapons/saber/bounce%d.wav", Q_irand( 1, 3 ) ) ) );
|
|
//change rotation
|
|
VectorCopy( saber->currentAngles, saber->s.apos.trBase );
|
|
saber->s.apos.trType = TR_LINEAR;
|
|
saber->s.apos.trTime = level.time;
|
|
VectorSet( saber->s.apos.trDelta, Q_irand( -300, 300 ), Q_irand( -300, 300 ), Q_irand( -300, 300 ) );
|
|
}
|
|
//see if we stopped
|
|
else if ( saber->s.pos.trType == TR_STATIONARY )
|
|
{//stopped
|
|
//play a bounce sound
|
|
G_Sound( saber, G_SoundIndex( va( "sound/weapons/saber/bounce%d.wav", Q_irand( 1, 3 ) ) ) );
|
|
//stop rotation
|
|
VectorClear( saber->s.apos.trDelta );
|
|
saber->currentAngles[0] = SABER_PITCH_HACK;
|
|
VectorCopy( saber->currentAngles, saber->s.apos.trBase );
|
|
//remember when it fell so it can return automagically
|
|
saber->aimDebounceTime = level.time;
|
|
}
|
|
}
|
|
else if ( other->client && other->health > 0
|
|
&& ( other->client->NPC_class == CLASS_DESANN || other->client->NPC_class == CLASS_TAVION || other->client->NPC_class == CLASS_LUKE || ( other->client->NPC_class == CLASS_GALAKMECH && other->client->ps.powerups[PW_GALAK_SHIELD] > 0 ) ) )
|
|
{//Luke, Desann and Tavion slap thrown sabers aside
|
|
WP_SaberDrop( owner, saber );
|
|
G_Sound( saber, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
|
|
G_PlayEffect( "saber_block", trace->endpos );
|
|
g_saberFlashTime = level.time-50;
|
|
VectorCopy( trace->endpos, g_saberFlashPos );
|
|
//FIXME: make Luke/Desann/Tavion play an attack anim or some other special anim when this happens
|
|
Jedi_PlayDeflectSound( other );
|
|
}
|
|
}
|
|
|
|
extern float G_PointDistFromLineSegment( const vec3_t start, const vec3_t end, const vec3_t from );
|
|
void WP_SaberInFlightReflectCheck( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
gentity_t *ent;
|
|
gentity_t *entityList[MAX_GENTITIES];
|
|
gentity_t *missile_list[MAX_GENTITIES];
|
|
int numListedEntities;
|
|
vec3_t mins, maxs;
|
|
int i, e;
|
|
int ent_count = 0;
|
|
int radius = 180;
|
|
vec3_t center, forward;
|
|
vec3_t tip;
|
|
vec3_t up = {0,0,1};
|
|
|
|
if ( self->NPC && (self->NPC->scriptFlags&SCF_IGNORE_ALERTS) )
|
|
{//don't react to things flying at me...
|
|
return;
|
|
}
|
|
//sanity checks: make sure we actually have a saberent
|
|
if ( self->client->ps.weapon != WP_SABER )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->client->ps.saberInFlight )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->client->ps.saberLength )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->client->ps.saberEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
return;
|
|
}
|
|
gentity_t *saberent = &g_entities[self->client->ps.saberEntityNum];
|
|
if ( !saberent )
|
|
{
|
|
return;
|
|
}
|
|
//okay, enough damn sanity checks
|
|
|
|
VectorCopy( saberent->currentOrigin, center );
|
|
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
mins[i] = center[i] - radius;
|
|
maxs[i] = center[i] + radius;
|
|
}
|
|
|
|
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
//FIXME: check visibility?
|
|
for ( e = 0 ; e < numListedEntities ; e++ )
|
|
{
|
|
ent = entityList[ e ];
|
|
|
|
if (ent == self)
|
|
continue;
|
|
if (ent->owner == self)
|
|
continue;
|
|
if ( !(ent->inuse) )
|
|
continue;
|
|
if ( ent->s.eType != ET_MISSILE )
|
|
{
|
|
if ( ent->client || ent->s.weapon != WP_SABER )
|
|
{//FIXME: wake up bad guys?
|
|
continue;
|
|
}
|
|
if ( ent->s.eFlags & EF_NODRAW )
|
|
{
|
|
continue;
|
|
}
|
|
if ( Q_stricmp( "lightsaber", ent->classname ) != 0 )
|
|
{//not a lightsaber
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{//FIXME: make exploding missiles explode?
|
|
if ( ent->s.pos.trType == TR_STATIONARY )
|
|
{//nothing you can do with a stationary missile
|
|
continue;
|
|
}
|
|
if ( ent->splashDamage || ent->splashRadius )
|
|
{//can't deflect exploding missiles
|
|
if ( DistanceSquared( ent->currentOrigin, center ) < 256 )//16 squared
|
|
{
|
|
G_MissileImpacted( ent, saberent, ent->currentOrigin, up );
|
|
}
|
|
continue;
|
|
}
|
|
}
|
|
|
|
//don't deflect it if it's not within 16 units of the blade
|
|
VectorMA( self->client->renderInfo.muzzlePoint, self->client->ps.saberLength, self->client->renderInfo.muzzleDir, tip );
|
|
|
|
if( G_PointDistFromLineSegment( self->client->renderInfo.muzzlePoint, tip, ent->currentOrigin ) > 32 )
|
|
{
|
|
continue;
|
|
}
|
|
// ok, we are within the radius, add us to the incoming list
|
|
missile_list[ent_count] = ent;
|
|
ent_count++;
|
|
|
|
}
|
|
|
|
if ( ent_count )
|
|
{
|
|
vec3_t fx_dir;
|
|
// we are done, do we have any to deflect?
|
|
if ( ent_count )
|
|
{
|
|
for ( int x = 0; x < ent_count; x++ )
|
|
{
|
|
if ( missile_list[x]->s.weapon == WP_SABER )
|
|
{//just send it back
|
|
if ( missile_list[x]->owner && missile_list[x]->owner->client && missile_list[x]->owner->client->ps.saberActive && missile_list[x]->s.pos.trType == TR_LINEAR && missile_list[x]->owner->client->ps.saberEntityState != SES_RETURNING )
|
|
{//it's on and being controlled
|
|
//FIXME: prevent it from damaging me?
|
|
WP_SaberReturn( missile_list[x]->owner, missile_list[x] );
|
|
VectorNormalize2( missile_list[x]->s.pos.trDelta, fx_dir );
|
|
G_PlayEffect( "saber_block", missile_list[x]->currentOrigin, fx_dir );
|
|
if ( missile_list[x]->owner->client->ps.saberInFlight && self->client->ps.saberInFlight )
|
|
{
|
|
G_Sound( missile_list[x], G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
|
|
g_saberFlashTime = level.time-50;
|
|
gentity_t *saber = &g_entities[self->client->ps.saberEntityNum];
|
|
vec3_t org;
|
|
VectorSubtract( missile_list[x]->currentOrigin, saber->currentOrigin, org );
|
|
VectorMA( saber->currentOrigin, 0.5, org, org );
|
|
VectorCopy( org, g_saberFlashPos );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//bounce it
|
|
if ( self->client && !self->s.number )
|
|
{
|
|
self->client->sess.missionStats.saberBlocksCnt++;
|
|
}
|
|
|
|
G_ReflectMissile( self, missile_list[x], forward );
|
|
//do an effect
|
|
VectorNormalize2( missile_list[x]->s.pos.trDelta, fx_dir );
|
|
G_PlayEffect( "blaster/deflect", missile_list[x]->currentOrigin, fx_dir );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean WP_SaberValidateEnemy( gentity_t *self, gentity_t *enemy )
|
|
{
|
|
if ( !enemy )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( !enemy || enemy == self || !enemy->inuse || !enemy->client )
|
|
{//not valid
|
|
return qfalse;
|
|
}
|
|
|
|
if ( enemy->health <= 0 )
|
|
{//corpse
|
|
return qfalse;
|
|
}
|
|
|
|
if ( DistanceSquared( self->client->renderInfo.handRPoint, enemy->currentOrigin ) > saberThrowDistSquared[self->client->ps.forcePowerLevel[FP_SABERTHROW]] )
|
|
{//too far
|
|
return qfalse;
|
|
}
|
|
|
|
if ( (!InFront( enemy->currentOrigin, self->currentOrigin, self->client->ps.viewangles, 0.0f) || !G_ClearLOS( self, self->client->renderInfo.eyePoint, enemy ) )
|
|
&& ( DistanceHorizontalSquared( enemy->currentOrigin, self->currentOrigin ) > 65536 || fabs(enemy->currentOrigin[2]-self->currentOrigin[2]) > 384 ) )
|
|
{//(not in front or not clear LOS) & greater than 256 away
|
|
return qfalse;
|
|
}
|
|
|
|
if ( enemy->client->playerTeam == self->client->playerTeam )
|
|
{//on same team
|
|
return qfalse;
|
|
}
|
|
|
|
//LOS?
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
float WP_SaberRateEnemy( gentity_t *enemy, vec3_t center, vec3_t forward, float radius )
|
|
{
|
|
float rating;
|
|
vec3_t dir;
|
|
|
|
VectorSubtract( enemy->currentOrigin, center, dir );
|
|
rating = (1.0f-(VectorNormalize( dir )/radius));
|
|
rating *= DotProduct( forward, dir );
|
|
return rating;
|
|
}
|
|
|
|
gentity_t *WP_SaberFindEnemy( gentity_t *self, gentity_t *saber )
|
|
{
|
|
//FIXME: should be a more intelligent way of doing this, like auto aim?
|
|
//closest, most in front... did damage to... took damage from? How do we know who the player is focusing on?
|
|
gentity_t *ent, *bestEnt = NULL;
|
|
gentity_t *entityList[MAX_GENTITIES];
|
|
int numListedEntities;
|
|
vec3_t center, mins, maxs, fwdangles, forward;
|
|
int i, e;
|
|
float radius = 400;
|
|
float rating, bestRating = 0.0f;
|
|
|
|
//FIXME: no need to do this in 1st person?
|
|
fwdangles[1] = self->client->ps.viewangles[1];
|
|
AngleVectors( fwdangles, forward, NULL, NULL );
|
|
|
|
VectorCopy( saber->currentOrigin, center );
|
|
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
mins[i] = center[i] - radius;
|
|
maxs[i] = center[i] + radius;
|
|
}
|
|
|
|
if ( WP_SaberValidateEnemy( self, self->enemy ) )
|
|
{
|
|
bestEnt = self->enemy;
|
|
bestRating = WP_SaberRateEnemy( bestEnt, center, forward, radius );
|
|
}
|
|
|
|
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
if ( !numListedEntities )
|
|
{//should we clear the enemy?
|
|
return bestEnt;
|
|
}
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ )
|
|
{
|
|
ent = entityList[ e ];
|
|
|
|
if ( ent == self || ent == saber || ent == bestEnt )
|
|
{
|
|
continue;
|
|
}
|
|
if ( !WP_SaberValidateEnemy( self, ent ) )
|
|
{//doesn't meet criteria of valid look enemy (don't check current since we would have done that before this func's call
|
|
continue;
|
|
}
|
|
if ( !gi.inPVS( self->currentOrigin, ent->currentOrigin ) )
|
|
{//not even potentially visible
|
|
continue;
|
|
}
|
|
if ( !G_ClearLOS( self, self->client->renderInfo.eyePoint, ent ) )
|
|
{//can't see him
|
|
continue;
|
|
}
|
|
//rate him based on how close & how in front he is
|
|
rating = WP_SaberRateEnemy( ent, center, forward, radius );
|
|
if ( rating > bestRating )
|
|
{
|
|
bestEnt = ent;
|
|
bestRating = rating;
|
|
}
|
|
}
|
|
return bestEnt;
|
|
}
|
|
|
|
void WP_RunSaber( gentity_t *self, gentity_t *saber )
|
|
{
|
|
vec3_t origin, oldOrg;
|
|
trace_t tr;
|
|
|
|
VectorCopy( saber->currentOrigin, oldOrg );
|
|
// get current position
|
|
EvaluateTrajectory( &saber->s.pos, level.time, origin );
|
|
// get current angles
|
|
EvaluateTrajectory( &saber->s.apos, level.time, saber->currentAngles );
|
|
|
|
// trace a line from the previous position to the current position,
|
|
// ignoring interactions with the missile owner
|
|
gi.trace( &tr, saber->currentOrigin, saber->mins, saber->maxs, origin,
|
|
saber->owner ? saber->owner->s.number : ENTITYNUM_NONE, saber->clipmask );
|
|
|
|
VectorCopy( tr.endpos, saber->currentOrigin );
|
|
|
|
if ( self->client->ps.saberActive )
|
|
{
|
|
if ( self->client->ps.saberInFlight || (self->client->ps.weaponTime&&!Q_irand( 0, 100 )) )
|
|
{//make enemies run from a lit saber in flight or from me when I'm attacking
|
|
if ( !Q_irand( 0, 10 ) )
|
|
{//not so often...
|
|
AddSightEvent( self, saber->currentOrigin, self->client->ps.saberLength*3, AEL_DANGER, 100 );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( tr.startsolid )
|
|
{
|
|
tr.fraction = 0;
|
|
}
|
|
|
|
gi.linkentity( saber );
|
|
|
|
//touch push triggers?
|
|
|
|
if ( tr.fraction != 1 )
|
|
{
|
|
WP_SaberImpact( self, saber, &tr );
|
|
}
|
|
|
|
if ( saber->s.pos.trType == TR_LINEAR )
|
|
{//home
|
|
//figure out where saber should be
|
|
vec3_t forward, saberHome, saberDest, fwdangles = {0};
|
|
|
|
VectorCopy( self->client->ps.viewangles, fwdangles );
|
|
if ( self->s.number )
|
|
{
|
|
fwdangles[0] -= 8;
|
|
}
|
|
else if ( cg.renderingThirdPerson )
|
|
{
|
|
fwdangles[0] -= 5;
|
|
}
|
|
|
|
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_1
|
|
|| self->client->ps.saberEntityState == SES_RETURNING
|
|
|| VectorCompare( saber->s.pos.trDelta, vec3_origin ) )
|
|
{//control if it's returning or just starting
|
|
float saberSpeed = 500;//FIXME: based on force level?
|
|
float dist;
|
|
gentity_t *enemy = NULL;
|
|
|
|
AngleVectors( fwdangles, forward, NULL, NULL );
|
|
|
|
if ( self->client->ps.saberEntityDist < 100 )
|
|
{//make the saber head to my hand- the bolt it was attached to
|
|
VectorCopy( self->client->renderInfo.handRPoint, saberHome );
|
|
}
|
|
else
|
|
{//aim saber from eyes
|
|
VectorCopy( self->client->renderInfo.eyePoint, saberHome );
|
|
}
|
|
VectorMA( saberHome, self->client->ps.saberEntityDist, forward, saberDest );
|
|
|
|
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 && self->client->ps.saberEntityState == SES_LEAVING )
|
|
{//max level
|
|
//pick an enemy
|
|
enemy = WP_SaberFindEnemy( self, saber );
|
|
if ( enemy )
|
|
{//home in on enemy
|
|
float enemyDist = Distance( self->client->renderInfo.handRPoint, enemy->currentOrigin );
|
|
VectorCopy( enemy->currentOrigin, saberDest );
|
|
saberDest[2] += enemy->maxs[2]/2.0f;
|
|
self->client->ps.saberEntityDist = enemyDist;
|
|
}
|
|
}
|
|
|
|
|
|
//Make the saber head there
|
|
VectorSubtract( saberDest, saber->currentOrigin, saber->s.pos.trDelta );
|
|
dist = VectorNormalize( saber->s.pos.trDelta );
|
|
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 && self->client->ps.saberEntityState == SES_LEAVING && !enemy )
|
|
{
|
|
if ( dist < 200 )
|
|
{
|
|
saberSpeed = 400 - (dist*2);
|
|
}
|
|
}
|
|
else if ( self->client->ps.saberEntityState == SES_LEAVING && dist < 50 )
|
|
{
|
|
saberSpeed = dist * 2 + 30;
|
|
}
|
|
/*
|
|
if ( self->client->ps.saberEntityState == SES_RETURNING )
|
|
{//FIXME: if returning, move faster?
|
|
saberSpeed = 800;
|
|
if ( dist < 200 )
|
|
{
|
|
saberSpeed -= 400 - (dist*2);
|
|
}
|
|
}
|
|
*/
|
|
VectorScale( saber->s.pos.trDelta, saberSpeed, saber->s.pos.trDelta );
|
|
SnapVector( saber->s.pos.trDelta ); // save net bandwidth
|
|
VectorCopy( saber->currentOrigin, saber->s.pos.trBase );
|
|
saber->s.pos.trTime = level.time;
|
|
saber->s.pos.trType = TR_LINEAR;
|
|
}
|
|
|
|
//if it's heading back, point it's base at us
|
|
if ( self->client->ps.saberEntityState == SES_RETURNING )
|
|
{
|
|
fwdangles[0] += SABER_PITCH_HACK;
|
|
VectorCopy( fwdangles, saber->s.apos.trBase );
|
|
saber->s.apos.trTime = level.time;
|
|
saber->s.apos.trType = TR_INTERPOLATE;
|
|
VectorClear( saber->s.apos.trDelta );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
qboolean WP_SaberLaunch( gentity_t *self, gentity_t *saber, qboolean thrown )
|
|
{//FIXME: probably need a debounce time
|
|
vec3_t saberMins={-3.0f,-3.0f,-3.0f};
|
|
vec3_t saberMaxs={3.0f,3.0f,3.0f};
|
|
trace_t trace;
|
|
|
|
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 )
|
|
{
|
|
if ( !WP_ForcePowerUsable( self, FP_SABERTHROW, 20 ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !WP_ForcePowerUsable( self, FP_SABERTHROW, 0 ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
if ( !self->s.number && (cg.zoomMode || in_camera) )
|
|
{//can't saber throw when zoomed in or in cinematic
|
|
return qfalse;
|
|
}
|
|
//make sure it won't start in solid
|
|
gi.trace( &trace, self->client->renderInfo.handRPoint, saberMins, saberMaxs, self->client->renderInfo.handRPoint, saber->s.number, MASK_SOLID );
|
|
if ( trace.startsolid || trace.allsolid )
|
|
{
|
|
return qfalse;
|
|
}
|
|
//make sure I'm not throwing it on the other side of a door or wall or whatever
|
|
gi.trace( &trace, self->currentOrigin, vec3_origin, vec3_origin, self->client->renderInfo.handRPoint, self->s.number, MASK_SOLID );
|
|
if ( trace.startsolid || trace.allsolid || trace.fraction < 1.0f )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 )
|
|
{//at max skill, the cost increases as keep it out
|
|
WP_ForcePowerStart( self, FP_SABERTHROW, 10 );
|
|
}
|
|
else
|
|
{
|
|
WP_ForcePowerStart( self, FP_SABERTHROW, 0 );
|
|
}
|
|
//draw it
|
|
saber->s.eFlags &= ~EF_NODRAW;
|
|
saber->svFlags |= SVF_BROADCAST;
|
|
saber->svFlags &= ~SVF_NOCLIENT;
|
|
|
|
//place it
|
|
VectorCopy( self->client->renderInfo.handRPoint, saber->currentOrigin );//muzzlePoint
|
|
VectorCopy( saber->currentOrigin, saber->s.pos.trBase );
|
|
saber->s.pos.trTime = level.time;
|
|
saber->s.pos.trType = TR_LINEAR;
|
|
VectorClear( saber->s.pos.trDelta );
|
|
gi.linkentity( saber );
|
|
|
|
//spin it
|
|
VectorClear( saber->s.apos.trBase );
|
|
saber->s.apos.trTime = level.time;
|
|
saber->s.apos.trType = TR_LINEAR;
|
|
if ( self->health > 0 && thrown )
|
|
{//throwing it
|
|
saber->s.apos.trBase[1] = self->client->ps.viewangles[1];
|
|
saber->s.apos.trBase[0] = SABER_PITCH_HACK;
|
|
}
|
|
else
|
|
{//dropping it
|
|
vectoangles( self->client->renderInfo.muzzleDir, saber->s.apos.trBase );
|
|
}
|
|
VectorClear( saber->s.apos.trDelta );
|
|
|
|
switch ( self->client->ps.forcePowerLevel[FP_SABERTHROW] )
|
|
{//FIXME: make a table?
|
|
default:
|
|
case FORCE_LEVEL_1:
|
|
saber->s.apos.trDelta[1] = 600;
|
|
break;
|
|
case FORCE_LEVEL_2:
|
|
saber->s.apos.trDelta[1] = 800;
|
|
break;
|
|
case FORCE_LEVEL_3:
|
|
saber->s.apos.trDelta[1] = 1200;
|
|
break;
|
|
}
|
|
|
|
//Take it out of my hand
|
|
self->client->ps.saberInFlight = qtrue;
|
|
self->client->ps.saberEntityState = SES_LEAVING;
|
|
self->client->ps.saberEntityDist = saberThrowDist[self->client->ps.forcePowerLevel[FP_SABERTHROW]];
|
|
self->client->ps.saberThrowTime = level.time;
|
|
//if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 )
|
|
{
|
|
self->client->ps.forcePowerDebounce[FP_SABERTHROW] = level.time + 1000;//so we can keep it out for a minimum amount of time
|
|
}
|
|
|
|
//if it's not active, turn it on
|
|
self->client->ps.saberActive = qtrue;
|
|
|
|
//turn on the saber trail
|
|
self->client->saberTrail.inAction = qtrue;
|
|
self->client->saberTrail.duration = 150;
|
|
|
|
//reset the mins
|
|
VectorCopy( saberMins, saber->mins );
|
|
VectorCopy( saberMaxs, saber->maxs );
|
|
saber->contents = 0;//CONTENTS_LIGHTSABER;
|
|
saber->clipmask = MASK_SOLID | CONTENTS_LIGHTSABER;
|
|
|
|
// remove the ghoul2 sabre model on the player
|
|
gi.G2API_RemoveGhoul2Model(self->ghoul2, self->weaponModel);
|
|
self->weaponModel = -1;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
void WP_SaberLose( gentity_t *self, vec3_t throwDir )
|
|
{
|
|
if ( !self || !self->client || self->client->ps.saberEntityNum <= 0 )
|
|
{//WTF?!! We lost it already?
