mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-10 07:11:36 +00:00
Elder:
Part of the "Fixed" knife code - still needs tweaking, but improved nonetheless
This commit is contained in:
parent
ec9c397dad
commit
672ecad512
11 changed files with 242 additions and 94 deletions
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@ -771,6 +771,8 @@ void CG_BreakGlass( vec3_t playerOrigin, int glassParm ) {
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count = 22 + rand() % 7;
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}
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CG_Printf("glassParm: %d\n", glassParm);
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//Elder: check debris type and assign debris models
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//Using bit-op check b/c I will be stuffing the amount in there too
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if ( (glassParm & RQ3_DEBRIS_WOOD) == RQ3_DEBRIS_WOOD) {
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@ -797,6 +799,18 @@ void CG_BreakGlass( vec3_t playerOrigin, int glassParm ) {
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debris2 = cgs.media.paper02;
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debris3 = cgs.media.paper03;
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}
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else if ( (glassParm & RQ3_DEBRIS_BRICK) == RQ3_DEBRIS_BRICK) {
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CG_Printf("Launching brick\n");
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debris1 = cgs.media.brick01;
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debris2 = cgs.media.brick02;
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debris3 = cgs.media.brick03;
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}
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else if ( (glassParm & RQ3_DEBRIS_CONCRETE) == RQ3_DEBRIS_CONCRETE) {
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CG_Printf("Launching concrete\n");
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debris1 = cgs.media.concrete01;
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debris2 = cgs.media.concrete02;
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debris3 = cgs.media.concrete03;
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}
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else {
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//glass is default
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CG_Printf("Launching glass\n");
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@ -244,22 +244,40 @@ static void CG_Item( centity_t *cent ) {
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memset (&ent, 0, sizeof(ent));
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//Elder: knife rotation code so it's always "in" the wall
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if (item->giTag == WP_KNIFE && ( (es->eFlags & FL_THROWN_KNIFE) == FL_THROWN_KNIFE) ) {
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VectorCopy( es->angles, cent->lerpAngles );
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//Elder: nudges out a bit so it's more visible
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VectorCopy( es->origin, cent->lerpOrigin );
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AnglesToAxis( cent->lerpAngles, ent.axis );
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}
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else {
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//Elder: default item orientation
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VectorCopy( cg.autoAngles, cent->lerpAngles );
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AxisCopy( cg.autoAxis, ent.axis );
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}
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// autorotate at one of two speeds
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//Blaze: no rotating
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// if ( item->giType == IT_HEALTH ) {
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// VectorCopy( cg.autoAnglesFast, cent->lerpAngles );
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// AxisCopy( cg.autoAxisFast, ent.axis );
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// } else {
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VectorCopy( cg.autoAngles, cent->lerpAngles );
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AxisCopy( cg.autoAxis, ent.axis );
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// VectorCopy( cg.autoAngles, cent->lerpAngles );
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// AxisCopy( cg.autoAxis, ent.axis );
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// }
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wi = NULL;
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// the weapons have their origin where they attatch to player
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// models, so we need to offset them or they will rotate
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// eccentricly
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if ( item->giType == IT_WEAPON ) {
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//Elder: added knife conditional
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if ( item->giType == IT_WEAPON &&
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!(item->giTag == WP_KNIFE && ( (es->eFlags & FL_THROWN_KNIFE) == FL_THROWN_KNIFE) ) ) {
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vec3_t myvec;
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//CG_Printf("Should not be in here if it's a thrown knife\n");
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wi = &cg_weapons[item->giTag];
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cent->lerpOrigin[0] -=
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wi->weaponMidpoint[0] * ent.axis[0][0] +
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@ -283,7 +301,9 @@ static void CG_Item( centity_t *cent ) {
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VectorCopy(myvec, ent.axis[2]);
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}
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if (item->giType == IT_AMMO) cent->lerpOrigin[2]-=12;
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//Elder: what the heck is this?
