mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-22 20:31:11 +00:00
2016 lines
55 KiB
C
2016 lines
55 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.93 2005/02/15 16:33:39 makro
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// Tons of updates (entity tree attachment system, UI vectors)
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//
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// Revision 1.92 2003/09/19 21:25:10 makro
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// Flares (again!). Doors that open away from players.
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//
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// Revision 1.91 2003/09/01 15:09:49 jbravo
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// Cleanups, crashbug fix and version bumped to 3.2
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//
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// Revision 1.90 2003/07/30 16:05:47 makro
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// no message
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//
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// Revision 1.89 2003/04/26 22:33:07 jbravo
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// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
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//
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// Revision 1.88 2003/03/28 10:36:02 jbravo
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// Tweaking the replacement system a bit. Reactionmale now the default model
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//
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// Revision 1.87 2003/03/22 20:29:26 jbravo
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// wrapping linkent and unlinkent calls
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//
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// Revision 1.86 2003/03/09 21:30:38 jbravo
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// Adding unlagged. Still needs work.
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//
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// Revision 1.85 2002/12/20 14:29:47 jbravo
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// Activated the second barrel on the HC
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//
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// Revision 1.84 2002/10/26 22:03:43 jbravo
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// Made TeamDM work RQ3 style.
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//
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// Revision 1.83 2002/10/26 00:37:18 jbravo
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// New multiple item code and added PB support to the UI
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//
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// Revision 1.82 2002/09/24 05:06:17 blaze
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// fixed spectating so ref\'s can now use all the chasecam modes.
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//
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// Revision 1.81 2002/09/08 03:31:36 niceass
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// accuracy improved
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//
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// Revision 1.80 2002/09/02 02:23:45 niceass
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// removed spherical head detection and may have helped the ssg accuracy bug
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//
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// Revision 1.79 2002/08/28 23:10:06 jbravo
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// Added cg_RQ3_SuicideLikeARealMan, timestamping to server logs and
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// fixed stats for non-TP modes.
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//
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// Revision 1.78 2002/08/23 23:07:01 blaze
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// Should have fixed the unkickable thing breaking explosive breakables.
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//
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// Revision 1.77 2002/07/22 07:27:02 niceass
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// better fog laser support
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//
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// Revision 1.76 2002/07/22 06:32:15 niceass
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// cleaned up the powerup code
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//
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// Revision 1.75 2002/07/09 05:41:23 niceass
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// fix to kicking in CTB
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//
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// Revision 1.74 2002/07/04 00:59:25 blaze
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// moved the kick counter for stats to a more accurate spot.
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//
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// Revision 1.73 2002/07/01 19:48:56 makro
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// Fixed a crash bug
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//
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// Revision 1.72 2002/06/29 20:58:10 niceass
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// shoot through teammates
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//
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// Revision 1.71 2002/06/29 02:41:34 niceass
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// m4 kick fix
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//
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// Revision 1.70 2002/06/26 03:27:37 niceass
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// handcannon crash bug fixed
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//
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// Revision 1.69 2002/06/24 05:51:51 jbravo
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// CTF mode is now semi working
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//
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// Revision 1.68 2002/06/24 01:21:26 blaze
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// changed HC to be more like aq2. Probably more work needed
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//
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// Revision 1.67 2002/06/23 21:44:08 jbravo
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// Fixed shots fired stats for non TP modes and some cleanups
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//
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// Revision 1.66 2002/06/16 20:06:14 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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// Revision 1.65 2002/06/16 17:38:00 jbravo
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// Removed the MISSIONPACK ifdefs and missionpack only code.
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//
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// Revision 1.64 2002/06/03 00:40:25 blaze
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// some more breakables fixes(ssg chips)
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//
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// Revision 1.63 2002/06/02 22:04:38 blaze
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// breakables act proper when triggered(explode if explosive, etc) also, spawnflags 8 will make the breakable so you cant kick it
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//
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// Revision 1.62 2002/05/27 06:54:06 niceass
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// new reflection code
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//
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// Revision 1.61 2002/05/25 10:40:31 makro
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// Loading screen
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//
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// Revision 1.60 2002/05/24 18:47:02 makro
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// Jump kicks
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//
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// Revision 1.59 2002/05/20 16:25:48 makro
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// Triggerable cameras
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//
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// Revision 1.58 2002/05/20 16:23:44 jbravo
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// Fixed spec problem when noone is alive. Fixed kicking teammates bug
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//
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// Revision 1.57 2002/05/18 14:52:16 makro
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// Bot stuff. Other stuff. Just... stuff :p
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//
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// Revision 1.56 2002/05/12 22:14:13 makro
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// Impact sounds
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//
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// Revision 1.55 2002/05/12 14:40:28 makro
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// Wood, brick & ceramic impact sounds
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//
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// Revision 1.54 2002/05/12 13:37:25 makro
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// Bugs with entities
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//
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// Revision 1.53 2002/05/05 15:18:03 makro
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// Fixed some crash bugs. Bot stuff. Triggerable func_statics.
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// Made flags only spawn in CTF mode
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//
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// Revision 1.52 2002/05/03 18:09:20 makro
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// Bot stuff. Jump kicks
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//
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// Revision 1.51 2002/05/02 23:05:25 makro
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// Loading screen. Jump kicks. Bot stuff
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//
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// Revision 1.50 2002/05/02 03:06:09 blaze
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// Fixed breakables crashing on vashes
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//
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// Revision 1.49 2002/04/29 06:16:10 niceass
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// small change to pressure system
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//
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// Revision 1.48 2002/04/26 03:57:51 niceass
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// took some old stuff out + small pressure stuff
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//
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// Revision 1.47 2002/04/23 06:00:32 niceass
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// pressure stuff
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//
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// Revision 1.46 2002/04/21 00:31:27 blaze
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// ssg now properly breaks breakables
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//
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// Revision 1.45 2002/04/20 15:03:48 makro
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// More footstep sounds, a few other things
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//
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// Revision 1.44 2002/04/07 19:23:41 jbravo
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// Yet another crashbug fixed.
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//
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// Revision 1.43 2002/04/06 21:42:20 makro
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// Changes to bot code. New surfaceparm system.
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//
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// Revision 1.42 2002/04/03 09:26:47 jbravo
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// New FF system. Warns and then finally kickbans teamwounders and
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// teamkillers
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//
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// Revision 1.41 2002/04/02 00:28:10 slicer
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// Reduced the "arc" knife does
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//
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// Revision 1.40 2002/03/31 19:15:21 makro
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// Door kicking - ignore doors with targetnames
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//
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// Revision 1.39 2002/03/31 03:31:24 jbravo
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// Compiler warning cleanups
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//
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// Revision 1.38 2002/03/30 15:25:57 makro
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// Fixed door kicking
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//
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// Revision 1.37 2002/03/12 04:55:31 blaze
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// stats should only be recored when the round is in progress
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//
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// Revision 1.36 2002/03/03 02:20:58 jbravo
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// No kicking teammates in TP
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//
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// Revision 1.35 2002/01/27 14:02:51 jbravo
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// Make the right effect when rounds hit the new SURF_HARDMETAL surface.
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//
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// Revision 1.34 2002/01/11 20:20:58 jbravo
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// Adding TP to main branch
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//
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// Revision 1.33 2002/01/11 19:48:30 jbravo
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// Formatted the source in non DOS format.
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//
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// Revision 1.32 2001/12/31 16:28:42 jbravo
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// I made a Booboo with the Log tag.
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//
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//
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//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// g_weapon.c
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// perform the server side effects of a weapon firing
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#include "g_local.h"
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// JBravo: for warnings
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void Use_BinaryMover(gentity_t * ent, gentity_t * other, gentity_t * activator);
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static vec3_t forward, right, up;
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static vec3_t muzzle;
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//Elder: used for shell damage - we have no more malloc function so make it static?
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int tookShellHit[MAX_CLIENTS];
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#define NUM_NAILSHOTS 15
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/*
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================
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G_BounceProjectile
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================
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*/
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void G_BounceProjectile(vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout)
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{
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vec3_t v, newv;
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float dot;
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VectorSubtract(impact, start, v);
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dot = DotProduct(v, dir);
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VectorMA(v, -2 * dot, dir, newv);
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VectorNormalize(newv);
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VectorMA(impact, 8192, newv, endout);
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}
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/*
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======================================================================
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RQ3_JumpKick
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Moved from g_active.c to g_weapon.c
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Because it is a weapon!