|
|
return;
|
|
}
|
|
gentity_t *dropped = &g_entities[self->client->ps.saberEntityNum];
|
|
if ( !self->client->ps.saberInFlight )
|
|
{//not alreay in air
|
|
//make it so we can throw it
|
|
self->client->ps.forcePowersKnown |= (1<<FP_SABERTHROW);
|
|
self->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_1;
|
|
//throw it
|
|
if ( !WP_SaberLaunch( self, dropped, qfalse ) )
|
|
{//couldn't throw it
|
|
return;
|
|
}
|
|
}
|
|
if ( self->client->ps.saberActive )
|
|
{//on
|
|
//drop it instantly
|
|
WP_SaberDrop( self, dropped );
|
|
}
|
|
//optionally give it some thrown velocity
|
|
if ( throwDir && !VectorCompare( throwDir, vec3_origin ) )
|
|
{
|
|
VectorCopy( throwDir, dropped->s.pos.trDelta );
|
|
}
|
|
//don't pull it back on the next frame
|
|
if ( self->NPC )
|
|
{
|
|
self->NPC->last_ucmd.buttons &= ~BUTTON_ATTACK;
|
|
}
|
|
}
|
|
|
|
void WP_SaberCatch( gentity_t *self, gentity_t *saber, qboolean switchToSaber )
|
|
{//FIXME: probably need a debounce time
|
|
if ( self->health > 0 && !PM_SaberInBrokenParry( self->client->ps.saberMove ) && self->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN )
|
|
{
|
|
//don't draw it
|
|
saber->s.eFlags |= EF_NODRAW;
|
|
saber->svFlags &= SVF_BROADCAST;
|
|
saber->svFlags |= SVF_NOCLIENT;
|
|
|
|
//take off any gravity stuff if we'd dropped it
|
|
saber->s.pos.trType = TR_LINEAR;
|
|
saber->s.eFlags &= ~EF_BOUNCE_HALF;
|
|
|
|
//Put it in my hand
|
|
self->client->ps.saberInFlight = qfalse;
|
|
self->client->ps.saberEntityState = SES_LEAVING;
|
|
|
|
//turn off the saber trail
|
|
self->client->saberTrail.inAction = qfalse;
|
|
self->client->saberTrail.duration = 75;
|
|
|
|
//reset its contents/clipmask
|
|
saber->contents = CONTENTS_LIGHTSABER;// | CONTENTS_SHOTCLIP;
|
|
saber->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
|
|
//play catch sound
|
|
G_Sound( saber, G_SoundIndex( "sound/weapons/saber/saber_catch.wav" ) );
|
|
//FIXME: if an NPC, don't turn it back on if no enemy or enemy is dead...
|
|
//if it's not our current weapon, make it our current weapon
|
|
if ( self->client->ps.weapon == WP_SABER )
|
|
{
|
|
G_CreateG2AttachedWeaponModel( self, self->client->ps.saberModel );
|
|
}
|
|
if ( switchToSaber )
|
|
{
|
|
if ( self->client->ps.weapon != WP_SABER )
|
|
{
|
|
CG_ChangeWeapon( WP_SABER );
|
|
}
|
|
else
|
|
{//if it's not active, turn it on
|
|
self->client->ps.saberActive = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void WP_SaberReturn( gentity_t *self, gentity_t *saber )
|
|
{
|
|
if ( PM_SaberInBrokenParry( self->client->ps.saberMove ) || self->client->ps.saberBlocked == BLOCKED_PARRY_BROKEN )
|
|
{
|
|
return;
|
|
}
|
|
if ( self && self->client )
|
|
{//still alive and stuff
|
|
//FIXME: when it's returning, flies butt first, but seems to do a lot of damage when going through people... hmm...
|
|
self->client->ps.saberEntityState = SES_RETURNING;
|
|
//turn down the saber trail
|
|
self->client->saberTrail.inAction = qfalse;
|
|
self->client->saberTrail.duration = 75;
|
|
}
|
|
if ( !(saber->s.eFlags&EF_BOUNCE) )
|
|
{
|
|
saber->s.eFlags |= EF_BOUNCE;
|
|
saber->bounceCount = 300;
|
|
}
|
|
}
|
|
|
|
|
|
void WP_SaberDrop( gentity_t *self, gentity_t *saber )
|
|
{
|
|
saber->s.eFlags &= ~EF_BOUNCE;
|
|
saber->bounceCount = 0;
|
|
//make it fall
|
|
saber->s.pos.trType = TR_GRAVITY;
|
|
//make it bounce some
|
|
saber->s.eFlags |= EF_BOUNCE_HALF;
|
|
//make it spin
|
|
VectorCopy( saber->currentAngles, saber->s.apos.trBase );
|
|
saber->s.apos.trType = TR_LINEAR;
|
|
saber->s.apos.trTime = level.time;
|
|
VectorSet( saber->s.apos.trDelta, Q_irand( -300, 300 ), saber->s.apos.trDelta[1], Q_irand( -300, 300 ) );
|
|
if ( !saber->s.apos.trDelta[1] )
|
|
{
|
|
saber->s.apos.trDelta[1] = Q_irand( -300, 300 );
|
|
}
|
|
//force it to be ready to return
|
|
self->client->ps.saberEntityDist = 0;
|
|
self->client->ps.saberEntityState = SES_RETURNING;
|
|
//turn it off
|
|
self->client->ps.saberActive = qfalse;
|
|
//turn off the saber trail
|
|
self->client->saberTrail.inAction = qfalse;
|
|
self->client->saberTrail.duration = 75;
|
|
//play the saber turning off sound
|
|
if ( self->client->playerTeam == TEAM_PLAYER )
|
|
{
|
|
G_SoundOnEnt( saber, CHAN_AUTO, "sound/weapons/saber/saberoff.wav" );
|
|
}
|
|
else
|
|
{
|
|
G_SoundOnEnt( saber, CHAN_AUTO, "sound/weapons/saber/enemy_saber_off.wav" );
|
|
}
|
|
|
|
if ( self->health <= 0 )
|
|
{//owner is dead!
|
|
saber->s.time = level.time;//will make us free ourselves after a time
|
|
}
|
|
}
|
|
|
|
|
|
void WP_SaberPull( gentity_t *self, gentity_t *saber )
|
|
{
|
|
if ( PM_SaberInBrokenParry( self->client->ps.saberMove ) || self->client->ps.saberBlocked == BLOCKED_PARRY_BROKEN )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->health > 0 )
|
|
{
|
|
//take off gravity
|
|
saber->s.pos.trType = TR_LINEAR;
|
|
//take off bounce
|
|
saber->s.eFlags &= EF_BOUNCE_HALF;
|
|
//play sound
|
|
G_Sound( self, G_SoundIndex( "sound/weapons/force/pull.wav" ) );
|
|
}
|
|
}
|
|
|
|
|
|
// Check if we are throwing it, launch it if needed, update position if needed.
|
|
void WP_SaberThrow( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
static float MAX_SABER_DIST = 400;
|
|
vec3_t saberDiff;
|
|
trace_t tr;
|
|
//static float SABER_SPEED = 10;
|
|
|
|
gentity_t *saberent;
|
|
|
|
if ( self->client->ps.saberEntityNum <= 0 || self->client->ps.saberEntityNum >= ENTITYNUM_WORLD )
|
|
{//WTF?!! We lost it?
|
|
return;
|
|
}
|
|
|
|
saberent = &g_entities[self->client->ps.saberEntityNum];
|
|
|
|
VectorSubtract( self->client->renderInfo.handRPoint, saberent->currentOrigin, saberDiff );
|
|
|
|
//is our saber in flight?
|
|
if ( !self->client->ps.saberInFlight )
|
|
{//saber is not in flight right now
|
|
if ( self->client->ps.weapon != WP_SABER )
|
|
{//don't even have it out
|
|
return;
|
|
}
|
|
else if ( ucmd->buttons & BUTTON_ALT_ATTACK && !(self->client->ps.pm_flags&PMF_ALT_ATTACK_HELD) )
|
|
{//still holding it, not still holding attack from a previous throw, so throw it.
|
|
if ( WP_SaberLaunch( self, saberent, qtrue ) )
|
|
{
|
|
if ( self->client && !self->s.number )
|
|
{
|
|
self->client->sess.missionStats.saberThrownCnt++;
|
|
}
|
|
//need to recalc this because we just moved it
|
|
VectorSubtract( self->client->renderInfo.handRPoint, saberent->currentOrigin, saberDiff );
|
|
}
|
|
else
|
|
{//couldn't throw it
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{//holding it, don't want to throw it, go away.
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{//inflight
|
|
//is our saber currently on it's way back to us?
|
|
if ( self->client->ps.saberEntityState == SES_RETURNING )
|
|
{//see if we're close enough to pick it up
|
|
if ( VectorLengthSquared( saberDiff ) <= 256 )//16 squared//G_BoundsOverlap( self->absmin, self->absmax, saberent->absmin, saberent->absmax ) )//
|
|
{//caught it
|
|
vec3_t axisPoint;
|
|
trace_t trace;
|
|
VectorCopy( self->currentOrigin, axisPoint );
|
|
axisPoint[2] = self->client->renderInfo.handRPoint[2];
|
|
gi.trace( &trace, axisPoint, vec3_origin, vec3_origin, self->client->renderInfo.handRPoint, self->s.number, MASK_SOLID );
|
|
if ( !trace.startsolid && trace.fraction >= 1.0f )
|
|
{//our hand isn't through a wall
|
|
WP_SaberCatch( self, saberent, qtrue );
|
|
NPC_SetAnim( self, SETANIM_TORSO, TORSO_HANDRETRACT1, SETANIM_FLAG_OVERRIDE );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( saberent->s.pos.trType != TR_STATIONARY )
|
|
{//saber is in flight, lerp it
|
|
WP_RunSaber( self, saberent );
|
|
}
|
|
else
|
|
{//it fell on the ground
|
|
if ( self->health <= 0 && level.time > saberent->s.time + 5000 )
|
|
{//make us free ourselves after a time
|
|
G_FreeEntity( saberent );
|
|
self->client->ps.saberEntityNum = ENTITYNUM_NONE;
|
|
return;
|
|
}
|
|
if ( !self->s.number && level.time - saberent->aimDebounceTime > 15000 )
|
|
{//(only for player) been missing for 15 seconds, automagicially return
|
|
WP_SaberCatch( self, saberent, qfalse );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//are we still trying to use the saber?
|
|
if ( self->client->ps.weapon != WP_SABER )
|
|
{//switched away
|
|
if ( !self->client->ps.saberInFlight )
|
|
{//wasn't throwing saber
|
|
return;
|
|
}
|
|
else if ( saberent->s.pos.trType == TR_LINEAR )
|
|
{//switched away while controlling it, just drop the saber
|
|
WP_SaberDrop( self, saberent );
|
|
return;
|
|
}
|
|
else
|
|
{//it's on the ground, see if it's inside us (touching)
|
|
if ( G_PointInBounds( saberent->currentOrigin, self->absmin, self->absmax ) )
|
|
{//it's in us, pick it up automatically
|
|
WP_SaberPull( self, saberent );
|
|
}
|
|
}
|
|
}
|
|
else if ( saberent->s.pos.trType != TR_LINEAR )
|
|
{//weapon is saber and not flying
|
|
if ( self->client->ps.saberInFlight )
|
|
{//we dropped it
|
|
if ( ucmd->buttons & BUTTON_ATTACK )//|| self->client->ps.weaponstate == WEAPON_RAISING )//ucmd->buttons & BUTTON_ALT_ATTACK ||
|
|
{//we actively want to pick it up or we just switched to it, so pull it back
|
|
gi.trace( &tr, saberent->currentOrigin, saberent->mins, saberent->maxs, self->client->renderInfo.handRPoint, self->s.number, MASK_SOLID );
|
|
|
|
if ( tr.allsolid || tr.startsolid || tr.fraction < 1.0f )
|
|
{//can't pick it up yet, no LOS
|
|
return;
|
|
}
|
|
//clear LOS, pick it up
|
|
WP_SaberPull( self, saberent );
|
|
}
|
|
else
|
|
{//see if it's inside us (touching)
|
|
if ( G_PointInBounds( saberent->currentOrigin, self->absmin, self->absmax ) )
|
|
{//it's in us, pick it up automatically
|
|
WP_SaberPull( self, saberent );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( self->health <= 0 && self->client->ps.saberInFlight )
|
|
{//we died, drop it
|
|
WP_SaberDrop( self, saberent );
|
|
return;
|
|
}
|
|
else if ( !self->client->ps.saberActive && self->client->ps.saberEntityState != SES_RETURNING )
|
|
{//we turned it off, drop it
|
|
WP_SaberDrop( self, saberent );
|
|
return;
|
|
}
|
|
|
|
//TODO: if deactivate saber in flight, should it drop?
|
|
|
|
if ( saberent->s.pos.trType != TR_LINEAR )
|
|
{//don't home
|
|
return;
|
|
}
|
|
|
|
float saberDist = VectorLength( saberDiff );
|
|
if ( self->client->ps.saberEntityState == SES_LEAVING )
|
|
{//saber still flying forward
|
|
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 )
|
|
{//still holding it out
|
|
if ( !(ucmd->buttons&BUTTON_ALT_ATTACK) && self->client->ps.forcePowerDebounce[FP_SABERTHROW] < level.time )
|
|
{//done throwing, return to me
|
|
if ( self->client->ps.saberActive )
|
|
{//still on
|
|
WP_SaberReturn( self, saberent );
|
|
}
|
|
}
|
|
else if ( level.time - self->client->ps.saberThrowTime >= 100 )
|
|
{
|
|
if ( WP_ForcePowerAvailable( self, FP_SABERTHROW, 1 ) )
|
|
{
|
|
WP_ForcePowerDrain( self, FP_SABERTHROW, 1 );
|
|
self->client->ps.saberThrowTime = level.time;
|
|
}
|
|
else
|
|
{//out of force power, return to me
|
|
WP_SaberReturn( self, saberent );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !(ucmd->buttons&BUTTON_ALT_ATTACK) && self->client->ps.forcePowerDebounce[FP_SABERTHROW] < level.time )
|
|
{//not holding button and has been out at least 1 second, return to me
|
|
if ( self->client->ps.saberActive )
|
|
{//still on
|
|
WP_SaberReturn( self, saberent );
|
|
}
|
|
}
|
|
else if ( level.time - self->client->ps.saberThrowTime > 3000
|
|
|| (self->client->ps.forcePowerLevel[FP_SABERTHROW]==FORCE_LEVEL_1&&saberDist>=self->client->ps.saberEntityDist) )
|
|
{//been out too long, or saber throw 1 went too far, return to me
|
|
if ( self->client->ps.saberActive )
|
|
{//still on
|
|
WP_SaberReturn( self, saberent );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( self->client->ps.saberEntityState == SES_RETURNING )
|
|
{
|
|
if ( self->client->ps.saberEntityDist > 0 )
|
|
{
|
|
self->client->ps.saberEntityDist -= 25;
|
|
}
|
|
if ( self->client->ps.saberEntityDist < 0 )
|
|
{
|
|
self->client->ps.saberEntityDist = 0;
|
|
}
|
|
else if ( saberDist < self->client->ps.saberEntityDist )
|
|
{//if it's coming back to me, never push it away
|
|
self->client->ps.saberEntityDist = saberDist;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//SABER BLOCKING============================================================================
|
|
//SABER BLOCKING============================================================================
|
|
//SABER BLOCKING============================================================================
|
|
//SABER BLOCKING============================================================================
|
|
//SABER BLOCKING============================================================================
|
|
int WP_MissileBlockForBlock( int saberBlock )
|
|
{
|
|
switch( saberBlock )
|
|
{
|
|
case BLOCKED_UPPER_RIGHT:
|
|
return BLOCKED_UPPER_RIGHT_PROJ;
|
|
break;
|
|
case BLOCKED_UPPER_LEFT:
|
|
return BLOCKED_UPPER_LEFT_PROJ;
|
|
break;
|
|
case BLOCKED_LOWER_RIGHT:
|
|
return BLOCKED_LOWER_RIGHT_PROJ;
|
|
break;
|
|
case BLOCKED_LOWER_LEFT:
|
|
return BLOCKED_LOWER_LEFT_PROJ;
|
|
break;
|
|
case BLOCKED_TOP:
|
|
return BLOCKED_TOP_PROJ;
|
|
break;
|
|
}
|
|
return saberBlock;
|
|
}
|
|
|
|
void WP_SaberBlockNonRandom( gentity_t *self, vec3_t hitloc, qboolean missileBlock )
|
|
{
|
|
vec3_t diff, fwdangles={0,0,0}, right;
|
|
float rightdot;
|
|
float zdiff;
|
|
|
|
if ( self->client->ps.weaponstate == WEAPON_DROPPING ||
|
|
self->client->ps.weaponstate == WEAPON_RAISING )
|
|
{//don't block while changing weapons
|
|
return;
|
|
}
|
|
//NPCs don't auto-block
|
|
if ( !missileBlock && self->s.number != 0 && self->client->ps.saberBlocked != BLOCKED_NONE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
VectorSubtract( hitloc, self->client->renderInfo.eyePoint, diff );
|
|
diff[2] = 0;
|
|
VectorNormalize( diff );
|
|
|
|
fwdangles[1] = self->client->ps.viewangles[1];
|
|
// Ultimately we might care if the shot was ahead or behind, but for now, just quadrant is fine.
|
|
AngleVectors( fwdangles, NULL, right, NULL );
|
|
|
|
rightdot = DotProduct(right, diff);
|
|
zdiff = hitloc[2] - self->client->renderInfo.eyePoint[2];
|
|
|
|
//FIXME: take torsoAngles into account?
|
|
if ( zdiff > -5 )//0 )//40 )
|
|
{
|
|
if ( rightdot > 0.3 )
|
|
{
|
|
self->client->ps.saberBlocked = BLOCKED_UPPER_RIGHT;
|
|
}
|
|
else if ( rightdot < -0.3 )
|
|
{
|
|
self->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.saberBlocked = BLOCKED_TOP;
|
|
}
|
|
}
|
|
else if ( zdiff > -22 )//-20 )//20 )
|
|
{
|
|
if ( zdiff < -10 )//30 )
|
|
{//hmm, pretty low, but not low enough to use the low block, so we need to duck
|
|
//NPC should duck, but NPC should never get here
|
|
}
|
|
if ( rightdot > 0.1 )
|
|
{
|
|
self->client->ps.saberBlocked = BLOCKED_UPPER_RIGHT;
|
|
}
|
|
else if ( rightdot < -0.1 )
|
|
{
|
|
self->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
|
|
}
|
|
else
|
|
{//FIXME: this looks really weird if the shot is too low!
|
|
self->client->ps.saberBlocked = BLOCKED_TOP;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( rightdot >= 0 )
|
|
{
|
|
self->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT;
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.saberBlocked = BLOCKED_LOWER_LEFT;
|
|
}
|
|
}
|
|
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer )
|
|
{
|
|
if ( !self->s.number )
|
|
{
|
|
gi.Printf( "EyeZ: %4.2f HitZ: %4.2f zdiff: %4.2f rdot: %4.2f\n", self->client->renderInfo.eyePoint[2], hitloc[2], zdiff, rightdot );
|
|
switch ( self->client->ps.saberBlocked )
|
|
{
|
|
case BLOCKED_TOP:
|
|
gi.Printf( "BLOCKED_TOP\n" );
|
|
break;
|
|
case BLOCKED_UPPER_RIGHT:
|
|
gi.Printf( "BLOCKED_UPPER_RIGHT\n" );
|
|
break;
|
|
case BLOCKED_UPPER_LEFT:
|
|
gi.Printf( "BLOCKED_UPPER_LEFT\n" );
|
|
break;
|
|
case BLOCKED_LOWER_RIGHT:
|
|
gi.Printf( "BLOCKED_LOWER_RIGHT\n" );
|
|
break;
|
|
case BLOCKED_LOWER_LEFT:
|
|
gi.Printf( "BLOCKED_LOWER_LEFT\n" );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ( missileBlock )
|
|
{
|
|
self->client->ps.saberBlocked = WP_MissileBlockForBlock( self->client->ps.saberBlocked );
|
|
}
|
|
|
|
if ( self->client->ps.saberBlocked != BLOCKED_NONE )
|
|
{
|
|
int parryReCalcTime = Jedi_ReCalcParryTime( self, EVASION_PARRY );
|
|
if ( self->client->ps.forcePowerDebounce[FP_SABER_DEFENSE] < level.time + parryReCalcTime )
|
|
{
|
|
self->client->ps.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + parryReCalcTime;
|
|
}
|
|
}
|
|
}
|
|
|
|
void WP_SaberBlock( gentity_t *saber, vec3_t hitloc, qboolean missileBlock )
|
|
{
|
|
gentity_t *playerent;
|
|
vec3_t diff, fwdangles={0,0,0}, right;
|
|
float rightdot;
|
|
float zdiff;
|
|
|
|
if (saber && saber->owner)
|
|
{
|
|
playerent = saber->owner;
|
|
if (!playerent->client)
|
|
{
|
|
return;
|
|
}
|
|
if ( playerent->client->ps.weaponstate == WEAPON_DROPPING ||
|
|
playerent->client->ps.weaponstate == WEAPON_RAISING )
|
|
{//don't block while changing weapons
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{ // Bad entity passed.
|
|
return;
|
|
}
|
|
|
|
//temporarily disabling auto-blocking for NPCs...
|
|
if ( !missileBlock && playerent->s.number != 0 && playerent->client->ps.saberBlocked != BLOCKED_NONE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
VectorSubtract(hitloc, playerent->currentOrigin, diff);
|
|
VectorNormalize(diff);
|
|
|
|
fwdangles[1] = playerent->client->ps.viewangles[1];
|
|
// Ultimately we might care if the shot was ahead or behind, but for now, just quadrant is fine.
|
|
AngleVectors( fwdangles, NULL, right, NULL );
|
|
|
|
rightdot = DotProduct(right, diff) + Q_flrand(-0.2f,0.2f);
|
|
zdiff = hitloc[2] - playerent->currentOrigin[2] + Q_irand(-8,8);
|
|
|
|
// Figure out what quadrant the block was in.
|
|
if (zdiff > 24)
|
|
{ // Attack from above
|
|
if (Q_irand(0,1))
|
|
{
|
|
playerent->client->ps.saberBlocked = BLOCKED_TOP;
|
|
}
|
|
else
|
|
{
|
|
playerent->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
|
|
}
|
|
}
|
|
else if (zdiff > 13)
|
|
{ // The upper half has three viable blocks...
|
|
if (rightdot > 0.25)
|
|
{ // In the right quadrant...
|
|
if (Q_irand(0,1))
|
|
{
|
|
playerent->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
|
|
}
|
|
else
|
|
{
|
|
playerent->client->ps.saberBlocked = BLOCKED_LOWER_LEFT;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch(Q_irand(0,3))
|
|
{
|
|
case 0:
|
|
playerent->client->ps.saberBlocked = BLOCKED_UPPER_RIGHT;
|
|
break;
|
|
case 1:
|
|
case 2:
|
|
playerent->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT;
|
|
break;
|
|
case 3:
|
|
playerent->client->ps.saberBlocked = BLOCKED_TOP;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ // The lower half is a bit iffy as far as block coverage. Pick one of the "low" ones at random.
