sof2-sdk/code/game/g_weapon.c

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// Copyright (C) 2001-2002 Raven Software
//
// g_weapon.c
// perform the server side effects of a weapon firing
#include "g_local.h"
#include "be_aas.h"
extern qboolean G_BoxInBounds( vec3_t point, vec3_t mins, vec3_t maxs, vec3_t boundsMins, vec3_t boundsMaxs );
typedef struct hitLocationConversion_s
{
int SOF2poses;
int hitLocation;
float damageMultiplier;
} hitLocationConversion_t;
#define HITLOC_HEAD_DM -1.0f
#define HITLOC_NECK_DM -2.0f
#define HL_CONV_MAX 18
hitLocationConversion_t hitLocationConversion[HL_CONV_MAX] =
{
{-1, HL_NONE ,0 }, // UNKNOWN
{0, HL_HEAD ,HITLOC_HEAD_DM }, // "HEAD"
{1, HL_LEG_LOWER_RT ,0.7f}, // "RIGHT LEG"
{4, HL_NECK ,HITLOC_NECK_DM}, // "NECK"
{8, HL_CHEST ,1.0f}, // "CHEST"
{12, HL_FOOT_LT ,0.4f}, // "RIGHT FOOT"
{16, HL_CHEST_LT ,1.0f}, // "LEFT SHOULDER"
{20, HL_ARM_LT ,0.7f}, // "LEFT ARM"
{24, HL_HAND_LT ,0.4f}, // "LEFT HAND"
{28, HL_CHEST_RT ,1.0f}, // "RIGHT SHOULDER"
{32, HL_ARM_RT ,0.7f}, // "RIGHT ARM"
{36, HL_HAND_RT ,0.4f}, // "RIGHT HAND"
{40, HL_WAIST ,1.0f}, // "GUT"
{44, HL_WAIST ,1.0f}, // "GROIN"
{48, HL_LEG_UPPER_LT ,0.7f}, // "LEFT THIGH"
{52, HL_LEG_LOWER_LT ,0.7f}, // "LEFT LEG"
{56, HL_FOOT_RT ,0.4f}, // "LEFT FOOT"
{60, HL_LEG_UPPER_RT ,0.7f}, // "RIGHT THIGH"
};
/*
===============
G_CheckSniperCall
Checks to see if the client or someone near him should yell "sniper"
===============
*/
void G_CheckSniperCall ( weapon_t weapon, gentity_t* attacker, gentity_t* target, qboolean miss )
{
vec3_t diff;
// If it was a sniper that shot this guy then play the sniper voice
if ( !G_CanVoiceGlobal ( ) )
{
return;
}
// Needs to have been a snipe rifle and an enemy
if ( weapon != WP_MSG90A1 || OnSameTeam ( attacker, target ) )
{
return;
}
// Make sure hes not close
VectorSubtract ( attacker->r.currentOrigin, target->r.currentOrigin, diff );
if ( VectorLengthSquared ( diff ) > 1500 * 1500 )
{
gentity_t* nearby;
// Find someone close
nearby = G_FindNearbyClient ( target->r.currentOrigin, target->client->sess.team, 800, target );
// if it was a miss have the guy that was shot at say it
if ( miss )
{
if ( nearby )
{
G_VoiceGlobal ( target, "sniper", qfalse );
}
}
// Look for someone around the guy being shot at to say sniper
else if ( nearby )
{
G_VoiceGlobal ( nearby, "sniper", qfalse );
}
}
}
/*
===============
G_TraceBullet
Runs a trace for a fired bullet
===============
*/
void G_TraceBullet ( weapon_t weapon, trace_t* tr, G2Trace_t G2Trace, vec3_t start, vec3_t end, int passent, int mask, qboolean detailed )
{
int unlinkCount;
gentity_t* unlinked[20];
unlinkCount = 0;
G2Trace[0].mEntityNum = -1;
while ( 1 )
{
// Run the trace as is
trap_Trace ( tr, start, NULL, NULL, end, passent, mask );
// If the bullet hit glass then break it completely for now
if ( tr->fraction != 1 && !Q_stricmp ( g_entities[ tr->entityNum ].classname, "func_glass" ) )
{
// break the glass
g_entities[ tr->entityNum ].use ( &g_entities[ tr->entityNum ], &g_entities[ tr->entityNum ], &g_entities[ tr->entityNum ] );
continue;
}
// If we hit a client, do a detailed trace
if ( detailed && tr->fraction != 1 && g_entities[ tr->entityNum ].client )
{
animation_t* anim;
gentity_t* traceEnt;
trace_t vtr;
traceEnt = &g_entities[ tr->entityNum ];
anim = &level.ghoulAnimations[traceEnt->client->legs.anim&(~ANIM_TOGGLEBIT)];