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======================================================================
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*/
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qboolean JumpKick(gentity_t * ent)
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{
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trace_t tr;
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vec3_t end;
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gentity_t *tent, *traceEnt;
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int damage;
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//Elder: for kick sound
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qboolean kickSuccess;
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if (g_gametype.integer == GT_TEAMPLAY && level.lights_camera_action) {
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return qfalse; // JBravo: No kicking during LCA
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}
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//Makro - added
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if (ent == NULL || ent->client == NULL) {
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return qfalse;
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}
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// set aiming directions
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AngleVectors(ent->client->ps.viewangles, forward, right, up);
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CalcMuzzlePoint(ent, forward, right, up, muzzle);
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// Elder: AQ2 offset
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muzzle[2] -= (ent->client->ps.viewheight - 20);
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VectorMA(muzzle, 25, forward, end);
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// the muzzle really isn't the right point to test the jumpkick from
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trap_Trace(&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
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if (tr.surfaceFlags & SURF_NOIMPACT) {
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return qfalse;
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}
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kickSuccess = DoorKick(&tr, ent, muzzle, forward);
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traceEnt = &g_entities[tr.entityNum];
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// JBravo: some sanity checks on the traceEnt
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// Makro - this check made the sound only play when a client is hit
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if (traceEnt == NULL)
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return qfalse;
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//Makro - removed
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//if (!traceEnt->takedamage)
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// return qfalse;
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//Makro - this was a few lines below
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damage = 20;
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if ((traceEnt->s.eType == ET_BREAKABLE || traceEnt->s.eType == ET_MOVER) && traceEnt->unkickable == qtrue ) {
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return qfalse;
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}
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if (traceEnt->s.eType == ET_BREAKABLE || traceEnt->client)
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kickSuccess = qtrue;
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// JBravo: no kicking teammates while rounds are going
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if (g_gametype.integer >= GT_TEAM) {
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//Makro - client check here
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if (traceEnt->client != NULL && ent->client != NULL) {
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// TP
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if (ent->client->sess.sessionTeam == traceEnt->client->sess.sessionTeam &&
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level.team_round_going && g_gametype.integer == GT_TEAMPLAY) {
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return qfalse;
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}
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// CTF
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if (ent->client->sess.sessionTeam == traceEnt->client->sess.sessionTeam &&
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(g_gametype.integer == GT_CTF || g_gametype.integer == GT_TEAM)) {
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return qfalse;
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}
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}
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}
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//Elder: can't hit if crouching but can still hit "dead" bodies :)
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if (traceEnt->client && traceEnt->health > 0 && traceEnt->r.maxs[2] < 20) {
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return qfalse;
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} else {
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G_Damage(traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_LOCATIONAL, MOD_KICK);
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}
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//end Makro
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//Makro - moved some code up by a few lines to allow breakables to be kicked
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if (traceEnt->client != NULL && traceEnt->takedamage) {
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tent = G_TempEntity(tr.endpos, EV_JUMPKICK);
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tent->s.otherEntityNum = traceEnt->s.number;
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tent->s.otherEntityNum2 = ent->s.number;
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tent->s.eventParm = DirToByte(tr.plane.normal);
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tent->s.weapon = 0;
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if (traceEnt->client->uniqueWeapons > 0) {
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//Elder: toss a unique weapon if kicked
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//Need to make sure to cancel any reload attempts - test this
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Cmd_Unzoom(traceEnt);
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traceEnt->client->fastReloads = 0;
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traceEnt->client->reloadAttempts = 0;
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traceEnt->client->ps.weaponTime = 0;
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//Set the entity's weapon to the target's weapon before he/she throws it
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tent->s.weapon = ThrowWeapon(traceEnt, qtrue);
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ent->client->pers.records[REC_KICKHITS]++;
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}
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// Don't need other sound event
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kickSuccess = qfalse;
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}
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//Elder: Our set of locally called sounds
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if (kickSuccess) {
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G_AddEvent(ent, EV_RQ3_SOUND, RQ3_SOUND_KICK);
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}
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return qtrue;
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}
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qboolean DoorKick(trace_t * trIn, gentity_t * ent, vec3_t origin, vec3_t forward)
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{
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gentity_t *traceEnt;
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trace_t tr;
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qboolean ok = qfalse;
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traceEnt = &g_entities[trIn->entityNum];
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if (Q_stricmp(traceEnt->classname, "func_door_rotating") == 0) {
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vec3_t d_right, d_forward;
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float crossProduct;
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vec3_t end;
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// Find the hit point and the muzzle point with respect
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// to the door's origin, then project down to the XY plane
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// and take the cross product
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VectorSubtract(trIn->endpos, traceEnt->s.origin, d_right);
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VectorSubtract(origin, traceEnt->s.origin, d_forward);
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crossProduct = d_forward[0] * d_right[1] - d_right[0] * d_forward[1];
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//Makro - doors that open away from the player can be kicked from either side
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if (traceEnt->spawnflags & SP_OPENAWAY) {
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ok = qtrue;
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} else {
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// See if we are on the proper side to do it
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//Makro - it didn't take into account moverstate
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ok = ((traceEnt->pos2[1] > traceEnt->pos1[1]) && crossProduct > 0) ||
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((traceEnt->pos2[1] < traceEnt->pos1[1]) && crossProduct < 0);
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if (traceEnt->moverState == ROTATOR_1TO2 || traceEnt->moverState == ROTATOR_POS2) {
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ok = !ok;
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}
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}
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if (ok && !traceEnt->targetname && !traceEnt->takedamage) {
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//Cmd_OpenDoor( ent );
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//Makro - Cmd_OpenDoor opens ALL the doors near the kicked one
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Use_BinaryMover(traceEnt, traceEnt, ent);
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VectorMA(trIn->endpos, 25, forward, end);
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trap_Trace(&tr, trIn->endpos, NULL, NULL, end, trIn->entityNum, MASK_SHOT);
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if (!(tr.surfaceFlags & SURF_NOIMPACT)) {
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traceEnt = &g_entities[tr.entityNum];
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if (traceEnt->client) {
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*trIn = tr;
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}
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}
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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======================================================================
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GAUNTLET
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======================================================================
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*/
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/*
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void Weapon_Gauntlet( gentity_t *ent ) {
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}
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*/
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/*
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===============
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CheckGauntletAttack
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===============
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*/
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qboolean CheckGauntletAttack(gentity_t * ent)
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{
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trace_t tr;
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vec3_t end;
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gentity_t *tent;
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gentity_t *traceEnt;
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int damage;
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// set aiming directions
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AngleVectors(ent->client->ps.viewangles, forward, right, up);
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CalcMuzzlePoint(ent, forward, right, up, muzzle);
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VectorMA(muzzle, 32, forward, end);
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trap_Trace(&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
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if (tr.surfaceFlags & SURF_NOIMPACT) {
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return qfalse;
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}
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if ( ent->client->noclip ) {
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return qfalse;
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}
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traceEnt = &g_entities[tr.entityNum];
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// send blood impact
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if (traceEnt->takedamage && traceEnt->client) {
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tent = G_TempEntity(tr.endpos, EV_MISSILE_HIT);
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tent->s.otherEntityNum = traceEnt->s.number;
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tent->s.eventParm = DirToByte(tr.plane.normal);
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tent->s.weapon = ent->s.weapon;
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}
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if (!traceEnt->takedamage) {
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return qfalse;
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}
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damage = 50;
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G_Damage(traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_GAUNTLET);
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return qtrue;
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}
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/*
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======================================================================
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MACHINEGUN
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======================================================================
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*/
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/*
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======================
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SnapVectorTowards
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Round a vector to integers for more efficient network
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transmission, but make sure that it rounds towards a given point
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rather than blindly truncating. This prevents it from truncating
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into a wall.
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======================
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*/
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// JBravo: unlagged. moved to q_shared.c
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void SnapVectorTowards(vec3_t v, vec3_t to)
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{
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int i;
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for (i = 0; i < 3; i++) {
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if (to[i] <= v[i]) {
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v[i] = floor(v[i]);
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} else {
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v[i] = ceil(v[i]);
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}
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}
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}
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#define MACHINEGUN_SPREAD 200
|
|
#define MACHINEGUN_DAMAGE 7
|
|
#define MACHINEGUN_TEAM_DAMAGE 5 // wimpier MG in teamplay
|
|
|
|
void Bullet_Fire(gentity_t * ent, float spread, int damage, int MOD)
|
|
{
|
|
trace_t tr;
|
|
vec3_t end;
|
|
float r;
|
|
float u;
|
|
gentity_t *tent;
|
|
gentity_t *tent2;
|
|
gentity_t *traceEnt;
|
|
int i, passent;
|
|
// int seed = ent->client->attackTime % 256;
|
|
|
|
//Makro
|
|
int Material;
|
|
|
|
// Elder: Statistics tracking
|
|
// JBravo: Take NON TP modes into account
|
|
if (ent->client && ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) ||
|
|
g_gametype.integer != GT_TEAMPLAY)) {
|
|
switch (MOD) {
|
|
case MOD_PISTOL:
|
|
ent->client->pers.records[REC_MK23SHOTS]++;
|
|
break;
|
|
case MOD_M4:
|
|
ent->client->pers.records[REC_M4SHOTS]++;
|
|
break;
|
|
case MOD_MP5:
|
|
ent->client->pers.records[REC_MP5SHOTS]++;
|
|
break;
|
|
case MOD_AKIMBO:
|
|
ent->client->pers.records[REC_AKIMBOSHOTS]++;
|
|
break;
|
|
}
|
|
}
|
|
|
|
u = crandom() * spread;
|
|
r = crandom() * spread;
|
|
VectorMA(muzzle, 8192, forward, end);
|
|
VectorMA(end, r, right, end);
|
|
VectorMA(end, u, up, end);
|
|
|
|
passent = ent->s.number;
|
|
for (i = 0; i < 10; i++) {
|
|
// JBravo: unlagged
|
|
// G_DoTimeShiftFor(ent);
|
|
trap_Trace(&tr, muzzle, NULL, NULL, end, passent, MASK_SHOT);
|
|
// G_UndoTimeShiftFor(ent);
|
|
|
|
// we traced from the muzzle, ignoring our entity, but triggered start solid.
|
|
// lets try again from our origin since we might just be really close to another player.