|
|
if (Q_irand(0,1))
|
|
{
|
|
playerent->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT;
|
|
}
|
|
else
|
|
{
|
|
playerent->client->ps.saberBlocked = BLOCKED_LOWER_LEFT;
|
|
}
|
|
}
|
|
|
|
if ( missileBlock )
|
|
{
|
|
playerent->client->ps.saberBlocked = WP_MissileBlockForBlock( playerent->client->ps.saberBlocked );
|
|
}
|
|
}
|
|
|
|
void WP_SaberStartMissileBlockCheck( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
float dist;
|
|
gentity_t *ent, *incoming = NULL;
|
|
gentity_t *entityList[MAX_GENTITIES];
|
|
int numListedEntities;
|
|
vec3_t mins, maxs;
|
|
int i, e;
|
|
float closestDist, radius = 256;
|
|
vec3_t forward, dir, missile_dir, fwdangles = {0};
|
|
trace_t trace;
|
|
vec3_t traceTo, entDir;
|
|
|
|
|
|
if ( self->client->ps.weapon != WP_SABER )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.saberInFlight )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_LIGHTNING) )
|
|
{//can't block while zapping
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_PUSH) )
|
|
{//can't block while shoving
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.forcePowersActive&(1<<FP_GRIP) )
|
|
{//can't block while gripping (FIXME: or should it break the grip? Pain should break the grip, I think...)
|
|
return;
|
|
}
|
|
|
|
if ( self->health <= 0 )
|
|
{//dead don't try to block (NOTE: actual deflection happens in missile code)
|
|
return;
|
|
}
|
|
|
|
if ( PM_InKnockDown( &self->client->ps ) )
|
|
{//can't block when knocked down
|
|
return;
|
|
}
|
|
|
|
if ( !self->client->ps.saberLength )
|
|
{
|
|
if ( self->s.number == 0 )
|
|
{//player doesn't auto-activate
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( !self->s.number )
|
|
{//don't do this if already attacking!
|
|
if ( ucmd->buttons & BUTTON_ATTACK )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( self->client->ps.forcePowerDebounce[FP_SABER_DEFENSE] > level.time )
|
|
{//can't block while gripping (FIXME: or should it break the grip? Pain should break the grip, I think...)
|
|
return;
|
|
}
|
|
|
|
if ( !self->s.number && !g_autoBlocking->integer && self->client->ps.saberBlockingTime<level.time )
|
|
{
|
|
return;
|
|
}
|
|
|
|
fwdangles[1] = self->client->ps.viewangles[1];
|
|
AngleVectors( fwdangles, forward, NULL, NULL );
|
|
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
mins[i] = self->currentOrigin[i] - radius;
|
|
maxs[i] = self->currentOrigin[i] + radius;
|
|
}
|
|
|
|
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
closestDist = radius;
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ )
|
|
{
|
|
ent = entityList[ e ];
|
|
|
|
if (ent == self)
|
|
continue;
|
|
if (ent->owner == self)
|
|
continue;
|
|
if ( !(ent->inuse) )
|
|
continue;
|
|
if ( ent->s.eType != ET_MISSILE && !(ent->s.eFlags&EF_MISSILE_STICK) )
|
|
{//not a normal projectile
|
|
if ( ent->client || ent->s.weapon != WP_SABER )
|
|
{//FIXME: wake up bad guys?
|
|
continue;
|
|
}
|
|
if ( ent->s.eFlags & EF_NODRAW )
|
|
{
|
|
continue;
|
|
}
|
|
if ( Q_stricmp( "lightsaber", ent->classname ) != 0 )
|
|
{//not a lightsaber
|
|
//FIXME: what about general objects that are small in size- like rocks, etc...
|
|
continue;
|
|
}
|
|
//a lightsaber.. make sure it's on and inFlight
|
|
if ( !ent->owner || !ent->owner->client )
|
|
{
|
|
continue;
|
|
}
|
|
if ( !ent->owner->client->ps.saberInFlight )
|
|
{//not in flight
|
|
continue;
|
|
}
|
|
if ( ent->owner->client->ps.saberLength <= 0 )
|
|
{//not on
|
|
continue;
|
|
}
|
|
if ( ent->owner->health <= 0 && !g_realisticSaberDamage->integer )
|
|
{//it's not doing damage, so ignore it
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( ent->s.pos.trType == TR_STATIONARY && !self->s.number )
|
|
{//nothing you can do with a stationary missile if you're the player
|
|
continue;
|
|
}
|
|
}
|
|
|
|
float dot1, dot2;
|
|
//see if they're in front of me
|
|
VectorSubtract( ent->currentOrigin, self->currentOrigin, dir );
|
|
dist = VectorNormalize( dir );
|
|
//FIXME: handle detpacks, proximity mines and tripmines
|
|
if ( ent->s.weapon == WP_THERMAL )
|
|
{//thermal detonator!
|
|
if ( self->NPC && dist < ent->splashRadius )
|
|
{
|
|
if ( dist < ent->splashRadius &&
|
|
ent->nextthink < level.time + 600 &&
|
|
ent->count &&
|
|
self->client->ps.groundEntityNum != ENTITYNUM_NONE &&
|
|
(ent->s.pos.trType == TR_STATIONARY||
|
|
ent->s.pos.trType == TR_INTERPOLATE||
|
|
(dot1 = DotProduct( dir, forward )) < SABER_REFLECT_MISSILE_CONE||
|
|
!WP_ForcePowerUsable( self, FP_PUSH, 0 )) )
|
|
{//TD is close enough to hurt me, I'm on the ground and the thing is at rest or behind me and about to blow up, or I don't have force-push so force-jump!
|
|
//FIXME: sometimes this might make me just jump into it...?
|
|
self->client->ps.forceJumpCharge = 480;
|
|
}
|
|
else
|
|
{//FIXME: check forcePushRadius[NPC->client->ps.forcePowerLevel[FP_PUSH]]
|
|
ForceThrow( self, qfalse );
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
else if ( ent->splashDamage && ent->splashRadius )
|
|
{//exploding missile
|
|
//FIXME: handle tripmines and detpacks somehow...
|
|
// maybe do a force-gesture that makes them explode?
|
|
// But what if we're within it's splashradius?
|
|
if ( !self->s.number )
|
|
{//players don't auto-handle these at all
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) )
|
|
{//a placed explosive like a tripmine or detpack
|
|
if ( InFOV( ent->currentOrigin, self->client->renderInfo.eyePoint, self->client->ps.viewangles, 90, 90 ) )
|
|
{//in front of me
|
|
if ( G_ClearLOS( self, ent ) )
|
|
{//can see it
|
|
vec3_t throwDir;
|
|
//make the gesture
|
|
ForceThrow( self, qfalse );
|
|
//take it off the wall and toss it
|
|
ent->s.pos.trType = TR_GRAVITY;
|
|
ent->s.eType = ET_MISSILE;
|
|
ent->s.eFlags &= ~EF_MISSILE_STICK;
|
|
ent->s.eFlags |= EF_BOUNCE_HALF;
|
|
AngleVectors( ent->currentAngles, throwDir, NULL, NULL );
|
|
VectorMA( ent->currentOrigin, ent->maxs[0]+4, throwDir, ent->currentOrigin );
|
|
VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
|
|
VectorScale( throwDir, 300, ent->s.pos.trDelta );
|
|
ent->s.pos.trDelta[2] += 150;
|
|
VectorMA( ent->s.pos.trDelta, 800, dir, ent->s.pos.trDelta );
|
|
ent->s.pos.trTime = level.time; // move a bit on the very first frame
|
|
VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
|
|
ent->owner = self;
|
|
// make it explode, but with less damage
|
|
ent->splashDamage /= 3;
|
|
ent->splashRadius /= 3;
|
|
ent->e_ThinkFunc = thinkF_WP_Explode;
|
|
ent->nextthink = level.time + Q_irand( 500, 3000 );
|
|
}
|
|
}
|
|
}
|
|
else if ( dist < ent->splashRadius &&
|
|
self->client->ps.groundEntityNum != ENTITYNUM_NONE &&
|
|
(DotProduct( dir, forward ) < SABER_REFLECT_MISSILE_CONE||
|
|
!WP_ForcePowerUsable( self, FP_PUSH, 0 )) )
|
|
{//NPCs try to evade it
|
|
self->client->ps.forceJumpCharge = 480;
|
|
}
|
|
else
|
|
{//else, try to force-throw it away
|
|
//FIXME: check forcePushRadius[NPC->client->ps.forcePowerLevel[FP_PUSH]]
|
|
ForceThrow( self, qfalse );
|
|
}
|
|
}
|
|
//otherwise, can't block it, so we're screwed
|
|
continue;
|
|
}
|
|
|
|
if ( ent->s.weapon != WP_SABER )
|
|
{//only block shots coming from behind
|
|
if ( (dot1 = DotProduct( dir, forward )) < SABER_REFLECT_MISSILE_CONE )
|
|
continue;
|
|
}
|
|
else if ( !self->s.number )
|
|
{//player never auto-blocks thrown sabers
|
|
continue;
|
|
}//NPCs always try to block sabers coming from behind!
|
|
|
|
//see if they're heading towards me
|
|
VectorCopy( ent->s.pos.trDelta, missile_dir );
|
|
VectorNormalize( missile_dir );
|
|
if ( (dot2 = DotProduct( dir, missile_dir )) > 0 )
|
|
continue;
|
|
|
|
//FIXME: must have a clear trace to me, too...
|
|
if ( dist < closestDist )
|
|
{
|
|
VectorCopy( self->currentOrigin, traceTo );
|
|
traceTo[2] = self->absmax[2] - 4;
|
|
gi.trace( &trace, ent->currentOrigin, ent->mins, ent->maxs, traceTo, ent->s.number, ent->clipmask );
|
|
if ( trace.allsolid || trace.startsolid || (trace.fraction < 1.0f && trace.entityNum != self->s.number && trace.entityNum != self->client->ps.saberEntityNum) )
|
|
{//okay, try one more check
|
|
VectorNormalize2( ent->s.pos.trDelta, entDir );
|
|
VectorMA( ent->currentOrigin, radius, entDir, traceTo );
|
|
gi.trace( &trace, ent->currentOrigin, ent->mins, ent->maxs, traceTo, ent->s.number, ent->clipmask );
|
|
if ( trace.allsolid || trace.startsolid || (trace.fraction < 1.0f && trace.entityNum != self->s.number && trace.entityNum != self->client->ps.saberEntityNum) )
|
|
{//can't hit me, ignore it
|
|
continue;
|
|
}
|
|
}
|
|
if ( self->s.number != 0 )
|
|
{//An NPC
|
|
if ( self->NPC && !self->enemy && ent->owner )
|
|
{
|
|
if ( ent->owner->health >= 0 && (!ent->owner->client || ent->owner->client->playerTeam != self->client->playerTeam) )
|
|
{
|
|
G_SetEnemy( self, ent->owner );
|
|
}
|
|
}
|
|
}
|
|
//FIXME: if NPC, predict the intersection between my current velocity/path and the missile's, see if it intersects my bounding box (+/-saberLength?), don't try to deflect unless it does?
|
|
closestDist = dist;
|
|
incoming = ent;
|
|
}
|
|
}
|
|
|
|
if ( incoming )
|
|
{
|
|
if ( self->NPC )
|
|
{
|
|
if ( Jedi_WaitingAmbush( self ) )
|
|
{
|
|
Jedi_Ambush( self );
|
|
}
|
|
if ( Jedi_SaberBlockGo( self, NULL, NULL, incoming ) != EVASION_NONE )
|
|
{//make sure to turn on your saber if it's not on
|
|
self->client->ps.saberActive = qtrue;
|
|
}
|
|
}
|
|
else//player
|
|
{
|
|
WP_SaberBlockNonRandom( self, incoming->currentOrigin, qtrue );
|
|
if ( incoming->owner && incoming->owner->client && (!self->enemy || self->enemy->s.weapon != WP_SABER) )//keep enemy jedi over shooters
|
|
{
|
|
self->enemy = incoming->owner;
|
|
NPC_SetLookTarget( self, incoming->owner->s.number, level.time+1000 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//GENERAL SABER============================================================================
|
|
//GENERAL SABER============================================================================
|
|
//GENERAL SABER============================================================================
|
|
//GENERAL SABER============================================================================
|
|
//GENERAL SABER============================================================================
|
|
|
|
|
|
void WP_SetSaberMove(gentity_t *self, short blocked)
|
|
{
|
|
self->client->ps.saberBlocked = blocked;
|
|
}
|
|
|
|
extern void CG_CubeOutline( vec3_t mins, vec3_t maxs, int time, unsigned int color, float alpha );
|
|
void WP_SaberUpdate( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
//float swap;
|
|
float minsize = 16;
|
|
|
|
if(0)// if ( self->s.number != 0 )
|
|
{//for now only the player can do this // not anymore
|
|
return;
|
|
}
|
|
|
|
if ( !self->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.saberEntityNum < 0 || self->client->ps.saberEntityNum >= ENTITYNUM_WORLD )
|
|
{//never got one
|
|
return;
|
|
}
|
|
|
|
// Check if we are throwing it, launch it if needed, update position if needed.
|
|
WP_SaberThrow(self, ucmd);
|
|
|
|
|
|
//vec3_t saberloc;
|
|
//vec3_t sabermins={-8,-8,-8}, sabermaxs={8,8,8};
|
|
|
|
gentity_t *saberent;
|
|
|
|
if (self->client->ps.saberEntityNum <= 0)
|
|
{//WTF?!! We lost it?
|
|
return;
|
|
}
|
|
|
|
saberent = &g_entities[self->client->ps.saberEntityNum];
|
|
|
|
//FIXME: Based on difficulty level/jedi saber combat skill, make this bounding box fatter/smaller
|
|
if ( self->client->ps.saberBlocked != BLOCKED_NONE )
|
|
{//we're blocking, increase min size
|
|
minsize = 32;
|
|
}
|
|
|
|
//is our saber in flight?
|
|
if ( !self->client->ps.saberInFlight )
|
|
{ // It isn't, which means we can update its position as we will.
|
|
if ( !self->client->ps.saberActive || PM_InKnockDown( &self->client->ps ) )
|
|
{//can't block if saber isn't on
|
|
VectorClear(saberent->mins);
|
|
VectorClear(saberent->maxs);
|
|
G_SetOrigin(saberent, self->currentOrigin);
|
|
}
|
|
else if ( self->client->ps.saberBlocking == BLK_TIGHT || self->client->ps.saberBlocking == BLK_WIDE )
|
|
{//FIXME: keep bbox in front of player, even when wide?
|
|
vec3_t saberOrg;
|
|
if ( ( (self->s.number&&!Jedi_SaberBusy(self)) || (self->s.number == 0 && self->client->ps.saberBlocking == BLK_WIDE && (g_autoBlocking->integer||self->client->ps.saberBlockingTime>level.time)) )
|
|
&& self->client->ps.weaponTime <= 0 )
|
|
{//full-size blocking for non-attacking player with g_autoBlocking on
|
|
vec3_t saberang={0,0,0}, fwd, sabermins={-8,-8,-8}, sabermaxs={8,8,8};
|
|
|
|
saberang[YAW] = self->client->ps.viewangles[YAW];
|
|
AngleVectors( saberang, fwd, NULL, NULL );
|
|
|
|
VectorMA( self->currentOrigin, 12, fwd, saberOrg );
|
|
|
|
VectorAdd( self->mins, sabermins, saberent->mins );
|
|
VectorAdd( self->maxs, sabermaxs, saberent->maxs );
|
|
|
|
saberent->contents = CONTENTS_LIGHTSABER;
|
|
|
|
G_SetOrigin( saberent, saberOrg );
|
|
}
|
|
else
|
|
{
|
|
vec3_t saberTip;
|
|
VectorMA( self->client->renderInfo.muzzlePoint, self->client->ps.saberLength, self->client->renderInfo.muzzleDir, saberTip );
|
|
VectorMA( self->client->renderInfo.muzzlePoint, self->client->ps.saberLength*0.5, self->client->renderInfo.muzzleDir, saberOrg );
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
if ( saberTip[i] > self->client->renderInfo.muzzlePoint[i] )
|
|
{
|
|
saberent->maxs[i] = saberTip[i] - saberOrg[i];//self->client->renderInfo.muzzlePoint[i];
|
|
saberent->mins[i] = self->client->renderInfo.muzzlePoint[i] - saberOrg[i];
|
|
}
|
|
else //if ( saberTip[i] < self->client->renderInfo.muzzlePoint[i] )
|
|
{
|
|
saberent->maxs[i] = self->client->renderInfo.muzzlePoint[i] - saberOrg[i];
|
|
saberent->mins[i] = saberTip[i] - saberOrg[i];//self->client->renderInfo.muzzlePoint[i];
|
|
}
|
|
if ( self->client->ps.weaponTime > 0 || self->s.number || g_autoBlocking->integer || self->client->ps.saberBlockingTime > level.time )
|
|
{//if attacking or blocking (or an NPC), inflate to a minimum size
|
|
if ( saberent->maxs[i] < minsize )
|
|
{
|
|
saberent->maxs[i] = minsize;
|
|
}
|
|
if ( saberent->mins[i] > -minsize )
|
|
{
|
|
saberent->mins[i] = -minsize;
|
|
}
|
|
}
|
|
}
|
|
saberent->contents = CONTENTS_LIGHTSABER;
|
|
G_SetOrigin( saberent, saberOrg );
|
|
}
|
|
}
|
|
/*
|
|
else if (self->client->ps.saberBlocking == BLK_WIDE)
|
|
{ // Assuming that we are not swinging, the saber's bounding box should be around the player.
|
|
vec3_t saberang={0,0,0}, fwd;
|
|
|
|
saberang[YAW] = self->client->ps.viewangles[YAW];
|
|
AngleVectors( saberang, fwd, NULL, NULL );
|
|
|
|
VectorMA(self->currentOrigin, 12, fwd, saberloc);
|
|
|
|
VectorAdd(self->mins, sabermins, saberent->mins);
|
|
VectorAdd(self->maxs, sabermaxs, saberent->maxs);
|
|
|
|
saberent->contents = CONTENTS_LIGHTSABER;
|
|
|
|
G_SetOrigin( saberent, saberloc);
|
|
}
|
|
else if (self->client->ps.saberBlocking == BLK_TIGHT)
|
|
{ // If the player is swinging, the bbox is around just the saber
|
|
VectorCopy(self->client->renderInfo.muzzlePoint, sabermins);
|
|
// Put the limits of the bbox around the saber size.
|
|
VectorMA(sabermins, self->client->ps.saberLength, self->client->renderInfo.muzzleDir, sabermaxs);
|
|
|
|
// Now make the mins into mins and the maxs into maxs
|
|
if (sabermins[0] > sabermaxs[0])
|
|
{
|
|
swap = sabermins[0];
|
|
sabermins[0] = sabermaxs[0];
|
|
sabermaxs[0] = swap;
|
|
}
|
|
if (sabermins[1] > sabermaxs[1])
|
|
{
|
|
swap = sabermins[1];
|
|
sabermins[1] = sabermaxs[1];
|
|
sabermaxs[1] = swap;
|
|
}
|
|
if (sabermins[2] > sabermaxs[2])
|
|
{
|
|
swap = sabermins[2];
|
|
sabermins[2] = sabermaxs[2];
|
|
sabermaxs[2] = swap;
|
|
}
|
|
|
|
// Now the loc is halfway between the (absolute) mins and maxs
|
|
VectorAdd(sabermins, sabermaxs, saberloc);
|
|
VectorScale(saberloc, 0.5, saberloc);
|
|
|
|
// Finally, turn the mins and maxs, which are absolute, into relative mins and maxs.
|
|
VectorSubtract(sabermins, saberloc, saberent->mins);
|
|
VectorSubtract(sabermaxs, saberloc, saberent->maxs);
|
|
|
|
saberent->contents = CONTENTS_LIGHTSABER;// | CONTENTS_SHOTCLIP;
|
|
|
|
G_SetOrigin( saberent, saberloc);
|
|
}
|
|
*/
|
|
else
|
|
{ // Otherwise there is no blocking possible.
|
|
VectorClear(saberent->mins);
|
|
VectorClear(saberent->maxs);
|
|
G_SetOrigin(saberent, self->currentOrigin);
|
|
}
|
|
saberent->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
gi.linkentity(saberent);
|
|
}
|
|
else
|
|
{
|
|
WP_SaberInFlightReflectCheck( self, ucmd );
|
|
}
|
|
#ifndef _FINAL_BUILD
|
|
if ( d_saberCombat->integer > 2 )
|
|
{
|
|
CG_CubeOutline( saberent->absmin, saberent->absmax, 50, WPDEBUG_SaberColor( self->client->ps.saberColor ), 1 );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
//OTHER JEDI POWERS=========================================================================
|
|
//OTHER JEDI POWERS=========================================================================
|
|
//OTHER JEDI POWERS=========================================================================
|
|
//OTHER JEDI POWERS=========================================================================
|
|
//OTHER JEDI POWERS=========================================================================
|
|
extern gentity_t *TossClientItems( gentity_t *self );
|
|
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
|
|
void WP_DropWeapon( gentity_t *dropper, vec3_t velocity )
|
|
{
|
|
if ( !dropper || !dropper->client )
|
|
{
|
|
return;
|
|
}
|
|
int replaceWeap = WP_NONE;
|
|
gentity_t *weapon = TossClientItems( dropper );
|
|
if ( dropper->s.weapon == WP_THERMAL && dropper->NPC )
|
|
{//Hmm, maybe all NPCs should go into melee? Not too many, though, or they mob you and look silly
|
|
replaceWeap = WP_MELEE;
|
|
}
|
|
if (dropper->ghoul2.IsValid()&& dropper->weaponModel != -1 )
|
|
{
|
|
gi.G2API_RemoveGhoul2Model( dropper->ghoul2, dropper->weaponModel );
|
|
dropper->weaponModel = -1;
|
|
}
|
|
//FIXME: does this work on the player?
|
|
if ( !dropper->s.number )
|
|
{
|
|
if ( dropper->s.weapon == WP_THERMAL )
|
|
{
|
|
dropper->client->ps.ammo[weaponData[dropper->s.weapon].ammoIndex] -= weaponData[dropper->s.weapon].energyPerShot;
|
|
}
|
|
else
|
|
{
|
|
dropper->client->ps.stats[STAT_WEAPONS] &= ~( 1 << dropper->s.weapon );
|
|
}
|
|
CG_ChangeWeapon( replaceWeap );
|
|
}
|
|
else
|
|
{
|
|
dropper->client->ps.stats[STAT_WEAPONS] &= ~( 1 << dropper->s.weapon );
|
|
}
|
|
ChangeWeapon( dropper, replaceWeap );
|
|
dropper->s.weapon = replaceWeap;
|
|
if ( dropper->NPC )
|
|
{
|
|
dropper->NPC->last_ucmd.weapon = replaceWeap;
|
|
}
|
|
if ( weapon != NULL && velocity && !VectorCompare( velocity, vec3_origin ) )
|
|
{//weapon should have a direction to it's throw
|
|
VectorScale( velocity, 3, weapon->s.pos.trDelta );//NOTE: Presumes it is moving already...?
|
|
if ( weapon->s.pos.trDelta[2] < 150 )
|
|
{//this is presuming you don't want them to drop the weapon down on you...
