mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-22 12:22:12 +00:00
Elder:
So we can merge properly into the 1.29h code base
This commit is contained in:
parent
d6c8711b50
commit
00a4ce5710
16 changed files with 162 additions and 143 deletions
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@ -2776,19 +2776,22 @@ static void CG_DrawDamageBlend()
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float dmg;
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vec4_t damageColor;
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//CG_Printf("CG_DrawDamageBlend: trueDamage (%i)\n", cg.rq3_trueDamage);
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//Leave if no true damage, disabled, or ragepro
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if ( !cg.rq3_trueDamage || !cg_RQ3_painblend.integer ||
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cgs.glconfig.hardwareType == GLHW_RAGEPRO)
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{
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if (!cg_RQ3_painblend.integer)
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return;
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if ( !cg.rq3_trueDamage || cgs.glconfig.hardwareType == GLHW_RAGEPRO)
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return;
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}
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//Clamp blend time
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if (cg.rq3_blendTime > MAX_BLEND_TIME)
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cg.rq3_blendTime = MAX_BLEND_TIME;
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//Reset if we've gone past our blendTime
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if (cg.time - cg.damageTime > cg.rq3_blendTime) {
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if (cg.time - cg.damageTime > cg.rq3_blendTime)
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{
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//cg.rq3_trueDamage = 0;
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cg.rq3_blendTime = 0;
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return;
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@ -471,7 +471,7 @@ Based on bubble trail code + other stuff
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=================
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*/
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#define MAX_SPRAY_BURSTS 16
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void CG_BleedSpray ( vec3_t start, vec3_t end, int entityNum )
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void CG_BleedSpray ( vec3_t start, vec3_t end, int entityNum, int numBursts )
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{
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//vec3_t dir;
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vec3_t trueEnd;
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@ -489,6 +489,10 @@ void CG_BleedSpray ( vec3_t start, vec3_t end, int entityNum )
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return;
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}
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//Clamp number so we don't generate too many blood entities
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if (numBursts > MAX_SPRAY_BURSTS)
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numBursts = MAX_SPRAY_BURSTS;
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VectorCopy (end, move);
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VectorSubtract (end, start, vec);
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@ -513,10 +517,10 @@ void CG_BleedSpray ( vec3_t start, vec3_t end, int entityNum )
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VectorScale (vec, spacing, vec);
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for ( ; i < len; i += spacing )
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for ( ; i < len ; i += spacing )
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{
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//restrict amount of spurts
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if (bloodCount++ > MAX_SPRAY_BURSTS)
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if (bloodCount++ > numBursts)
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break;
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blood = CG_SmokePuff(move, velocity, 8,
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@ -1943,20 +1943,20 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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case EV_RQ3_SOUND:
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DEBUGNAME("EV_RQ3_SOUND");
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//CG_Printf("EV_RQ3_SOUND: %d\n", es->eventParm);
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switch (es->eventParm) {
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case RQ3_SOUND_KICK:
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//CG_Printf("EV_RQ3_SOUND: Kick\n");
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trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.kickSound);
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break;
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//Elder: handled in EV_HEADSHOT now
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/*
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case RQ3_SOUND_HEADSHOT:
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//CG_Printf("EV_RQ3_SOUND: Headshot\n");
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//Elder: extra blood - synched with sound
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//CG_Bleed( position, es->number );
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trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.headshotSound);
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break;
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*/
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case RQ3_SOUND_LCA:
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//CG_Printf("EV_RQ3_SOUND: Lights, Camera, Action\n");
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//Global sound
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trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.lcaSound);
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break;
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@ -2090,6 +2090,16 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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break;
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}
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case EV_HEADSHOT:
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//Elder: headshot spray + sound
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DEBUGNAME("EV_HEADSHOT");
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//trap_S_StartSound( es->pos.trBase, es->number, CHAN_AUTO, cgs.media.headshotSound);
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trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.headshotSound);
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ByteToDir(es->eventParm, dir);
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VectorAdd(es->pos.trBase, dir, dir);
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CG_BleedSpray(es->pos.trBase, dir, es->otherEntityNum, 8);
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break;
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case EV_PAIN:
