mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-14 16:40:48 +00:00
809 lines
21 KiB
C
809 lines
21 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Quake III Arena source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
//
|
|
#include "g_local.h"
|
|
|
|
#define MISSILE_PRESTEP_TIME 50
|
|
|
|
/*
|
|
================
|
|
G_BounceMissile
|
|
|
|
================
|
|
*/
|
|
void G_BounceMissile( gentity_t *ent, trace_t *trace ) {
|
|
vec3_t velocity;
|
|
float dot;
|
|
int hitTime;
|
|
|
|
// reflect the velocity on the trace plane
|
|
hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
|
|
BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
|
|
dot = DotProduct( velocity, trace->plane.normal );
|
|
VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
|
|
|
|
if ( ent->s.eFlags & EF_BOUNCE_HALF ) {
|
|
VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta );
|
|
// check for stop
|
|
if ( trace->plane.normal[2] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 ) {
|
|
G_SetOrigin( ent, trace->endpos );
|
|
ent->s.time = level.time / 4;
|
|
return;
|
|
}
|
|
}
|
|
|
|
VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
|
|
VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
|
|
ent->s.pos.trTime = level.time;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
G_ExplodeMissile
|
|
|
|
Explode a missile without an impact
|
|
================
|
|
*/
|
|
void G_ExplodeMissile( gentity_t *ent ) {
|
|
vec3_t dir;
|
|
vec3_t origin;
|
|
|
|
BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
|
|
SnapVector( origin );
|
|
G_SetOrigin( ent, origin );
|
|
|
|
// we don't have a valid direction, so just point straight up
|
|
dir[0] = dir[1] = 0;
|
|
dir[2] = 1;
|
|
|
|
ent->s.eType = ET_GENERAL;
|
|
G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );
|
|
|
|
ent->freeAfterEvent = qtrue;
|
|
|
|
// splash damage
|
|
if ( ent->splashDamage ) {
|
|
if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent
|
|
, ent->splashMethodOfDeath ) ) {
|
|
g_entities[ent->r.ownerNum].client->accuracy_hits++;
|
|
}
|
|
}
|
|
|
|
trap_LinkEntity( ent );
|
|
}
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
/*
|
|
================
|
|
ProximityMine_Explode
|
|
================
|
|
*/
|
|
static void ProximityMine_Explode( gentity_t *mine ) {
|
|
G_ExplodeMissile( mine );
|
|
// if the prox mine has a trigger free it
|
|
if (mine->activator) {
|
|
G_FreeEntity(mine->activator);
|
|
mine->activator = NULL;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
ProximityMine_Die
|
|
================
|
|
*/
|
|
static void ProximityMine_Die( gentity_t *ent, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) {
|
|
ent->think = ProximityMine_Explode;
|
|
ent->nextthink = level.time + 1;
|
|
}
|
|
|
|
/*
|
|
================
|
|
ProximityMine_Trigger
|
|
================
|
|
*/
|
|
void ProximityMine_Trigger( gentity_t *trigger, gentity_t *other, trace_t *trace ) {
|
|
vec3_t v;
|
|
gentity_t *mine;
|
|
|
|
if( !other->client ) {
|
|
return;
|
|
}
|
|
|
|
// trigger is a cube, do a distance test now to act as if it's a sphere
|
|
VectorSubtract( trigger->s.pos.trBase, other->s.pos.trBase, v );
|
|
if( VectorLength( v ) > trigger->parent->splashRadius ) {
|
|
return;
|
|
}
|
|
|
|
|
|
if ( g_gametype.integer >= GT_TEAM ) {
|
|
// don't trigger same team mines
|
|
if (trigger->parent->s.generic1 == other->client->sess.sessionTeam) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// ok, now check for ability to damage so we don't get triggered thru walls, closed doors, etc...
|
|
if( !CanDamage( other, trigger->s.pos.trBase ) ) {
|
|
return;
|
|
}
|
|
|
|
// trigger the mine!