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if (item->giType == IT_AMMO)
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cent->lerpOrigin[2]-=12;
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ent.hModel = cg_items[es->modelindex].models[0];
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@ -701,6 +701,12 @@ typedef struct {
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qhandle_t paper01;
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qhandle_t paper02;
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qhandle_t paper03;
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qhandle_t brick01;
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qhandle_t brick02;
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qhandle_t brick03;
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qhandle_t concrete01;
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qhandle_t concrete02;
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qhandle_t concrete03;
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//Elder: akimbo stuff - since it's valid every game
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qhandle_t akimboModel;
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qhandle_t akimboFlashModel;
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@ -964,6 +964,14 @@ static void CG_RegisterGraphics( void ) {
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cgs.media.paper02 = trap_R_RegisterModel( "models/breakables/paper02.md3" );
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cgs.media.paper03 = trap_R_RegisterModel( "models/breakables/paper03.md3" );
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cgs.media.brick01 = trap_R_RegisterModel( "models/breakables/brick01.md3" );
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cgs.media.brick02 = trap_R_RegisterModel( "models/breakables/brick02.md3" );
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cgs.media.brick03 = trap_R_RegisterModel( "models/breakables/brick03.md3" );
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cgs.media.concrete01 = trap_R_RegisterModel( "models/breakables/concrete01.md3" );
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cgs.media.concrete02 = trap_R_RegisterModel( "models/breakables/concrete02.md3" );
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cgs.media.concrete03 = trap_R_RegisterModel( "models/breakables/concrete03.md3" );
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//Elder: akimbos - some of the stuff isn't in yet :p
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cgs.media.akimboModel = trap_R_RegisterModel( "models/weapons2/akimbo/akimbo.md3" );
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cgs.media.akimboFlashModel = trap_R_RegisterModel( "models/weapons2/akimbo/akimbo_flash.md3" );
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@ -45,7 +45,9 @@
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#define RQ3_DEBRIS_METAL 0x00000040
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#define RQ3_DEBRIS_CERAMIC 0x00000080
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#define RQ3_DEBRIS_PAPER 0x00000100
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#define RQ3_DEBRIS_POPCAN 0x00000200
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#define RQ3_DEBRIS_BRICK 0x00000200
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#define RQ3_DEBRIS_CONCRETE 0x00000400
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//#define RQ3_DEBRIS_POPCAN 0x00000800
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//Elder: to stop some of the hardcoding
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//This is some ammo amounts per clip/item pick up
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@ -121,6 +123,27 @@
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#define RQ3_SOUND_KNIFEDEATH 2
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#define RQ3_SOUND_LCA 3 //lights, camera, action!
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//Elder: Weapon damage and spread stats
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#define PISTOL_DAMAGE 90
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#define MP5_DAMAGE 55
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#define M4_DAMAGE 90
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#define M3_DAMAGE 17
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//Elder: wrong name
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//#define SHOTGUN_DAMAGE 17
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#define HANDCANNON_DAMAGE 20
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#define SNIPER_DAMAGE 250
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#define AKIMBO_DAMAGE 90
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#define SLASH_DAMAGE 200 //Shashing knife damage
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#define THROW_DAMAGE 250 //Throwing Knife damage
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#define PISTOL_SPREAD 140
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#define MP5_SPREAD 250
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#define M4_SPREAD 300
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#define SNIPER_SPREAD 425
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#define AKIMBO_SPREAD 300
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//Elder: special flag needed in both games
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#define FL_THROWN_KNIFE 0x00040000 // Elder: thrown knife special case
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//
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@ -862,13 +862,27 @@ gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity, int xr_fla
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dropped->touch = Touch_Item;
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G_SetOrigin( dropped, origin );
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dropped->s.pos.trType = TR_GRAVITY;
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dropped->s.pos.trTime = level.time;
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//Elder: should change to a constant velocity for weapons
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VectorCopy( velocity, dropped->s.pos.trDelta );
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//Elder: suspend thrown knives so they don't jitter
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G_Printf("xr_flags: %d, condition: %d\n", xr_flags, (xr_flags & FL_THROWN_KNIFE) == FL_THROWN_KNIFE);
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if (item->giTag == WP_KNIFE && ( (xr_flags & FL_THROWN_KNIFE) == FL_THROWN_KNIFE) ) {
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G_SetOrigin( dropped, origin );
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dropped->s.eFlags |= EF_BOUNCE_HALF;
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//reset back the dropped item case
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dropped->flags = FL_DROPPED_ITEM;
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//dropped->s.eFlags |= EF_BOUNCE_HALF;
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}
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else {
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G_SetOrigin( dropped, origin );
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dropped->s.pos.trType = TR_GRAVITY;
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dropped->s.pos.trTime = level.time;
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//Elder: should change to a constant velocity for weapons
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VectorCopy( velocity, dropped->s.pos.trDelta );
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//Elder: moved from outside else statement
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dropped->s.eFlags |= EF_BOUNCE_HALF;
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}
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#ifdef MISSIONPACK