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// local player sounds are triggered in CG_CheckLocalSounds,
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// so ignore events on the player
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@ -877,6 +877,7 @@ typedef struct {
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sfxHandle_t lensSound; //Elder: sniper lens zoom
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sfxHandle_t silencerSound;
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sfxHandle_t kevlarHitSound;
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sfxHandle_t weapToggleSound;
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sfxHandle_t quadSound;
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sfxHandle_t tracerSound;
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@ -1503,7 +1504,7 @@ void CG_BigExplode( vec3_t playerOrigin );
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void CG_BreakGlass( vec3_t playerOrigin, int glassParm, int type );
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void CG_Bleed( vec3_t origin, int entityNum );
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//Elder: for SSG shots
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void CG_BleedSpray ( vec3_t origin, vec3_t dir, int entityNum );
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void CG_BleedSpray ( vec3_t start, vec3_t end, int entityNum, int numBursts );
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localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
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qhandle_t hModel, qhandle_t shader, int msec,
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@ -644,6 +644,7 @@ static void CG_RegisterSounds( void ) {
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cgs.media.lcaSound = trap_S_RegisterSound( "sound/misc/lca.wav", qfalse);
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cgs.media.silencerSound = trap_S_RegisterSound( "sound/misc/silencershot.wav", qfalse);
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cgs.media.kevlarHitSound = trap_S_RegisterSound( "sound/misc/vest.wav", qfalse);
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cgs.media.weapToggleSound = trap_S_RegisterSound( "sound/misc/click.wav", qfalse);
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#ifdef MISSIONPACK
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@ -362,7 +362,8 @@ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
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if (cg_RQ3_anouncer.integer == 1) trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
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}
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#else
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if (cg_RQ3_anouncer.integer == 1) trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
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//Elder: completely remove cowbell sound
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//if (cg_RQ3_anouncer.integer == 1) trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
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#endif
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} else if ( ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS] ) {
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if (cg_RQ3_anouncer.integer == 1) trap_S_StartLocalSound( cgs.media.hitTeamSound, CHAN_LOCAL_SOUND );
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@ -670,6 +670,10 @@ void CG_RegisterWeapon( int weaponNum ) {
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MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
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weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/m3/m3fire.wav", qfalse );
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weaponInfo->ejectBrassFunc = CG_ShotgunEjectBrass;
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Com_sprintf( filename, sizeof(filename), "models/weapons2/m3/animation.cfg" );
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if ( !CG_ParseWeaponAnimFile(filename, weaponInfo) ) {
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Com_Printf("Failed to load weapon animation file %s\n", filename);
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}
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break;
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case WP_AKIMBO:
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@ -758,24 +762,28 @@ CG_MapTorsoToWeaponFrame
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*/
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static int CG_MapTorsoToWeaponFrame( clientInfo_t *ci, int frame ) {
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// change weapon
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if ( frame >= ci->animations[TORSO_DROP].firstFrame
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&& frame < ci->animations[TORSO_DROP].firstFrame + 9 ) {
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return frame - ci->animations[TORSO_DROP].firstFrame + 6;
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}
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//Elder: another hack
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if (ci->curWeapon != WP_PISTOL && ci->curWeapon != WP_M3)
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{
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// change weapon
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if ( frame >= ci->animations[TORSO_DROP].firstFrame
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&& frame < ci->animations[TORSO_DROP].firstFrame + 9 ) {
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return frame - ci->animations[TORSO_DROP].firstFrame + 6;
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}
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// stand attack
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if ( frame >= ci->animations[TORSO_ATTACK].firstFrame
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&& frame < ci->animations[TORSO_ATTACK].firstFrame + 6 ) {
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return 1 + frame - ci->animations[TORSO_ATTACK].firstFrame;
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}
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// stand attack 2
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if ( frame >= ci->animations[TORSO_ATTACK2].firstFrame
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&& frame < ci->animations[TORSO_ATTACK2].firstFrame + 6 ) {
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return 1 + frame - ci->animations[TORSO_ATTACK2].firstFrame;
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}
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// stand attack
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if ( frame >= ci->animations[TORSO_ATTACK].firstFrame
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&& frame < ci->animations[TORSO_ATTACK].firstFrame + 6 ) {
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return 1 + frame - ci->animations[TORSO_ATTACK].firstFrame;
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}
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// stand attack 2
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if ( frame >= ci->animations[TORSO_ATTACK2].firstFrame
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&& frame < ci->animations[TORSO_ATTACK2].firstFrame + 6 ) {
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return 1 + frame - ci->animations[TORSO_ATTACK2].firstFrame;
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}