|
|
mine = trigger->parent;
|
|
mine->s.loopSound = 0;
|
|
G_AddEvent( mine, EV_PROXIMITY_MINE_TRIGGER, 0 );
|
|
mine->nextthink = level.time + 500;
|
|
|
|
G_FreeEntity( trigger );
|
|
}
|
|
|
|
/*
|
|
================
|
|
ProximityMine_Activate
|
|
================
|
|
*/
|
|
static void ProximityMine_Activate( gentity_t *ent ) {
|
|
gentity_t *trigger;
|
|
float r;
|
|
|
|
ent->think = ProximityMine_Explode;
|
|
ent->nextthink = level.time + g_proxMineTimeout.integer;
|
|
|
|
ent->takedamage = qtrue;
|
|
ent->health = 1;
|
|
ent->die = ProximityMine_Die;
|
|
|
|
ent->s.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav" );
|
|
|
|
// build the proximity trigger
|
|
trigger = G_Spawn ();
|
|
|
|
trigger->classname = "proxmine_trigger";
|
|
|
|
r = ent->splashRadius;
|
|
VectorSet( trigger->r.mins, -r, -r, -r );
|
|
VectorSet( trigger->r.maxs, r, r, r );
|
|
|
|
G_SetOrigin( trigger, ent->s.pos.trBase );
|
|
|
|
trigger->parent = ent;
|
|
trigger->r.contents = CONTENTS_TRIGGER;
|
|
trigger->touch = ProximityMine_Trigger;
|
|
|
|
trap_LinkEntity (trigger);
|
|
|
|
// set pointer to trigger so the entity can be freed when the mine explodes
|
|
ent->activator = trigger;
|
|
}
|
|
|
|
/*
|
|
================
|
|
ProximityMine_ExplodeOnPlayer
|
|
================
|
|
*/
|
|
static void ProximityMine_ExplodeOnPlayer( gentity_t *mine ) {
|
|
gentity_t *player;
|
|
|
|
player = mine->enemy;
|
|
player->client->ps.eFlags &= ~EF_TICKING;
|
|
|
|
if ( player->client->invulnerabilityTime > level.time ) {
|
|
G_Damage( player, mine->parent, mine->parent, vec3_origin, mine->s.origin, 1000, DAMAGE_NO_KNOCKBACK, MOD_JUICED );
|
|
player->client->invulnerabilityTime = 0;
|
|
G_TempEntity( player->client->ps.origin, EV_JUICED );
|
|
}
|
|
else {
|
|
G_SetOrigin( mine, player->s.pos.trBase );
|
|
// make sure the explosion gets to the client
|
|
mine->r.svFlags &= ~SVF_NOCLIENT;
|
|
mine->splashMethodOfDeath = MOD_PROXIMITY_MINE;
|
|
G_ExplodeMissile( mine );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
ProximityMine_Player
|
|
================
|
|
*/
|
|
static void ProximityMine_Player( gentity_t *mine, gentity_t *player ) {
|
|
if( mine->s.eFlags & EF_NODRAW ) {
|
|
return;
|
|
}
|
|
|
|
G_AddEvent( mine, EV_PROXIMITY_MINE_STICK, 0 );
|
|
|
|
if( player->s.eFlags & EF_TICKING ) {
|
|
player->activator->splashDamage += mine->splashDamage;
|
|
player->activator->splashRadius *= 1.50;
|
|
mine->think = G_FreeEntity;
|
|
mine->nextthink = level.time;
|
|
return;
|
|
}
|
|
|
|
player->client->ps.eFlags |= EF_TICKING;
|
|
player->activator = mine;
|
|
|
|
mine->s.eFlags |= EF_NODRAW;
|
|
mine->r.svFlags |= SVF_NOCLIENT;
|
|
mine->s.pos.trType = TR_LINEAR;
|
|
VectorClear( mine->s.pos.trDelta );
|
|
|
|
mine->enemy = player;
|
|
mine->think = ProximityMine_ExplodeOnPlayer;
|
|
if ( player->client->invulnerabilityTime > level.time ) {
|
|
mine->nextthink = level.time + 2 * 1000;
|
|
}
|
|
else {
|
|
mine->nextthink = level.time + 10 * 1000;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
================
|
|
G_MissileImpact
|
|
================
|
|
*/
|
|
void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
|
|
gentity_t *other;
|
|
qboolean hitClient = qfalse;
|
|
#ifdef MISSIONPACK
|
|
vec3_t forward, impactpoint, bouncedir;
|
|
int eFlags;
|
|
#endif
|
|
other = &g_entities[trace->entityNum];
|
|
|
|
// check for bounce
|
|
if ( !other->takedamage &&
|
|
( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) {
|
|
G_BounceMissile( ent, trace );
|
|
G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
|
|
return;
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
if ( other->takedamage ) {
|
|
if ( ent->s.weapon != WP_PROX_LAUNCHER ) {
|
|
if ( other->client && other->client->invulnerabilityTime > level.time ) {
|
|
//
|
|
VectorCopy( ent->s.pos.trDelta, forward );
|
|
VectorNormalize( forward );
|
|
if (G_InvulnerabilityEffect( other, forward, ent->s.pos.trBase, impactpoint, bouncedir )) {
|
|
VectorCopy( bouncedir, trace->plane.normal );
|
|
eFlags = ent->s.eFlags & EF_BOUNCE_HALF;
|
|
ent->s.eFlags &= ~EF_BOUNCE_HALF;
|
|
G_BounceMissile( ent, trace );
|
|
ent->s.eFlags |= eFlags;
|
|
}
|
|
ent->target_ent = other;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
// impact damage
|
|
if (other->takedamage) {
|
|
// FIXME: wrong damage direction?