trap_G2API_SetBoneAnim(level.serverGhoul2, 0, "model_root", anim->firstFrame, anim->firstFrame + anim->numFrames, BONE_ANIM_OVERRIDE_LOOP, 50.0f / anim->frameLerp, traceEnt->client->legs.animTime, -1, 0);
anim = &level.ghoulAnimations[traceEnt->client->torso.anim&(~ANIM_TOGGLEBIT)];
trap_G2API_SetBoneAnim(level.serverGhoul2, 0, "lower_lumbar", anim->firstFrame, anim->firstFrame + anim->numFrames, BONE_ANIM_OVERRIDE_LOOP, 50.0f / anim->frameLerp, traceEnt->client->torso.animTime, -1, 0);
trap_G2API_SetBoneAngles( level.serverGhoul2, 0, "upper_lumbar", traceEnt->client->ghoulUpperTorsoAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, level.time );
trap_G2API_SetBoneAngles( level.serverGhoul2, 0, "lower_lumbar", traceEnt->client->ghoulLowerTorsoAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, 0, 0, level.time );
trap_G2API_SetBoneAngles( level.serverGhoul2, 0, "cranium", traceEnt->client->ghoulHeadAngles, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, POSITIVE_X, 0,0, level.time );
trap_G2API_CollisionDetect ( G2Trace, level.serverGhoul2, traceEnt->client->ghoulLegsAngles, traceEnt->r.currentOrigin, level.time, traceEnt->s.number, start, end, vec3_identity, 0, 2 );
// Check to see if anyone should yell SNIPER!
G_CheckSniperCall ( weapon, &g_entities[passent], traceEnt, G2Trace[0].mEntityNum != traceEnt->s.number ? qtrue : qfalse );
// Did we hit?
if ( G2Trace[0].mEntityNum == -1 )
{
unlinked[unlinkCount++] = traceEnt;
trap_UnlinkEntity ( traceEnt );
continue;
}
trap_UnlinkEntity ( traceEnt );
// Unfortunately because the players bounding box is doubled we have to run
// on more trace to make sure the player is actually able to be hit where they
// were hit. The bounding box is doubled to ensure that the entire ghoul model
// is accounted for, but that means the player will stick through walls too. To check
// for this we run a trace from the hit location on the big bounding box to the
// hit location of the ghoul model and make sure there is nothing solid in the way
trap_Trace ( &vtr, tr->endpos, NULL, NULL, G2Trace[0].mCollisionPosition, passent, MASK_SHOT&(~CONTENTS_BODY) );
if ( vtr.entityNum != G2Trace[0].mEntityNum )
{
if ( vtr.entityNum != ENTITYNUM_NONE )
{
// Must have hit something, discount the trace
unlinked[unlinkCount++] = traceEnt;
continue;
}
}
trap_LinkEntity ( traceEnt );
}
break;
}
// Relink all the unlinked entities
while ( unlinkCount > 0 )
{
trap_LinkEntity ( unlinked[--unlinkCount] );
}
}
#define MAX_HITS 20
typedef struct gbullethit_s
{
gentity_t* ent;
vec3_t origin;
int damage;
int location;
} gbullethit_t;
/*
===============
G_FireBullet
Fires a bullet from the given player entity using the given weapon and attack
===============
*/
void G_FireBullet ( gentity_t* ent, int weapon, int attack )
{
trace_t tr;
vec3_t end;
gentity_t *tent;
gentity_t *traceEnt;
int i;
vec3_t muzzlePoint;
vec3_t fwd;
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vec3_t right;
vec3_t up;
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vec3_t fireAngs;
float damageMult;
int hitcount;
G2Trace_t G2Trace;
int maxFx;
weaponData_t* weaponDat;
attackData_t* attackDat;
float inaccuracy;
qboolean detailed;
int seed;
gbullethit_t hit[MAX_HITS];
// Grab the firing info
weaponDat = &weaponData[ent->s.weapon];
attackDat = &weaponDat->attack[attack];
// Maximum effects that can be spawned from this bullet
maxFx = (attackDat->pellets / 2) + 1;
hitcount = 0;
// Detailed trace or not?