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if ((g_gametype.integer == GT_CTF || g_gametype.integer == GT_1FCTF) && item->giType == IT_TEAM) { // Special case for CTF flags
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#else
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@ -879,7 +893,7 @@ gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity, int xr_fla
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Team_CheckDroppedItem( dropped );
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}
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//Elder: Reaction Unique Weapons in deathmatch - respawn in 30 seconds
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//Elder: Reaction Unique Weapons in deathmatch - respawn in ~60 seconds
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//Don't forget to condition it when we get teamplay in
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else if ( item->giType == IT_WEAPON &&
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item->giTag != WP_GRENADE && item->giTag != WP_PISTOL &&
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@ -903,10 +917,6 @@ gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity, int xr_fla
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dropped->physicsBounce= 0;
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}
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//Elder: suspend thrown knives so it doesn't jitter
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//if (item->giTag == WP_KNIFE)
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//dropped->spawnflags |= 1; //suspended
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trap_LinkEntity (dropped);
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return dropped;
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@ -44,6 +44,8 @@
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//#define FL_THROWN_ITEM 0x00016000 // XRAY FMJ weapon throwing
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#define FL_THROWN_ITEM 0x00010000 // XRAY FMJ weapon throwing
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#define FL_RQ3_JUNKITEM 0x00020000 // Elder: the item we want to remove
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//Elder: moved to bg_public.h
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//#define FL_THROWN_KNIFE 0x00040000 // Elder: thrown knife special case
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// movers are things like doors, plats, buttons, etc
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typedef enum {
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@ -472,7 +474,8 @@ void StartBandage(gentity_t *ent);
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void ThrowWeapon( gentity_t *ent );
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gentity_t *dropWeapon( gentity_t *ent, gitem_t *item, float angle, int xr_flags ); // XRAY FMJ
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//Blaze Reaction knife stuff
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void Rxn_SpawnKinfe( gentity_t *e);
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//Elder: commented out - unused?
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//void Rxn_SpawnKnife( gentity_t *e);
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//
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// g_spawn.c
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//
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@ -588,6 +591,7 @@ void TossClientCubes( gentity_t *self );
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//
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void G_RunMissile( gentity_t *ent );
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gentity_t *fire_knife (gentity_t *self, vec3_t start, vec3_t aimdir);
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gentity_t *fire_blaster (gentity_t *self, vec3_t start, vec3_t aimdir);
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//Blaze: Dont need these functions
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//gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t aimdir);
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@ -631,7 +635,7 @@ qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
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void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint );
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void SnapVectorTowards( vec3_t v, vec3_t to );
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qboolean CheckGauntletAttack( gentity_t *ent );
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void knife_touch (gentity_t *ent, gentity_t *other,trace_t *trace);
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//void Knife_Touch (gentity_t *ent, gentity_t *other,trace_t *trace);
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//Blaze: No need for these because no gauntlet
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//void Weapon_HookFree (gentity_t *ent);
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//void Weapon_HookThink (gentity_t *ent);
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@ -1697,6 +1697,7 @@ void G_RunFrame( int levelTime ) {
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//Blaze: Used for droping knifes
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gitem_t *xr_item;
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gentity_t *xr_drop;
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int temp;
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int msec;
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int start, end;
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@ -1735,21 +1736,24 @@ start = trap_Milliseconds();
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}
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}
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if ( ent->freeAfterEvent ) {
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//Elder: moved to g_missile.c where it belongs
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// tempEntities or dropped items completely go away after their event
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if (!strcmp(ent->classname,"weapon_knife"))
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{
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//if (!strcmp(ent->classname,"weapon_knife"))
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//{
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/*
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xr_item = BG_FindItemForWeapon( WP_KNIFE );
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//Elder: removed
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//xr_drop= dropWeapon( ent, xr_item, 0, FL_THROWN_ITEM );//FL_DROPPED_ITEM |
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xr_drop = LaunchItem(xr_item,ent->s.pos.trBase,0,0);
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xr_drop = LaunchItem(xr_item, ent->s.pos.trBase, 0, FL_THROWN_KNIFE);
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G_FreeEntity(ent);
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}
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else
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{
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G_FreeEntity( ent );
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}
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*/
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//}
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//else
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//{
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G_FreeEntity( ent );
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//}
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continue;
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} else if ( ent->unlinkAfterEvent ) {
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// items that will respawn will hide themselves after their pickup event
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@ -324,7 +324,8 @@ Fires at either the target or the current direction.