|
|
if ( ent->damage ) {
|
|
vec3_t velocity;
|
|
|
|
if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) {
|
|
g_entities[ent->r.ownerNum].client->accuracy_hits++;
|
|
hitClient = qtrue;
|
|
}
|
|
BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
|
|
if ( VectorLength( velocity ) == 0 ) {
|
|
velocity[2] = 1; // stepped on a grenade
|
|
}
|
|
G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
|
|
ent->s.origin, ent->damage,
|
|
0, ent->methodOfDeath);
|
|
}
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
if( ent->s.weapon == WP_PROX_LAUNCHER ) {
|
|
if( ent->s.pos.trType != TR_GRAVITY ) {
|
|
return;
|
|
}
|
|
|
|
// if it's a player, stick it on to them (flag them and remove this entity)
|
|
if( other->s.eType == ET_PLAYER && other->health > 0 ) {
|
|
ProximityMine_Player( ent, other );
|
|
return;
|
|
}
|
|
|
|
SnapVectorTowards( trace->endpos, ent->s.pos.trBase );
|
|
G_SetOrigin( ent, trace->endpos );
|
|
ent->s.pos.trType = TR_STATIONARY;
|
|
VectorClear( ent->s.pos.trDelta );
|
|
|
|
G_AddEvent( ent, EV_PROXIMITY_MINE_STICK, trace->surfaceFlags );
|
|
|
|
ent->think = ProximityMine_Activate;
|
|
ent->nextthink = level.time + 2000;
|
|
|
|
vectoangles( trace->plane.normal, ent->s.angles );
|
|
ent->s.angles[0] += 90;
|
|
|
|
// link the prox mine to the other entity
|
|
ent->enemy = other;
|
|
ent->die = ProximityMine_Die;
|
|
VectorCopy(trace->plane.normal, ent->movedir);
|
|
VectorSet(ent->r.mins, -4, -4, -4);
|
|
VectorSet(ent->r.maxs, 4, 4, 4);
|
|
trap_LinkEntity(ent);
|
|
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (!strcmp(ent->classname, "hook")) {
|
|
gentity_t *nent;
|
|
vec3_t v;
|
|
|
|
nent = G_Spawn();
|
|
if ( other->takedamage && other->client ) {
|
|
|
|
G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
|
|
nent->s.otherEntityNum = other->s.number;
|
|
|
|
ent->enemy = other;
|
|
|
|
v[0] = other->r.currentOrigin[0] + (other->r.mins[0] + other->r.maxs[0]) * 0.5;
|
|
v[1] = other->r.currentOrigin[1] + (other->r.mins[1] + other->r.maxs[1]) * 0.5;
|
|
v[2] = other->r.currentOrigin[2] + (other->r.mins[2] + other->r.maxs[2]) * 0.5;
|
|
|
|
SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth
|
|
} else {
|
|
VectorCopy(trace->endpos, v);
|
|
G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
|
|
ent->enemy = NULL;
|
|
}
|
|
|
|
SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth
|
|
|
|
nent->freeAfterEvent = qtrue;
|
|
// change over to a normal entity right at the point of impact
|
|
nent->s.eType = ET_GENERAL;
|
|
ent->s.eType = ET_GRAPPLE;
|
|
|
|
G_SetOrigin( ent, v );
|
|
G_SetOrigin( nent, v );
|
|
|
|
ent->think = Weapon_HookThink;
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
|
|
ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL;
|
|
VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);
|
|
|
|
trap_LinkEntity( ent );
|
|
trap_LinkEntity( nent );
|
|
|
|
return;
|
|
}
|
|
|
|
// is it cheaper in bandwidth to just remove this ent and create a new
|
|
// one, rather than changing the missile into the explosion?