|
|
weapon->s.pos.trDelta[2] = 150;
|
|
}
|
|
//FIXME: gets stuck inside it's former owner...
|
|
weapon->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
}
|
|
}
|
|
|
|
void WP_KnockdownTurret( gentity_t *self, gentity_t *pas )
|
|
{
|
|
//knock it over
|
|
VectorCopy( pas->currentOrigin, pas->s.pos.trBase );
|
|
pas->s.pos.trType = TR_LINEAR_STOP;
|
|
pas->s.pos.trDuration = 250;
|
|
pas->s.pos.trTime = level.time;
|
|
pas->s.pos.trDelta[2] = ( 12.0f / ( pas->s.pos.trDuration * 0.001f ) );
|
|
|
|
VectorCopy( pas->currentAngles, pas->s.apos.trBase );
|
|
pas->s.apos.trType = TR_LINEAR_STOP;
|
|
pas->s.apos.trDuration = 250;
|
|
pas->s.apos.trTime = level.time;
|
|
//FIXME: pick pitch/roll that always tilts it directly away from pusher
|
|
pas->s.apos.trDelta[PITCH] = ( 100.0f / ( pas->s.apos.trDuration * 0.001f ) );
|
|
|
|
//kill it
|
|
pas->count = 0;
|
|
pas->nextthink = -1;
|
|
G_Sound( pas, G_SoundIndex( "sound/chars/turret/shutdown.wav" ));
|
|
//push effect?
|
|
pas->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
}
|
|
|
|
void WP_ResistForcePush( gentity_t *self, gentity_t *pusher )
|
|
{
|
|
int parts;
|
|
qboolean runningResist = qfalse;
|
|
|
|
if ( !self || !self->client || !pusher || !pusher->client )
|
|
{
|
|
return;
|
|
}
|
|
if ( (!self->s.number || self->client->NPC_class == CLASS_DESANN || self->client->NPC_class == CLASS_LUKE)
|
|
&& (VectorLengthSquared( self->client->ps.velocity ) > 10000 || self->client->ps.forcePowerLevel[FP_PUSH] >= FORCE_LEVEL_3 || self->client->ps.forcePowerLevel[FP_PULL] >= FORCE_LEVEL_3 ) )
|
|
{
|
|
runningResist = qtrue;
|
|
}
|
|
if ( !runningResist
|
|
&& self->client->ps.groundEntityNum != ENTITYNUM_NONE
|
|
&& !PM_SpinningSaberAnim( self->client->ps.legsAnim )
|
|
&& !PM_FlippingAnim( self->client->ps.legsAnim )
|
|
&& !PM_RollingAnim( self->client->ps.legsAnim )
|
|
&& !PM_InKnockDown( &self->client->ps )
|
|
&& !PM_CrouchAnim( self->client->ps.legsAnim ))
|
|
{//if on a surface and not in a spin or flip, play full body resist
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
else
|
|
{//play resist just in torso
|
|
parts = SETANIM_TORSO;
|
|
}
|
|
NPC_SetAnim( self, parts, BOTH_RESISTPUSH, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
if ( !runningResist )
|
|
{
|
|
VectorClear( self->client->ps.velocity );
|
|
//still stop them from attacking or moving for a bit, though
|
|
//FIXME: maybe push just a little (like, slide)?
|
|
self->client->ps.weaponTime = 1000;
|
|
self->client->ps.pm_time = 1000;
|
|
self->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
//play the full body push effect on me
|
|
self->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.weaponTime = 600;
|
|
}
|
|
//play my force push effect on my hand
|
|
self->client->ps.powerups[PW_FORCE_PUSH] = level.time + self->client->ps.torsoAnimTimer + 500;
|
|
Jedi_PlayBlockedPushSound( self );
|
|
}
|
|
|
|
void WP_ForceKnockdown( gentity_t *self, gentity_t *pusher, qboolean pull, qboolean strongKnockdown, qboolean breakSaberLock )
|
|
{
|
|
if ( !self || !self->client || !pusher || !pusher->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//break out of a saberLock?
|
|
if ( breakSaberLock )
|
|
{
|
|
self->client->ps.saberLockTime = 0;
|
|
self->client->ps.saberLockEnemy = ENTITYNUM_NONE;
|
|
}
|
|
|
|
if ( self->health > 0 )
|
|
{
|
|
if ( !self->s.number )
|
|
{
|
|
NPC_SetPainEvent( self );
|
|
}
|
|
else
|
|
{
|
|
GEntity_PainFunc( self, pusher, pusher, self->currentOrigin, 0, MOD_MELEE );
|
|
}
|
|
if ( !PM_SpinningSaberAnim( self->client->ps.legsAnim )
|
|
&& !PM_FlippingAnim( self->client->ps.legsAnim )
|
|
&& !PM_RollingAnim( self->client->ps.legsAnim )
|
|
&& !PM_InKnockDown( &self->client->ps ) )
|
|
{
|
|
int knockAnim = BOTH_KNOCKDOWN1;//default knockdown
|
|
if ( pusher->client->NPC_class == CLASS_DESANN && self->client->NPC_class != CLASS_LUKE )
|
|
{//desann always knocks down, unless you're Luke
|
|
strongKnockdown = qtrue;
|
|
}
|
|
if ( !self->s.number
|
|
&& !strongKnockdown
|
|
&& ( (!pull&&(self->client->ps.forcePowerLevel[FP_PUSH]>FORCE_LEVEL_1||!g_spskill->integer)) || (pull&&(self->client->ps.forcePowerLevel[FP_PULL]>FORCE_LEVEL_1||!g_spskill->integer)) ) )
|
|
{//player only knocked down if pushed *hard*
|
|
if ( self->s.weapon == WP_SABER )
|
|
{//temp HACK: these are the only 2 pain anims that look good when holding a saber
|
|
knockAnim = PM_PickAnim( self, BOTH_PAIN2, BOTH_PAIN3 );
|
|
}
|
|
else
|
|
{
|
|
knockAnim = PM_PickAnim( self, BOTH_PAIN1, BOTH_PAIN19 );
|
|
}
|
|
}
|
|
else if ( PM_CrouchAnim( self->client->ps.legsAnim ) )
|
|
{//crouched knockdown
|
|
knockAnim = BOTH_KNOCKDOWN4;
|
|
}
|
|
else
|
|
{//plain old knockdown
|
|
vec3_t pLFwd, pLAngles = {0,self->client->ps.viewangles[YAW],0};
|
|
vec3_t sFwd, sAngles = {0,pusher->client->ps.viewangles[YAW],0};
|
|
AngleVectors( pLAngles, pLFwd, NULL, NULL );
|
|
AngleVectors( sAngles, sFwd, NULL, NULL );
|
|
if ( DotProduct( sFwd, pLFwd ) > 0.2f )
|
|
{//pushing him from behind
|
|
//FIXME: check to see if we're aiming below or above the waist?
|
|
if ( pull )
|
|
{
|
|
knockAnim = BOTH_KNOCKDOWN1;
|
|
}
|
|
else
|
|
{
|
|
knockAnim = BOTH_KNOCKDOWN3;
|
|
}
|
|
}
|
|
else
|
|
{//pushing him from front
|
|
if ( pull )
|
|
{
|
|
knockAnim = BOTH_KNOCKDOWN3;
|
|
}
|
|
else
|
|
{
|
|
knockAnim = BOTH_KNOCKDOWN1;
|
|
}
|
|
}
|
|
}
|
|
if ( knockAnim == BOTH_KNOCKDOWN1 && strongKnockdown )
|
|
{//push *hard*
|
|
knockAnim = BOTH_KNOCKDOWN2;
|
|
}
|
|
NPC_SetAnim( self, SETANIM_BOTH, knockAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
if ( self->s.number )
|
|
{//randomize getup times
|
|
int addTime = Q_irand( -300, 1000 );
|
|
self->client->ps.legsAnimTimer += addTime;
|
|
self->client->ps.torsoAnimTimer += addTime;
|
|
}
|
|
//
|
|
if ( pusher->NPC && pusher->enemy == self )
|
|
{//pushed pushed down his enemy
|
|
G_AddVoiceEvent( pusher, Q_irand( EV_GLOAT1, EV_GLOAT3 ), 3000 );
|
|
pusher->NPC->blockedSpeechDebounceTime = level.time + 3000;
|
|
}
|
|
}
|
|
}
|
|
self->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
}
|
|
|
|
void ForceThrow( gentity_t *self, qboolean pull )
|
|
{//FIXME: pass in a target ent so we (an NPC) can push/pull just one targeted ent.
|
|
//shove things in front of you away
|
|
float dist;
|
|
gentity_t *ent, *forwardEnt = NULL;
|
|
gentity_t *entityList[MAX_GENTITIES];
|
|
gentity_t *push_list[MAX_GENTITIES];
|
|
int numListedEntities;
|
|
vec3_t mins, maxs;
|
|
vec3_t v;
|
|
int i, e;
|
|
int ent_count = 0;
|
|
int radius;
|
|
vec3_t center, ent_org, size, forward, right, end, dir, fwdangles = {0};
|
|
float dot1, cone;
|
|
trace_t tr;
|
|
int anim, hold, soundIndex;
|
|
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->client->ps.leanofs )
|
|
{//can't force-throw while leaning
|
|
return;
|
|
}
|
|
if ( self->client->ps.forcePowerDebounce[FP_PUSH] > level.time )//self->client->ps.powerups[PW_FORCE_PUSH] > level.time )
|
|
{//already pushing- now you can't haul someone across the room, sorry
|
|
return;
|
|
}
|
|
if ( !self->s.number && (cg.zoomMode || in_camera) )
|
|
{//can't force throw/pull when zoomed in or in cinematic
|
|
return;
|
|
}
|
|
if ( self->client->ps.saberLockTime > level.time && ( pull || self->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_3 ) )
|
|
{//this can be a way to break out
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.legsAnim == BOTH_KNOCKDOWN3 || (self->client->ps.torsoAnim == BOTH_GETUP3 && self->client->ps.torsoAnimTimer > 500) )
|
|
{//we're face-down, so we'd only be force-push/pulling the floor
|
|
return;
|
|
}
|
|
if ( pull )
|
|
{
|
|
radius = forcePushPullRadius[self->client->ps.forcePowerLevel[FP_PULL]];
|
|
}
|
|
else
|
|
{
|
|
radius = forcePushPullRadius[self->client->ps.forcePowerLevel[FP_PUSH]];
|
|
}
|
|
|
|
if ( !radius )
|
|
{//no ability to do this yet
|
|
return;
|
|
}
|
|
|
|
if ( pull )
|
|
{
|
|
//FIXME: base cost on the number of things you end up pulling?
|
|
int cost = forcePowerNeeded[FP_PULL]*self->client->ps.forcePowerLevel[FP_PULL];
|
|
if ( !WP_ForcePowerUsable( self, FP_PULL, cost ) )
|
|
{
|
|
return;
|
|
}
|
|
WP_ForcePowerStart( self, FP_PULL, cost );
|
|
//make sure this plays and that you cannot press fire for about 200ms after this
|
|
anim = BOTH_FORCEPULL;
|
|
soundIndex = G_SoundIndex( "sound/weapons/force/pull.wav" );
|
|
hold = 200;
|
|
}
|
|
else
|
|
{
|
|
//FIXME: base cost on the number of things you end up pushing?
|
|
int cost = forcePowerNeeded[FP_PUSH]*self->client->ps.forcePowerLevel[FP_PUSH];
|
|
if ( !WP_ForcePowerUsable( self, FP_PUSH, cost ) )
|
|
{
|
|
return;
|
|
}
|
|
WP_ForcePowerStart( self, FP_PUSH, cost );
|
|
//make sure this plays and that you cannot press fire for about 1 second after this
|
|
anim = BOTH_FORCEPUSH;
|
|
soundIndex = G_SoundIndex( "sound/weapons/force/push.wav" );
|
|
hold = 1000;
|
|
}
|
|
|
|
int parts = SETANIM_TORSO;
|
|
if ( !PM_InKnockDown( &self->client->ps ) )
|
|
{
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{
|
|
self->client->ps.saberLockTime = 0;
|
|
self->painDebounceTime = level.time + 2000;
|
|
hold += 1000;
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
else if ( !VectorLengthSquared( self->client->ps.velocity ) )
|
|
{
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
}
|
|
NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
self->client->ps.weaponTime = hold;//was 1000, but want to swing sooner
|
|
//do effect... FIXME: build-up or delay this until in proper part of anim
|
|
self->client->ps.powerups[PW_FORCE_PUSH] = level.time + self->client->ps.torsoAnimTimer + 500;
|
|
if ( self->NPC )
|
|
{//NPCs can push more often
|
|
//FIXME: vary by rank and game skill?
|
|
self->client->ps.forcePowerDebounce[FP_PUSH] = level.time + 200;
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.forcePowerDebounce[FP_PUSH] = level.time + self->client->ps.torsoAnimTimer + 500;
|
|
}
|
|
|
|
G_Sound( self, soundIndex );
|
|
|
|
VectorCopy( self->client->ps.viewangles, fwdangles );
|
|
//fwdangles[1] = self->client->ps.viewangles[1];
|
|
AngleVectors( fwdangles, forward, right, NULL );
|
|
VectorCopy( self->currentOrigin, center );
|
|
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
mins[i] = center[i] - radius;
|
|
maxs[i] = center[i] + radius;
|
|
}
|
|
|
|
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
if ( pull )
|
|
{
|
|
cone = forcePullCone[self->client->ps.forcePowerLevel[FP_PULL]];
|
|
}
|
|
else
|
|
{
|
|
cone = forcePushCone[self->client->ps.forcePowerLevel[FP_PUSH]];
|
|
}
|
|
|
|
if ( cone >= 1.0f )
|
|
{//must be pointing right at them
|
|
VectorMA( self->client->renderInfo.eyePoint, radius, forward, end );
|
|
gi.trace( &tr, self->client->renderInfo.eyePoint, vec3_origin, vec3_origin, end, self->s.number, MASK_OPAQUE|CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_ITEM|CONTENTS_CORPSE );//was MASK_SHOT, changed to match crosshair trace
|
|
/*
|
|
//FIXME: can't just return, need to be able to push missiles
|
|
if ( tr.entityNum >= ENTITYNUM_WORLD )
|
|
{//no-one right in front of self, so short out
|
|
return;
|
|
}
|
|
*/
|
|
forwardEnt = &g_entities[tr.entityNum];
|
|
}
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ )
|
|
{
|
|
ent = entityList[ e ];
|
|
|
|
if (ent == self)
|
|
continue;
|
|
if ( ent->owner == self && ent->s.weapon != WP_THERMAL )//can push your own thermals
|
|
continue;
|
|
if ( !(ent->inuse) )
|
|
continue;
|
|
if ( ent->NPC && ent->NPC->scriptFlags & SCF_NO_FORCE )
|
|
continue;
|
|
if ( (ent->flags&FL_FORCE_PULLABLE_ONLY) && !pull )
|
|
{//simple HACK: cannot force-push ammo rack items (because they may start in solid)
|
|
continue;
|
|
}
|
|
//FIXME: don't push it if I already pushed it a little while ago
|
|
if ( ent->s.eType != ET_MISSILE )
|
|
{
|
|
if ( cone >= 1.0f )
|
|
{//must be pointing right at them
|
|
if ( ent != forwardEnt )
|
|
{//must be the person I'm looking right at
|
|
continue;
|
|
}
|
|
}
|
|
if ( ent->s.eType != ET_ITEM && ent->e_ThinkFunc != thinkF_G_RunObject )//|| !(ent->flags&FL_DROPPED_ITEM) )//was only dropped items
|
|
{
|
|
//FIXME: need pushable objects
|
|
if ( ent->s.eFlags & EF_NODRAW )
|
|
{
|
|
continue;
|
|
}
|
|
if ( !ent->client )
|
|
{
|
|
if ( Q_stricmp( "lightsaber", ent->classname ) != 0 )
|
|
{//not a lightsaber
|
|
if ( !(ent->svFlags&SVF_GLASS_BRUSH) )
|
|
{//and not glass
|
|
if ( Q_stricmp( "func_door", ent->classname ) != 0 || !(ent->spawnflags & 2/*MOVER_FORCE_ACTIVATE*/) )
|
|
{//not a force-usable door
|
|
if ( Q_stricmp( "func_static", ent->classname ) != 0 || (!(ent->spawnflags&1/*F_PUSH*/)&&!(ent->spawnflags&2/*F_PULL*/)) )
|
|
{//not a force-usable func_static
|
|
if ( Q_stricmp( "limb", ent->classname ) )
|
|
{//not a limb
|
|
if ( ent->s.weapon == WP_TURRET && !Q_stricmp( "PAS", ent->classname ) && ent->s.apos.trType == TR_STATIONARY )
|
|
{//can knock over placed turrets
|
|
if ( !self->s.number || self->enemy != ent )
|
|
{//only NPCs who are actively mad at this turret can push it over
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( ent->moverState != MOVER_POS1 && ent->moverState != MOVER_POS2 )
|
|
{//not at rest
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
//continue;
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_MARK1 )
|
|
{//can't push Mark1 unless push 3
|
|
if ( pull || self->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_3 )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_GALAKMECH || ent->client->NPC_class == CLASS_ATST )
|
|
{//can't push ATST or Galak
|
|
continue;
|
|
}
|
|
else if ( ent->s.weapon == WP_EMPLACED_GUN )
|
|
{//FIXME: maybe can pull them out?
|
|
continue;
|
|
}
|
|
else if ( ent->client->playerTeam == self->client->playerTeam && self->enemy && self->enemy != ent )
|
|
{//can't accidently push a teammate while in combat
|
|
continue;
|
|
}
|
|
}
|
|
else if ( (!pull||self->s.number) && ent->s.eType == ET_ITEM && ent->item && ent->item->giType == IT_HOLDABLE && ent->item->giTag == INV_SECURITY_KEY1 && (ent->flags&FL_DROPPED_ITEM) )
|
|
{//dropped security keys can't be pushed? But placed ones can...? does this make any sense?
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) )
|
|
{//can't force-push/pull stuck missiles (detpacks, tripmines)
|
|
continue;
|
|
}
|
|
if ( ent->s.pos.trType == TR_STATIONARY && ent->s.weapon != WP_THERMAL )
|
|
{//only thermal detonators can be pushed once stopped
|
|
continue;
|
|
}
|
|
}
|
|
|
|
//this is all to see if we need to start a saber attack, if it's in flight, this doesn't matter
|
|
// find the distance from the edge of the bounding box
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
if ( center[i] < ent->absmin[i] )
|
|
{
|
|
v[i] = ent->absmin[i] - center[i];
|
|
} else if ( center[i] > ent->absmax[i] )
|
|
{
|
|
v[i] = center[i] - ent->absmax[i];
|
|
} else
|
|
{
|
|
v[i] = 0;
|
|
}
|
|
}
|
|
|
|
VectorSubtract( ent->absmax, ent->absmin, size );
|
|
VectorMA( ent->absmin, 0.5, size, ent_org );
|
|
|
|
//see if they're in front of me
|
|
VectorSubtract( ent_org, center, dir );
|
|
VectorNormalize( dir );
|
|
if ( ent->s.eType != ET_MISSILE )//&& ent->s.eType != ET_ITEM && ent->e_ThinkFunc != thinkF_G_RunObject )
|
|
{//missiles are easier to force-push, never require direct trace (FIXME: maybe also items and general physics objects)
|
|
if ( (dot1 = DotProduct( dir, forward )) < cone-0.3f )
|
|
continue;
|
|
}
|
|
else if ( cone < 1.0f )
|
|
{//must be within the forward cone
|
|
if ( (dot1 = DotProduct( dir, forward )) < cone )
|
|
continue;
|
|
}
|
|
else
|
|
{//a missile and we're at force level 1... just use a small cone, but not ridiculously small
|
|
if ( (dot1 = DotProduct( dir, forward )) < 0.75f )
|
|
{
|
|
continue;
|
|
}
|
|
}//else is an NPC or brush entity that our forward trace would have to hit
|
|
|
|
dist = VectorLength( v );
|
|
|
|
//Now check and see if we can actually deflect it
|
|
//method1
|
|
//if within a certain range, deflect it
|
|
if ( ent->s.eType == ET_MISSILE && cone >= 1.0f )
|
|
{//smaller radius on missile checks at force push 1
|
|
if ( dist >= 192 )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else if ( dist >= radius )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//in PVS?
|
|
if ( !ent->bmodel && !gi.inPVS( ent_org, self->client->renderInfo.eyePoint ) )
|
|
{//must be in PVS
|
|
continue;
|
|
}
|
|
|
|
if ( ent != forwardEnt )
|
|
{//don't need to trace against forwardEnt again
|
|
//really should have a clear LOS to this thing...
|
|
gi.trace( &tr, self->client->renderInfo.eyePoint, vec3_origin, vec3_origin, ent_org, self->s.number, MASK_OPAQUE|CONTENTS_SOLID );//was MASK_SHOT, but changed to match above trace and crosshair trace
|
|
if ( tr.fraction < 1.0f && tr.entityNum != ent->s.number )
|
|
{//must have clear LOS
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// ok, we are within the radius, add us to the incoming list
|
|
push_list[ent_count] = ent;
|
|
ent_count++;
|
|
}
|
|
|
|
if ( ent_count )
|
|
{
|
|
for ( int x = 0; x < ent_count; x++ )
|
|
{
|
|
if ( push_list[x]->client )
|
|
{
|
|
vec3_t pushDir;
|
|
float knockback = pull?0:200;
|
|
|
|
//FIXMEFIXMEFIXMEFIXMEFIXME: extern a lot of this common code when I have the time!!!
|
|
|
|
//First, if this is the player we're push/pulling, see if he can counter it
|
|
if ( !push_list[x]->s.number )
|
|
{//player
|
|
if ( push_list[x]->health > 0 //alive
|
|
&& push_list[x]->client //client
|
|
&& push_list[x]->client->ps.torsoAnim != BOTH_FORCEGRIP_HOLD// BOTH_FORCEGRIP1//wasn't trying to grip anyone
|
|
&& (self->client->NPC_class != CLASS_DESANN || !Q_irand( 0, 2 ) )//only 30% chance of resisting a Desann push
|
|
&& push_list[x]->client->ps.groundEntityNum != ENTITYNUM_NONE//on the ground
|
|
&& !PM_InKnockDown( &push_list[x]->client->ps )//not knocked down already
|
|
&& push_list[x]->client->ps.saberLockTime < level.time//not involved in a saberLock
|
|
&& push_list[x]->client->ps.weaponTime < level.time//not attacking or otherwise busy
|
|
&& (push_list[x]->client->ps.weapon == WP_SABER||push_list[x]->client->ps.weapon == WP_MELEE) )//using saber or fists
|
|
{//trying to push or pull the player!