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}
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return 0;
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}
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@ -1927,6 +1935,7 @@ void CG_Weapon_f( void ) {
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else
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{
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//do weapon select sound
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trap_S_StartLocalSound( cgs.media.weapToggleSound, CHAN_ITEM);
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}
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trap_SendClientCommand("weapon");
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//Elder: added to get out of function at this point
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@ -2096,6 +2105,7 @@ void CG_FireWeapon( centity_t *cent, int weapModification ) {
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}
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}
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}
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//Elder: TODO: eject sync with animation for M3 and only eject for HC when reloading
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// do brass ejection
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if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) {
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weap->ejectBrassFunc( cent );
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@ -2853,7 +2863,7 @@ void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal,
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if ( flesh ) {
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//Elder: added
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if ( armorPiercing && CG_CalcMuzzlePoint( sourceEntityNum, start))
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CG_BleedSpray(start, end, fleshEntityNum);
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CG_BleedSpray(start, end, fleshEntityNum, 16);
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else
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CG_Bleed( end, fleshEntityNum );
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} else {
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@ -1346,6 +1346,7 @@ char *eventnames[] = {
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"EV_HANDCANNON",
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"EV_BULLET", // otherEntity is the shooter
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"EV_HEADSHOT", // Elder: spray like SSG shot
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"EV_PAIN",
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"EV_DEATH1",
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"EV_DEATH2",
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@ -1880,6 +1880,9 @@ static void PM_TorsoAnimation( void ) {
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}
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// QUARANTINE - Weapon Animation
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// Should always draw the weapon when it is just ready
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//Elder: temp hack
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if (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3)
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PM_ContinueWeaponAnim( WP_ANIM_IDLE );
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// PM_ContinueWeaponAnim( WP_ANIM_READY );
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return;
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@ -1895,9 +1898,17 @@ PM_WeaponAnimation
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static void PM_WeaponAnimation( void ) {
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if (pm->ps->weaponstate == WEAPON_RELOADING)
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{
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PM_StartWeaponAnim( WP_ANIM_RELOAD );
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pm->ps->weaponstate = WEAPON_READY;
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PM_ContinueWeaponAnim( WP_ANIM_RELOAD );
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//Elder - using the above now
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//PM_StartWeaponAnim( WP_ANIM_RELOAD );
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//Elder: only reason it's like this is b/c reloading causes WEAPON_DROPPING
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//and we can't see the weapon -- but this screws with fast-reloads
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//Remedy is to not call a TORSO_DROP in Cmd_Reload
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//pm->ps->weaponstate = WEAPON_READY;
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}
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else if (pm->ps->weaponstate == WEAPON_READY)
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PM_ContinueWeaponAnim( WP_ANIM_IDLE );
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return;
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}
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@ -2015,7 +2026,8 @@ static void PM_Weapon( void ) {
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// QUARANTINE - Weapon Animation
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// Should always draw the weapon when it is just ready
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// PM_StartWeaponAnim( WP_ANIM_READY );
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if (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3)
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PM_StartWeaponAnim( WP_ANIM_IDLE );
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return;
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}
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@ -2084,25 +2096,6 @@ static void PM_Weapon( void ) {
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} else {
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PM_StartTorsoAnim( TORSO_ATTACK );
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}
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// QUARANTINE - Weapon animations
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// This should change pm->ps->generic1 so we can animate
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PM_StartWeaponAnim( WP_ANIM_FIRE );
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// Elder: the client side portion is in
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// Homer: if weapon can set to be burst mode, check for burst value
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// M4
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//if ( pm->ps->weapon == WP_M4 && pm->ps->stats[STAT_BURST] > 2 ) {
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//return;
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//}
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// MP5
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//if ( pm->ps->weapon == WP_MP5 && pm->ps->stats[STAT_BURST] > 2 ) {
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//return;
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//}
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// MK23
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//if ( pm->ps->weapon == WP_PISTOL && pm->ps->stats[STAT_BURST] > 0 ) {
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//return;