|
|
|
|
if ( other->takedamage && other->client ) {
|
|
G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
|
|
ent->s.otherEntityNum = other->s.number;
|
|
} else if( trace->surfaceFlags & SURF_METALSTEPS ) {
|
|
G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) );
|
|
} else {
|
|
G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
|
|
}
|
|
|
|
ent->freeAfterEvent = qtrue;
|
|
|
|
// change over to a normal entity right at the point of impact
|
|
ent->s.eType = ET_GENERAL;
|
|
|
|
SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth
|
|
|
|
G_SetOrigin( ent, trace->endpos );
|
|
|
|
// splash damage (doesn't apply to person directly hit)
|
|
if ( ent->splashDamage ) {
|
|
if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius,
|
|
other, ent->splashMethodOfDeath ) ) {
|
|
if( !hitClient ) {
|
|
g_entities[ent->r.ownerNum].client->accuracy_hits++;
|
|
}
|
|
}
|
|
}
|
|
|
|
trap_LinkEntity( ent );
|
|
}
|
|
|
|
/*
|
|
================
|
|
G_RunMissile
|
|
================
|
|
*/
|
|
void G_RunMissile( gentity_t *ent ) {
|
|
vec3_t origin;
|
|
trace_t tr;
|
|
int passent;
|
|
|
|
// get current position
|
|
BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
|
|
|
|
// if this missile bounced off an invulnerability sphere
|
|
if ( ent->target_ent ) {
|
|
passent = ent->target_ent->s.number;
|
|
}
|
|
#ifdef MISSIONPACK
|
|
// prox mines that left the owner bbox will attach to anything, even the owner
|
|
else if (ent->s.weapon == WP_PROX_LAUNCHER && ent->count) {
|
|
passent = ENTITYNUM_NONE;
|
|
}
|
|
#endif
|
|
else {
|
|
// ignore interactions with the missile owner
|
|
passent = ent->r.ownerNum;
|
|
}
|
|
// trace a line from the previous position to the current position
|
|
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask );
|
|
|
|
if ( tr.startsolid || tr.allsolid ) {
|
|
// make sure the tr.entityNum is set to the entity we're stuck in
|
|
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask );
|
|
tr.fraction = 0;
|
|
}
|
|
else {
|
|
VectorCopy( tr.endpos, ent->r.currentOrigin );
|
|
}
|
|
|
|
trap_LinkEntity( ent );
|
|
|
|
if ( tr.fraction != 1 ) {
|
|
// never explode or bounce on sky
|
|
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
|
|
// If grapple, reset owner
|
|
if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) {
|
|
ent->parent->client->hook = NULL;
|
|
}
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
G_MissileImpact( ent, &tr );
|
|
if ( ent->s.eType != ET_MISSILE ) {
|
|
return; // exploded
|
|
}
|
|
}
|
|
#ifdef MISSIONPACK
|
|
// if the prox mine wasn't yet outside the player body
|
|
if (ent->s.weapon == WP_PROX_LAUNCHER && !ent->count) {
|
|
// check if the prox mine is outside the owner bbox
|
|
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ENTITYNUM_NONE, ent->clipmask );
|
|
if (!tr.startsolid || tr.entityNum != ent->r.ownerNum) {
|
|
ent->count = 1;
|
|
}
|
|
}
|
|
#endif
|
|
// check think function after bouncing
|
|
G_RunThink( ent );
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
|
|
/*
|
|
=================
|
|
fire_plasma
|
|
|
|
=================
|
|
*/
|
|
gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) {
|
|
gentity_t *bolt;
|
|
|
|
VectorNormalize (dir);
|
|
|
|
bolt = G_Spawn();
|
|
bolt->classname = "plasma";
|
|
bolt->nextthink = level.time + 10000;
|
|
bolt->think = G_ExplodeMissile;
|
|
bolt->s.eType = ET_MISSILE;
|
|
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
|
bolt->s.weapon = WP_PLASMAGUN;
|
|
bolt->r.ownerNum = self->s.number;
|
|
bolt->parent = self;
|
|
bolt->damage = 20;
|
|
bolt->splashDamage = 15;
|
|
bolt->splashRadius = 20;
|
|
bolt->methodOfDeath = MOD_PLASMA;
|
|
bolt->splashMethodOfDeath = MOD_PLASMA_SPLASH;
|