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2 - metal
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3 - ceramics
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4 - paper
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5 - pop cans
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5 - brick
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6 - concrete
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"amount" overrides the default quantity
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0 - small: about 10 pieces
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1 - medium: about 25 pieces
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@ -347,7 +348,7 @@ void SP_func_breakable( gentity_t *ent ) {
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G_SpawnInt( "debris", "0", &temp );
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//Elder: hardcoded - I guess I should enum this
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if (temp < 0 || temp > 3)
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if (temp < 0 || temp > 6)
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debris = RQ3_DEBRIS_GLASS;
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else
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debris = (1 << (temp + 4));
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@ -360,8 +361,9 @@ void SP_func_breakable( gentity_t *ent ) {
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//Elder: merge the bits
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ent->s.eventParm = 0;
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ent->s.eventParm |= debris;
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ent->s.eventParm |= amount;
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//ent->s.eventParm |= debris;
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//ent->s.eventParm |= amount;
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ent->s.eventParm = debris + amount;
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ent->health = health;
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// Let it take damage
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@ -396,7 +398,7 @@ void G_BreakGlass(gentity_t *ent, vec3_t point, int mod) {
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if( ent->health <= 0 ) {
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//Elder: using event param to specify debris type
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eParm = ent->s.eventParm;
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//G_Printf("eParm: %d, original: %d\n", eParm, ent->s.eventParm);
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G_Printf("eParm: %d\n", eParm);
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//Elder: free it after the eventParm assignment
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G_FreeEntity( ent );
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// Tell the program based on the gun if it has no splash dmg, no reason to ad ones with
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@ -254,6 +254,10 @@ void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
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vec3_t forward, impactpoint, bouncedir;
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int eFlags;
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#endif
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//Elder: added for thrown knife condition
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gitem_t *xr_item;
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gentity_t *xr_drop;
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other = &g_entities[trace->entityNum];
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//Elder: no grenade explosion on impact
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@ -309,9 +313,13 @@ void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
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if ( VectorLength( velocity ) == 0 ) {
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velocity[2] = 1; // stepped on a grenade
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}
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G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
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//Elder: added
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if ( !(ent->s.weapon == WP_KNIFE && other->s.eType == ET_BREAKABLE) ) {
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G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
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ent->s.origin, ent->damage,
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0, ent->methodOfDeath);
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}
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}
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}