|
|
if ( tr.startsolid ) {
|
|
trap_Trace(&tr, ent->client->ps.origin, NULL, NULL, end, passent, MASK_SHOT);
|
|
}
|
|
|
|
//Makro - saving the material flag to avoid useless calls to the GetMaterialFromFlag function
|
|
Material = GetMaterialFromFlag(tr.surfaceFlags);
|
|
|
|
if (tr.surfaceFlags & SURF_NOIMPACT) {
|
|
return;
|
|
}
|
|
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
|
|
// snap the endpos to integers, but nudged towards the line
|
|
SnapVectorTowards(tr.endpos, muzzle);
|
|
|
|
if (traceEnt->takedamage && traceEnt->client) {
|
|
if (LogAccuracyHit(traceEnt, ent)) {
|
|
ent->client->accuracy_hits++;
|
|
// Elder: Statistics tracking
|
|
if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY) {
|
|
switch (MOD) {
|
|
case MOD_PISTOL:
|
|
ent->client->pers.records[REC_MK23HITS]++;
|
|
break;
|
|
case MOD_M4:
|
|
ent->client->pers.records[REC_M4HITS]++;
|
|
break;
|
|
case MOD_MP5:
|
|
ent->client->pers.records[REC_MP5HITS]++;
|
|
break;
|
|
case MOD_AKIMBO:
|
|
ent->client->pers.records[REC_AKIMBOHITS]++;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
} else if (IsMetalMat(Material)) {
|
|
tent = G_TempEntity(tr.endpos, EV_BULLET_HIT_METAL);
|
|
tent->s.eventParm = ReflectVectorByte(forward, tr.plane.normal);
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
tent->s.clientNum = ent->s.clientNum;
|
|
} else if (Material == MAT_GLASS) {
|
|
tent = G_TempEntity(tr.endpos, EV_BULLET_HIT_GLASS);
|
|
tent->s.eventParm = DirToByte(tr.plane.normal);
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
tent->s.clientNum = ent->s.clientNum;
|
|
//Makro - new sounds
|
|
} else if (IsWoodMat(Material)) {
|
|
tent = G_TempEntity(tr.endpos, EV_BULLET_HIT_WOOD);
|
|
tent->s.eventParm = DirToByte(tr.plane.normal);
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
tent->s.clientNum = ent->s.clientNum;
|
|
//Makro - new sounds
|
|
} else if (Material == MAT_BRICK) {
|
|
tent = G_TempEntity(tr.endpos, EV_BULLET_HIT_BRICK);
|
|
tent->s.eventParm = DirToByte(tr.plane.normal);
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
tent->s.clientNum = ent->s.clientNum;
|
|
//Makro - new sounds
|
|
} else if (Material == MAT_CERAMIC) {
|
|
tent = G_TempEntity(tr.endpos, EV_BULLET_HIT_CERAMIC);
|
|
tent->s.eventParm = DirToByte(tr.plane.normal);
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
tent->s.clientNum = ent->s.clientNum;
|
|
//Makro - new fx
|
|
} else if (IsSnowMat(Material)) {
|
|
tent = G_TempEntity(tr.endpos, EV_BULLET_HIT_SNOW);
|
|
tent->s.eventParm = DirToByte(tr.plane.normal);
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
tent->s.clientNum = ent->s.clientNum;
|
|
//Makro - new fx
|
|
} else if (Material == MAT_GRASS) {
|
|
tent = G_TempEntity(tr.endpos, EV_BULLET_HIT_GRASS);
|
|
tent->s.eventParm = DirToByte(tr.plane.normal);
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
tent->s.clientNum = ent->s.clientNum;
|
|
} else {
|
|
tent = G_TempEntity(tr.endpos, EV_BULLET_HIT_WALL);
|
|
tent->s.eventParm = DirToByte(tr.plane.normal);
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
tent->s.clientNum = ent->s.clientNum;
|
|
}
|
|
|
|
//Makro - moved the pressure code out of these if's
|
|
if (traceEnt->s.eType == ET_PRESSURE) {
|
|
// Pressure entities
|
|
G_CreatePressure(tr.endpos, tr.plane.normal, traceEnt);
|
|
}
|
|
|
|
if (traceEnt->takedamage) {
|
|
if (traceEnt->client)
|
|
traceEnt->client->kevlarHit = qfalse;
|
|
|
|
G_Damage(traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD);
|
|
|
|
// FIXME: poor implementation
|
|
if (traceEnt->client && traceEnt->client->kevlarHit == qfalse ) {
|
|
//&& bg_itemlist[traceEnt->client->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_KEVLAR) {
|
|
if ( !OnSameTeam(traceEnt, ent) || (OnSameTeam(traceEnt, ent) && g_friendlyFire.integer > 0) ) {
|
|
|
|
tent2 = G_TempEntity(tr.endpos, EV_BULLET_HIT_FLESH);
|
|
//tent->s.eventParm = traceEnt->s.number;
|
|
tent2->s.eventParm = DirToByte(forward);
|
|
tent2->s.otherEntityNum2 = traceEnt->s.number;
|
|
// Need this?
|
|
tent2->s.otherEntityNum = ent->s.number;
|
|
}
|
|
}
|
|
// NiceAss: Added so the M4 will shoot through bodies
|
|
// Makro - changed from || to &&. Q3 crashed before
|
|
if (traceEnt->client && ent->client) {
|
|
if ((MOD == MOD_M4 && traceEnt->client->kevlarHit == qfalse) ||
|
|
// NiceAss: And you can shoot through teammates
|
|
OnSameTeam(traceEnt, ent)) {
|
|
VectorCopy(tr.endpos, muzzle);
|
|
passent = tr.entityNum;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
SHOTGUN
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
// DEFAULT_SHOTGUN_SPREAD and DEFAULT_SHOTGUN_COUNT are in bg_public.h, because
|
|
// client predicts same spreads
|
|
#define DEFAULT_SHOTGUN_DAMAGE 10
|
|
|
|
qboolean ShotgunPellet(vec3_t start, vec3_t end, gentity_t * ent)
|
|
{
|
|
trace_t tr;
|
|
int damage, i, passent;
|
|
gentity_t *traceEnt;
|
|
vec3_t tr_start, tr_end;
|
|
|
|
passent = ent->s.number;
|
|
VectorCopy(start, tr_start);
|
|
VectorCopy(end, tr_end);
|
|
|
|
for (i = 0; i < 10; i++) {
|
|
trap_Trace(&tr, tr_start, NULL, NULL, tr_end, passent, MASK_SHOT);
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
|
|
// send bullet impact
|
|
if (tr.surfaceFlags & SURF_NOIMPACT) {
|
|
return qfalse;
|
|
}
|
|
|
|
if (traceEnt->takedamage) {
|
|
//Elder: added to discern handcannon and m3 damage
|
|
if (ent->client && ent->client->ps.weapon == WP_HANDCANNON) {
|
|
//G_Printf("Firing handcannon\n");
|
|
damage = HANDCANNON_DAMAGE;
|
|
G_Damage(traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_HANDCANNON);
|
|
} else {
|
|
//G_Printf("Firing M3\n");
|
|
damage = M3_DAMAGE;
|
|
G_Damage(traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_M3);
|
|
}
|
|
|
|
if (LogAccuracyHit(traceEnt, ent)) {
|
|
return qtrue;
|
|
}
|
|
|
|
if ( OnSameTeam(traceEnt, ent) ) {
|
|
VectorCopy( tr.endpos, tr_start );
|
|
passent = tr.entityNum;
|
|
continue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
// this should match CG_ShotgunPattern
|
|
void ShotgunPattern(vec3_t origin, vec3_t origin2, int seed, gentity_t * ent, int shotType)
|
|
{
|
|
int i;
|
|
float r, u;
|
|
vec3_t end;
|
|
vec3_t forward, right, up;
|
|
// int oldScore;
|
|
qboolean hitClient = qfalse;
|
|
|
|
//Elder: added
|
|
int count;
|
|
|
|
//Makro - wasn't initialized, caused a warning in MSVC
|
|
int hc_multipler = 4;
|
|
|
|
// derive the right and up vectors from the forward vector, because
|
|
// the client won't have any other information
|
|
VectorNormalize2(origin2, forward);
|
|
PerpendicularVector(right, forward);
|
|
CrossProduct(forward, right, up);
|
|
|
|
// oldScore = ent->client->ps.persistant[PERS_SCORE];
|
|
|
|
//Elder: added
|
|
if (shotType == WP_M3) {
|
|
// Elder: Statistics tracking
|
|
if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY)
|
|
ent->client->pers.records[REC_M3SHOTS]++;
|
|
count = DEFAULT_M3_COUNT;
|
|
} else if (shotType == WP_HANDCANNON) {
|
|
// Elder: Statistics tracking
|
|
// JBravo: moving counting elsewhere to not count each HC shot twice as this gets called once
|
|
// for each barrel of the HC
|
|
// if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY)
|
|
// ent->client->pers.records[REC_HANDCANNONSHOTS]++;
|
|
count = DEFAULT_HANDCANNON_COUNT;
|
|
hc_multipler = 4;
|
|
} else {
|
|
// Elder: Statistics tracking
|
|
// JBravo: moving counting elsewhere to not count each HC shot twice as this gets called once
|
|
// if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY)
|
|
// ent->client->pers.records[REC_HANDCANNONSHOTS]++;
|
|
count = DEFAULT_HANDCANNON_COUNT;
|
|
hc_multipler = 5;
|
|
}
|
|
|
|
// G_DoTimeShiftFor(ent);
|
|
// generate the "random" spread pattern
|
|
for (i = 0; i < count; i++) {
|
|
if (shotType == WP_M3) {
|
|
r = Q_crandom(&seed) * DEFAULT_M3_HSPREAD;
|
|
u = Q_crandom(&seed) * DEFAULT_M3_VSPREAD;
|
|
} else {
|
|
r = Q_crandom(&seed) * DEFAULT_SHOTGUN_HSPREAD * 4;
|
|
u = Q_crandom(&seed) * DEFAULT_SHOTGUN_VSPREAD * hc_multipler;
|
|
}
|
|
|
|
VectorMA(origin, 8192, forward, end);
|
|
VectorMA(end, r, right, end);
|
|
VectorMA(end, u, up, end);
|
|
if (ShotgunPellet(origin, end, ent)) {
|
|
if (!hitClient) {
|
|
hitClient = qtrue;
|
|
ent->client->accuracy_hits++;
|
|
// Elder: Statistics tracking
|
|
if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY) {
|
|
switch (shotType) {
|
|
case WP_M3:
|
|
ent->client->pers.records[REC_M3HITS]++;
|
|
//ent->client->m3Hits++;
|
|
break;
|
|
case WP_HANDCANNON:
|
|
ent->client->pers.records[REC_HANDCANNONHITS]++;
|
|