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//}
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// end Homer
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pm->ps->weaponstate = WEAPON_FIRING;
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@ -2113,6 +2106,10 @@ static void PM_Weapon( void ) {
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return;
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}
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// QUARANTINE - Weapon animations
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// This should change pm->ps->generic1 so we can animate
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PM_StartWeaponAnim( WP_ANIM_FIRE );
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//Elder: M4 kick code
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//ent->client->ps.delta_angles[0] = ANGLE2SHORT(SHORT2ANGLE(ent->client->ps.delta_angles[0]) - 0.7);
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@ -2660,7 +2657,7 @@ void PmoveSingle (pmove_t *pmove) {
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//weapon animations(rq3 specific)
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//Elder: hack to avoid messing up fast-reloads
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if (pm->ps->weapon == WP_PISTOL)
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if (pm->ps->weapon == WP_PISTOL || pm->ps->weapon == WP_M3)
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PM_WeaponAnimation();
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// torso animation
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@ -226,7 +226,7 @@ typedef enum {
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//Elder: reload delays
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//Also kinda "derived" from the AQ2 source
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#define RQ3_PISTOL_RELOAD_DELAY 1100
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#define RQ3_PISTOL_RELOAD_DELAY 2100
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#define RQ3_M4_RELOAD_DELAY 1900
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#define RQ3_MP5_RELOAD_DELAY 1800
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#define RQ3_HANDCANNON_RELOAD_DELAY 2100
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@ -379,6 +379,10 @@ typedef enum {
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//WP_ANIM_READY,
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WP_ANIM_FIRE,
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WP_ANIM_RELOAD,
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WP_ANIM_IDLE,
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//WP_ANIM_ACTIVATE,
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//WP_ANIM_DISARM,
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//WP_ANIM_FIRE2,
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MAX_WEAPON_ANIMATIONS
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} wpAnimNumber_t;
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@ -708,6 +712,7 @@ typedef enum {
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EV_HANDCANNON,
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EV_BULLET, // otherEntity is the shooter
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EV_HEADSHOT, // Elder: spray like SSG shot
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EV_PAIN,
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EV_DEATH1,
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EV_DEATH2,
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@ -128,13 +128,17 @@ void P_DamageFeedback( gentity_t *player ) {
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//Elder: headshot sound
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case LOCATION_HEAD:
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case LOCATION_FACE:
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tent = G_TempEntity2(client->ps.origin, EV_RQ3_SOUND, RQ3_SOUND_HEADSHOT);
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//Elder: do nothing -- sound is handled in g_combat.c again
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//tent = G_TempEntity2(client->ps.origin, EV_RQ3_SOUND, RQ3_SOUND_HEADSHOT);
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//Elder: takes more bandwidth but guarantees a headshot sound
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//G_Sound(player, CHAN_AUTO, G_SoundIndex("sound/misc/headshot.wav"));
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//G_AddEvent ( player, EV_RQ3_SOUND, RQ3_SOUND_HEADSHOT);
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break;
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/*
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case LOCATION_CHEST:
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case LOCATION_SHOULDER:
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//Play metal impact if vest was hit
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if (client->damage_vest == qtrue)
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{
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tent = G_TempEntity2(client->ps.origin, EV_RQ3_SOUND, RQ3_SOUND_KEVLARHIT);
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@ -143,6 +147,7 @@ void P_DamageFeedback( gentity_t *player ) {
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else
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G_AddEvent( player, EV_PAIN, player->health );
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break;
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*/
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default:
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G_AddEvent( player, EV_PAIN, player->health );
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break;
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@ -675,6 +680,7 @@ void ClientEvents( gentity_t *ent, int oldEventSequence ) {
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ent->pain_debounce_time = level.time + 200; // no normal pain sound
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//Elder: added so we can trigger AQ2 pain blends
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ent->client->ps.damageEvent++;
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ent->client->ps.damageCount += damage;
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G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING);
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break;
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@ -693,6 +699,7 @@ void ClientEvents( gentity_t *ent, int oldEventSequence ) {
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ent->pain_debounce_time = level.time + 200; // no normal pain sound
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//Elder: added so we can trigger AQ2 pain blends
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ent->client->ps.damageEvent++;
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ent->client->ps.damageCount += damage;
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G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING);
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break;
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@ -1569,29 +1576,9 @@ void ClientEndFrame( gentity_t *ent ) {
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if ( bg_itemlist[ent->client->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_LASER )
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{
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//Disable laser if switching weapons, bandaging, etc.