|
|
if ( push_list[x]->client->ps.powerups[PW_FORCE_PUSH] > level.time//player was pushing/pulling too
|
|
||( pull && Q_irand( 0, (push_list[x]->client->ps.forcePowerLevel[FP_PULL] - self->client->ps.forcePowerLevel[FP_PULL])*2+1 ) > 0 )//player's pull is high enough
|
|
||( !pull && Q_irand( 0, (push_list[x]->client->ps.forcePowerLevel[FP_PUSH] - self->client->ps.forcePowerLevel[FP_PUSH])*2+1 ) > 0 ) )//player's push is high enough
|
|
{//player's force push/pull is high enough to try to stop me
|
|
if ( InFront( self->currentOrigin, push_list[x]->client->renderInfo.eyePoint, push_list[x]->client->ps.viewangles, 0.3f ) )
|
|
{//I'm in front of player
|
|
WP_ResistForcePush( push_list[x], self );
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( push_list[x]->client && Jedi_WaitingAmbush( push_list[x] ) )
|
|
{
|
|
WP_ForceKnockdown( push_list[x], self, pull, qtrue, qfalse );
|
|
continue;
|
|
}
|
|
|
|
|
|
//okay, everyone else (or player who couldn't resist it)...
|
|
if ( ((self->s.number == 0 && Q_irand( 0, 2 ) ) || Q_irand( 0, 2 ) ) && push_list[x]->client && push_list[x]->health > 0 //a living client
|
|
&& push_list[x]->client->ps.weapon == WP_SABER //Jedi
|
|
&& push_list[x]->health > 0 //alive
|
|
&& (self->client->NPC_class != CLASS_DESANN || !Q_irand( 0, 2 ) )//only 30% chance of resisting a Desann push
|
|
&& push_list[x]->client->ps.groundEntityNum != ENTITYNUM_NONE //on the ground
|
|
&& InFront( self->currentOrigin, push_list[x]->currentOrigin, push_list[x]->client->ps.viewangles, 0.3f ) //I'm in front of him
|
|
&& ( push_list[x]->client->ps.powerups[PW_FORCE_PUSH] > level.time ||//he's pushing too
|
|
(push_list[x]->s.number != 0 && push_list[x]->client->ps.weaponTime < level.time)//not the player and not attacking (NPC jedi auto-defend against pushes)
|
|
)
|
|
)
|
|
{//Jedi don't get pushed, they resist as long as they aren't already attacking and are on the ground
|
|
if ( push_list[x]->client->ps.saberLockTime > level.time )
|
|
{//they're in a lock
|
|
if ( push_list[x]->client->ps.saberLockEnemy != self->s.number )
|
|
{//they're not in a lock with me
|
|
continue;
|
|
}
|
|
else if ( pull || self->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_3 ||
|
|
push_list[x]->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2 )
|
|
{//they're in a lock with me, but my push is too weak
|
|
continue;
|
|
}
|
|
else
|
|
{//we will knock them down
|
|
self->painDebounceTime = 0;
|
|
self->client->ps.weaponTime = 500;
|
|
}
|
|
}
|
|
if ( !pull && self->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2 &&
|
|
push_list[x]->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_3 )
|
|
{//a level 3 push can even knock down a jedi
|
|
if ( PM_InKnockDown( &push_list[x]->client->ps ) )
|
|
{//can't knock them down again
|
|
continue;
|
|
}
|
|
WP_ForceKnockdown( push_list[x], self, pull, qfalse, qtrue );
|
|
}
|
|
else
|
|
{
|
|
WP_ResistForcePush( push_list[x], self );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//UGH: FIXME: for enemy jedi, they should probably always do force pull 3, and not your weapon (if player?)!
|
|
//shove them
|
|
if ( push_list[x]->s.number && push_list[x]->message )
|
|
{//an NPC who has a key
|
|
//don't push me... FIXME: maybe can pull the key off me?
|
|
WP_ForceKnockdown( push_list[x], self, pull, qfalse, qfalse );
|
|
continue;
|
|
}
|
|
if ( pull )
|
|
{
|
|
VectorSubtract( self->currentOrigin, push_list[x]->currentOrigin, pushDir );
|
|
if ( self->client->ps.forcePowerLevel[FP_PULL] > FORCE_LEVEL_1
|
|
&& push_list[x]->s.weapon != WP_SABER
|
|
&& push_list[x]->s.weapon != WP_MELEE
|
|
&& push_list[x]->s.weapon != WP_THERMAL )
|
|
{//yank the weapon - NOTE: level 1 just knocks them down, not take weapon
|
|
//FIXME: weapon yank anim if not a knockdown?
|
|
if ( InFront( self->currentOrigin, push_list[x]->currentOrigin, push_list[x]->client->ps.viewangles, 0.0f ) )
|
|
{//enemy has to be facing me, too...
|
|
WP_DropWeapon( push_list[x], pushDir );
|
|
}
|
|
}
|
|
knockback += VectorNormalize( pushDir );
|
|
if ( knockback > 200 )
|
|
{
|
|
knockback = 200;
|
|
}
|
|
if ( self->client->ps.forcePowerLevel[FP_PULL] < FORCE_LEVEL_3 )
|
|
{//maybe just knock them down
|
|
knockback /= 3;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( push_list[x]->currentOrigin, self->currentOrigin, pushDir );
|
|
knockback -= VectorNormalize( pushDir );
|
|
if ( knockback < 100 )
|
|
{
|
|
knockback = 100;
|
|
}
|
|
//scale for push level
|
|
if ( self->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_2 )
|
|
{//maybe just knock them down
|
|
knockback /= 3;
|
|
}
|
|
else if ( self->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2 )
|
|
{//super-hard push
|
|
//Hmm, maybe in this case can even nudge/knockdown a jedi? Especially if close?
|
|
//knockback *= 5;
|
|
}
|
|
}
|
|
//actually push/pull the enemy
|
|
G_Throw( push_list[x], pushDir, knockback );
|
|
//make it so they don't actually hurt me when pulled at me...
|
|
push_list[x]->forcePuller = self->s.number;
|
|
|
|
if ( push_list[x]->client->ps.velocity[2] < knockback )
|
|
{
|
|
push_list[x]->client->ps.velocity[2] = knockback;
|
|
}
|
|
|
|
if ( push_list[x]->health > 0 )
|
|
{//target is still alive
|
|
if ( (push_list[x]->s.number||(cg.renderingThirdPerson&&!cg.zoomMode)) //NPC or 3rd person player
|
|
&& ((!pull&&self->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_2 && push_list[x]->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_1) //level 1 push
|
|
|| (pull && self->client->ps.forcePowerLevel[FP_PULL] < FORCE_LEVEL_2 && push_list[x]->client->ps.forcePowerLevel[FP_PULL] < FORCE_LEVEL_1)) )//level 1 pull
|
|
{//NPC or third person player (without force push/pull skill), and force push/pull level is at 1
|
|
WP_ForceKnockdown( push_list[x], self, pull, (!pull&&knockback>150), qfalse );
|
|
}
|
|
else if ( !push_list[x]->s.number )
|
|
{//player, have to force an anim on him
|
|
WP_ForceKnockdown( push_list[x], self, pull, (!pull&&knockback>150), qfalse );
|
|
}
|
|
else
|
|
{//NPC and force-push/pull at level 2 or higher
|
|
WP_ForceKnockdown( push_list[x], self, pull, (!pull&&knockback>100), qfalse );
|
|
}
|
|
}
|
|
push_list[x]->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
}
|
|
}
|
|
else if ( push_list[x]->s.weapon == WP_SABER && (push_list[x]->contents&CONTENTS_LIGHTSABER) )
|
|
{//a thrown saber, just send it back
|
|
/*
|
|
if ( pull )
|
|
{//steal it?
|
|
}
|
|
else */if ( push_list[x]->owner && push_list[x]->owner->client && push_list[x]->owner->client->ps.saberActive && push_list[x]->s.pos.trType == TR_LINEAR && push_list[x]->owner->client->ps.saberEntityState != SES_RETURNING )
|
|
{//it's on and being controlled
|
|
//FIXME: prevent it from damaging me?
|
|
if ( self->s.number == 0 || Q_irand( 0, 2 ) )
|
|
{//certain chance of throwing it aside and turning it off?
|
|
//give it some velocity away from me
|
|
//FIXME: maybe actually push or pull it?
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
VectorScale( right, -1, right );
|
|
}
|
|
G_ReflectMissile( self, push_list[x], right );
|
|
//FIXME: isn't turning off!!!
|
|
WP_SaberDrop( push_list[x]->owner, push_list[x] );
|
|
}
|
|
else
|
|
{
|
|
WP_SaberReturn( push_list[x]->owner, push_list[x] );
|
|
}
|
|
//different effect?
|
|
}
|
|
}
|
|
else if ( push_list[x]->s.eType == ET_MISSILE
|
|
&& push_list[x]->s.pos.trType != TR_STATIONARY
|
|
&& (push_list[x]->s.pos.trType != TR_INTERPOLATE||push_list[x]->s.weapon != WP_THERMAL) )//rolling and stationary thermal detonators are dealt with below
|
|
{
|
|
vec3_t dir2Me;
|
|
VectorSubtract( self->currentOrigin, push_list[x]->currentOrigin, dir2Me );
|
|
float dot = DotProduct( push_list[x]->s.pos.trDelta, dir2Me );
|
|
if ( pull )
|
|
{//deflect rather than reflect?
|
|
}
|
|
else
|
|
{
|
|
if ( push_list[x]->s.eFlags&EF_MISSILE_STICK )
|
|
{//caught a sticky in-air
|
|
push_list[x]->s.eType = ET_MISSILE;
|
|
push_list[x]->s.eFlags &= ~EF_MISSILE_STICK;
|
|
push_list[x]->s.eFlags |= EF_BOUNCE_HALF;
|
|
push_list[x]->splashDamage /= 3;
|
|
push_list[x]->splashRadius /= 3;
|
|
push_list[x]->e_ThinkFunc = thinkF_WP_Explode;
|
|
push_list[x]->nextthink = level.time + Q_irand( 500, 3000 );
|
|
}
|
|
if ( dot >= 0 )
|
|
{//it's heading towards me
|
|
G_ReflectMissile( self, push_list[x], forward );
|
|
}
|
|
else
|
|
{
|
|
VectorScale( push_list[x]->s.pos.trDelta, 1.25f, push_list[x]->s.pos.trDelta );
|
|
}
|
|
//deflect sound
|
|
//G_Sound( push_list[x], G_SoundIndex( va("sound/weapons/blaster/reflect%d.wav", Q_irand( 1, 3 ) ) ) );
|
|
//push_list[x]->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
}
|
|
}
|
|
else if ( push_list[x]->svFlags & SVF_GLASS_BRUSH )
|
|
{//break the glass
|
|
trace_t tr;
|
|
vec3_t pushDir;
|
|
float damage = 800;
|
|
|
|
AngleVectors( self->client->ps.viewangles, forward, NULL, NULL );
|
|
VectorNormalize( forward );
|
|
VectorMA( self->client->renderInfo.eyePoint, radius, forward, end );
|
|
gi.trace( &tr, self->client->renderInfo.eyePoint, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT );
|
|
if ( tr.entityNum != push_list[x]->s.number || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
|
|
{//must be pointing right at it
|
|
continue;
|
|
}
|
|
|
|
if ( pull )
|
|
{
|
|
VectorSubtract( self->client->renderInfo.eyePoint, tr.endpos, pushDir );
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( tr.endpos, self->client->renderInfo.eyePoint, pushDir );
|
|
}
|
|
/*
|
|
VectorSubtract( push_list[x]->absmax, push_list[x]->absmin, size );
|
|
VectorMA( push_list[x]->absmin, 0.5, size, center );
|
|
if ( pull )
|
|
{
|
|
VectorSubtract( self->client->renderInfo.eyePoint, center, pushDir );
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( center, self->client->renderInfo.eyePoint, pushDir );
|
|
}
|
|
*/
|
|
damage -= VectorNormalize( pushDir );
|
|
if ( damage < 200 )
|
|
{
|
|
damage = 200;
|
|
}
|
|
VectorScale( pushDir, damage, pushDir );
|
|
|
|
G_Damage( push_list[x], self, self, pushDir, tr.endpos, damage, 0, MOD_UNKNOWN );
|
|
}
|
|
else if ( !Q_stricmp( "func_static", push_list[x]->classname ) )
|
|
{//force-usable func_static
|
|
if ( !pull && (push_list[x]->spawnflags&1/*F_PUSH*/) )
|
|
{
|
|
GEntity_UseFunc( push_list[x], self, self );
|
|
}
|
|
else if ( pull && (push_list[x]->spawnflags&2/*F_PULL*/) )
|
|
{
|
|
GEntity_UseFunc( push_list[x], self, self );
|
|
}
|
|
}
|
|
else if ( !Q_stricmp( "func_door", push_list[x]->classname ) && (push_list[x]->spawnflags&2/*MOVER_FORCE_ACTIVATE*/) )
|
|
{//push/pull the door
|
|
vec3_t pos1, pos2;
|
|
|
|
AngleVectors( self->client->ps.viewangles, forward, NULL, NULL );
|
|
VectorNormalize( forward );
|
|
VectorMA( self->client->renderInfo.eyePoint, radius, forward, end );
|
|
gi.trace( &tr, self->client->renderInfo.eyePoint, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT );
|
|
if ( tr.entityNum != push_list[x]->s.number || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
|
|
{//must be pointing right at it
|
|
continue;
|
|
}
|
|
|
|
if ( VectorCompare( vec3_origin, push_list[x]->s.origin ) )
|
|
{//does not have an origin brush, so pos1 & pos2 are relative to world origin, need to calc center
|
|
VectorSubtract( push_list[x]->absmax, push_list[x]->absmin, size );
|
|
VectorMA( push_list[x]->absmin, 0.5, size, center );
|
|
if ( (push_list[x]->spawnflags&1) && push_list[x]->moverState == MOVER_POS1 )
|
|
{//if at pos1 and started open, make sure we get the center where it *started* because we're going to add back in the relative values pos1 and pos2
|
|
VectorSubtract( center, push_list[x]->pos1, center );
|
|
}
|
|
else if ( !(push_list[x]->spawnflags&1) && push_list[x]->moverState == MOVER_POS2 )
|
|
{//if at pos2, make sure we get the center where it *started* because we're going to add back in the relative values pos1 and pos2
|
|
VectorSubtract( center, push_list[x]->pos2, center );
|
|
}
|
|
VectorAdd( center, push_list[x]->pos1, pos1 );
|
|
VectorAdd( center, push_list[x]->pos2, pos2 );
|
|
}
|
|
else
|
|
{//actually has an origin, pos1 and pos2 are absolute
|
|
VectorCopy( push_list[x]->currentOrigin, center );
|
|
VectorCopy( push_list[x]->pos1, pos1 );
|
|
VectorCopy( push_list[x]->pos2, pos2 );
|
|
}
|
|
|
|
if ( Distance( pos1, self->client->renderInfo.eyePoint ) < Distance( pos2, self->client->renderInfo.eyePoint ) )
|
|
{//pos1 is closer
|
|
if ( push_list[x]->moverState == MOVER_POS1 )
|
|
{//at the closest pos
|
|
if ( pull )
|
|
{//trying to pull, but already at closest point, so screw it
|
|
continue;
|
|
}
|
|
}
|
|
else if ( push_list[x]->moverState == MOVER_POS2 )
|
|
{//at farthest pos
|
|
if ( !pull )
|
|
{//trying to push, but already at farthest point, so screw it
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//pos2 is closer
|
|
if ( push_list[x]->moverState == MOVER_POS1 )
|
|
{//at the farthest pos
|
|
if ( !pull )
|
|
{//trying to push, but already at farthest point, so screw it
|
|
continue;
|
|
}
|
|
}
|
|
else if ( push_list[x]->moverState == MOVER_POS2 )
|
|
{//at closest pos
|
|
if ( pull )
|
|
{//trying to pull, but already at closest point, so screw it
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
GEntity_UseFunc( push_list[x], self, self );
|
|
}
|
|
else if ( push_list[x]->s.eType == ET_MISSILE/*thermal resting on ground*/ || push_list[x]->s.eType == ET_ITEM || push_list[x]->e_ThinkFunc == thinkF_G_RunObject || Q_stricmp( "limb", push_list[x]->classname ) == 0 )
|
|
{//general object, toss it
|
|
vec3_t pushDir, kvel;
|
|
float knockback = pull?0:200;
|
|
float mass = 200;
|
|
if ( pull )
|
|
{
|
|
if ( push_list[x]->s.eType == ET_ITEM )
|
|
{//pull it to a little higher point
|
|
vec3_t adjustedOrg;
|
|
VectorCopy( self->currentOrigin, adjustedOrg );
|
|
adjustedOrg[2] += self->maxs[2]/2;
|
|
VectorSubtract( adjustedOrg, push_list[x]->currentOrigin, pushDir );
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( self->currentOrigin, push_list[x]->currentOrigin, pushDir );
|
|
}
|
|
knockback += VectorNormalize( pushDir );
|
|
if ( knockback > 200 )
|
|
{
|
|
knockback = 200;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//HMM, if I have an auto-enemy & he's in front of me, push it toward him?
|
|
VectorSubtract( push_list[x]->currentOrigin, self->currentOrigin, pushDir );
|
|
knockback -= VectorNormalize( pushDir );
|
|
if ( knockback < 100 )
|
|
{
|
|
knockback = 100;
|
|
}
|
|
}
|
|
//FIXME: if pull a FL_FORCE_PULLABLE_ONLY, clear the flag, assuming it's no longer in solid? or check?
|
|
VectorCopy( push_list[x]->currentOrigin, push_list[x]->s.pos.trBase );
|
|
push_list[x]->s.pos.trTime = level.time; // move a bit on the very first frame
|
|
if ( push_list[x]->s.pos.trType != TR_INTERPOLATE )
|
|
{//don't do this to rolling missiles
|
|
push_list[x]->s.pos.trType = TR_GRAVITY;
|
|
}
|
|
|
|
if ( push_list[x]->e_ThinkFunc == thinkF_G_RunObject && push_list[x]->physicsBounce )
|
|
{
|
|
mass = push_list[x]->physicsBounce;
|
|
}
|
|
if ( mass < 50 )
|
|
{//???
|
|
mass = 50;
|
|
}
|
|
if ( g_gravity->value > 0 )
|
|
{
|
|
VectorScale( pushDir, g_knockback->value * knockback / mass * 0.8, kvel );
|
|
kvel[2] = pushDir[2] * g_knockback->value * knockback / mass * 1.5;
|
|
}
|
|
else
|
|
{
|
|
VectorScale( pushDir, g_knockback->value * knockback / mass, kvel );
|
|
}
|
|
VectorAdd( push_list[x]->s.pos.trDelta, kvel, push_list[x]->s.pos.trDelta );
|
|
if ( g_gravity->value > 0 )
|
|
{
|
|
if ( push_list[x]->s.pos.trDelta[2] < knockback )
|
|
{
|
|
push_list[x]->s.pos.trDelta[2] = knockback;
|
|
}
|
|
}
|
|
//no trDuration?
|
|
if ( push_list[x]->e_ThinkFunc != thinkF_G_RunObject )
|
|
{//objects spin themselves?
|
|
//spin it
|
|
//FIXME: messing with roll ruins the rotational center???
|
|
push_list[x]->s.apos.trTime = level.time;
|
|
push_list[x]->s.apos.trType = TR_LINEAR;
|
|
VectorClear( push_list[x]->s.apos.trDelta );
|
|
push_list[x]->s.apos.trDelta[1] = Q_irand( -800, 800 );
|
|
}
|
|
|
|
if ( Q_stricmp( "limb", push_list[x]->classname ) == 0 )
|
|
{//make sure it runs it's physics
|
|
push_list[x]->e_ThinkFunc = thinkF_LimbThink;
|
|
push_list[x]->nextthink = level.time + FRAMETIME;
|
|
}
|
|
push_list[x]->forcePushTime = level.time + 600; // let the push effect last for 600 ms
|
|
if ( push_list[x]->item && push_list[x]->item->giTag == INV_SECURITY_KEY1 )
|
|
{
|
|
AddSightEvent( player, push_list[x]->currentOrigin, 128, AEL_DISCOVERED );//security keys are more important
|
|
}
|
|
else
|
|
{
|
|
AddSightEvent( player, push_list[x]->currentOrigin, 128, AEL_SUSPICIOUS );//hmm... or should this always be discovered?
|
|
}
|
|
}
|
|
else if ( push_list[x]->s.weapon == WP_TURRET
|
|
&& !Q_stricmp( "PAS", push_list[x]->classname )
|
|
&& push_list[x]->s.apos.trType == TR_STATIONARY )
|
|
{//a portable turret
|
|
WP_KnockdownTurret( self, push_list[x] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ForceSpeed( gentity_t *self, int duration )
|
|
{
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if ( !WP_ForcePowerUsable( self, FP_SPEED, 0 ) )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{//FIXME: can this be a way to break out?
|
|
return;
|
|
}
|
|
if ( !self->s.number && in_camera )
|
|
{//player can't use force powers in cinematic
|
|
return;
|
|
}
|
|
WP_ForcePowerStart( self, FP_SPEED, 0 );
|
|
if ( duration )
|
|
{
|
|
self->client->ps.forcePowerDuration[FP_SPEED] = level.time + duration;
|
|
}
|
|
G_Sound( self, G_SoundIndex( "sound/weapons/force/speed.wav" ) );
|
|
}
|
|
|
|
void ForceHeal( gentity_t *self )
|
|
{
|
|
if ( self->health <= 0 || self->client->ps.stats[STAT_MAX_HEALTH] <= self->health )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( !WP_ForcePowerUsable( self, FP_HEAL, forcePowerNeeded[FP_HEAL]*5 ) )
|
|
{//must have enough force power for at least 5 points of health
|
|
return;
|
|
}
|
|
|
|
if ( self->painDebounceTime > level.time || self->client->ps.weaponTime )
|
|
{//can't initiate a heal while taking pain or attacking
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{//FIXME: can this be a way to break out?
|
|
return;
|
|
}
|
|
if ( !self->s.number && in_camera )
|
|
{//player can't use force powers in cinematic
|
|
return;
|
|
}
|
|
/*
|
|
if ( self->client->ps.forcePowerLevel[FP_HEAL] > FORCE_LEVEL_2 )
|
|
{//instant heal
|
|
//no more than available force power
|
|
int max = self->client->ps.forcePower;
|
|
if ( max > MAX_FORCE_HEAL )
|
|
{//no more than max allowed
|
|
max = MAX_FORCE_HEAL;
|
|
}
|
|
if ( max > self->client->ps.stats[STAT_MAX_HEALTH] - self->health )
|
|
{//no more than what's missing
|
|
max = self->client->ps.stats[STAT_MAX_HEALTH] - self->health;
|
|
}
|
|
self->health += max;
|
|
WP_ForcePowerDrain( self, FP_HEAL, max );
|
|
G_SoundOnEnt( self, CHAN_VOICE, va( "sound/weapons/force/heal%d.mp3", Q_irand( 1, 4 ) ) );
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
//start health going up
|
|
//NPC_SetAnim( self, SETANIM_TORSO, ?, SETANIM_FLAG_OVERRIDE );
|
|
WP_ForcePowerStart( self, FP_HEAL, 0 );
|
|
if ( self->client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_2 )
|
|
{//must meditate
|
|
//FIXME: holster weapon (select WP_NONE?)