//ent->client->hcHits++;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// G_UndoTimeShiftFor(ent);
|
|
}
|
|
|
|
void weapon_supershotgun_fire(gentity_t * ent)
|
|
{
|
|
gentity_t *tent;
|
|
|
|
// send shotgun blast
|
|
tent = G_TempEntity(muzzle, EV_SHOTGUN);
|
|
VectorScale(forward, 4096, tent->s.origin2);
|
|
SnapVector(tent->s.origin2);
|
|
tent->s.eventParm = rand() & 255; // seed for spread pattern
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
|
|
//Elder: removed for now
|
|
//ShotgunPattern( tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent, qtrue );
|
|
}
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
RAILGUN
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
/*
|
|
=================
|
|
weapon_railgun_fire
|
|
=================
|
|
*/
|
|
#define MAX_RAIL_HITS 4
|
|
void weapon_railgun_fire(gentity_t * ent)
|
|
{
|
|
vec3_t end;
|
|
trace_t trace;
|
|
gentity_t *tent;
|
|
gentity_t *traceEnt;
|
|
int damage;
|
|
int i;
|
|
int hits;
|
|
int unlinked;
|
|
int passent;
|
|
gentity_t *unlinkedEntities[MAX_RAIL_HITS];
|
|
|
|
damage = 100;
|
|
|
|
VectorMA(muzzle, 8192, forward, end);
|
|
|
|
// trace only against the solids, so the railgun will go through people
|
|
// G_DoTimeShiftFor(ent);
|
|
unlinked = 0;
|
|
hits = 0;
|
|
passent = ent->s.number;
|
|
do {
|
|
trap_Trace(&trace, muzzle, NULL, NULL, end, passent, MASK_SHOT);
|
|
if (trace.entityNum >= ENTITYNUM_MAX_NORMAL) {
|
|
break;
|
|
}
|
|
traceEnt = &g_entities[trace.entityNum];
|
|
if (traceEnt->takedamage) {
|
|
if (LogAccuracyHit(traceEnt, ent)) {
|
|
hits++;
|
|
}
|
|
G_Damage(traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
|
|
}
|
|
if (trace.contents & CONTENTS_SOLID) {
|
|
break; // we hit something solid enough to stop the beam
|
|
}
|
|
// unlink this entity, so the next trace will go past it
|
|
trap_UnlinkEntity(traceEnt);
|
|
unlinkedEntities[unlinked] = traceEnt;
|
|
unlinked++;
|
|
} while (unlinked < MAX_RAIL_HITS);
|
|
// G_UndoTimeShiftFor(ent);
|
|
|
|
// link back in any entities we unlinked
|
|
for (i = 0; i < unlinked; i++) {
|
|
trap_LinkEntity(unlinkedEntities[i]);
|
|
}
|
|
|
|
// the final trace endpos will be the terminal point of the rail trail
|
|
|
|
// snap the endpos to integers to save net bandwidth, but nudged towards the line
|
|
SnapVectorTowards(trace.endpos, muzzle);
|
|
|
|
// send railgun beam effect
|
|
tent = G_TempEntity(trace.endpos, EV_RAILTRAIL);
|
|
|
|
// set player number for custom colors on the railtrail
|
|
tent->s.clientNum = ent->s.clientNum;
|
|
|
|
VectorCopy(muzzle, tent->s.origin2);
|
|
// move origin a bit to come closer to the drawn gun muzzle
|
|
VectorMA(tent->s.origin2, 4, right, tent->s.origin2);
|
|
VectorMA(tent->s.origin2, -1, up, tent->s.origin2);
|
|
|
|
// no explosion at end if SURF_NOIMPACT, but still make the trail
|
|
if (trace.surfaceFlags & SURF_NOIMPACT) {
|
|
tent->s.eventParm = 255; // don't make the explosion at the end
|
|
} else {
|
|
tent->s.eventParm = DirToByte(trace.plane.normal);
|
|
}
|
|
tent->s.clientNum = ent->s.clientNum;
|
|
|
|
// give the shooter a reward sound if they have made two railgun hits in a row
|
|
if (hits == 0) {
|
|
// complete miss
|
|
ent->client->accurateCount = 0;
|
|
} else {
|
|
// check for "impressive" reward sound
|
|
ent->client->accurateCount += hits;
|
|
if (ent->client->accurateCount >= 2) {
|
|
ent->client->accurateCount -= 2;
|
|
|
|
//Blaze: Removed because it uses the persistant stats stuff
|
|
//ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
|
|
// add the sprite over the player's head
|
|
ent->client->ps.eFlags &=
|
|
~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST |
|
|
EF_AWARD_DEFEND | EF_AWARD_CAP);
|
|
ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE;
|
|
ent->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
}
|
|
ent->client->accuracy_hits++;
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
======================================================================
|
|
|
|
LIGHTNING GUN
|
|
|
|
======================================================================
|
|
*/
|
|
|
|
void Weapon_LightningFire(gentity_t * ent)
|
|
{
|
|
trace_t tr;
|
|
vec3_t end;
|
|
gentity_t *traceEnt, *tent;
|
|
int damage, i, passent;
|
|
|
|
damage = 8;
|
|
|
|
passent = ent->s.number;
|
|
for (i = 0; i < 10; i++) {
|
|
VectorMA(muzzle, LIGHTNING_RANGE, forward, end);
|
|
|
|
trap_Trace(&tr, muzzle, NULL, NULL, end, passent, MASK_SHOT);
|
|
if (tr.entityNum == ENTITYNUM_NONE) {
|
|
return;
|
|
}
|
|
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
|
|
if (traceEnt->takedamage) {
|
|
G_Damage(traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_LIGHTNING);
|
|
}
|
|
|
|
if (traceEnt->takedamage && traceEnt->client) {
|
|
tent = G_TempEntity(tr.endpos, EV_MISSILE_HIT);
|
|
tent->s.otherEntityNum = traceEnt->s.number;
|
|
tent->s.eventParm = DirToByte(tr.plane.normal);
|
|
tent->s.weapon = ent->s.weapon;
|
|
if (LogAccuracyHit(traceEnt, ent)) {
|
|
ent->client->accuracy_hits++;
|
|
}
|
|
} else if (!(tr.surfaceFlags & SURF_NOIMPACT)) {
|
|
tent = G_TempEntity(tr.endpos, EV_MISSILE_MISS);
|
|
tent->s.eventParm = DirToByte(tr.plane.normal);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
========================================================================
|
|
|
|
KNIFE ATTACKS
|
|
|
|
========================================================================
|
|
*/
|
|
|
|
//Elder: changed to void function
|
|
void Knife_Attack(gentity_t * self, int damage)
|
|
{
|
|
trace_t tr;
|
|
vec3_t end;
|
|
gentity_t *hitent;
|
|
gentity_t *tent;
|
|
|
|
if (self->client && ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY))
|
|
// self->client->pers.records[REC_KNIFESLASHSHOTS]++;
|
|
|
|
VectorMA(muzzle, KNIFE_RANGE, forward, end);
|
|
trap_Trace(&tr, muzzle, NULL, NULL, end, self->s.number, MASK_SHOT);
|
|
hitent = &g_entities[tr.entityNum];
|
|
|
|
// don't need to check for water
|
|
//if (!((tr.surfaceFlags) && (tr.surfaceFlags & SURF_SKY)))
|
|
if (!(tr.surfaceFlags & SURF_SKY)) {
|
|
if (tr.fraction < 1.0) {
|
|
if (hitent->takedamage) {
|
|
//Elder: no knock-back on knife slashes
|
|
G_Damage(hitent, self, self, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK,
|
|
MOD_KNIFE);
|
|
if (hitent->client)
|
|
self->client->knife_sound = -2;
|
|
} else
|
|
self->client->knife_sound = -1;
|
|
}
|
|
}
|
|
// NiceAss: Play appropriate sound on 5th slash
|
|
if (self->client->ps.stats[STAT_BURST] > 4) {
|
|
self->client->pers.records[REC_KNIFESLASHSHOTS]++;
|
|
if (self->client->knife_sound == 0) { // Missed
|
|
// TODO: Miss sound should be here, like in AQ2
|
|
} else if (self->client->knife_sound == -1) { // Hit wall
|
|
//Elder TODO: take into account surface flags for clank
|
|
tent = G_TempEntity(tr.endpos, EV_KNIFE_MISS);
|
|
tent->s.eventParm = DirToByte(tr.plane.normal);
|
|
tent->s.weapon = WP_KNIFE;
|
|
//Makro - added
|
|
tent->s.powerups = GetMaterialFromFlag(tr.surfaceFlags);;
|
|
} else if (self->client->knife_sound == -2) { // Hit player
|
|
tent = G_TempEntity(tr.endpos, EV_RQ3_SOUND);
|
|
tent->s.eventParm = RQ3_SOUND_KNIFEHIT;
|
|
if (self->client && ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY))
|
|
self->client->pers.records[REC_KNIFESLASHHITS]++;
|
|
}
|
|
self->client->knife_sound = 0;
|
|
}
|
|
|
|
if (hitent->s.eType == ET_PRESSURE) {
|
|
// Pressure entity
|
|
G_CreatePressure(tr.endpos, tr.plane.normal, hitent);
|
|
}
|
|
}
|
|
|
|
//static int knives = 0;
|
|
|
|
//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");
|
|
|
|
if (other == ent->parent)
|
|
return;
|
|
|
|
if (trace && (trace->surfaceFlags & SURF_SKY)) {
|
|
//Blaze: Get rid of the knife if it hits the sky
|
|
// G_FreeEdict (ent);
|
|
//Elder: I think you want this
|
|
G_FreeEntity(ent);
|
|
return;
|
|
}
|
|
|
|
if (ent->parent->client) {
|
|
//Blaze: Play the clank hit noise
|
|
// gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/clank.wav"), 1, ATTN_NORM, 0);
|
|
// PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
|
|
}
|
|
// calculate position for the explosion entity
|
|
|
|
VectorMA(ent->s.origin, -0.02, ent->s.origin2, origin);
|
|
|
|
//glass fx
|
|
if (0 == Q_stricmp(other->classname, "func_explosive")) {
|
|
// ignore it, so it can bounce
|
|
return;
|
|
} else
|
|
// ---
|
|
if (other->takedamage) {
|
|
G_Damage(other, ent, ent, ent->s.origin2, ent->s.origin, THROW_DAMAGE, 0, MOD_KNIFE_THROWN);
|
|
} else {
|
|
|
|
// code to manage excess knives in the game, guarantees that
|
|
// no more than knifelimit knives will be stuck in walls.