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if (ent->client->lasersight &&
|
||||
(ent->client->ps.weaponstate == WEAPON_DROPPING ||
|
||||
ent->client->ps.weaponstate == WEAPON_RELOADING))
|
||||
{
|
||||
Laser_Gen(ent, qfalse);
|
||||
}
|
||||
//Using M4/MP5/MK23 but not on yet so turn it on
|
||||
else if (ent->client->lasersight == NULL &&
|
||||
(ent->client->ps.weapon == WP_M4 ||
|
||||
ent->client->ps.weapon == WP_MP5 ||
|
||||
ent->client->ps.weapon == WP_PISTOL))
|
||||
{
|
||||
//Try to turn the laser on if it's off
|
||||
if (ent->client->lasersight == NULL)
|
||||
Laser_Gen(ent, qtrue);
|
||||
}
|
||||
//Not using M4/MP5/MK23 -- turn it off
|
||||
else if (ent->client->lasersight &&
|
||||
!( ent->client->ps.weapon == WP_M4 ||
|
||||
ent->client->ps.weapon == WP_MP5 ||
|
||||
ent->client->ps.weapon == WP_PISTOL))
|
||||
{
|
||||
Laser_Gen(ent, qfalse);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1829,6 +1829,8 @@ void Cmd_Reload( gentity_t *ent ) {
|
|||
if (ent->client->fastReloads) {
|
||||
//Fast reload
|
||||
//G_Printf("Using fast reloads\n");
|
||||
ent->client->ps.generic1 = ( ( ent->client->ps.generic1 & ANIM_TOGGLEBIT )
|
||||
^ ANIM_TOGGLEBIT ) | WP_ANIM_RELOAD;
|
||||
delay = RQ3_M3_FAST_RELOAD_DELAY;
|
||||
ent->client->fastReloads = 1;
|
||||
}
|
||||
|
@ -1993,7 +1995,8 @@ void Cmd_Reload( gentity_t *ent ) {
|
|||
//ent->client->ps.weaponstate = WEAPON_RELOADING;
|
||||
ent->client->ps.weaponstate = WEAPON_RELOADING;
|
||||
//Elder: temporary hack to drop weapon if it's not the MK23
|
||||
if (ent->client->ps.weapon != WP_PISTOL)
|
||||
if (ent->client->ps.weapon != WP_PISTOL &&
|
||||
ent->client->ps.weapon != WP_M3)
|
||||
{
|
||||
ent->client->ps.torsoAnim = ( ( ent->client->ps.torsoAnim & ANIM_TOGGLEBIT )
|
||||
^ ANIM_TOGGLEBIT ) | TORSO_DROP;
|
||||
|
@ -2354,6 +2357,7 @@ void Cmd_DropItem_f( gentity_t *ent )
|
|||
if (ent->client->numClips[WP_GRENADE] > RQ3_GRENADE_MAXCLIP)
|
||||
ent->client->numClips[WP_GRENADE] = RQ3_GRENADE_MAXCLIP;
|
||||
}
|
||||
//Force laser off
|
||||
else if (bg_itemlist[ent->client->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_LASER)
|
||||
Laser_Gen(ent, qfalse);
|
||||
|
||||
|
|
|
@ -1135,10 +1135,9 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
|
|||
int knockback;
|
||||
int max;
|
||||
int bleeding = 0; // damage causes bleeding
|
||||
|
||||
int instant_dam = 1;
|
||||
vec3_t bulletPath;
|
||||
|
||||
vec3_t bulletPath;
|
||||
vec3_t bulletAngle;
|
||||
|
||||
//Elder: added for M3 and Pistols
|
||||
|
@ -1151,6 +1150,9 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
|
|||
int bulletHeight;
|
||||
int bulletRotation; // Degrees rotation around client.