detailed = (attackDat->pellets > 1 || attackDat->melee) ? qfalse : qtrue;
// Current inaccuracy
inaccuracy = (float)ent->client->ps.inaccuracy / 1000.0f;
if ( detailed )
{
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if ( ent->client->ps.pm_flags & PMF_JUMPING )
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{
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inaccuracy *= JUMP_ACCURACY_MODIFIER;
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}
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else if ( ent->client->ps.pm_flags & PMF_DUCKED )
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{
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inaccuracy *= DUCK_ACCURACY_MODIFIER;
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}
}
// Anti-lag
G_ApplyAntiLag ( ent, detailed );
// where is gun muzzle?
VectorCopy( ent->client->ps.origin, muzzlePoint );
muzzlePoint[2] += ent->client->ps.viewheight;
// Handle leaning
VectorCopy(ent->client->ps.viewangles, fireAngs);
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AngleVectors( fireAngs, fwd, right, up);
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if ( ent->client->ps.pm_flags & PMF_LEANING )
{
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BG_ApplyLeanOffset ( &ent->client->ps, muzzlePoint );
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}
// Move the start trace back a bit to account for bumping up against someone
VectorMA ( muzzlePoint, -15, fwd, muzzlePoint );
seed = ent->client->ps.stats[STAT_SEED];
// Run a trace for each pellet being fired
for (i = 0; i < attackDat->pellets; i++)
{
int location = HL_NONE;
// Determine the endpoint for the bullet
BG_CalculateBulletEndpoint ( muzzlePoint, fireAngs, inaccuracy, attackDat->rV.range + 15, end, &seed );
// Trace the bullet
G_TraceBullet ( weapon, &tr, G2Trace, muzzlePoint, end, ent->s.number, MASK_SHOT, detailed );
if ( (tr.surfaceFlags & SURF_NOIMPACT) || tr.entityNum == ENTITYNUM_NONE )
{
// a big miss
continue;
}
traceEnt = &g_entities[ tr.entityNum ];
// snap the endpos to integers, but nudged towards the line
SnapVectorTowards( tr.endpos, muzzlePoint );
damageMult = 1.0f;
if ( traceEnt->takedamage )
{
// Where did the bullet hit?
if ( ent->client && traceEnt->client )
{
// Add or subtract some damage depending on where it hits
if ( G2Trace[0].mEntityNum == -1 )
{
vec3_t dir;
VectorSubtract ( end, muzzlePoint, dir );
VectorNormalize ( dir );
location = G_GetHitLocation ( traceEnt, muzzlePoint, dir );
switch ( location )
{
case HL_FOOT_RT:
case HL_FOOT_LT:
case HL_HAND_RT:
case HL_HAND_LT:
damageMult = 0.3f;
break;
case HL_ARM_RT:
case HL_ARM_LT:
case HL_LEG_UPPER_RT:
case HL_LEG_UPPER_LT:
case HL_LEG_LOWER_RT:
case HL_LEG_LOWER_LT:
damageMult = 0.7f;
break;
case HL_HEAD:
case HL_NECK:
damageMult = 1.75f;
break;
default:
case HL_BACK_RT:
case HL_BACK_LT:
case HL_BACK:
case HL_CHEST_RT:
case HL_CHEST_LT:
case HL_CHEST:
case HL_WAIST:
damageMult = 1.0f;
break;
case HL_NONE:
damageMult = 0.0f;
break;
}
}
else
{
int z;
float accuracyRatio;
float maxinaccuracy;
float addinaccuracy;
location = HL_NONE;
damageMult = 0;
accuracyRatio = 1.0f;
maxinaccuracy = attackDat->maxInaccuracy / 1000.0f;
addinaccuracy = attackDat->inaccuracy / 1000.0f;
if ( maxinaccuracy )
{
// Calculate the ratio of how far along the inaccuracy spread they are
accuracyRatio = 1.0f - ((inaccuracy - addinaccuracy) / (maxinaccuracy));