|
|
// if knifelimit == 0 then it won't be in effect and it can
|
|
// start removing knives even when less than the limit are
|
|
// out there.
|
|
// if ( g_rxn_knifelimit.value != 0 )
|
|
// {
|
|
// knives++;
|
|
//
|
|
// if (knives > g_rxn_knifelimit.value)
|
|
// knives = 1;
|
|
//
|
|
// knife = FindEdictByClassnum ("weapon_Knife", knives);
|
|
//
|
|
// if (knife)
|
|
// {
|
|
// knife->nextthink = level.time + .1;
|
|
// }
|
|
//
|
|
// }
|
|
|
|
//spawn a knife in the object
|
|
//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);
|
|
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 )
|
|
//Elder: moved knife_throw to g_missile.c where it belongs
|
|
|
|
//======================================================================
|
|
//Elder: can probably be static
|
|
int RQ3_Spread(gentity_t * ent, int spread)
|
|
{
|
|
int runspeed = 225;
|
|
int walkspeed = 10;
|
|
int stage = 0;
|
|
float factor[] = { 0.7f, 1.0f, 2.0f, 6.0f };
|
|
float xyspeed =
|
|
(ent->client->ps.velocity[0] * ent->client->ps.velocity[0] +
|
|
ent->client->ps.velocity[1] * ent->client->ps.velocity[1]);
|
|
|
|
//crouching
|
|
//if (ent->client->ps.pm_flags & PMF_DUCKED)
|
|
// make sure player is actually on the ground
|
|
if (ent->client->ps.groundEntityNum != ENTITYNUM_NONE && ent->client->ps.pm_flags & PMF_DUCKED)
|
|
return (spread * 0.65);
|
|
|
|
//running
|
|
if (xyspeed > runspeed * runspeed)
|
|
stage = 3;
|
|
//walking
|
|
else if (xyspeed >= walkspeed * walkspeed)
|
|
stage = 2;
|
|
//standing
|
|
else
|
|
stage = 1;
|
|
|
|
//added laser advantage
|
|
if ((ent->client->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_LASER)) &&
|
|
(ent->client->ps.weapon == WP_PISTOL ||
|
|
ent->client->ps.weapon == WP_MP5 || ent->client->ps.weapon == WP_M4)) {
|
|
//G_Printf("Using laser advantage\n");
|
|
if (stage == 1)
|
|
stage = 0;
|
|
else
|
|
stage = 1;
|
|
}
|
|
|
|
return (int) (spread * factor[stage]);
|
|
}
|
|
|
|
/*
|
|
============
|
|
Knife Attack
|
|
============
|
|
*/
|
|
void Weapon_Knife_Fire(gentity_t * ent)
|
|
{
|
|
// Knife_Attack(ent,THROW_DAMAGE);
|
|
// gentity_t *m;
|
|
|
|
// Homer: if client is supposed to be slashing, go to that function instead
|
|
if ((ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_KNIFEMODE) == RQ3_KNIFEMODE) {
|
|
//Elder: added
|
|
Knife_Attack(ent, SLASH_DAMAGE);
|
|
return;
|
|
}
|
|
// extra vertical velocity
|
|
//Slicer reduced from 0.2 to 0.1
|
|
forward[2] += 0.1f;
|
|
|
|
//Elder: already done in Knife_Throw
|
|
//VectorNormalize( forward );
|
|
|
|
//m = Knife_Throw(ent, muzzle, forward, THROW_DAMAGE, 1200);
|
|
// JBravo: ff
|
|
if (g_gametype.integer >= GT_TEAM)
|
|
setFFState(ent);
|
|
|
|
fire_knife(ent, muzzle, forward);
|
|
}
|
|
|
|
/*
|
|
============
|
|
M4 Attack
|
|
============
|
|
*/
|
|
void Weapon_M4_Fire(gentity_t * ent)
|
|
{
|
|
float spread;
|
|
|
|
// Homer: increment burst if needed
|
|
if ((ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_M4MODE) == RQ3_M4MODE) {
|
|
spread = M4_SPREAD * 0.7;
|
|
} else {
|
|
spread = M4_SPREAD;
|
|
//M4-kick stuff
|
|
|
|
// NiceAss; Make it so M4 kickback doesn't happen
|
|
// if looking straight up
|
|
if (ent->client->ps.viewangles[0] > -85.0f) {
|
|
ent->client->consecutiveShots++;
|
|
|
|
if (ent->client->consecutiveShots > 23)
|
|
ent->client->consecutiveShots = 23;
|
|
}
|
|
|
|
}
|
|
|
|
// JBravo: ff
|
|
if (g_gametype.integer >= GT_TEAM)
|
|
setFFState(ent);
|
|
|
|
Bullet_Fire(ent, RQ3_Spread(ent, spread), M4_DAMAGE, MOD_M4);
|
|
}
|
|
|
|
/*
|
|
============
|
|
MK23 Attack
|
|
============
|
|
*/
|
|
void Weapon_MK23_Fire(gentity_t * ent)
|
|
{
|
|
// int i;
|
|
float spread;
|
|
|
|
// Homer: increment burst if needed
|
|
if ((ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_MK23MODE) == RQ3_MK23MODE) {
|
|
spread = PISTOL_SPREAD * 0.7;
|
|
//ent->client->ps.stats[STAT_BURST]++;
|
|
} else {
|
|
spread = PISTOL_SPREAD;
|
|
}
|
|
// JBravo: ff
|
|
if (g_gametype.integer >= GT_TEAM)
|
|
setFFState(ent);
|
|
Bullet_Fire(ent, RQ3_Spread(ent, spread), PISTOL_DAMAGE, MOD_PISTOL);
|
|
}
|
|
|
|
/*
|
|
============
|
|
SSG3000 Attack
|
|
============
|
|
*/
|
|
void Weapon_SSG3000_FireOld(gentity_t * ent)
|
|
{
|
|
float spread;
|
|
|
|
//Elder: changed to use RQ3_Spread as well
|
|
if (RQ3_isZoomed(ent)) {
|
|
spread = 0;
|
|
} else {
|
|
spread = RQ3_Spread(ent, SNIPER_SPREAD);
|
|
}
|
|
// JBravo: ff
|
|
if (g_gametype.integer >= GT_TEAM)
|
|
setFFState(ent);
|
|
Bullet_Fire(ent, spread, SNIPER_DAMAGE, MOD_SNIPER);
|
|
|
|
//Elder: bolt action plus save last zoom
|
|
ent->client->weaponfireNextTime = level.time + RQ3_SSG3000_BOLT_DELAY;
|
|
RQ3_SaveZoomLevel(ent);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Elder:
|
|
This is a triple-hybrid bastard child of
|
|
railgun_fire, old SSG, and bullet_fire code
|
|
|
|
weapon_ssg3000_fire
|
|
=================
|
|
*/
|
|
#define MAX_SSG3000_HITS 8
|
|
void Weapon_SSG3000_Fire(gentity_t * ent)
|
|
{
|
|
vec3_t end;
|
|
trace_t trace;
|
|
gentity_t *tent, *tentWall, *traceEnt = NULL;
|
|
gentity_t *unlinkedEntities[MAX_SSG3000_HITS];
|
|
int damage, i, hits, unlinked, passent, Material;
|
|
qboolean hitBreakable;
|
|
float r, u, spread;
|
|
|
|
// Elder: Statistics tracking
|
|
if (ent->client && ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY))
|
|
ent->client->pers.records[REC_SSG3000SHOTS]++;
|
|
|
|
VectorMA(muzzle, 8192, forward, end);
|
|
|
|
//Elder: added to assist in zoom crap
|
|
if (!RQ3_isZoomed(ent)) {
|
|
spread = RQ3_Spread(ent, SNIPER_SPREAD);
|
|
u = crandom() * spread;
|
|
r = crandom() * spread;
|
|
VectorMA(end, r, right, end);
|
|
VectorMA(end, u, up, end);
|
|
}
|
|
|
|
damage = SNIPER_DAMAGE;
|
|
|
|
// JBravo: unlagged NEW
|
|
// G_DoTimeShiftFor(ent);
|
|
// trace only against the solids, so the SSG3000 will go through people
|
|
unlinked = 0;
|
|
hits = 0;
|
|
passent = ent->s.number;
|
|
do {
|
|
//Elder: need to store this flag because
|
|
//the entity may get wiped out in G_Damage
|
|
hitBreakable = qfalse;
|
|
|
|
trap_Trace(&trace, muzzle, NULL, NULL, end, passent, MASK_SHOT);
|
|
|
|
// Basically, it hit a wall (worldspawn)
|
|
if (trace.entityNum >= ENTITYNUM_MAX_NORMAL)
|
|
break;
|
|
|
|
traceEnt = &g_entities[trace.entityNum];
|
|
|
|
if (traceEnt->unbreakable == qtrue) {
|
|
Material = GetMaterialFromFlag(trace.surfaceFlags);
|
|
if (IsMetalMat(Material))
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_METAL);
|
|
else if (Material == MAT_GLASS)
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_GLASS);
|
|
else if (IsWoodMat(Material))
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_WOOD);
|
|
else if (Material == MAT_BRICK)
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_BRICK);
|
|
else if (Material == MAT_CERAMIC)
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_CERAMIC);
|
|
else if (IsSnowMat(Material))