|
bolt->clipmask = MASK_SHOT;
|
|
bolt->target_ent = NULL;
|
|
|
|
bolt->s.pos.trType = TR_LINEAR;
|
|
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, 2000, bolt->s.pos.trDelta );
|
|
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
|
|
|
|
VectorCopy (start, bolt->r.currentOrigin);
|
|
|
|
return bolt;
|
|
}
|
|
|
|
//=============================================================================
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_grenade
|
|
=================
|
|
*/
|
|
gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
|
|
gentity_t *bolt;
|
|
|
|
VectorNormalize (dir);
|
|
|
|
bolt = G_Spawn();
|
|
bolt->classname = "grenade";
|
|
bolt->nextthink = level.time + 2500;
|
|
bolt->think = G_ExplodeMissile;
|
|
bolt->s.eType = ET_MISSILE;
|
|
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
|
bolt->s.weapon = WP_GRENADE_LAUNCHER;
|
|
bolt->s.eFlags = EF_BOUNCE_HALF;
|
|
bolt->r.ownerNum = self->s.number;
|
|
bolt->parent = self;
|
|
bolt->damage = 100;
|
|
bolt->splashDamage = 100;
|
|
bolt->splashRadius = 150;
|
|
bolt->methodOfDeath = MOD_GRENADE;
|
|
bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
|
|
bolt->clipmask = MASK_SHOT;
|
|
bolt->target_ent = NULL;
|
|
|
|
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, 700, bolt->s.pos.trDelta );
|
|
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
|
|
|
|
VectorCopy (start, bolt->r.currentOrigin);
|
|
|
|
return bolt;
|
|
}
|
|
|
|
//=============================================================================
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_bfg
|
|
=================
|
|
*/
|
|
gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir) {
|
|
gentity_t *bolt;
|
|
|
|
VectorNormalize (dir);
|
|
|
|
bolt = G_Spawn();
|
|
bolt->classname = "bfg";
|
|
bolt->nextthink = level.time + 10000;
|
|
bolt->think = G_ExplodeMissile;
|
|
bolt->s.eType = ET_MISSILE;
|
|
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
|
bolt->s.weapon = WP_BFG;
|
|
bolt->r.ownerNum = self->s.number;
|
|
bolt->parent = self;
|
|
bolt->damage = 100;
|
|
bolt->splashDamage = 100;
|
|
bolt->splashRadius = 120;
|
|
bolt->methodOfDeath = MOD_BFG;
|
|
bolt->splashMethodOfDeath = MOD_BFG_SPLASH;
|
|
bolt->clipmask = MASK_SHOT;
|
|
bolt->target_ent = NULL;
|
|
|
|
bolt->s.pos.trType = TR_LINEAR;
|
|
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, 2000, bolt->s.pos.trDelta );
|
|
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
|
|
VectorCopy (start, bolt->r.currentOrigin);
|
|
|
|
return bolt;
|
|
}
|
|
|
|
//=============================================================================
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_rocket
|
|
=================
|
|
*/
|
|
gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) {
|
|
gentity_t *bolt;
|
|
|
|
VectorNormalize (dir);
|
|
|
|
bolt = G_Spawn();
|
|
bolt->classname = "rocket";
|
|
bolt->nextthink = level.time + 15000;
|
|
bolt->think = G_ExplodeMissile;
|
|
bolt->s.eType = ET_MISSILE;
|
|
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
|
bolt->s.weapon = WP_ROCKET_LAUNCHER;
|
|
bolt->r.ownerNum = self->s.number;
|
|
bolt->parent = self;
|
|
bolt->damage = 100;
|
|
bolt->splashDamage = 100;
|
|
bolt->splashRadius = 120;
|
|
bolt->methodOfDeath = MOD_ROCKET;
|
|
bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH;
|
|
bolt->clipmask = MASK_SHOT;
|
|
bolt->target_ent = NULL;
|
|
|
|
bolt->s.pos.trType = TR_LINEAR;
|
|
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, 900, bolt->s.pos.trDelta );
|
|
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
|
|
VectorCopy (start, bolt->r.currentOrigin);
|
|
|
|
return bolt;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
fire_grapple