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@ -385,8 +393,8 @@ void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
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G_SetOrigin( ent, v );
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G_SetOrigin( nent, v );
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//Blaze: Hook dosent exist any more
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// ent->think = Weapon_HookThink;
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//Blaze: Hook dosent exist any more
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//ent->think = Weapon_HookThink;
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ent->nextthink = level.time + FRAMETIME;
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ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL;
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@ -401,6 +409,8 @@ void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
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// is it cheaper in bandwidth to just remove this ent and create a new
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// one, rather than changing the missile into the explosion?
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//Elder: I don't know but that's what we did for the knife
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if ( other->takedamage && other->client ) {
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G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
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ent->s.otherEntityNum = other->s.number;
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@ -410,6 +420,65 @@ void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
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G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
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}
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//Elder: knife handling routines go HERE, not in g_main.c !!!
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if (ent->s.weapon == WP_KNIFE) {
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if ( other->takedamage && other->client) {
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//hit a player - send the gurgle or embedding sound event
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}
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else {
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vec3_t temp;
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vec3_t knifeOffset;
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vec3_t knifeVelocity;
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//missed throw or hit func_breakable;
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//spawn a knife at its trajectory end-point
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xr_item = BG_FindItemForWeapon( WP_KNIFE );
|
||||
|
||||
if (other->s.eType == ET_BREAKABLE) {
|
||||
VectorScale(trace->plane.normal, 10, knifeVelocity);
|
||||
knifeVelocity[1] -= 50;
|
||||
|
||||
//breakable "hit"; make it fall to the ground
|
||||
xr_drop = LaunchItem(xr_item, trace->endpos, knifeVelocity, FL_DROPPED_ITEM);
|
||||
//but still set it as a thrown knife
|
||||
//xr_drop->flags |= FL_THROWN_KNIFE;
|
||||
|
||||
//Elder: make the knife stick out a bit more
|
||||
//and transfer into shared entityState
|
||||
VectorScale(trace->plane.normal, 16, temp);
|
||||
VectorAdd(trace->endpos, temp, knifeOffset);
|
||||
VectorCopy(xr_drop->s.origin, temp);
|
||||
VectorAdd(temp, knifeOffset, xr_drop->s.origin);
|
||||
VectorCopy(xr_drop->s.origin, xr_drop->r.currentOrigin);
|
||||
}
|
||||
else {
|
||||
//leave embedded in the wall
|
||||
xr_drop = LaunchItem(xr_item, trace->endpos, 0, FL_THROWN_KNIFE);
|
||||
VectorClear( xr_drop->s.pos.trDelta );
|
||||
|
||||
//Elder: make the knife stick out a bit more
|
||||
//and transfer into shared entityState
|
||||
VectorScale(trace->plane.normal, 4, temp);
|
||||
VectorAdd(trace->endpos, temp, knifeOffset);
|
||||
VectorCopy(xr_drop->s.origin, temp);
|
||||
VectorAdd(temp, knifeOffset, xr_drop->s.origin);
|
||||
}
|
||||
|
||||
//Elder: make the knife stick out a bit more
|
||||
//and transfer into shared entityState
|
||||
//VectorScale(trace->plane.normal, 4, temp);
|
||||
//VectorAdd(trace->endpos, temp, knifeOffset);
|
||||
//VectorCopy(xr_drop->s.origin, temp);
|
||||
//VectorAdd(temp, knifeOffset, xr_drop->s.origin);
|
||||
|
||||
//Elder: transfer entity data into the shared entityState
|
||||
//They are rotated on the client side in cg_ents.c
|
||||
xr_drop->s.eFlags = xr_drop->flags;
|
||||
vectoangles( trace->plane.normal, xr_drop->s.angles );
|
||||
xr_drop->s.angles[0] += 270;
|
||||
}
|
||||
}
|
||||
|
||||
ent->freeAfterEvent = qtrue;
|
||||
|
||||
// change over to a normal entity right at the point of impact
|
||||
|
@ -625,6 +694,39 @@ gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
|
|||
return bolt;
|
||||
}
|
||||
|
||||
gentity_t *fire_knife (gentity_t *self, vec3_t start, vec3_t dir)