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_SNOW);
|
|
else if (Material == MAT_GRASS)
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_GRASS);
|
|
else
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_WALL);
|
|
|
|
tent->s.eventParm = DirToByte(trace.plane.normal);
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
|
|
G_Damage(traceEnt, ent, ent, forward, trace.endpos, 0, 0, MOD_SNIPER);
|
|
return;
|
|
}
|
|
|
|
if (traceEnt->takedamage) {
|
|
//flag hitBreakable - bullets go through even
|
|
//if it doesn't "shatter" - but that's usually
|
|
//not the case
|
|
if (traceEnt->s.eType == ET_BREAKABLE) {
|
|
hitBreakable = qtrue;
|
|
}
|
|
// send impacts
|
|
if (traceEnt->client ) {
|
|
if ( !OnSameTeam(traceEnt, ent) || (OnSameTeam(traceEnt, ent) && g_friendlyFire.integer > 0) ) {
|
|
tent = G_TempEntity(trace.endpos, EV_SSG3000_HIT_FLESH);
|
|
tent->s.eventParm = DirToByte(forward);
|
|
tent->s.otherEntityNum2 = traceEnt->s.number;
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
}
|
|
} else {
|
|
// impact type
|
|
Material = GetMaterialFromFlag(trace.surfaceFlags);
|
|
if (IsMetalMat(Material))
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_METAL);
|
|
else if (Material == MAT_GLASS)
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_GLASS);
|
|
else if (IsWoodMat(Material))
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_WOOD);
|
|
else if (Material == MAT_BRICK)
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_BRICK);
|
|
else if (Material == MAT_CERAMIC)
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_CERAMIC);
|
|
else if (IsSnowMat(Material))
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_SNOW);
|
|
else if (Material == MAT_GRASS)
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_GRASS);
|
|
else
|
|
tent = G_TempEntity(trace.endpos, EV_BULLET_HIT_WALL);
|
|
|
|
tent->s.eventParm = DirToByte(trace.plane.normal);
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
}
|
|
|
|
if (LogAccuracyHit(traceEnt, ent)) {
|
|
hits++;
|
|
}
|
|
//G_Printf("(%d) SSG: Doing damage to target\n", level.time);
|
|
G_Damage(traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_SNIPER);
|
|
}
|
|
|
|
//Elder: go through non-solids and breakables
|
|
//If we ever wanted to "shoot through walls" we'd do stuff here
|
|
|
|
if ( hitBreakable == qfalse && (trace.contents & CONTENTS_SOLID) ) {
|
|
break; // we hit something solid enough to stop the beam
|
|
}
|
|
|
|
if (hitBreakable == qfalse ||
|
|
OnSameTeam(traceEnt, ent) ) {
|
|
trap_UnlinkEntity(traceEnt);
|
|
unlinkedEntities[unlinked] = traceEnt;
|
|
unlinked++;
|
|
}
|
|
} while (unlinked < MAX_SSG3000_HITS);
|
|
// G_UndoTimeShiftFor(ent);
|
|
|
|
// link back in any entities we unlinked
|
|
for (i = 0; i < unlinked; i++) {
|
|
trap_LinkEntity(unlinkedEntities[i]);
|
|
}
|
|
|
|
// snap the endpos to integers to save net bandwidth, but nudged towards the line
|
|
SnapVectorTowards(trace.endpos, muzzle);
|
|
|
|
// send wall bullet impact
|
|
|
|
Material = GetMaterialFromFlag(trace.surfaceFlags);
|
|
if (!(trace.surfaceFlags & SURF_NOIMPACT)) {
|
|
//Makro - new surfaceparm system
|
|
if (IsMetalMat(Material))
|
|
tentWall = G_TempEntity(trace.endpos, EV_BULLET_HIT_METAL);
|
|
else if (Material == MAT_GLASS)
|
|
tentWall = G_TempEntity(trace.endpos, EV_BULLET_HIT_GLASS);
|
|
else if (IsWoodMat(Material))
|
|
tentWall = G_TempEntity(trace.endpos, EV_BULLET_HIT_WOOD);
|
|
else if (Material == MAT_BRICK)
|
|
tentWall = G_TempEntity(trace.endpos, EV_BULLET_HIT_BRICK);
|
|
else if (Material == MAT_CERAMIC)
|
|
tentWall = G_TempEntity(trace.endpos, EV_BULLET_HIT_CERAMIC);
|
|
else if (IsSnowMat(Material))
|
|
tentWall = G_TempEntity(trace.endpos, EV_BULLET_HIT_SNOW);
|
|
else if (Material == MAT_GRASS)
|
|
tentWall = G_TempEntity(trace.endpos, EV_BULLET_HIT_GRASS);
|
|
else
|
|
tentWall = G_TempEntity(trace.endpos, EV_BULLET_HIT_WALL);
|
|
|
|
tentWall->s.eventParm = DirToByte(trace.plane.normal);
|
|
tentWall->s.otherEntityNum = ent->s.number;
|
|
|
|
if (traceEnt && traceEnt->s.eType == ET_PRESSURE)
|
|
G_CreatePressure(trace.endpos, trace.plane.normal, traceEnt);
|
|
}
|
|
|
|
// give the shooter a reward sound if they have made two railgun hits in a row
|
|
if (hits == 0) {
|
|
// complete miss
|
|
ent->client->accurateCount = 0;
|
|
} else {
|
|
// check for "impressive" reward sound
|
|
ent->client->accurateCount += hits;
|
|
if (ent->client->accurateCount >= 3) {
|
|
ent->client->accurateCount -= 3;
|
|
|
|
//Blaze: Removed because it uses the persistant stats stuff
|
|
//ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
|
|
// add the sprite over the player's head
|
|
ent->client->ps.eFlags &=
|
|
~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST |
|
|
EF_AWARD_DEFEND | EF_AWARD_CAP);
|
|
ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE;
|
|
ent->client->rewardTime = level.time + REWARD_SPRITE_TIME;
|
|
}
|
|
ent->client->accuracy_hits++;
|
|
if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY)
|
|
ent->client->pers.records[REC_SSG3000HITS]++;
|
|
//ent->client->ssgHits++;
|
|
}
|
|
|
|
//Elder: bolt action plus save last zoom
|
|
//ent->client->weaponfireNextTime = level.time + RQ3_SSG3000_BOLT_DELAY;
|
|
RQ3_SaveZoomLevel(ent);
|
|
}
|
|
|
|
/*
|
|
============
|
|
MP5 Attack
|
|
============
|
|
*/
|
|
void Weapon_MP5_Fire(gentity_t * ent)
|
|
{
|
|
float spread;
|
|
|
|
// Homer: increment burst if needed
|
|
if ((ent->client->ps.persistant[PERS_WEAPONMODES] & RQ3_MP5MODE) == RQ3_MP5MODE) {
|
|
spread = MP5_SPREAD * 0.7;
|
|
//ent->client->ps.stats[STAT_BURST]++;
|
|
} else {
|
|
spread = MP5_SPREAD;
|
|
}
|
|
|
|
// JBravo: ff
|
|
if (g_gametype.integer >= GT_TEAM)
|
|
setFFState(ent);
|
|
|
|
Bullet_Fire(ent, RQ3_Spread(ent, spread), MP5_DAMAGE, MOD_MP5);
|
|
|
|
}
|
|
|
|
/*
|
|
============
|
|
Handcannon Attack
|
|
============
|
|
*/
|
|
void Weapon_HandCannon_Fire(gentity_t * ent)
|
|
{
|
|
gentity_t *tent, *tent2;
|
|
|
|
// JBravo: ff
|
|
if (g_gametype.integer >= GT_TEAM)
|
|
setFFState(ent);
|
|
|
|
//Elder: added for damage report
|
|
RQ3_InitShotgunDamageReport();
|
|
|
|
// send shotgun blast
|
|
tent = G_TempEntity(muzzle, EV_HANDCANNON);
|
|
VectorScale(forward, 4096, tent->s.origin2);
|
|
SnapVector(tent->s.origin2);
|
|
tent->s.eventParm = rand() & 255; // seed for spread pattern
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
tent->s.angles2[1] -= 5;
|
|
ShotgunPattern(tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent, WP_HANDCANNON);
|
|
|
|
// send shotgun blast
|
|
tent2 = G_TempEntity(muzzle, EV_HANDCANNON);
|
|
VectorScale(forward, 4096, tent2->s.origin2);
|
|
SnapVector(tent2->s.origin2);
|
|
tent2->s.eventParm = rand() & 255; // seed for spread pattern
|
|
tent2->s.otherEntityNum = ent->s.number;
|
|
tent2->s.angles2[1] += 5;
|
|
//Elder: note negative one
|
|
//JBravo: Yes, why is that ? removing...
