174 lines
4 KiB
C++
174 lines
4 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/stungun.cpp $
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// $Revision:: 3 $
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// $Author:: Jimdose $
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// $Date:: 11/16/98 2:11a $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/stungun.cpp $
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//
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// 3 11/16/98 2:11a Jimdose
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// removed unused variable in Shoot
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//
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// 2 10/21/98 1:15a Markd
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// Added stungun
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//
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// 1 10/21/98 12:22a Markd
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//
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// DESCRIPTION:
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// Stungun
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//
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#include "g_local.h"
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#include "bullet.h"
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#include "stungun.h"
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#include "specialfx.h"
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#include "misc.h"
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#include "explosion.h"
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#include "surface.h"
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CLASS_DECLARATION( BulletWeapon, Stungun, "weapon_stungun" );
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ResponseDef Stungun::Responses[] =
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{
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{ &EV_Weapon_Shoot, ( Response )Stungun::Shoot },
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{ NULL, NULL }
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};
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Stungun::Stungun()
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{
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SetModels( "stun.def", "stun.def" );
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SetType( WEAPON_2HANDED_LO );
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notdroppable = true;
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SetMaxRange( 480 );
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}
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// This is the trace that the laser portion of this weapon does.
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void Stungun::TraceAttack
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(
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Vector start,
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Vector end,
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int damage,
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trace_t *trace,
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int numricochets,
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int kick,
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int dflags
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)
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{
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Vector org;
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Vector dir;
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int surfflags;
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int surftype;
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Entity *ent;
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if ( HitSky( trace ) )
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{
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return;
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}
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dir = end - start;
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dir.normalize();
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org = end - dir * 4;
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if ( !trace->surface )
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{
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surfflags = 0;
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surftype = 0;
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}
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else
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{
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surfflags = trace->surface->flags;
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surftype = SURFACETYPE_FROM_FLAGS( surfflags );
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surfaceManager.DamageSurface( trace, damage, owner );
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}
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ent = trace->ent->entity;
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if ( ent && ent->takedamage )
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{
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if ( trace->intersect.valid )
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{
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// We hit a valid group so send in location based damage
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ent->Damage( this,
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owner,
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damage,
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trace->endpos,
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dir,
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trace->plane.normal,
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kick,
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dflags,
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MOD_PULSELASER,
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trace->intersect.parentgroup,
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-1,
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trace->intersect.damage_multiplier );
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}
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else
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{
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// We didn't hit any groups, so send in generic damage
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ent->Damage( this,
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owner,
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damage,
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trace->endpos,
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dir,
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trace->plane.normal,
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kick,
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dflags,
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MOD_PULSELASER,
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-1,
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-1,
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1 );
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}
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}
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}
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void Stungun::Shoot
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(
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Event *ev
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)
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{
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Vector pos;
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Vector end;
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Vector dir;
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Vector delta;
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trace_t trace;
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float dist;
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float length;
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float damg;
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assert( owner );
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if ( !owner )
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{
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return;
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}
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GetMuzzlePosition( &pos, &dir );
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// Fire the beam
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length = ev->GetInteger( 1 );
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end = pos + dir * length;
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trace = G_Trace( pos, vec_zero, vec_zero, end, owner, MASK_SHOT, "Stungun::Shoot" );
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delta = trace.endpos - pos;
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dist = delta.length();
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// Set the pitch of this weapon so the client can use it to fire bullets in the right directions
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dir = Vector( owner->orientation[ 0 ] );
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angles = dir.toAngles();
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setAngles( angles );
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damg = 35;
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TraceAttack( pos, trace.endpos, damg, &trace, 0, 0, 0 );
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NextAttack( 0 );
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}
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