|
|
=================
|
|
*/
|
|
gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir) {
|
|
gentity_t *hook;
|
|
|
|
VectorNormalize (dir);
|
|
|
|
hook = G_Spawn();
|
|
hook->classname = "hook";
|
|
hook->nextthink = level.time + 10000;
|
|
hook->think = Weapon_HookFree;
|
|
hook->s.eType = ET_MISSILE;
|
|
hook->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
|
hook->s.weapon = WP_GRAPPLING_HOOK;
|
|
hook->r.ownerNum = self->s.number;
|
|
hook->methodOfDeath = MOD_GRAPPLE;
|
|
hook->clipmask = MASK_SHOT;
|
|
hook->parent = self;
|
|
hook->target_ent = NULL;
|
|
|
|
hook->s.pos.trType = TR_LINEAR;
|
|
hook->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
|
|
hook->s.otherEntityNum = self->s.number; // use to match beam in client
|
|
VectorCopy( start, hook->s.pos.trBase );
|
|
VectorScale( dir, 800, hook->s.pos.trDelta );
|
|
SnapVector( hook->s.pos.trDelta ); // save net bandwidth
|
|
VectorCopy (start, hook->r.currentOrigin);
|
|
|
|
self->client->hook = hook;
|
|
|
|
return hook;
|
|
}
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
/*
|
|
=================
|
|
fire_nail
|
|
=================
|
|
*/
|
|
#define NAILGUN_SPREAD 500
|
|
|
|
gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up ) {
|
|
gentity_t *bolt;
|
|
vec3_t dir;
|
|
vec3_t end;
|
|
float r, u, scale;
|
|
|
|
bolt = G_Spawn();
|
|
bolt->classname = "nail";
|
|
bolt->nextthink = level.time + 10000;
|
|
bolt->think = G_ExplodeMissile;
|
|
bolt->s.eType = ET_MISSILE;
|
|
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
|
bolt->s.weapon = WP_NAILGUN;
|
|
bolt->r.ownerNum = self->s.number;
|
|
bolt->parent = self;
|
|
bolt->damage = 20;
|
|
bolt->methodOfDeath = MOD_NAIL;
|
|
bolt->clipmask = MASK_SHOT;
|
|
bolt->target_ent = NULL;
|
|
|
|
bolt->s.pos.trType = TR_LINEAR;
|
|
bolt->s.pos.trTime = level.time;
|
|
VectorCopy( start, bolt->s.pos.trBase );
|
|
|
|
r = random() * M_PI * 2.0f;
|
|
u = sin(r) * crandom() * NAILGUN_SPREAD * 16;
|
|
r = cos(r) * crandom() * NAILGUN_SPREAD * 16;
|
|
VectorMA( start, 8192 * 16, forward, end);
|
|
VectorMA (end, r, right, end);
|
|
VectorMA (end, u, up, end);
|
|
VectorSubtract( end, start, dir );
|
|
VectorNormalize( dir );
|
|
|
|
scale = 555 + random() * 1800;
|
|
VectorScale( dir, scale, bolt->s.pos.trDelta );
|
|
SnapVector( bolt->s.pos.trDelta );
|
|
|
|
VectorCopy( start, bolt->r.currentOrigin );
|
|
|
|
return bolt;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_prox
|
|
=================
|
|
*/
|
|
gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t dir ) {
|
|
gentity_t *bolt;
|
|
|
|
VectorNormalize (dir);
|
|
|
|
bolt = G_Spawn();
|
|
bolt->classname = "prox mine";
|
|
bolt->nextthink = level.time + 3000;
|
|
bolt->think = G_ExplodeMissile;
|
|
bolt->s.eType = ET_MISSILE;
|
|
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
|
bolt->s.weapon = WP_PROX_LAUNCHER;
|
|
bolt->s.eFlags = 0;
|
|
bolt->r.ownerNum = self->s.number;
|
|
bolt->parent = self;
|
|
bolt->damage = 0;
|
|
bolt->splashDamage = 100;
|
|
bolt->splashRadius = 150;
|
|
bolt->methodOfDeath = MOD_PROXIMITY_MINE;
|
|
bolt->splashMethodOfDeath = MOD_PROXIMITY_MINE;
|
|
bolt->clipmask = MASK_SHOT;
|
|
bolt->target_ent = NULL;
|
|
// count is used to check if the prox mine left the player bbox
|
|
// if count == 1 then the prox mine left the player bbox and can attack to it
|
|
bolt->count = 0;
|
|
|
|
//FIXME: we prolly wanna abuse another field
|
|
bolt->s.generic1 = self->client->sess.sessionTeam;
|
|
|
|
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, 700, bolt->s.pos.trDelta );
|
|
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
|
|
|
|
VectorCopy (start, bolt->r.currentOrigin);
|
|
|
|
return bolt;
|
|
}
|
|
#endif
|