|
|
//JBravo: thats because the second barrel has a higher vspread. reverting back to -1
|
|
ShotgunPattern(tent2->s.pos.trBase, tent2->s.origin2, tent2->s.eventParm, ent, -1);
|
|
// ShotgunPattern(tent2->s.pos.trBase, tent2->s.origin2, tent2->s.eventParm, ent, WP_HANDCANNON);
|
|
// JBravo: count the HC blasts here
|
|
if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY)
|
|
ent->client->pers.records[REC_HANDCANNONSHOTS]++;
|
|
|
|
//Elder: added for damage report
|
|
RQ3_ProduceShotgunDamageReport(ent);
|
|
}
|
|
|
|
/*
|
|
============
|
|
Shotgun Attack
|
|
============
|
|
*/
|
|
void Weapon_M3_Fire(gentity_t * ent)
|
|
{
|
|
//Blaze: call to shotgun fire function here
|
|
gentity_t *tent;
|
|
|
|
// JBravo: ff
|
|
if (g_gametype.integer >= GT_TEAM)
|
|
setFFState(ent);
|
|
//Elder: added for damage report
|
|
RQ3_InitShotgunDamageReport();
|
|
|
|
// send shotgun blast
|
|
tent = G_TempEntity(muzzle, EV_SHOTGUN);
|
|
VectorScale(forward, 4096, tent->s.origin2);
|
|
SnapVector(tent->s.origin2);
|
|
tent->s.eventParm = rand() & 255; // seed for spread pattern
|
|
tent->s.otherEntityNum = ent->s.number;
|
|
|
|
ShotgunPattern(tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent, WP_M3);
|
|
|
|
//Elder: added for damage report
|
|
RQ3_ProduceShotgunDamageReport(ent);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
RQ3_ShotgunDamageReport
|
|
|
|
Added by Elder
|
|
Used to determine hits from a shotgun source
|
|
Modelled after the one done for AQ2
|
|
==============
|
|
*/
|
|
|
|
void RQ3_InitShotgunDamageReport(void)
|
|
{
|
|
//Elder: Reset all tookShellHit 'slots' to zero
|
|
memset(tookShellHit, 0, MAX_CLIENTS * sizeof(int));
|
|
}
|
|
|
|
//Elder: similar to AQ2 source
|
|
#define MAX_NAME_REPORTS 8
|
|
void RQ3_ProduceShotgunDamageReport(gentity_t * self)
|
|
{
|
|
int i;
|
|
int totalNames = 0;
|
|
int printed = 0;
|
|
char textbuf[1024];
|
|
gclient_t *hitClient;
|
|
|
|
//for (l = 1; l <= g_maxclients.integer; l++)
|
|
|
|
// Run through array to see if anyone was hit
|
|
for (i = 0; i < MAX_CLIENTS; i++) {
|
|
if (tookShellHit[i])
|
|
totalNames++;
|
|
}
|
|
|
|
if (totalNames) {
|
|
// Clamp number of names to report
|
|
if (totalNames > MAX_NAME_REPORTS)
|
|
totalNames = MAX_NAME_REPORTS;
|
|
|
|
//Q_strncpyz(textbuf, "You hit", sizeof(textbuf));
|
|
strcpy(textbuf, "You hit ");
|
|
for (i = 0; i < MAX_CLIENTS; i++) {
|
|
if (tookShellHit[i]) {
|
|
//grammar set
|
|
if (printed == (totalNames - 1)) {
|
|
if (totalNames == 2)
|
|
Q_strcat(textbuf, sizeof(textbuf), "^7 and ");
|
|
else if (totalNames != 1)
|
|
Q_strcat(textbuf, sizeof(textbuf), "^7, and ");
|
|
} else if (printed)
|
|
Q_strcat(textbuf, sizeof(textbuf), "^7, ");
|
|
|
|
//add to text buffer
|
|
hitClient = g_entities[i].client;
|
|
Q_strcat(textbuf, sizeof(textbuf), hitClient->pers.netname);
|
|
printed++;
|
|
}
|
|
|
|
if (printed == totalNames)
|
|
break;
|
|
}
|
|
trap_SendServerCommand(self - g_entities, va("print \"%s^7.\n\"", textbuf));
|
|
//gi.cprintf(self, PRINT_HIGH, "%s\n", textbuf);
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
Akimbo Attack
|
|
============
|
|
*/
|
|
void Weapon_Akimbo_Fire(gentity_t * ent)
|
|
{
|
|
float spread;
|
|
|
|
//Blaze: Will need 2 of these
|
|
spread = AKIMBO_SPREAD;
|
|
// JBravo: ff
|
|
if (g_gametype.integer >= GT_TEAM)
|
|
setFFState(ent);
|
|
Bullet_Fire(ent, RQ3_Spread(ent, spread), AKIMBO_DAMAGE, MOD_AKIMBO);
|
|
|
|
//Elder: reset plus added 1 bullet check
|
|
//if (ent->client->weaponfireNextTime > 0 || ent->client->ps.ammo[WP_AKIMBO] < 2)
|
|
//ent->client->weaponfireNextTime = 0;
|
|
//else
|
|
//ent->client->weaponfireNextTime = level.time + RQ3_AKIMBO_DELAY2;
|
|
|
|
//Bullet_Fire( ent, RQ3_Spread(ent, spread), AKIMBO_DAMAGE, MOD_AKIMBO);
|
|
}
|
|
|
|
/*
|
|
============
|
|
Grenade Attack
|
|
============
|
|
*/
|
|
void Weapon_Grenade_Fire(gentity_t * ent)
|
|
{
|
|
// gentity_t *m;
|
|
|
|
// extra vertical velocity
|
|
// Elder: not present in AQ2
|
|
//forward[2] += 0.5f;
|
|
VectorNormalize(forward);
|
|
|
|
// JBravo: ff
|
|
if (g_gametype.integer >= GT_TEAM)
|
|
setFFState(ent);
|
|
|
|
fire_grenade(ent, muzzle, forward);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
LogAccuracyHit
|
|
===============
|
|
*/
|
|
qboolean LogAccuracyHit(gentity_t * target, gentity_t * attacker)
|
|
{
|
|
//Makro - some checks; Q3 crashed with .dlls
|
|
//when shooting one of the barrels in archives
|
|
if (target == NULL || attacker == NULL) {
|
|
return qfalse;
|
|
}
|
|
|
|
if (!target->takedamage) {
|
|
return qfalse;
|
|
}
|
|
|
|
if (target == attacker) {
|
|
return qfalse;
|
|
}
|
|
|
|
if (!target->client) {
|
|
return qfalse;
|
|
}
|
|
|
|
if (!attacker->client) {
|
|
return qfalse;
|
|
}
|
|
|
|
if (target->client->ps.stats[STAT_HEALTH] <= 0) {
|
|
// Elder: Statistics tracking
|
|
if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY)
|
|
attacker->client->pers.records[REC_CORPSESHOTS]++;
|
|
return qfalse;
|
|
}
|
|
|
|
if (OnSameTeam(target, attacker)) {
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CalcMuzzlePoint
|
|
|
|
set muzzle location relative to pivoting eye
|
|
===============
|
|
*/
|
|
void CalcMuzzlePoint(gentity_t * ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint)
|
|
{
|
|
// VectorCopy(ent->s.pos.trBase, muzzlePoint);
|
|
VectorCopy(ent->client->ps.origin, muzzlePoint);
|
|
muzzlePoint[2] += ent->client->ps.viewheight;
|
|
VectorMA(muzzlePoint, 14, forward, muzzlePoint);
|
|
// snap to integer coordinates for more efficient network bandwidth usage
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CalcMuzzlePointOrigin
|
|
|
|
set muzzle location relative to pivoting eye
|
|
===============
|
|
*/
|
|
void CalcMuzzlePointOrigin(gentity_t * ent, vec3_t origin, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint)
|
|
{
|
|
// VectorCopy(ent->s.pos.trBase, muzzlePoint);
|
|
VectorCopy(ent->client->ps.origin, muzzlePoint);
|
|
muzzlePoint[2] += ent->client->ps.viewheight;
|
|
VectorMA(muzzlePoint, 14, forward, muzzlePoint);
|
|
// snap to integer coordinates for more efficient network bandwidth usage
|
|
}
|
|
|
|
/*
|
|
===============