|
||||
{
|
||||
|
||||
gentity_t *bolt;
|
||||
|
||||
VectorNormalize (dir);
|
||||
|
||||
bolt = G_Spawn();
|
||||
bolt->classname = "weapon_knife";
|
||||
bolt->nextthink = level.time + 10000;
|
||||
bolt->think = G_FreeEntity;
|
||||
bolt->s.eType = ET_MISSILE;
|
||||
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
bolt->s.weapon = WP_KNIFE;
|
||||
bolt->r.ownerNum = self->s.number;
|
||||
bolt->parent = self;
|
||||
bolt->damage = THROW_DAMAGE;
|
||||
bolt->splashDamage = 0;
|
||||
bolt->splashRadius = 0;
|
||||
bolt->methodOfDeath = MOD_KNIFE_THROWN;
|
||||
bolt->clipmask = MASK_SHOT;
|
||||
bolt->target_ent = NULL;
|
||||
bolt->count = 1;
|
||||
bolt->s.pos.trType = TR_GRAVITY;
|
||||
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
|
||||
VectorCopy( start, bolt->s.pos.trBase );
|
||||
VectorScale( dir, 1100, bolt->s.pos.trDelta );
|
||||
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
|
||||
VectorCopy (start, bolt->r.currentOrigin);
|
||||
|
||||
return bolt;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
|
||||
|
||||
|
|
|
@ -6,24 +6,7 @@
|
|||
#include "g_local.h"
|
||||
|
||||
//Blaze: reaction weapon damage ratings & weapon spreads
|
||||
//Elder: moved to the top
|
||||
#define PISTOL_DAMAGE 90
|
||||
#define MP5_DAMAGE 55
|
||||
#define M4_DAMAGE 90
|
||||
#define M3_DAMAGE 17
|
||||
//Elder: wrong name
|
||||
//#define SHOTGUN_DAMAGE 17
|
||||
#define HANDCANNON_DAMAGE 20
|
||||
#define SNIPER_DAMAGE 250
|
||||
#define AKIMBO_DAMAGE 90
|
||||
#define SLASH_DAMAGE 200//Shashing knife damage
|
||||
#define THROW_DAMAGE 250//Throwing Knife damage
|
||||
|
||||
#define PISTOL_SPREAD 140
|
||||
#define MP5_SPREAD 250
|
||||
#define M4_SPREAD 300
|
||||
#define SNIPER_SPREAD 425
|
||||
#define AKIMBO_SPREAD 300
|
||||
//Elder: moved to bg_public.h with the rest of the constants
|
||||
|
||||
|
||||
static float s_quadFactor;
|
||||
|
@ -810,13 +793,15 @@ int Knife_Attack ( gentity_t *self, int damage)
|
|||
|
||||
static int knives = 0;
|
||||
|
||||
void knife_touch (gentity_t *ent, gentity_t *other,trace_t *trace)
|
||||
|
||||
//Elder: this function does not appear to be in use
|
||||
void Knife_Touch (gentity_t *ent, gentity_t *other,trace_t *trace)
|
||||
{
|
||||
vec3_t origin;
|
||||
gitem_t *xr_item;
|
||||
gentity_t *xr_drop;
|
||||
|
||||
G_Printf("Knife Touched Something\n");
|
||||
G_Printf("Knife Touched Something\n");
|
||||
|
||||
|
||||
if (other == ent->parent)
|
||||
|
@ -877,48 +862,17 @@ G_Printf("Knife Touched Something\n");
|
|||
//Elder: todo - rotate the knife model so it's collinear with trajectory
|
||||
//and eliminate the jittering
|
||||
xr_item = BG_FindItemForWeapon( WP_KNIFE );
|
||||
//xr_drop = dropWeapon( ent, xr_item, 0, FL_DROPPED_ITEM | FL_THROWN_ITEM );
|
||||
xr_drop = dropWeapon( ent, xr_item, 0, FL_DROPPED_ITEM);
|
||||
//xr_drop = dropWeapon( ent, xr_item, 0, FL_DROPPED_ITEM);
|
||||
xr_drop = LaunchItem(xr_item, ent->s.pos.trBase, 0, FL_THROWN_KNIFE);
|
||||
xr_drop->count = 1;
|
||||
}
|
||||
|
||||
G_FreeEntity (ent);
|
||||
}
|
||||
|
||||
|
||||
//gentity_t *Knife_Throw (gentity_t *self,vec3_t start, vec3_t dir, int damage, int speed )
|
||||
gentity_t* Knife_Throw (gentity_t *self,vec3_t start, vec3_t dir, int damage, int speed )
|
||||
{
|
||||
|
||||
gentity_t *bolt;
|
||||
|
||||
VectorNormalize (dir);
|
||||
|
||||
bolt = G_Spawn();
|
||||
bolt->classname = "weapon_knife";
|
||||
bolt->nextthink = level.time + 10000;
|
||||
bolt->think = G_FreeEntity;
|
||||
bolt->s.eType = ET_MISSILE;
|
||||
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
||||
bolt->s.weapon = WP_KNIFE;
|
||||
bolt->r.ownerNum = self->s.number;
|
||||
bolt->parent = self;
|
||||
bolt->damage = 100;
|
||||
bolt->methodOfDeath = MOD_KNIFE;
|
||||
bolt->clipmask = MASK_SHOT;
|
||||
bolt->count = 1;
|
||||
|
||||
bolt->s.pos.trType = TR_GRAVITY;
|
||||
//bolt->s.pos.trType = TR_LINEAR;
|
||||
bolt->s.pos.trTime = level.time - 50; // move a bit on the very first frame
|
||||
VectorCopy( start, bolt->s.pos.trBase );
|
||||
VectorScale( dir, 1100, bolt->s.pos.trDelta );
|
||||
//VectorScale( dir, 50, bolt->s.pos.trDelta );
|
||||
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
|
||||
|
||||
VectorCopy (start, bolt->r.currentOrigin);
|
||||
|
||||
return bolt;
|
||||
}
|
||||
//Elder: moved knife_throw to g_missile.c where it belongs
|
||||
|
||||
|
||||
|
||||
|
@ -962,10 +916,11 @@ void Weapon_Knife_Fire(gentity_t *ent)
|
|||
// extra vertical velocity
|
||||
forward[2] += 0.2f;
|
||||
|
||||
|
||||
VectorNormalize( forward );
|
||||
//Elder: already done in Knife_Throw
|
||||
//VectorNormalize( forward );
|
||||
|
||||
m = Knife_Throw(ent,muzzle,forward, THROW_DAMAGE, 1200);
|
||||
//m = Knife_Throw(ent, muzzle, forward, THROW_DAMAGE, 1200);
|
||||
m = fire_knife(ent, muzzle, forward);
|
||||
// m->damage *= s_quadFactor;
|
||||
// m->splashDamage *= s_quadFactor;
|
||||
// ^^^^ Homer: got quad?
|
||||
|
|
Loading…
Reference in a new issue