|
|
//FIXME: BOTH_FORCEHEAL_START
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_FORCEHEAL_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
self->client->ps.torsoAnimTimer = self->client->ps.legsAnimTimer = FORCE_HEAL_INTERVAL*MAX_FORCE_HEAL + 2000;//???
|
|
if ( self->client->ps.saberActive )
|
|
{
|
|
self->client->ps.saberActive = qfalse;//turn off saber when meditating
|
|
if ( self->client->playerTeam == TEAM_PLAYER )
|
|
{
|
|
G_SoundOnEnt( self, CHAN_WEAPON, "sound/weapons/saber/saberoff.wav" );
|
|
}
|
|
else
|
|
{
|
|
G_SoundOnEnt( self, CHAN_WEAPON, "sound/weapons/saber/enemy_saber_off.wav" );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//just a quick gesture
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEHEAL_QUICK, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
}
|
|
}
|
|
|
|
//FIXME: always play healing effect
|
|
G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/heal.mp3" );
|
|
}
|
|
|
|
extern void NPC_ST_PlayConfusionSound( gentity_t *self );
|
|
extern void NPC_Jedi_PlayConfusionSound( gentity_t *self );
|
|
void ForceTelepathy( gentity_t *self )
|
|
{
|
|
trace_t tr;
|
|
vec3_t end, forward;
|
|
gentity_t *traceEnt;
|
|
qboolean targetLive = qfalse;
|
|
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//FIXME: if mind trick 3 and aiming at an enemy need more force power
|
|
if ( !WP_ForcePowerUsable( self, FP_TELEPATHY, 0 ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.weaponTime >= 800 )
|
|
{//just did one!
|
|
return;
|
|
}
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{//FIXME: can this be a way to break out?
|
|
return;
|
|
}
|
|
if ( !self->s.number && in_camera )
|
|
{//player can't use force powers in cinematic
|
|
return;
|
|
}
|
|
|
|
AngleVectors( self->client->ps.viewangles, forward, NULL, NULL );
|
|
VectorNormalize( forward );
|
|
VectorMA( self->client->renderInfo.eyePoint, 2048, forward, end );
|
|
|
|
//Cause a distraction if enemy is not fighting
|
|
gi.trace( &tr, self->client->renderInfo.eyePoint, vec3_origin, vec3_origin, end, self->s.number, MASK_OPAQUE|CONTENTS_BODY );
|
|
if ( tr.entityNum == ENTITYNUM_NONE || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
|
|
{
|
|
return;
|
|
}
|
|
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
|
|
if( traceEnt->NPC && traceEnt->NPC->scriptFlags & SCF_NO_FORCE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( traceEnt && traceEnt->client )
|
|
{
|
|
switch ( traceEnt->client->NPC_class )
|
|
{
|
|
case CLASS_GALAKMECH://cant grip him, he's in armor
|
|
case CLASS_ATST://much too big to grip!
|
|
//no droids either
|
|
case CLASS_PROBE:
|
|
case CLASS_GONK:
|
|
case CLASS_R2D2:
|
|
case CLASS_R5D2:
|
|
case CLASS_MARK1:
|
|
case CLASS_MARK2:
|
|
case CLASS_MOUSE:
|
|
case CLASS_SEEKER:
|
|
case CLASS_REMOTE:
|
|
break;
|
|
default:
|
|
targetLive = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
if ( targetLive && traceEnt->NPC )
|
|
{//hit an organic non-player
|
|
if ( G_ActivateBehavior( traceEnt, BSET_MINDTRICK ) )
|
|
{//activated a script on him
|
|
//FIXME: do the visual sparkles effect on their heads, still?
|
|
WP_ForcePowerStart( self, FP_TELEPATHY, 0 );
|
|
}
|
|
else if ( traceEnt->client->playerTeam != self->client->playerTeam )
|
|
{//an enemy
|
|
int override = 0;
|
|
if ( traceEnt->s.weapon != WP_SABER )
|
|
{//haha! Jedi aren't easily confused!
|
|
if ( self->client->ps.forcePowerLevel[FP_TELEPATHY] > FORCE_LEVEL_2 )
|
|
{//turn them to our side
|
|
//if mind trick 3 and aiming at an enemy need more force power
|
|
override = 50;
|
|
if ( self->client->ps.forcePower < 50 )
|
|
{
|
|
return;
|
|
}
|
|
if ( traceEnt->s.weapon != WP_NONE )
|
|
{//don't charm people who aren't capable of fighting... like ugnaughts and droids
|
|
if ( traceEnt->enemy )
|
|
{
|
|
G_ClearEnemy( traceEnt );
|
|
}
|
|
if ( traceEnt->NPC )
|
|
{
|
|
traceEnt->NPC->tempBehavior = BS_FOLLOW_LEADER;
|
|
traceEnt->client->leader = self;
|
|
}
|
|
//FIXME: maybe pick an enemy right here?
|
|
team_t saveTeam = traceEnt->client->enemyTeam;
|
|
traceEnt->client->enemyTeam = traceEnt->client->playerTeam;
|
|
traceEnt->client->playerTeam = saveTeam;
|
|
//FIXME: need a *charmed* timer on this...? Or do TEAM_PLAYERS assume that "confusion" means they should switch to team_enemy when done?
|
|
traceEnt->NPC->charmedTime = level.time + mindTrickTime[self->client->ps.forcePowerLevel[FP_TELEPATHY]];
|
|
}
|
|
}
|
|
else if ( !(traceEnt->NPC->scriptFlags&SCF_NO_MIND_TRICK) )
|
|
{//just confuse them
|
|
//somehow confuse them? Set don't fire to true for a while? Drop their aggression? Maybe just take their enemy away and don't let them pick one up for a while unless shot?
|
|
traceEnt->NPC->confusionTime = level.time + mindTrickTime[self->client->ps.forcePowerLevel[FP_TELEPATHY]];//confused for about 10 seconds
|
|
//HACK!!!
|
|
// if ( !Q_stricmp( "stormtrooper", traceEnt->NPC_type ) ||
|
|
// !Q_stricmp( "stormtrooper2", traceEnt->NPC_type ) ||
|
|
// !Q_stricmp( "STOfficer", traceEnt->NPC_type ) )
|
|
if ( traceEnt->client->NPC_class == CLASS_STORMTROOPER )
|
|
{
|
|
NPC_ST_PlayConfusionSound( traceEnt );
|
|
}
|
|
if ( traceEnt->enemy )
|
|
{
|
|
G_ClearEnemy( traceEnt );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NPC_Jedi_PlayConfusionSound( traceEnt );
|
|
}
|
|
WP_ForcePowerStart( self, FP_TELEPATHY, override );
|
|
}
|
|
else if ( traceEnt->client->playerTeam == self->client->playerTeam )
|
|
{//an ally
|
|
//maybe just have him look at you? Respond? Take your enemy?
|
|
if ( traceEnt->client->ps.pm_type < PM_DEAD && traceEnt->NPC!=NULL && !(traceEnt->NPC->scriptFlags&SCF_NO_RESPONSE) )
|
|
{
|
|
NPC_UseResponse( traceEnt, self, qfalse );
|
|
WP_ForcePowerStart( self, FP_TELEPATHY, 1 );
|
|
}
|
|
}//NOTE: no effect on TEAM_NEUTRAL?
|
|
vec3_t eyeDir;
|
|
AngleVectors( traceEnt->client->renderInfo.eyeAngles, eyeDir, NULL, NULL );
|
|
VectorNormalize( eyeDir );
|
|
G_PlayEffect( "force_touch", traceEnt->client->renderInfo.eyePoint, eyeDir );
|
|
|
|
//make sure this plays and that you cannot press fire for about 1 second after this
|
|
//FIXME: BOTH_FORCEMINDTRICK or BOTH_FORCEDISTRACT
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_MINDTRICK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD );
|
|
//FIXME: build-up or delay this until in proper part of anim
|
|
}
|
|
else
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_TELEPATHY] > FORCE_LEVEL_1 && tr.fraction * 2048 > 64 )
|
|
{//don't create a diversion less than 64 from you of if at power level 1
|
|
//use distraction anim instead
|
|
G_PlayEffect( G_EffectIndex( "force_touch" ), tr.endpos, tr.plane.normal );
|
|
//FIXME: these events don't seem to always be picked up...?
|
|
AddSoundEvent( self, tr.endpos, 512, AEL_SUSPICIOUS );
|
|
AddSightEvent( self, tr.endpos, 512, AEL_SUSPICIOUS, 50 );
|
|
WP_ForcePowerStart( self, FP_TELEPATHY, 0 );
|
|
}
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_MINDTRICK2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD );
|
|
}
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
self->client->ps.weaponTime = 1000;
|
|
}
|
|
|
|
void ForceGrip( gentity_t *self )
|
|
{//FIXME: make enemy Jedi able to use this
|
|
trace_t tr;
|
|
vec3_t end, forward;
|
|
gentity_t *traceEnt = NULL;
|
|
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->s.number && (cg.zoomMode || in_camera) )
|
|
{//can't force grip when zoomed in or in cinematic
|
|
return;
|
|
}
|
|
if ( self->client->ps.leanofs )
|
|
{//can't force-grip while leaning
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.forceGripEntityNum <= ENTITYNUM_WORLD )
|
|
{//already gripping
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
|
|
{
|
|
self->client->ps.forcePowerDuration[FP_GRIP] = level.time + 100;
|
|
self->client->ps.weaponTime = 1000;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( !WP_ForcePowerUsable( self, FP_GRIP, 0 ) )
|
|
{//can't use it right now
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.forcePower < 26 )
|
|
{//need 20 to start, 6 to hold it for any decent amount of time...
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.weaponTime )
|
|
{//busy
|
|
return;
|
|
}
|
|
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{//FIXME: can this be a way to break out?
|
|
return;
|
|
}
|
|
//Cause choking anim + health drain in ent in front of me
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEGRIP_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
|
|
self->client->ps.weaponTime = 1000;
|
|
|
|
AngleVectors( self->client->ps.viewangles, forward, NULL, NULL );
|
|
VectorNormalize( forward );
|
|
VectorMA( self->client->renderInfo.handLPoint, FORCE_GRIP_DIST, forward, end );
|
|
|
|
if ( self->enemy && (self->s.number || InFront( self->enemy->currentOrigin, self->client->renderInfo.eyePoint, self->client->ps.viewangles, 0.2f ) ) )
|
|
{//NPCs can always lift enemy since we assume they're looking at them, players need to be facing the enemy
|
|
if ( gi.inPVS( self->enemy->currentOrigin, self->client->renderInfo.eyePoint ) )
|
|
{//must be in PVS
|
|
gi.trace( &tr, self->client->renderInfo.eyePoint, vec3_origin, vec3_origin, self->enemy->currentOrigin, self->s.number, MASK_SHOT );
|
|
if ( tr.fraction == 1.0f || tr.entityNum == self->enemy->s.number )
|
|
{//must have clear LOS
|
|
traceEnt = self->enemy;
|
|
}
|
|
}
|
|
}
|
|
if ( !traceEnt )
|
|
{//okay, trace straight ahead and see what's there
|
|
gi.trace( &tr, self->client->renderInfo.handLPoint, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT );
|
|
if ( tr.entityNum >= ENTITYNUM_WORLD || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
|
|
{
|
|
return;
|
|
}
|
|
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
}
|
|
|
|
if ( !traceEnt || traceEnt == self/*???*/ || traceEnt->bmodel || (traceEnt->health <= 0 && traceEnt->takedamage) || (traceEnt->NPC && traceEnt->NPC->scriptFlags & SCF_NO_FORCE) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( traceEnt->client )
|
|
{
|
|
if ( traceEnt->client->ps.forceJumpZStart )
|
|
{//can't catch them in mid force jump - FIXME: maybe base it on velocity?
|
|
return;
|
|
}
|
|
switch ( traceEnt->client->NPC_class )
|
|
{
|
|
case CLASS_GALAKMECH://cant grip him, he's in armor
|
|
case CLASS_ATST://much too big to grip!
|
|
//no droids either...?
|
|
case CLASS_PROBE:
|
|
case CLASS_GONK:
|
|
case CLASS_R2D2:
|
|
case CLASS_R5D2:
|
|
case CLASS_MARK1:
|
|
case CLASS_MARK2:
|
|
case CLASS_MOUSE://?
|
|
case CLASS_SEEKER:
|
|
case CLASS_REMOTE:
|
|
case CLASS_PROTOCOL:
|
|
return;
|
|
break;
|
|
case CLASS_DESANN://Desann cannot be gripped, he just pushes you back instantly
|
|
Jedi_PlayDeflectSound( traceEnt );
|
|
ForceThrow( traceEnt, qfalse );
|
|
return;
|
|
break;
|
|
case CLASS_REBORN:
|
|
case CLASS_SHADOWTROOPER:
|
|
case CLASS_TAVION:
|
|
case CLASS_JEDI:
|
|
case CLASS_LUKE:
|
|
if ( traceEnt->NPC && traceEnt->NPC->rank > RANK_CIVILIAN && self->client->ps.forcePowerLevel[FP_GRIP] < FORCE_LEVEL_2 )
|
|
{
|
|
Jedi_PlayDeflectSound( traceEnt );
|
|
ForceThrow( traceEnt, qfalse );
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
if ( traceEnt->s.weapon == WP_EMPLACED_GUN )
|
|
{//FIXME: maybe can pull them out?
|
|
return;
|
|
}
|
|
if ( self->enemy && traceEnt != self->enemy && traceEnt->client->playerTeam == self->client->playerTeam )
|
|
{//can't accidently grip your teammate in combat
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{//can't grip non-clients... right?
|
|
return;
|
|
}
|
|
WP_ForcePowerStart( self, FP_GRIP, 20 );
|
|
//FIXME: rule out other things?
|
|
//FIXME: Jedi resist, like the push and pull?
|
|
self->client->ps.forceGripEntityNum = traceEnt->s.number;
|
|
//if ( traceEnt->client )
|
|
{
|
|
G_AddVoiceEvent( traceEnt, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 );
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2 || traceEnt->s.weapon == WP_SABER )
|
|
{//if we pick up & carry, drop their weap
|
|
if ( traceEnt->s.weapon )
|
|
{
|
|
if ( traceEnt->s.weapon != WP_SABER )
|
|
{
|
|
WP_DropWeapon( traceEnt, NULL );
|
|
}
|
|
else
|
|
{
|
|
//turn it off?
|
|
traceEnt->client->ps.saberActive = qfalse;
|
|
G_SoundOnEnt( traceEnt, CHAN_WEAPON, "sound/weapons/saber/saberoffquick.wav" );
|
|
}
|
|
}
|
|
}
|
|
//else FIXME: need a one-armed choke if we're not on a high enough level to make them drop their gun
|
|
VectorCopy( traceEnt->client->renderInfo.headPoint, self->client->ps.forceGripOrg );
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
VectorCopy( traceEnt->currentOrigin, self->client->ps.forceGripOrg );
|
|
}
|
|
*/
|
|
self->client->ps.forceGripOrg[2] += 48;//FIXME: define?
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] < FORCE_LEVEL_2 )
|
|
{//just a duration
|
|
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + 250;
|
|
self->client->ps.forcePowerDuration[FP_GRIP] = level.time + 5000;
|
|
traceEnt->s.loopSound = G_SoundIndex( "sound/weapons/force/grip.mp3" );
|
|
}
|
|
else
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] == FORCE_LEVEL_2 )
|
|
{//lifting sound? or always?
|
|
}
|
|
//if ( traceEnt->s.number )
|
|
{//picks them up for a second first
|
|
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + 1000;
|
|
}
|
|
/*
|
|
else
|
|
{//player should take damage right away
|
|
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + 250;
|
|
}
|
|
*/
|
|
self->s.loopSound = G_SoundIndex( "sound/weapons/force/grip.mp3" );
|
|
}
|
|
}
|
|
|
|
void ForceLightning( gentity_t *self )
|
|
{
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->s.number && (cg.zoomMode || in_camera) )
|
|
{//can't force lightning when zoomed in or in cinematic
|
|
return;
|
|
}
|
|
if ( self->client->ps.leanofs )
|
|
{//can't force-lightning while leaning
|
|
return;
|
|
}
|
|
if ( self->client->ps.forcePower < 25 || !WP_ForcePowerUsable( self, FP_LIGHTNING, 0 ) )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->client->ps.forcePowerDebounce[FP_LIGHTNING] > level.time )
|
|
{//stops it while using it and also after using it, up to 3 second delay
|
|
return;
|
|
}
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{//FIXME: can this be a way to break out?
|
|
return;
|
|
}
|
|
//Shoot lightning from hand
|
|
//make sure this plays and that you cannot press fire for about 1 second after this
|
|
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] < FORCE_LEVEL_2 )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
|
|
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] < FORCE_LEVEL_2 )
|
|
{//short burst
|
|
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/lightning.wav" );
|
|
}
|
|
else
|
|
{//holding it
|
|
self->s.loopSound = G_SoundIndex( "sound/weapons/force/lightning2.wav" );
|
|
}
|
|
|
|
//FIXME: build-up or delay this until in proper part of anim
|
|
self->client->ps.weaponTime = self->client->ps.torsoAnimTimer;
|
|
WP_ForcePowerStart( self, FP_LIGHTNING, self->client->ps.torsoAnimTimer );
|
|
}
|
|
|
|
void ForceLightningDamage( gentity_t *self, gentity_t *traceEnt, vec3_t dir, float dist, float dot, vec3_t impactPoint )
|
|
{
|
|
if( traceEnt->NPC && traceEnt->NPC->scriptFlags & SCF_NO_FORCE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( traceEnt && traceEnt->takedamage )
|
|
{
|
|
if ( !traceEnt->client || traceEnt->client->playerTeam != self->client->playerTeam || self->enemy == traceEnt || traceEnt->enemy == self )
|
|
{//an enemy or object
|
|
int dmg;
|
|
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_2 )
|
|
{//more damage if closer and more in front
|
|
dmg = 1;
|
|
if ( dist < 100 )
|
|
{
|
|
dmg += 2;
|
|
}
|
|
else if ( dist < 200 )
|
|
{
|
|
dmg += 1;
|
|
}
|
|
if ( dot > 0.9f )
|
|
{
|
|
dmg += 2;
|
|
}
|
|
else if ( dot > 0.7f )
|
|
{
|
|
dmg += 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
dmg = Q_irand( 1, 3 );//*self->client->ps.forcePowerLevel[FP_LIGHTNING];
|
|
}
|
|
if ( traceEnt->client && traceEnt->health > 0 && ( traceEnt->client->NPC_class == CLASS_DESANN || traceEnt->client->NPC_class == CLASS_LUKE ) )
|
|
{//Luke and Desann can shield themselves from the attack
|
|
//FIXME: shield effect or something?
|
|
int parts;
|
|
if ( traceEnt->client->ps.groundEntityNum != ENTITYNUM_NONE && !PM_SpinningSaberAnim( traceEnt->client->ps.legsAnim ) && !PM_FlippingAnim( traceEnt->client->ps.legsAnim ) && !PM_RollingAnim( traceEnt->client->ps.legsAnim ) )
|
|
{//if on a surface and not in a spin or flip, play full body resist
|
|
parts = SETANIM_BOTH;
|
|
}
|
|
else
|
|
{//play resist just in torso
|
|
parts = SETANIM_TORSO;
|
|
}
|
|
NPC_SetAnim( traceEnt, parts, BOTH_RESISTPUSH, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
dmg = 0;
|
|
}
|
|
else if ( traceEnt->s.weapon == WP_SABER && Q_irand( 0, 1 ) )
|
|
{//jedi less likely to be damaged
|
|
dmg = 0;
|
|
}
|
|
if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAK )
|
|
{
|
|
if ( traceEnt->client->ps.powerups[PW_GALAK_SHIELD] )
|
|
{//has shield up
|
|
dmg = 0;
|
|
}
|
|
}
|
|
G_Damage( traceEnt, self, self, dir, impactPoint, dmg, 0, MOD_ELECTROCUTE );
|
|
if ( traceEnt->client )
|
|
{
|
|
if ( !Q_irand( 0, 2 ) )
|
|
{
|
|
G_Sound( traceEnt, G_SoundIndex( va( "sound/weapons/force/lightninghit%d.wav", Q_irand( 1, 3 ) ) ) );
|
|
}
|
|
traceEnt->s.powerups |= ( 1 << PW_SHOCKED );
|
|
|
|
// If we are dead or we are a bot, we can do the full version
|
|
class_t npc_class = traceEnt->client->NPC_class;
|
|
if ( traceEnt->health <= 0 || ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE ||
|
|
npc_class == CLASS_MOUSE || npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_REMOTE ||
|
|
npc_class == CLASS_R5D2 || npc_class == CLASS_PROTOCOL || npc_class == CLASS_MARK1 ||
|
|
npc_class == CLASS_MARK2 || npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST ) ||
|
|
npc_class == CLASS_SENTRY )
|
|
{
|
|
traceEnt->client->ps.powerups[PW_SHOCKED] = level.time + 4000;
|
|
}
|
|
else //short version
|
|
{
|
|
traceEnt->client->ps.powerups[PW_SHOCKED] = level.time + 500;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ForceShootLightning( gentity_t *self )
|
|
{
|
|
trace_t tr;
|
|
vec3_t end, forward;
|
|
gentity_t *traceEnt;
|
|
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->s.number && cg.zoomMode )
|
|
{//can't force lightning when zoomed in
|
|
return;
|
|
}
|
|
|
|
AngleVectors( self->client->ps.viewangles, forward, NULL, NULL );
|
|
VectorNormalize( forward );
|
|
|
|
//FIXME: if lightning hits water, do water-only-flagged radius damage from that point
|
|
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_2 )
|
|
{//arc
|
|
vec3_t center, mins, maxs, dir, ent_org, size, v;
|
|
float radius = 512, dot, dist;
|
|
gentity_t *entityList[MAX_GENTITIES];
|
|
int e, numListedEntities, i;
|
|
|
|
VectorCopy( self->currentOrigin, center );
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
mins[i] = center[i] - radius;
|
|
maxs[i] = center[i] + radius;
|
|
}
|
|
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
|
|
|
|
for ( e = 0 ; e < numListedEntities ; e++ )
|
|
{
|
|
traceEnt = entityList[e];
|
|
|
|
if ( !traceEnt )
|
|
continue;
|
|
if ( traceEnt == self )
|
|
continue;
|
|
if ( traceEnt->owner == self && traceEnt->s.weapon != WP_THERMAL )//can push your own thermals
|
|
continue;
|
|
if ( !traceEnt->inuse )
|
|
continue;
|
|
if ( !traceEnt->takedamage )
|
|
continue;
|
|
if ( traceEnt->health <= 0 )//no torturing corpses
|
|
continue;
|
|
//this is all to see if we need to start a saber attack, if it's in flight, this doesn't matter
|
|
// find the distance from the edge of the bounding box
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
if ( center[i] < traceEnt->absmin[i] )
|
|
{
|
|
v[i] = traceEnt->absmin[i] - center[i];
|
|
} else if ( center[i] > traceEnt->absmax[i] )
|
|
{
|
|
v[i] = center[i] - traceEnt->absmax[i];
|
|
} else
|
|
{
|
|
v[i] = 0;
|
|
}
|
|
}
|
|
|
|
VectorSubtract( traceEnt->absmax, traceEnt->absmin, size );
|
|
VectorMA( traceEnt->absmin, 0.5, size, ent_org );
|
|
|
|
//see if they're in front of me
|
|
//must be within the forward cone
|
|
VectorSubtract( ent_org, center, dir );
|
|
VectorNormalize( dir );
|
|
if ( (dot = DotProduct( dir, forward )) < 0.5 )
|
|
continue;
|
|
|
|
//must be close enough
|
|
dist = VectorLength( v );
|
|
if ( dist >= radius )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//in PVS?