|
|
FireWeapon
|
|
===============
|
|
*/
|
|
void FireWeapon(gentity_t * ent)
|
|
{
|
|
// track shots taken for accuracy tracking. Grapple is not a weapon and gauntet is just not tracked
|
|
//Blaze: dont record accuracy for knife
|
|
// if( ent->s.weapon != WP_KNIFE) {
|
|
ent->client->accuracy_shots++;
|
|
// }
|
|
|
|
// set aiming directions
|
|
AngleVectors(ent->client->ps.viewangles, forward, right, up);
|
|
|
|
// CalcMuzzlePointOrigin(ent, ent->client->oldOrigin, forward, right, up, muzzle);
|
|
CalcMuzzlePointOrigin(ent, ent->client->ps.origin, forward, right, up, muzzle);
|
|
|
|
// fire the specific weapon
|
|
switch (ent->s.weapon) {
|
|
//Blaze: The functions get called when you shoot your gun
|
|
case WP_KNIFE:
|
|
Weapon_Knife_Fire(ent);
|
|
//ent->client->knifeShots++;
|
|
break;
|
|
case WP_GRENADE:
|
|
Weapon_Grenade_Fire(ent);
|
|
//ent->client->grenShots++;
|
|
break;
|
|
case WP_PISTOL:
|
|
Weapon_MK23_Fire(ent);
|
|
//ent->client->mk23Shots++;
|
|
break;
|
|
case WP_M4:
|
|
Weapon_M4_Fire(ent);
|
|
//ent->client->m4Shots++;
|
|
break;
|
|
case WP_SSG3000:
|
|
Weapon_SSG3000_Fire(ent);
|
|
//ent->client->ssgShots++;
|
|
break;
|
|
case WP_MP5:
|
|
Weapon_MP5_Fire(ent);
|
|
//ent->client->mp5Shots++;
|
|
break;
|
|
case WP_HANDCANNON:
|
|
Weapon_HandCannon_Fire(ent);
|
|
//ent->client->hcShots++;
|
|
break;
|
|
case WP_M3:
|
|
Weapon_M3_Fire(ent);
|
|
//ent->client->m3Shots++;
|
|
break;
|
|
case WP_AKIMBO:
|
|
Weapon_Akimbo_Fire(ent);
|
|
//ent->client->akimboShots++;
|
|
break;
|
|
default:
|
|
// FIXME G_Error( "Bad ent->s.weapon" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
Laser Sight Stuff
|
|
|
|
Laser Sight / Flash Light Functions
|
|
============
|
|
*/
|
|
|
|
void Laser_Gen(gentity_t * ent, qboolean enabled)
|
|
{
|
|
gentity_t *las;
|
|
|
|
//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;
|
|
}
|
|
ent->client->ps.powerups[PW_LASERSIGHT] = 0;
|
|
return;
|
|
}
|
|
//Get rid of you?
|
|
if (ent->client->lasersight || enabled == qfalse) {
|
|
// JBravo: fixing the bad gEnt crashbug
|
|
if (ent->client->lasersight)
|
|
G_FreeEntity(ent->client->lasersight);
|
|
ent->client->lasersight = NULL;
|
|
ent->client->ps.powerups[PW_LASERSIGHT] = 0;
|
|
return;
|
|
}
|
|
|
|
ent->client->ps.powerups[PW_LASERSIGHT] = INT_MAX;
|
|
|
|
las = G_Spawn();
|
|
|
|
las->nextthink = level.time + 10;
|
|
las->think = Laser_Think;
|
|
|
|
las->s.clientNum = ent->s.number;
|
|
las->r.ownerNum = ent->s.number;
|
|
las->parent = ent;
|
|
las->s.eType = ET_LASER;
|
|
//Elder: added to enable lerping in cgame
|
|
las->s.pos.trType = TR_INTERPOLATE;
|
|
|
|
//Lets tell it if flashlight or laser
|
|
if (type == 2) {
|
|
las->s.eventParm = 2; //tells CG that it is a flashlight
|
|
las->classname = "flashlight";
|
|
} else {
|
|
las->s.eventParm = 1; //tells CG that it is a laser sight
|
|
las->classname = "lasersight";
|
|
}
|
|
|
|
ent->client->lasersight = las;
|
|
}
|
|
|
|
void Laser_Think(gentity_t * self)
|
|
{
|
|
vec3_t end, start, forward, up;
|
|
trace_t tr; //, tr2;
|
|
int l = 0, passent;
|
|
// gentity_t *traceEnt;
|
|
|
|
//Makro - added
|
|
//int contents;
|
|
|
|
//If the player dies, is spectator, or wrong weapon, kill the dot
|
|
if (self->parent->client->ps.pm_type == PM_DEAD ||
|
|
self->parent->client->ps.pm_type == PM_SPECTATOR ||
|
|
(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;
|
|
self->parent->client->ps.powerups[PW_LASERSIGHT] = 0;
|
|
G_FreeEntity(self);
|
|
return;
|
|
}
|
|
//Set Aiming Directions
|
|
AngleVectors(self->parent->client->ps.viewangles, forward, right, up);
|
|
CalcMuzzlePoint(self->parent, forward, right, up, start);
|
|
|
|
passent = self->parent->s.number;
|
|
|
|
self->s.eFlags &= ~EF_FIRING;
|
|
|
|
// Keep tracing if it hits glass.
|
|
for (l = 0; l < 10; l++) {
|
|
VectorMA(start, 8192, forward, end);
|
|
|
|
//Trace Position
|
|
trap_Trace(&tr, start, NULL, NULL, end, passent, MASK_SHOT);
|
|
// traceEnt = &g_entities[tr.entityNum];
|
|
|
|
//Did you not hit anything?
|
|
if (tr.surfaceFlags & SURF_NOIMPACT || tr.surfaceFlags & SURF_SKY) {
|
|
self->nextthink = level.time + 10;
|
|
trap_UnlinkEntity(self);
|
|
return;
|
|
}
|
|
|
|
//Makro - new surfaceparm system
|
|
if (!(GetMaterialFromFlag(tr.surfaceFlags) == MAT_GLASS))
|
|
break;
|
|
VectorMA(tr.endpos, 10, forward, start); // Nudge it forward a little bit
|
|
}
|
|
|
|
//Move you forward to keep you visible
|
|
if (tr.fraction != 1)
|
|
VectorMA(tr.endpos, -4, forward, tr.endpos);
|
|
|
|
//Set Your position
|
|
VectorCopy(tr.endpos, self->r.currentOrigin);
|
|
VectorCopy(tr.endpos, self->s.pos.trBase);
|
|
|
|
vectoangles(tr.plane.normal, self->s.angles);
|
|
|
|
trap_LinkEntity(self);
|
|
|
|
//Prep next move
|
|
self->nextthink = level.time + 10;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
ReloadWeapon
|
|
|
|
Added by Elder
|
|
Handles server-side management of numclips
|
|
=================
|
|
*/
|
|
void ReloadWeapon(gentity_t * ent, int stage)
|
|
{
|
|
|
|
if (stage == 1 && (ent->client->ps.weapon == WP_SSG3000 || ent->client->ps.weapon == WP_M3)) {
|
|
if (ent->client->ps.weapon == WP_M3)
|
|
ent->client->numClips[WP_HANDCANNON] = ent->client->numClips[WP_M3];
|
|
ent->client->numClips[ent->client->ps.weapon]--;
|
|
} else if (stage == 2) {
|
|
ent->client->numClips[ent->client->ps.weapon]--;
|
|
// remove an extra clip if using HC or Akimbos
|
|
if (ent->client->ps.weapon == WP_HANDCANNON || ent->client->ps.weapon == WP_AKIMBO)
|
|
ent->client->numClips[ent->client->ps.weapon]--;
|
|
|
|
//Elder: sync hc and m3 ammo + mk23 and akimbo ammo - a switch might look nicer
|
|
if (ent->client->ps.weapon == WP_M3) {
|
|
ent->client->numClips[WP_HANDCANNON] = ent->client->numClips[WP_M3];
|
|
} else if (ent->client->ps.weapon == WP_HANDCANNON) {
|
|
ent->client->numClips[WP_M3] = ent->client->numClips[WP_HANDCANNON];
|
|
} else if (ent->client->ps.weapon == WP_PISTOL) {
|
|
ent->client->numClips[WP_AKIMBO] = ent->client->numClips[WP_PISTOL];
|
|
} else if (ent->client->ps.weapon == WP_AKIMBO) {
|
|
ent->client->numClips[WP_PISTOL] = ent->client->numClips[WP_AKIMBO];
|
|
}
|
|
}
|
|
}
|