accuracyRatio = Com_Clampf ( 0.0f, 1.0f, accuracyRatio );
}
for ( z = 0; z < MAX_G2_COLLISIONS && G2Trace[z].mEntityNum != -1; z ++ )
{
int temp_location;
float temp_damageMult;
int pose;
int l;
pose = ( G2Trace[z].mLocation >> 2 );
temp_damageMult = 0.0f;
temp_location = HL_NONE;
// Convert hitregions (SOF2.poses) to hitlocation
for ( l=0; l < HL_CONV_MAX; l++)
{
// Found the SOF2pose
if (hitLocationConversion[l].SOF2poses == pose )
{
temp_location = hitLocationConversion[l].hitLocation;
// Special cases
if (hitLocationConversion[l].damageMultiplier==HITLOC_HEAD_DM) // Head
{
temp_damageMult = 1.0f + 2.0f * accuracyRatio;
}
else if (hitLocationConversion[l].damageMultiplier==HITLOC_NECK_DM) // Neck
{
temp_damageMult = 1.0f + 0.75f * accuracyRatio;
}
else
{
temp_damageMult = hitLocationConversion[l].damageMultiplier;
}
break;
}
}
// Didn't find it? Default to waist
if (temp_location == HL_NONE)
{
temp_location = HL_WAIST;
// Search to find waist damageMultiplier
for ( l=0; l < HL_CONV_MAX; l++)
{
if (temp_location == hitLocationConversion[l].hitLocation)
{
temp_damageMult = hitLocationConversion[l].damageMultiplier;
break;
}
}
}
if ( temp_damageMult > damageMult )
{
location = temp_location;
damageMult = temp_damageMult;
}
}
}
}
// If a range attack then do distance affected damage, but exclude close range attacks
if ( attackDat->rV.range > 100 )
{
vec3_t diff;
float dist;
float checkrange;
VectorSubtract ( muzzlePoint, tr.endpos, diff );
dist = VectorLength ( diff );
checkrange = attackDat->rV.range * 0.5f;
// If half the way through its range then start falling off the damage to 1 quarter damage
if ( dist > attackDat->rV.range * 0.5f )
{
dist -= (attackDat->rV.range * 0.5f);
// Scale oof the damage
damageMult *= (1.0f - (dist / (float)checkrange));
}
}
// we hit something that noticed, so that is enough pellets
if ( (int)(attackDat->damage * damageMult) > 0 )
{
if ( !attackDat->melee )
{
damageMult *= 1.15f;
}
hit[hitcount].ent = traceEnt;
hit[hitcount].damage = attackDat->damage * damageMult;
hit[hitcount].location = location;
VectorCopy ( tr.endpos, hit[hitcount].origin );
hitcount++;
}
}
// send bullet impact
if (i < maxFx && attackDat->damage * damageMult > 0.0f )
{
qboolean flesh = qfalse;
// Are they are a client?
if ( traceEnt->client )
{
tr.surfaceFlags = 0;
// Invulnerable?
if ( level.time - traceEnt->client->invulnerableTime >= g_respawnInvulnerability.integer * 1000 )
{
// Shot my a teammate with ff off?
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if ( !level.gametypeData->teams || (ent->client && !(OnSameTeam(ent,traceEnt) && (!g_friendlyFire.integer || level.warmupTime) ) ) )
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{
flesh = qtrue;
}
}
}
// If it was a client that was hit and it wasnt by a teammate when friendly fire is off then send blood!
if ( flesh )
{
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
// send entity and direction
tent->s.eventParm = DirToByte( fwd );
tent->s.otherEntityNum = ent->s.number;
tent->s.otherEntityNum2 = traceEnt->s.number;
// Pack the shot info into the temp end for gore
tent->s.time = weapon + ((attack&0xFF)<<8) + ((((int)traceEnt->s.apos.trBase[YAW]&0x7FFF) % 360) << 16);
VectorCopy ( traceEnt->r.currentOrigin, tent->s.angles );
SnapVector ( tent->s.angles );
// Some procedural gore should be ignored because it would look odd on the player. For
// example, if someone gets shot in the head but doesnt die from it.