|
||||
int impactRotation;
|
||||
|
||||
gentity_t *tent;
|
||||
|
||||
#ifdef MISSIONPACK
|
||||
vec3_t bouncedir, impactpoint;
|
||||
#endif
|
||||
|
@ -1621,44 +1623,34 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
|
|||
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7\n\"", targ->client->pers.netname));
|
||||
}
|
||||
else */
|
||||
if (1)
|
||||
if (1)
|
||||
{
|
||||
switch ( targ->client->lasthurt_location &
|
||||
~(LOCATION_BACK | LOCATION_LEFT | LOCATION_RIGHT | LOCATION_FRONT) )
|
||||
{
|
||||
case (LOCATION_HEAD):
|
||||
{
|
||||
case LOCATION_HEAD:
|
||||
case LOCATION_FACE:
|
||||
//Elder: reusing line so we don't have to declare more variables
|
||||
line[0] = 0;
|
||||
line[1] = 0;
|
||||
line[2] = 20;
|
||||
|
||||
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the head.\n\"", targ->client->pers.netname));
|
||||
trap_SendServerCommand( targ-g_entities, va("print \"Head Damage.\n\""));
|
||||
//Elder: headshot sound moved to g_active.c
|
||||
//if ( mod != MOD_KNIFE && mod != MOD_KNIFE_THROWN ) {
|
||||
//G_Printf("play headshot sound\n");
|
||||
//G_AddEvent ( targ, EV_RQ3_SOUND, RQ3_SOUND_HEADSHOT);
|
||||
//}
|
||||
|
||||
//Setup headshot spray and sound
|
||||
//Only do if not knife or SSG -- SSG has its own trail of blood
|
||||
if (mod != MOD_SNIPER && mod != MOD_KNIFE && mode != MOD_KNIFE_THROWN)
|
||||
{
|
||||
VectorAdd(targ->s.pos.trBase, line, line);
|
||||
tent = G_TempEntity(line, EV_HEADSHOT);
|
||||
tent->s.eventParm = DirToByte(dir);
|
||||
tent->s.otherEntityNum = targ->s.clientNum;
|
||||
}
|
||||
take *= 1.8; //+ 1;
|
||||
break;
|
||||
}
|
||||
case (LOCATION_FACE):
|
||||
{
|
||||
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the head.\n\"", targ->client->pers.netname));
|
||||
trap_SendServerCommand( targ-g_entities, va("print \"Head Damage.\n\""));
|
||||
//Elder: headshot sound - no events here
|
||||
//if ( mod != MOD_KNIFE && mod != MOD_KNIFE_THROWN ) {
|
||||
//G_Printf("play headshot sound\n");
|
||||
//G_AddEvent ( targ, EV_RQ3_SOUND, RQ3_SOUND_HEADSHOT);
|
||||
//}
|
||||
take *= 1.8; //+ 1;
|
||||
break;
|
||||
}
|
||||
case (LOCATION_SHOULDER):
|
||||
{
|
||||
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the chest.\n\"", targ->client->pers.netname));
|
||||
trap_SendServerCommand( targ-g_entities, va("print \"Chest Damage.\n\""));
|
||||
take *= 0.65;
|
||||
break;
|
||||
}
|
||||
case (LOCATION_CHEST):
|
||||
{
|
||||
case LOCATION_SHOULDER:
|
||||
case LOCATION_CHEST:
|
||||
//Vest stuff
|
||||
if (bg_itemlist[targ->client->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_KEVLAR)
|
||||
{
|
||||
|
@ -1676,8 +1668,10 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
|
|||
instant_dam = 1;
|
||||
bleeding = 0;
|
||||
}
|
||||
//Kevlar sound
|
||||
tent = G_TempEntity2(targ->s.pos.trBase, EV_RQ3_SOUND, RQ3_SOUND_KEVLARHIT);
|
||||
//Elder: flag for sound in feedback
|
||||
targ->client->damage_vest = qtrue;
|
||||
//targ->client->damage_vest = qtrue;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1686,38 +1680,19 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
|
|||
take *= 0.65;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case (LOCATION_STOMACH):
|
||||
{
|
||||
case LOCATION_STOMACH:
|
||||
case LOCATION_GROIN:
|
||||
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the stomach.\n\"", targ->client->pers.netname));
|
||||
trap_SendServerCommand( targ-g_entities, va("print \"Stomach Damage.\n\""));
|
||||