|
|
if ( !traceEnt->bmodel && !gi.inPVS( ent_org, self->client->renderInfo.handLPoint ) )
|
|
{//must be in PVS
|
|
continue;
|
|
}
|
|
|
|
//Now check and see if we can actually hit it
|
|
gi.trace( &tr, self->client->renderInfo.handLPoint, vec3_origin, vec3_origin, ent_org, self->s.number, MASK_SHOT );
|
|
if ( tr.fraction < 1.0f && tr.entityNum != traceEnt->s.number )
|
|
{//must have clear LOS
|
|
continue;
|
|
}
|
|
|
|
// ok, we are within the radius, add us to the incoming list
|
|
//FIXME: maybe add up the ents and do more damage the less ents there are
|
|
// as if we're spreading out the damage?
|
|
ForceLightningDamage( self, traceEnt, dir, dist, dot, ent_org );
|
|
}
|
|
|
|
}
|
|
else
|
|
{//trace-line
|
|
int ignore = self->s.number;
|
|
int traces = 0;
|
|
vec3_t start;
|
|
|
|
VectorCopy( self->client->renderInfo.handLPoint, start );
|
|
VectorMA( self->client->renderInfo.handLPoint, 2048, forward, end );
|
|
|
|
while ( traces < 10 )
|
|
{//need to loop this in case we hit a Jedi who dodges the shot
|
|
gi.trace( &tr, start, vec3_origin, vec3_origin, end, ignore, MASK_SHOT, G2_RETURNONHIT, 0 );
|
|
if ( tr.entityNum == ENTITYNUM_NONE || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
|
|
{
|
|
return;
|
|
}
|
|
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
//NOTE: only NPCs do this auto-dodge
|
|
if ( traceEnt && traceEnt->s.number && traceEnt->s.weapon == WP_SABER )//&& traceEnt->NPC
|
|
{//FIXME: need a more reliable way to know we hit a jedi?
|
|
if ( !Jedi_DodgeEvasion( traceEnt, self, &tr, HL_NONE ) )
|
|
{//act like we didn't even hit him
|
|
VectorCopy( tr.endpos, start );
|
|
ignore = tr.entityNum;
|
|
traces++;
|
|
continue;
|
|
}
|
|
}
|
|
//a Jedi is not dodging this shot
|
|
break;
|
|
}
|
|
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
ForceLightningDamage( self, traceEnt, forward, 0, 0, tr.endpos );
|
|
}
|
|
}
|
|
|
|
void ForceJumpCharge( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
float forceJumpChargeInterval = forceJumpStrength[0] / (FORCE_JUMP_CHARGE_TIME/FRAMETIME);
|
|
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->s.number && cg.zoomMode )
|
|
{//can't force jump when zoomed in
|
|
return;
|
|
}
|
|
|
|
//need to play sound
|
|
if ( !self->client->ps.forceJumpCharge )
|
|
{//FIXME: this should last only as long as the actual charge-up
|
|
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/jumpbuild.wav" );
|
|
}
|
|
//Increment
|
|
self->client->ps.forceJumpCharge += forceJumpChargeInterval;
|
|
|
|
//clamp to max strength for current level
|
|
if ( self->client->ps.forceJumpCharge > forceJumpStrength[self->client->ps.forcePowerLevel[FP_LEVITATION]] )
|
|
{
|
|
self->client->ps.forceJumpCharge = forceJumpStrength[self->client->ps.forcePowerLevel[FP_LEVITATION]];
|
|
}
|
|
|
|
//clamp to max available force power
|
|
if ( self->client->ps.forceJumpCharge/forceJumpChargeInterval/(FORCE_JUMP_CHARGE_TIME/FRAMETIME)*forcePowerNeeded[FP_LEVITATION] > self->client->ps.forcePower )
|
|
{//can't use more than you have
|
|
self->client->ps.forceJumpCharge = self->client->ps.forcePower*forceJumpChargeInterval/(FORCE_JUMP_CHARGE_TIME/FRAMETIME);
|
|
}
|
|
//FIXME: a simple tap should always do at least a normal height's jump?
|
|
}
|
|
|
|
int WP_GetVelocityForForceJump( gentity_t *self, vec3_t jumpVel, usercmd_t *ucmd )
|
|
{
|
|
float pushFwd = 0, pushRt = 0;
|
|
vec3_t view, forward, right;
|
|
VectorCopy( self->client->ps.viewangles, view );
|
|
view[0] = 0;
|
|
AngleVectors( view, forward, right, NULL );
|
|
if ( ucmd->forwardmove && ucmd->rightmove )
|
|
{
|
|
if ( ucmd->forwardmove > 0 )
|
|
{
|
|
pushFwd = 50;
|
|
}
|
|
else
|
|
{
|
|
pushFwd = -50;
|
|
}
|
|
if ( ucmd->rightmove > 0 )
|
|
{
|
|
pushRt = 50;
|
|
}
|
|
else
|
|
{
|
|
pushRt = -50;
|
|
}
|
|
}
|
|
else if ( ucmd->forwardmove || ucmd->rightmove )
|
|
{
|
|
if ( ucmd->forwardmove > 0 )
|
|
{
|
|
pushFwd = 100;
|
|
}
|
|
else if ( ucmd->forwardmove < 0 )
|
|
{
|
|
pushFwd = -100;
|
|
}
|
|
else if ( ucmd->rightmove > 0 )
|
|
{
|
|
pushRt = 100;
|
|
}
|
|
else if ( ucmd->rightmove < 0 )
|
|
{
|
|
pushRt = -100;
|
|
}
|
|
}
|
|
VectorMA( self->client->ps.velocity, pushFwd, forward, jumpVel );
|
|
VectorMA( self->client->ps.velocity, pushRt, right, jumpVel );
|
|
jumpVel[2] += self->client->ps.forceJumpCharge;//forceJumpStrength;
|
|
if ( pushFwd > 0 && self->client->ps.forceJumpCharge > 200 )
|
|
{
|
|
return FJ_FORWARD;
|
|
}
|
|
else if ( pushFwd < 0 && self->client->ps.forceJumpCharge > 200 )
|
|
{
|
|
return FJ_BACKWARD;
|
|
}
|
|
else if ( pushRt > 0 && self->client->ps.forceJumpCharge > 200 )
|
|
{
|
|
return FJ_RIGHT;
|
|
}
|
|
else if ( pushRt < 0 && self->client->ps.forceJumpCharge > 200 )
|
|
{
|
|
return FJ_LEFT;
|
|
}
|
|
else
|
|
{//FIXME: jump straight up anim
|
|
return FJ_UP;
|
|
}
|
|
}
|
|
|
|
void ForceJump( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
if ( self->client->ps.forcePowerDuration[FP_LEVITATION] > level.time )
|
|
{
|
|
return;
|
|
}
|
|
if ( !WP_ForcePowerUsable( self, FP_LEVITATION, 0 ) )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->s.groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->client->ps.pm_flags&PMF_JUMP_HELD )
|
|
{
|
|
return;
|
|
}
|
|
if ( self->health <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->s.number && (cg.zoomMode || in_camera) )
|
|
{//can't force jump when zoomed in or in cinematic
|
|
return;
|
|
}
|
|
if ( self->client->ps.saberLockTime > level.time )
|
|
{//FIXME: can this be a way to break out?
|
|
return;
|
|
}
|
|
|
|
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/jump.wav" );
|
|
|
|
float forceJumpChargeInterval = forceJumpStrength[self->client->ps.forcePowerLevel[FP_LEVITATION]]/(FORCE_JUMP_CHARGE_TIME/FRAMETIME);
|
|
|
|
int anim;
|
|
vec3_t jumpVel;
|
|
|
|
switch( WP_GetVelocityForForceJump( self, jumpVel, ucmd ) )
|
|
{
|
|
case FJ_FORWARD:
|
|
if ( self->NPC && self->NPC->rank != RANK_CREWMAN && self->NPC->rank <= RANK_LT_JG )
|
|
{//can't do acrobatics
|
|
anim = BOTH_FORCEJUMP1;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_FLIP_F;
|
|
}
|
|
break;
|
|
case FJ_BACKWARD:
|
|
if ( self->NPC && self->NPC->rank != RANK_CREWMAN && self->NPC->rank <= RANK_LT_JG )
|
|
{//can't do acrobatics
|
|
anim = BOTH_FORCEJUMPBACK1;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_FLIP_B;
|
|
}
|
|
break;
|
|
case FJ_RIGHT:
|
|
if ( self->NPC && self->NPC->rank != RANK_CREWMAN && self->NPC->rank <= RANK_LT_JG )
|
|
{//can't do acrobatics
|
|
anim = BOTH_FORCEJUMPRIGHT1;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_FLIP_R;
|
|
}
|
|
break;
|
|
case FJ_LEFT:
|
|
if ( self->NPC && self->NPC->rank != RANK_CREWMAN && self->NPC->rank <= RANK_LT_JG )
|
|
{//can't do acrobatics
|
|
anim = BOTH_FORCEJUMPLEFT1;
|
|
}
|
|
else
|
|
{
|
|
anim = BOTH_FLIP_L;
|
|
}
|
|
break;
|
|
default:
|
|
case FJ_UP:
|
|
anim = BOTH_JUMP1;
|
|
break;
|
|
}
|
|
|
|
int parts = SETANIM_BOTH;
|
|
if ( self->client->ps.weaponTime )
|
|
{//FIXME: really only care if we're in a saber attack anim.. maybe trail length?
|
|
parts = SETANIM_LEGS;
|
|
}
|
|
|
|
NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
|
|
//FIXME: sound effect
|
|
self->client->ps.forceJumpZStart = self->currentOrigin[2];//remember this for when we land
|
|
VectorCopy( jumpVel, self->client->ps.velocity );
|
|
//wasn't allowing them to attack when jumping, but that was annoying
|
|
//self->client->ps.weaponTime = self->client->ps.torsoAnimTimer;
|
|
|
|
WP_ForcePowerStart( self, FP_LEVITATION, self->client->ps.forceJumpCharge/forceJumpChargeInterval/(FORCE_JUMP_CHARGE_TIME/FRAMETIME)*forcePowerNeeded[FP_LEVITATION] );
|
|
//self->client->ps.forcePowerDuration[FP_LEVITATION] = level.time + self->client->ps.weaponTime;
|
|
self->client->ps.forceJumpCharge = 0;
|
|
}
|
|
|
|
void WP_ForcePowerRegenerate( gentity_t *self, int overrideAmt )
|
|
{
|
|
if ( !self->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( overrideAmt )
|
|
{
|
|
self->client->ps.forcePower += overrideAmt;
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.forcePower++;
|
|
}
|
|
if ( self->client->ps.forcePower > self->client->ps.forcePowerMax )
|
|
{
|
|
self->client->ps.forcePower = self->client->ps.forcePowerMax;
|
|
}
|
|
}
|
|
|
|
void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt )
|
|
{
|
|
if ( self->NPC )
|
|
{//For now, NPCs have infinite force power
|
|
return;
|
|
}
|
|
//take away the power
|
|
int drain = overrideAmt;
|
|
if ( !drain )
|
|
{
|
|
drain = forcePowerNeeded[forcePower];
|
|
}
|
|
if ( !drain )
|
|
{
|
|
return;
|
|
}
|
|
self->client->ps.forcePower -= drain;
|
|
if ( self->client->ps.forcePower < 0 )
|
|
{
|
|
self->client->ps.forcePower = 0;
|
|
}
|
|
}
|
|
|
|
void WP_ForcePowerStart( gentity_t *self, forcePowers_t forcePower, int overrideAmt )
|
|
{
|
|
int duration = 0;
|
|
|
|
//FIXME: debounce some of these
|
|
|
|
//and it in
|
|
//set up duration time
|
|
switch( (int)forcePower )
|
|
{
|
|
case FP_HEAL:
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
self->client->ps.forceHealCount = 0;
|
|
break;
|
|
case FP_LEVITATION:
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
break;
|
|
case FP_SPEED:
|
|
//duration is always 5 seconds, player time
|
|
duration = ceil(FORCE_SPEED_DURATION*forceSpeedValue[self->client->ps.forcePowerLevel[FP_SPEED]]);//FIXME: because the timescale scales down (not instant), this doesn't end up being exactly right...
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
self->s.loopSound = G_SoundIndex( "sound/weapons/force/speedloop.wav" );
|
|
break;
|
|
case FP_PUSH:
|
|
break;
|
|
case FP_PULL:
|
|
break;
|
|
case FP_TELEPATHY:
|
|
break;
|
|
case FP_GRIP:
|
|
duration = 1000;
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
break;
|
|
case FP_LIGHTNING:
|
|
duration = overrideAmt;
|
|
overrideAmt = 0;
|
|
self->client->ps.forcePowersActive |= ( 1 << forcePower );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if ( duration )
|
|
{
|
|
self->client->ps.forcePowerDuration[forcePower] = level.time + duration;
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.forcePowerDuration[forcePower] = 0;
|
|
}
|
|
self->client->ps.forcePowerDebounce[forcePower] = 0;
|
|
|
|
WP_ForcePowerDrain( self, forcePower, overrideAmt );
|
|
|
|
if ( !self->s.number )
|
|
{
|
|
self->client->sess.missionStats.forceUsed[(int)forcePower]++;
|
|
}
|
|
}
|
|
|
|
qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt )
|
|
{
|
|
if ( forcePower == FP_LEVITATION )
|
|
{
|
|
return qtrue;
|
|
}
|
|
int drain = overrideAmt?overrideAmt:forcePowerNeeded[forcePower];
|
|
if ( !drain )
|
|
{
|
|
return qtrue;
|
|
}
|
|
if ( self->client->ps.forcePower < drain )
|
|
{
|
|
//G_AddEvent( self, EV_NOAMMO, 0 );
|
|
return qfalse;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
extern void CG_PlayerLockedWeaponSpeech( int jumping );
|
|
qboolean WP_ForcePowerUsable( gentity_t *self, forcePowers_t forcePower, int overrideAmt )
|
|
{
|
|
|
|
if ( !(self->client->ps.forcePowersKnown & ( 1 << forcePower )) )
|
|
{//don't know this power
|
|
return qfalse;
|
|
}
|
|
|
|
if ( self->client->ps.forcePowerLevel[forcePower] <= 0 )
|
|
{//can't use this power
|
|
return qfalse;
|
|
}
|
|
|
|
if( self->flags & FL_LOCK_PLAYER_WEAPONS ) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
|
|
{
|
|
CG_PlayerLockedWeaponSpeech( qfalse );
|
|
return qfalse;
|
|
}
|
|
|
|
if ( (self->client->ps.forcePowersActive & ( 1 << forcePower )) )
|
|
{//already using this power
|
|
return qfalse;
|
|
}
|
|
/*
|
|
if ( !self->client->ps.forcePowerLevel[(int)(forcePower)] )
|
|
{
|
|
return qfalse;
|
|
}
|
|
*/
|
|
if ( self->client->NPC_class == CLASS_ATST )
|
|
{//Doh! No force powers in an AT-ST!
|
|
return qfalse;
|
|
}
|
|
if ( self->client->ps.vehicleModel != 0 )
|
|
{//Doh! No force powers when flying a vehicle!
|
|
return qfalse;
|
|
}
|
|
if ( self->client->ps.viewEntity > 0 && self->client->ps.viewEntity < ENTITYNUM_WORLD )
|
|
{//Doh! No force powers when controlling an NPC
|
|
return qfalse;
|
|
}
|
|
if ( self->client->ps.eFlags & EF_LOCKED_TO_WEAPON )
|
|
{//Doh! No force powers when in an emplaced gun!
|
|
return qfalse;
|
|
}
|
|
|
|
return WP_ForcePowerAvailable( self, forcePower, overrideAmt );
|
|
}
|
|
|
|
void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower )
|
|
{
|
|
gentity_t *gripEnt;
|
|
|
|
self->client->ps.forcePowersActive &= ~( 1 << forcePower );
|
|
|
|
switch( (int)forcePower )
|
|
{
|
|
case FP_HEAL:
|
|
//if ( self->client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_3 )
|
|
{//wasn't an instant heal and heal is now done
|
|
if ( self->client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_2 )
|
|
{//if in meditation pose, must come out of it
|
|
//FIXME: BOTH_FORCEHEAL_STOP
|
|
if ( self->client->ps.legsAnim == BOTH_FORCEHEAL_START )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_LEGS, BOTH_FORCEHEAL_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
if ( self->client->ps.torsoAnim == BOTH_FORCEHEAL_START )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEHEAL_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
|
|
self->client->ps.saberBlocked = BLOCKED_NONE;
|
|
}
|
|
}
|
|
break;
|
|
case FP_LEVITATION:
|
|
self->client->ps.forcePowerDebounce[FP_LEVITATION] = 0;
|
|
break;
|
|
case FP_SPEED:
|
|
if ( !self->s.number )
|
|
{//player using force speed
|
|
if ( g_timescale->value != 1.0 )
|
|
{
|
|
gi.cvar_set("timescale", "1");
|
|
}
|
|
}
|
|
self->s.loopSound = 0;
|
|
break;
|
|
case FP_PUSH:
|
|
break;
|
|
case FP_PULL:
|
|
break;
|
|
case FP_TELEPATHY:
|
|
break;
|
|
case FP_GRIP:
|
|
if ( self->client->ps.forceGripEntityNum < ENTITYNUM_WORLD )
|
|
{
|
|
gripEnt = &g_entities[self->client->ps.forceGripEntityNum];
|
|
if ( gripEnt )
|
|
{
|
|
gripEnt->s.loopSound = 0;
|
|
if ( gripEnt->client )
|
|
{
|
|
gripEnt->client->ps.eFlags &= ~EF_FORCE_GRIPPED;
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
|
|
{//sanity-cap the velocity
|
|
float gripVel = VectorNormalize( gripEnt->client->ps.velocity );
|
|
if ( gripVel > 500.0f )
|
|
{
|
|
gripVel = 500.0f;
|
|
}
|
|
VectorScale( gripEnt->client->ps.velocity, gripVel, gripEnt->client->ps.velocity );
|
|
}
|
|
|
|
//FIXME: they probably dropped their weapon, should we make them flee? Or should AI handle no-weapon behavior?
|
|
if ( gripEnt->health > 0 )
|
|
{
|
|
int holdTime = 500;
|
|
G_AddEvent( gripEnt, EV_WATER_CLEAR, 0 );
|
|
if ( gripEnt->client->ps.forcePowerDebounce[FP_PUSH] > level.time )
|
|
{//they probably pushed out of it
|
|
holdTime = 0;
|
|
}
|
|
else if ( gripEnt->s.weapon == WP_SABER )
|
|
{//jedi recover faster
|
|
holdTime = self->client->ps.forcePowerLevel[FP_GRIP]*200;
|
|
}
|
|
else
|
|
{
|
|
holdTime = self->client->ps.forcePowerLevel[FP_GRIP]*500;
|
|
}
|
|
//stop the anims soon, keep them locked in place for a bit
|
|
if ( gripEnt->client->ps.torsoAnim == BOTH_CHOKE1 || gripEnt->client->ps.torsoAnim == BOTH_CHOKE3 )
|
|
{//stop choking anim on torso
|
|
if ( gripEnt->client->ps.torsoAnimTimer > holdTime )
|
|
{
|
|
gripEnt->client->ps.torsoAnimTimer = holdTime;
|
|
}
|
|
}
|
|
if ( gripEnt->client->ps.legsAnim == BOTH_CHOKE1 || gripEnt->client->ps.legsAnim == BOTH_CHOKE3 )
|
|
{//stop choking anim on legs
|
|
gripEnt->client->ps.legsAnimTimer = 0;
|
|
if ( holdTime )
|
|
{
|
|
//lock them in place for a bit
|
|
gripEnt->client->ps.pm_time = gripEnt->client->ps.torsoAnimTimer;
|
|
gripEnt->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
if ( gripEnt->s.number )
|
|
{//NPC
|
|
gripEnt->painDebounceTime = level.time + gripEnt->client->ps.torsoAnimTimer;
|
|
}
|
|
else
|
|
{//player
|
|
gripEnt->aimDebounceTime = level.time + gripEnt->client->ps.torsoAnimTimer;
|
|
}
|
|
}
|
|
}
|
|
if ( gripEnt->NPC && !(gripEnt->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
|
|
{//not falling to their death
|
|
gripEnt->NPC->nextBStateThink = level.time + holdTime;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gripEnt->s.eFlags &= ~EF_FORCE_GRIPPED;
|
|
if ( gripEnt->s.eType == ET_MISSILE )
|
|
{//continue normal movement
|
|
if ( gripEnt->s.weapon == WP_THERMAL )
|
|
{
|
|
gripEnt->s.pos.trType = TR_INTERPOLATE;
|
|
}
|
|
else
|
|
{
|
|
gripEnt->s.pos.trType = TR_LINEAR;//FIXME: what about gravity-effected projectiles?
|
|
}
|
|
VectorCopy( gripEnt->currentOrigin, gripEnt->s.pos.trBase );
|
|
gripEnt->s.pos.trTime = level.time;
|
|
}
|
|
else
|
|
{//drop it
|
|
gripEnt->e_ThinkFunc = thinkF_G_RunObject;
|
|
gripEnt->nextthink = level.time + FRAMETIME;
|
|
gripEnt->s.pos.trType = TR_GRAVITY;
|
|
VectorCopy( gripEnt->currentOrigin, gripEnt->s.pos.trBase );
|
|
gripEnt->s.pos.trTime = level.time;
|
|
}
|
|
}
|
|
}
|
|
self->s.loopSound = 0;
|
|
self->client->ps.forceGripEntityNum = ENTITYNUM_NONE;
|
|
}
|
|
if ( self->client->ps.torsoAnim == BOTH_FORCEGRIP_HOLD )
|
|
{
|
|
NPC_SetAnim( self, BOTH_FORCEGRIP_RELEASE, BOTH_FORCELIGHTNING_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
break;
|
|
case FP_LIGHTNING:
|
|
if ( self->client->ps.torsoAnim == BOTH_FORCELIGHTNING_HOLD
|
|
|| self->client->ps.torsoAnim == BOTH_FORCELIGHTNING_START )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] < FORCE_LEVEL_2 )
|
|
{//don't do it again for 3 seconds, minimum... FIXME: this should be automatic once regeneration is slower (normal)
|
|
self->client->ps.forcePowerDebounce[FP_LIGHTNING] = level.time + 3000;//FIXME: define?
|
|
}
|
|
else
|
|
{//stop the looping sound
|
|
self->client->ps.forcePowerDebounce[FP_LIGHTNING] = level.time + 1000;//FIXME: define?
|
|
self->s.loopSound = 0;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
extern qboolean PM_ForceJumpingUp( gentity_t *gent );
|
|
static void WP_ForcePowerRun( gentity_t *self, forcePowers_t forcePower, usercmd_t *cmd )
|
|
{
|
|
float speed, newSpeed;
|
|
gentity_t *gripEnt;
|
|
vec3_t angles, dir, gripOrg, gripEntOrg;
|
|
float dist;
|
|
extern usercmd_t ucmd;
|
|
|
|
switch( (int)forcePower )
|
|
{
|
|
case FP_HEAL:
|
|
if ( self->client->ps.forceHealCount >= MAX_FORCE_HEAL || self->health >= self->client->ps.stats[STAT_MAX_HEALTH] )
|
|
{//fully healed or used up all 25
|
|
G_SoundOnEnt( self, CHAN_VOICE, va( "sound/weapons/force/heal%d.mp3", Q_irand( 1, 4 ) ) );
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
else if ( self->client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_3 && ( (cmd->buttons&BUTTON_ATTACK) || (cmd->buttons&BUTTON_ALT_ATTACK) || self->painDebounceTime > level.time || self->client->ps.weaponTime ) )
|
|
{//attacked or was hit while healing...
|
|
//stop healing
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
else if ( self->client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_2 && ( cmd->rightmove || cmd->forwardmove || cmd->upmove > 0 ) )
|
|
{//moved while healing... FIXME: also, in WP_ForcePowerStart, stop healing if any other force power is used
|
|
//stop healing
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
else if ( self->client->ps.forcePowerDebounce[FP_HEAL] < level.time )
|
|
{//time to heal again
|
|
if ( WP_ForcePowerAvailable( self, forcePower, 0 ) )
|
|
{//have available power
|
|
self->health++;
|
|
self->client->ps.forceHealCount++;
|
|
if ( self->client->ps.forcePowerLevel[FP_HEAL] > FORCE_LEVEL_2 )
|
|
{
|
|
self->client->ps.forcePowerDebounce[FP_HEAL] = level.time + 50;
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.forcePowerDebounce[FP_HEAL] = level.time + FORCE_HEAL_INTERVAL;
|
|
}
|
|
WP_ForcePowerDrain( self, forcePower, 0 );
|
|
}
|
|
else
|
|
{//stop
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
}
|
|
break;
|
|
case FP_LEVITATION:
|
|
if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE && !self->client->ps.forceJumpZStart )
|
|
{//done with jump
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
else
|
|
{
|
|
if ( PM_ForceJumpingUp( self ) )
|
|
{//holding jump in air
|
|
if ( cmd->upmove > 10 )
|
|
{//still trying to go up
|
|
if ( WP_ForcePowerAvailable( self, FP_LEVITATION, 1 ) )
|
|
{
|
|
if ( self->client->ps.forcePowerDebounce[FP_LEVITATION] < level.time )
|
|
{
|
|
WP_ForcePowerDrain( self, FP_LEVITATION, 5 );
|
|
self->client->ps.forcePowerDebounce[FP_LEVITATION] = level.time + 100;
|
|
}
|
|
self->client->ps.forcePowersActive |= ( 1 << FP_LEVITATION );
|
|
self->client->ps.forceJumpCharge = 1;//just used as a flag for the player, cleared when he lands
|
|
}
|
|
else
|
|
{//cut the jump short
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
}
|
|
else
|
|
{//cut the jump short
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
}
|
|
break;
|
|
case FP_SPEED:
|
|
speed = forceSpeedValue[self->client->ps.forcePowerLevel[FP_SPEED]];
|
|
if ( !self->s.number )
|
|
{//player using force speed
|
|
gi.cvar_set("timescale", va("%4.2f", speed));
|
|
if ( g_timescale->value > speed )
|
|
{
|
|
newSpeed = g_timescale->value - 0.05;
|
|
if ( newSpeed < speed )
|
|
{
|
|
newSpeed = speed;
|
|
}
|
|
gi.cvar_set("timescale", va("%4.2f", newSpeed));
|
|
}
|
|
}
|
|
break;
|
|
case FP_PUSH:
|
|
break;
|
|
case FP_PULL:
|
|
break;
|
|
case FP_TELEPATHY:
|
|
break;
|
|
case FP_GRIP:
|
|
if ( !WP_ForcePowerAvailable( self, FP_GRIP, 0 )
|
|
|| (self->client->ps.forcePowerLevel[FP_GRIP]>FORCE_LEVEL_1&&!self->s.number&&!(cmd->buttons&BUTTON_FORCEGRIP)) )
|
|
{
|
|
WP_ForcePowerStop( self, FP_GRIP );
|
|
return;
|
|
}
|
|
else if ( self->client->ps.forceGripEntityNum >= 0 && self->client->ps.forceGripEntityNum < ENTITYNUM_WORLD )
|
|
{
|
|
gripEnt = &g_entities[self->client->ps.forceGripEntityNum];
|
|
|
|
if ( !gripEnt || (gripEnt->health <= 0&&gripEnt->takedamage) )//FIXME: what about things that never had health or lose takedamage when they die?
|
|
{//either invalid ent, or dead ent
|
|
WP_ForcePowerStop( self, FP_GRIP );
|
|
return;
|
|
}
|
|
else if ( gripEnt->s.weapon == WP_SABER && gripEnt->NPC && gripEnt->client && gripEnt->client->ps.forcePowersKnown&(1<<FP_PUSH) && !Q_irand( 0, 100-(gripEnt->NPC->stats.evasion*10)-(g_spskill->integer*10) ) )
|
|
{//a jedi who broke free FIXME: maybe have some minimum grip length- a reaction time?
|
|
ForceThrow( gripEnt, qfalse );
|
|
//FIXME: I need to go into some pushed back anim...
|
|
WP_ForcePowerStop( self, FP_GRIP );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
|
|
{//holding it
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEGRIP_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
//get their org
|
|
VectorCopy( self->client->ps.viewangles, angles );
|
|
angles[0] -= 10;
|
|
AngleVectors( angles, dir, NULL, NULL );
|
|
if ( gripEnt->client )
|
|
{//move
|
|
VectorCopy( gripEnt->client->renderInfo.headPoint, gripEntOrg );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( gripEnt->currentOrigin, gripEntOrg );
|
|
}
|
|
|
|
//how far are they
|
|
dist = Distance( self->client->renderInfo.handLPoint, gripEntOrg );
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] == FORCE_LEVEL_2 &&
|
|
(!InFront( gripEntOrg, self->client->renderInfo.handLPoint, self->client->ps.viewangles, 0.3f ) ||
|
|
DistanceSquared( gripEntOrg, self->client->renderInfo.handLPoint ) > FORCE_GRIP_DIST_SQUARED))
|
|
{//must face them
|
|
WP_ForcePowerStop( self, FP_GRIP );
|
|
return;
|
|
}
|
|
|
|
//check for lift or carry
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2 )
|
|
{//carry
|
|
//cap dist
|
|
if ( dist > 256 )
|
|
{
|
|
dist = 256;
|
|
}
|
|
else if ( dist < 128 )
|
|
{
|
|
dist = 128;
|
|
}
|
|
VectorMA( self->client->renderInfo.handLPoint, dist, dir, gripOrg );
|
|
}
|
|
else if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
|
|
{//just lift
|
|
VectorCopy( self->client->ps.forceGripOrg, gripOrg );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( gripEnt->currentOrigin, gripOrg );
|
|
}
|
|
//now move them
|
|
if ( gripEnt->client )
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
|
|
{//level 1 just holds them
|
|
VectorSubtract( gripOrg, gripEntOrg, gripEnt->client->ps.velocity );
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2 )
|
|
{//level 2 just lifts them
|
|
float gripDist = VectorNormalize( gripEnt->client->ps.velocity )/3.0f;
|
|
if ( gripDist < 5.0f )
|
|
{
|
|
gripDist = 5.0f;
|
|
}
|
|
VectorScale( gripEnt->client->ps.velocity, (gripDist*gripDist), gripEnt->client->ps.velocity );
|
|
}
|
|
}
|
|
//stop them from thinking
|
|
gripEnt->client->ps.pm_time = 2000;
|
|
gripEnt->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
|
|
if ( gripEnt->NPC )
|
|
{
|
|
if ( !(gripEnt->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
|
|
{//not falling to their death
|
|
gripEnt->NPC->nextBStateThink = level.time + 2000;
|
|
}
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
|
|
{//level 1 just holds them
|
|
vectoangles( dir, angles );
|
|
gripEnt->NPC->desiredYaw = AngleNormalize180(angles[YAW]+180);
|
|
gripEnt->NPC->desiredPitch = -angles[PITCH];
|
|
SaveNPCGlobals();
|
|
SetNPCGlobals( gripEnt );
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
gripEnt->NPC->last_ucmd.angles[0] = ucmd.angles[0];
|
|
gripEnt->NPC->last_ucmd.angles[1] = ucmd.angles[1];
|
|
gripEnt->NPC->last_ucmd.angles[2] = ucmd.angles[2];
|
|
RestoreNPCGlobals();
|
|
//FIXME: why does he turn back to his original angles once he dies or is let go?
|
|
}
|
|
}
|
|
else if ( !gripEnt->s.number )
|
|
{
|
|
//vectoangles( dir, angles );
|
|
//gripEnt->client->ps.viewangles[0] = -angles[0];
|
|
//gripEnt->client->ps.viewangles[1] = AngleNormalize180(angles[YAW]+180);
|
|
gripEnt->enemy = self;
|
|
NPC_SetLookTarget( gripEnt, self->s.number, level.time+1000 );
|
|
}
|
|
|
|
gripEnt->client->ps.eFlags |= EF_FORCE_GRIPPED;
|
|
//dammit! Make sure that saber stays off!
|
|
gripEnt->client->ps.saberActive = qfalse;
|
|
}
|
|
else
|
|
{//move
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
|
|
{//level 1 just holds them
|
|
VectorCopy( gripEnt->currentOrigin, gripEnt->s.pos.trBase );
|
|
VectorSubtract( gripOrg, gripEntOrg, gripEnt->s.pos.trDelta );
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2 )
|
|
{//level 2 just lifts them
|
|
VectorScale( gripEnt->s.pos.trDelta, 10, gripEnt->s.pos.trDelta );
|
|
}
|
|
gripEnt->s.pos.trType = TR_LINEAR;
|
|
gripEnt->s.pos.trTime = level.time;
|
|
}
|
|
|
|
gripEnt->s.eFlags |= EF_FORCE_GRIPPED;
|
|
}
|
|
|
|
//Shouldn't this be discovered?
|
|
//AddSightEvent( self, gripOrg, 128, AEL_DANGER, 20 );
|
|
AddSightEvent( self, gripOrg, 128, AEL_DISCOVERED, 20 );
|
|
|
|
if ( self->client->ps.forcePowerDebounce[FP_GRIP] < level.time )
|
|
{
|
|
//GEntity_PainFunc( gripEnt, self, self, gripOrg, 0, MOD_CRUSH );
|
|
gripEnt->painDebounceTime = 0;
|
|
G_Damage( gripEnt, self, self, dir, gripOrg, forceGripDamage[self->client->ps.forcePowerLevel[FP_GRIP]], DAMAGE_NO_ARMOR, MOD_CRUSH );//MOD_???
|
|
if ( gripEnt->s.number )
|
|
{
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2 )
|
|
{//do damage faster at level 3
|
|
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + Q_irand( 150, 750 );
|
|
}
|
|
else
|
|
{
|
|
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + Q_irand( 250, 1000 );
|
|
}
|
|
}
|
|
else
|
|
{//player takes damage faster
|
|
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + Q_irand( 100, 600 );
|
|
}
|
|
if ( forceGripDamage[self->client->ps.forcePowerLevel[FP_GRIP]] > 0 )
|
|
{//no damage at level 1
|
|
WP_ForcePowerDrain( self, FP_GRIP, 3 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//WP_ForcePowerDrain( self, FP_GRIP, 0 );
|
|
if ( !gripEnt->enemy )
|
|
{
|
|
G_SetEnemy( gripEnt, self );
|
|
}
|
|
}
|
|
if ( gripEnt->client && gripEnt->health > 0 )
|
|
{
|
|
int anim = BOTH_CHOKE3; //left-handed choke
|
|
if ( gripEnt->client->ps.weapon == WP_NONE || gripEnt->client->ps.weapon == WP_MELEE )
|
|
{
|
|
anim = BOTH_CHOKE1; //two-handed choke
|
|
}
|
|
if ( self->client->ps.forcePowerLevel[FP_GRIP] < FORCE_LEVEL_2 )
|
|
{//still on ground, only set anim on torso
|
|
NPC_SetAnim( gripEnt, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else
|
|
{//in air, set on whole body
|
|
NPC_SetAnim( gripEnt, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
gripEnt->painDebounceTime = level.time + 2000;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case FP_LIGHTNING:
|
|
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 )
|
|
{//higher than level 1
|
|
if ( cmd->buttons & BUTTON_FORCE_LIGHTNING )
|
|
{//holding it keeps it going
|
|
self->client->ps.forcePowerDuration[FP_LIGHTNING] = level.time + 500;
|
|
if ( self->client->ps.torsoAnim == BOTH_FORCELIGHTNING_START )
|
|
{
|
|
if ( !self->client->ps.torsoAnimTimer )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
}
|
|
if ( !WP_ForcePowerAvailable( self, forcePower, 0 ) )
|
|
{
|
|
WP_ForcePowerStop( self, forcePower );
|
|
}
|
|
else
|
|
{
|
|
ForceShootLightning( self );
|
|
WP_ForcePowerDrain( self, forcePower, 0 );
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void WP_ForcePowersUpdate( gentity_t *self, usercmd_t *ucmd )
|
|
{
|
|
qboolean usingForce = qfalse;
|
|
int i;
|
|
//see if any force powers are running
|
|
if ( !self )
|
|
{
|
|
return;
|
|
}
|
|
if ( !self->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->health <= 0 )
|
|
{//if dead, deactivate any active force powers
|
|
for ( i = 0; i < NUM_FORCE_POWERS; i++ )
|
|
{
|
|
if ( self->client->ps.forcePowerDuration[i] || (self->client->ps.forcePowersActive&( 1 << i )) )
|
|
{
|
|
WP_ForcePowerStop( self, (forcePowers_t)i );
|
|
self->client->ps.forcePowerDuration[i] = 0;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( !self->s.number )
|
|
{//player uses different kind of force-jump
|
|
}
|
|
else
|
|
{
|
|
/*
|
|
if ( ucmd->buttons & BUTTON_FORCEJUMP )
|
|
{//just charging up
|
|
ForceJumpCharge( self, ucmd );
|
|
}
|
|
else */
|
|
if ( self->client->ps.forceJumpCharge )
|
|
{//let go of charge button, have charge
|
|
//if leave the ground by some other means, cancel the force jump so we don't suddenly jump when we land.
|
|
if ( self->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{//FIXME: stop sound?
|
|
//self->client->ps.forceJumpCharge = 0;
|
|
//FIXME: actually, we want this to still be cleared... don't clear it if the button isn't being pressed, but clear it if not holding button and not on ground.
|
|
}
|
|
else
|
|
{//still on ground, so jump
|
|
ForceJump( self, ucmd );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ucmd->buttons & BUTTON_FORCEGRIP )
|
|
{
|
|
ForceGrip( self );
|
|
}
|
|
|
|
if ( ucmd->buttons & BUTTON_FORCE_LIGHTNING )
|
|
{
|
|
ForceLightning( self );
|
|
}
|
|
|
|
for ( i = 0; i < NUM_FORCE_POWERS; i++ )
|
|
{
|
|
if ( self->client->ps.forcePowerDuration[i] )
|
|
{
|
|
if ( self->client->ps.forcePowerDuration[i] < level.time )
|
|
{
|
|
if ( (self->client->ps.forcePowersActive&( 1 << i )) )
|
|
{//turn it off
|
|
WP_ForcePowerStop( self, (forcePowers_t)i );
|
|
}
|
|
self->client->ps.forcePowerDuration[i] = 0;
|
|
}
|
|
}
|
|
if ( (self->client->ps.forcePowersActive&( 1 << i )) )
|
|
{
|
|
usingForce = qtrue;
|
|
WP_ForcePowerRun( self, (forcePowers_t)i, ucmd );
|
|
}
|
|
}
|
|
if ( self->client->ps.saberInFlight )
|
|
{//don't regen force power while throwing saber
|
|
if ( self->client->ps.saberEntityNum < ENTITYNUM_NONE && self->client->ps.saberEntityNum > 0 )//player is 0
|
|
{//
|
|
if ( &g_entities[self->client->ps.saberEntityNum] != NULL && g_entities[self->client->ps.saberEntityNum].s.pos.trType == TR_LINEAR )
|
|
{//fell to the ground and we're trying to pull it back
|
|
usingForce = qtrue;
|
|
}
|
|
}
|
|
}
|
|
if ( !usingForce )
|
|
{//when not using the force, regenerate at 10 points per second
|
|
if ( self->client->ps.forcePowerRegenDebounceTime < level.time )
|
|
{
|
|
WP_ForcePowerRegenerate( self, 0 );
|
|
self->client->ps.forcePowerRegenDebounceTime = level.time + 100;
|
|
}
|
|
}
|
|
}
|
|
|
|
void WP_InitForcePowers( gentity_t *ent )
|
|
{
|
|
if ( !ent || !ent->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( ent->client->NPC_class == CLASS_TAVION ||
|
|
ent->client->NPC_class == CLASS_REBORN ||
|
|
ent->client->NPC_class == CLASS_DESANN ||
|
|
ent->client->NPC_class == CLASS_SHADOWTROOPER ||
|
|
ent->client->NPC_class == CLASS_JEDI ||
|
|
ent->client->NPC_class == CLASS_LUKE )
|
|
{//an NPC jedi
|
|
ent->client->ps.forcePower = ent->client->ps.forcePowerMax = FORCE_POWER_MAX;
|
|
ent->client->ps.forcePowerRegenDebounceTime = 0;
|
|
ent->client->ps.forceGripEntityNum = ENTITYNUM_NONE;
|
|
|
|
if ( ent->client->NPC_class == CLASS_DESANN )
|
|
{
|
|
ent->client->ps.forcePowersKnown = ( 1 << FP_LEVITATION )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_GRIP )|( 1 << FP_LIGHTNING)|( 1 << FP_SABERTHROW)|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
|
|
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_LIGHTNING] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_3;
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_LUKE )
|
|
{
|
|
ent->client->ps.forcePowersKnown = ( 1 << FP_LEVITATION )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_SABERTHROW)|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
|
|
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_3;
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_TAVION || ( ent->client->NPC_class == CLASS_JEDI && ent->NPC->rank == RANK_COMMANDER ) )
|
|
{//Tavia or trainer Jedi
|
|
ent->client->ps.forcePowersKnown = ( 1 << FP_LEVITATION )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_SABERTHROW)|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
|
|
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_3;
|
|
if ( ent->client->NPC_class == CLASS_TAVION )
|
|
{
|
|
ent->client->ps.forcePowersKnown |= ( 1 << FP_LIGHTNING)|( 1 << FP_GRIP );
|
|
ent->client->ps.forcePowerLevel[FP_LIGHTNING] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_2;
|
|
}
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_SHADOWTROOPER )
|
|
{//Shadow Trooper
|
|
ent->client->ps.forcePowersKnown = ( 1 << FP_LEVITATION )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_SABERTHROW)|( 1 << FP_GRIP )|( 1 << FP_LIGHTNING)|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
|
|
ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_LIGHTNING] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_3;
|
|
}
|
|
else if ( ent->NPC->rank == RANK_LT || ent->client->NPC_class == CLASS_JEDI )
|
|
{//Reborn Boss or ally Jedi
|
|
ent->client->ps.forcePowersKnown = ( 1 << FP_LEVITATION )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_SABERTHROW)|( 1 << FP_GRIP )|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
|
|
ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_3;
|
|
if ( ent->client->NPC_class != CLASS_JEDI )
|
|
{
|
|
ent->client->ps.forcePowersKnown |= ( 1 << FP_GRIP );
|
|
ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_2;
|
|
}
|
|
}
|
|
else if ( ent->NPC->rank == RANK_LT_JG )
|
|
{//Reborn Fencer
|
|
ent->client->ps.forcePowersKnown = ( 1 << FP_PUSH )|( 1 << FP_SABERTHROW )|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
|
|
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_2;//FIXME: maybe make him only use it in defense- to throw away grenades
|
|
ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_2;
|
|
}
|
|
else if ( ent->NPC->rank == RANK_ENSIGN )
|
|
{//Force User
|
|
ent->client->ps.forcePowersKnown = ( 1 << FP_LEVITATION )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
|
|
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_1;
|
|
}
|
|
else if ( ent->NPC->rank == RANK_CREWMAN )
|
|
{//Acrobat
|
|
ent->client->ps.forcePowersKnown = ( 1 << FP_LEVITATION )|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
|
|
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_2;
|
|
}
|
|
else if ( ent->NPC->rank == RANK_CIVILIAN )
|
|
{//Grunt (NOTE: grunt turns slower and has less health)
|
|
ent->client->ps.forcePowersKnown = ( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
|
|
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_1;
|
|
}
|
|
}
|
|
else
|
|
{//player
|
|
ent->client->ps.forcePowersKnown = ( 1 << FP_HEAL )|( 1 << FP_LEVITATION )|( 1 << FP_SPEED )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_TELEPATHY )|( 1 << FP_GRIP )|( 1 << FP_LIGHTNING)|( 1 << FP_SABERTHROW)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
|
|
ent->client->ps.forcePower = ent->client->ps.forcePowerMax = FORCE_POWER_MAX;
|
|
ent->client->ps.forcePowerRegenDebounceTime = 0;
|
|
ent->client->ps.forcePowerLevel[FP_HEAL] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_LIGHTNING] = FORCE_LEVEL_1;
|
|
ent->client->ps.forcePowerLevel[FP_TELEPATHY] = FORCE_LEVEL_2;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
|
|
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_3;
|
|
if ( ent->NPC )
|
|
{//???
|
|
ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_3;
|
|
}
|
|
else
|
|
{
|
|
ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_2;
|
|
}
|
|
ent->client->ps.forceGripEntityNum = ENTITYNUM_NONE;
|
|
}
|
|
} |