if ( traceEnt->client->ps.stats[STAT_HEALTH] > 0 )
{
if ( location & (HL_HEAD) )
{
tent->s.time |= GORE_NONE;
}
}
}
else
{
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL );
// send direction and material
tent->s.eventParm = DirToByte( tr.plane.normal );
tent->s.eventParm <<= MATERIAL_BITS;
tent->s.eventParm |= (tr.surfaceFlags & MATERIAL_MASK);
tent->s.time = weapon + ((attack&0xFF)<<8);
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tent->r.detailTime = level.time + rand() % 1000;
tent->r.svFlags |= SVF_DETAIL;
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}
tent->s.otherEntityNum = ent->s.number;
}
}
// Push all the clients back to the real timeframe. We need to do this
// before damaging the client so the real bounding box and location are stored in
// the body
G_UndoAntiLag ( );
if ( hitcount )
{
int flags;
int h;
flags = 0;
flags |= (attackDat->gore ? 0 : DAMAGE_NO_GORE);
flags |= (attackDat->melee ? DAMAGE_NO_ARMOR : 0);
flags |= (hitcount > 2 ? DAMAGE_FORCE_GORE : 0 );
for ( h = 0; h < hitcount; h ++ )
{
G_Damage( hit[h].ent, ent, ent, fwd, hit[h].origin, hit[h].damage, flags, attackDat->mod + (attack<<8), hit[h].location );
}
}
}
/*
===============
G_FireProjectile
Fires a projectile from the given client entity
===============
*/
gentity_t* G_FireProjectile ( gentity_t *ent, weapon_t weapon, attackType_t attack, int projectileLifetime, int flags )
{
int i;
vec3_t muzzlePoint;
vec3_t fwd, right, up, fireAngs;
gentity_t* missile = NULL;
weaponData_t* weaponDat;
attackData_t* attackDat;
float inaccuracy;
// Grab the firing info
weaponDat = &weaponData[ent->s.weapon];
attackDat = &weaponDat->attack[attack];
inaccuracy = attackDat->inaccuracy / 1000.0f;
// where is gun muzzle?
VectorCopy( ent->client->ps.origin, muzzlePoint );
muzzlePoint[2] += ent->client->ps.viewheight;
// Inform of the grenade toss if its a timed grenade
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if ( weapon >= WP_M84_GRENADE && weapon < WP_M15_GRENADE && (flags&PROJECTILE_TIMED) && (ent->client->ps.pm_type == PM_NORMAL) )
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{
gentity_t* nearby;
// Make sure there is someone nearby to hear you yell
nearby = G_FindNearbyClient ( ent->r.currentOrigin, ent->client->sess.team, 1200, ent );
if ( nearby )
{
G_VoiceGlobal ( ent, "fire_hole", qtrue );
}
}
// snap to integer coordinates for more efficient network bandwidth usage
SnapVector( muzzlePoint );
VectorCopy(ent->client->ps.viewangles, fireAngs);
if ( ent->client->ps.pm_flags & PMF_LEANING )
{
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BG_ApplyLeanOffset ( &ent->client->ps, muzzlePoint );
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}
AngleVectors( fireAngs, fwd, right, up );
for (i = 0; i < attackDat->pellets; i++)
{
vec3_t dir;
VectorCopy( fwd, dir );
if ( inaccuracy != 0)
{ // add in some spread / scatter
dir[0] += flrand(-0.1 * inaccuracy, 0.1 * inaccuracy);
dir[1] += flrand(-0.1 * inaccuracy, 0.1 * inaccuracy);
dir[2] += flrand(-0.1 * inaccuracy, 0.1 * inaccuracy);
}
missile = G_CreateMissile( muzzlePoint, dir, attackDat->rV.velocity, min(projectileLifetime, 10000), ent, attack );
missile->classname = ammoData[attackDat->ammoIndex].name;
missile->s.weapon = weapon;
VectorSet( missile->r.maxs, 1, 1, 1 );
VectorScale( missile->r.maxs, -1, missile->r.mins );
missile->damage = attackDat->damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK|DAMAGE_NO_ARMOR;
missile->dflags |= (attackDat->gore ? 0 : DAMAGE_NO_GORE);
missile->methodOfDeath = attackDat->mod + (attack<<8);
missile->clipmask = MASK_SHOT | CONTENTS_MISSILECLIP;
if(attackDat->splashRadius)
{
missile->splashDamage = attackDat->damage;
missile->splashRadius = attackDat->splashRadius;
missile->splashMethodOfDeath = missile->methodOfDeath;
}
else
{
missile->splashDamage = 0;
missile->splashRadius = 0;
missile->splashMethodOfDeath = MOD_UNKNOWN; //??
}
if (flags & PROJECTILE_GRAVITY)
{
missile->s.pos.trType = TR_GRAVITY;
}
else if (flags & PROJECTILE_LIGHTGRAVITY)
{
missile->s.pos.trType = TR_LIGHTGRAVITY;
}
if (flags & PROJECTILE_TIMED)
{
missile->s.eFlags |= EF_BOUNCE_SCALE;
missile->think = G_GrenadeThink;
missile->bounceScale = attackDat->bounceScale;
}
else
{
// we don't want it to bounce, just blow up
missile->bounceScale = 0;
missile->think = G_ExplodeMissile;
}
if (flags & PROJECTILE_DAMAGE_AREA)
{ // add area damage over time
missile->damage /= 2;
missile->dflags |= DAMAGE_AREA_DAMAGE;
}
}
// Angle override on the knife
if ( weapon == WP_KNIFE )
{
missile->s.eFlags |= EF_ANGLE_OVERRIDE;
}
return missile;
}
/*
======================
SnapVectorTowards
Round a vector to integers for more efficient network
transmission, but make sure that it rounds towards a given point
rather than blindly truncating. This prevents it from truncating
into a wall.
======================
*/
void SnapVectorTowards( vec3_t v, vec3_t to ) {
int i;
for ( i = 0 ; i < 3 ; i++ ) {
if ( to[i] <= v[i] ) {
v[i] = (int)v[i];
} else {
v[i] = (int)v[i] + 1;
}
}
}
/*
===============
G_FireWeapon
Fires either a bullet or a projectile
===============
*/
gentity_t* G_FireWeapon( gentity_t *ent, attackType_t attack )
{
weaponData_t *weaponDat;
attackData_t *attackDat;
int projectileLifetime;
int flags;
weaponDat = &weaponData[ent->s.weapon];
attackDat = &weaponDat->attack[attack];
flags = attackDat->weaponFlags;
// Determine lifetime of projectile. Modified by how long we've been holding it!
if( !ent->client->ps.grenadeTimer )
{
projectileLifetime = attackDat->projectileLifetime;
}
else
{
projectileLifetime = ent->client->ps.grenadeTimer;
// Less than 50 milliseconds will just cause it to blow up in your hand
if ( projectileLifetime < 50 )
{
flags &= ~PROJECTILE_TIMED;
}
}
// Clear the grenade timer
ent->client->ps.grenadeTimer = 0;
if ( attackDat->weaponFlags & PROJECTILE_FIRE)
{
return G_FireProjectile ( ent, ent->s.weapon, attack, projectileLifetime, flags );
}
else
{
G_FireBullet ( ent, ent->s.weapon, attack );
}
return NULL;
}
/*
===============
G_InitHitModel
===============
*/
void* G_InitHitModel ( void )
{
void* ghoul2;
char temp[20480];
int numPairs;
qhandle_t handle;
ghoul2 = NULL;
// Initialize the ghoul2 model
trap_G2API_InitGhoul2Model ( &ghoul2,
"models/characters/average_sleeves/average_sleeves.glm",
0, 0, 0, (1<<4), 2 );
// Verify it
if ( !ghoul2 )
{
return ghoul2;
}
// Parse the skin file that will be used for hit information
numPairs = BG_ParseSkin ( "models/characters/skins/col_rebel_h1.g2skin", temp, sizeof(temp) );
if ( !numPairs )
{
trap_G2API_CleanGhoul2Models ( &ghoul2 );
return NULL;
}
// Register the skin and attach it to the ghoul model
handle = trap_G2API_RegisterSkin( "hitmodel", numPairs, temp );
trap_G2API_SetSkin( ghoul2, 0, handle );
// Read in the animations for this model
trap_G2API_GetAnimFileNameIndex( ghoul2, 0, temp );
BG_ParseAnimationFile ( va("%s_mp.cfg", temp), level.ghoulAnimations );
// Hand the hit model back
return ghoul2;
}
/*
===============
G_InitHitModels
===============
*/
void G_InitHitModels ( void )
{
level.serverGhoul2 = G_InitHitModel ( );
}