take *= 0.4;
|
||||
break;
|
||||
}
|
||||
case (LOCATION_GROIN):
|
||||
{
|
||||
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the stomach.\n\"", targ->client->pers.netname));
|
||||
trap_SendServerCommand( targ-g_entities, va("print \"Stomach Damage.\n\""));
|
||||
take *= 0.4;
|
||||
break;
|
||||
}
|
||||
case (LOCATION_LEG):
|
||||
{
|
||||
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the leg.\n\"", targ->client->pers.netname));
|
||||
trap_SendServerCommand( targ-g_entities, va("print \"Leg Damage.\n\""));
|
||||
take *= 0.25;
|
||||
targ->client->ps.stats[STAT_RQ3] |= RQ3_LEGDAMAGE;
|
||||
break;
|
||||
}
|
||||
case (LOCATION_FOOT):
|
||||
{
|
||||
case LOCATION_LEG:
|
||||
case LOCATION_FOOT:
|
||||
trap_SendServerCommand( attacker-g_entities, va("print \"You hit %s^7 in the leg.\n\"", targ->client->pers.netname));
|
||||
trap_SendServerCommand( targ-g_entities, va("print \"Leg Damage.\n\""));
|
||||
targ->client->ps.stats[STAT_RQ3] |= RQ3_LEGDAMAGE;
|
||||
take *= 0.25;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
// G_Printf("In loc damage: %d outgoing\n",take);
|
||||
|
|
|
@ -181,7 +181,7 @@ int Pickup_Holdable( gentity_t *ent, gentity_t *other ) {
|
|||
//other->client->ps.stats[STAT_HOLDABLE_ITEM] = ent->item->giTag;
|
||||
other->client->uniqueItems++;
|
||||
|
||||
//Fire up the laser if it's picked up
|
||||
//Try to fire up the laser if it's picked up
|
||||
if (ent->item->giTag == HI_LASER)
|
||||
{
|
||||
Laser_Gen(other, qtrue);
|
||||
|
|
|
@ -296,7 +296,7 @@ struct gclient_s {
|
|||
int damage_knockback; // impact damage
|
||||
vec3_t damage_from; // origin for vector calculation
|
||||
qboolean damage_fromWorld; // if true, don't use the damage_from vector
|
||||
qboolean damage_vest; // Elder: if true, play the vest-hit sound
|
||||
//qboolean damage_vest; // Elder: if true, play the vest-hit sound
|
||||
|
||||
int accurateCount; // for "impressive" reward sound
|
||||
|
||||
|
|
|
@ -2100,8 +2100,22 @@ void Laser_Gen( gentity_t *ent, qboolean enabled ) {
|
|||
//Elder: force it to laser
|
||||
int type = 1;
|
||||
|
||||
// First, if it's not the right weapon, leave
|
||||
if ( ent->client->ps.weapon != WP_PISTOL &&
|
||||
ent->client->ps.weapon != WP_MP5 &&
|
||||
ent->client->ps.weapon != WP_M4 )
|
||||
{
|
||||
//Kill laser if it exists
|
||||
if (ent->client->lasersight)
|
||||
{
|
||||
G_FreeEntity( ent->client->lasersight );
|
||||
ent->client->lasersight = NULL;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
//Get rid of you?
|
||||
if ( ent->client->lasersight && !enabled)
|
||||
if ( ent->client->lasersight || enabled == qfalse)
|
||||
{
|
||||
G_FreeEntity( ent->client->lasersight );
|
||||
ent->client->lasersight = NULL;
|
||||
|
@ -2139,8 +2153,14 @@ void Laser_Think( gentity_t *self )
|
|||
vec3_t end, start, forward, up;
|
||||
trace_t tr;
|
||||
|
||||
//If Player Dies, You Die -> now thanks to Camouflage!
|
||||
if (self->parent->client->ps.pm_type == PM_DEAD) {
|
||||
//If the player dies, or wrong weapon, kill the dot
|
||||
if (self->parent->client->ps.pm_type == PM_DEAD ||
|
||||
(self->parent->client->ps.weapon != WP_PISTOL &&
|
||||
self->parent->client->ps.weapon != WP_MP5 &&
|
||||
self->parent->client->ps.weapon != WP_M4))
|
||||
{
|
||||
//Make sure you kill the reference before freeing the entity
|
||||
self->parent->client->lasersight = NULL;
|
||||
G_FreeEntity(self);
|
||||
return;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue