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https://github.com/DrBeef/JKXR.git
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105 lines
3.5 KiB
C++
105 lines
3.5 KiB
C++
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/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "g_local.h"
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#include "b_local.h"
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#include "g_functions.h"
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#include "wp_saber.h"
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#include "w_local.h"
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//---------------------------------------------------------
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void WP_FireTurboLaserMissile( gentity_t *ent, vec3_t start, vec3_t dir )
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//---------------------------------------------------------
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{
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int velocity = ent->mass; //FIXME: externalize
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gentity_t *missile;
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missile = CreateMissile( start, dir, velocity, 10000, ent, qfalse );
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//use a custom shot effect
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//missile->s.otherEntityNum2 = G_EffectIndex( "turret/turb_shot" );
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//use a custom impact effect
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//missile->s.emplacedOwner = G_EffectIndex( "turret/turb_impact" );
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missile->classname = "turbo_proj";
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missile->s.weapon = WP_TIE_FIGHTER;
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missile->damage = ent->damage; //FIXME: externalize
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missile->splashDamage = ent->splashDamage; //FIXME: externalize
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missile->splashRadius = ent->splashRadius; //FIXME: externalize
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->methodOfDeath = MOD_EMPLACED; //MOD_TURBLAST; //count as a heavy weap
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missile->splashMethodOfDeath = MOD_EMPLACED; //MOD_TURBLAST;// ?SPLASH;
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missile->clipmask = MASK_SHOT;
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// we don't want it to bounce forever
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missile->bounceCount = 8;
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//set veh as cgame side owner for purpose of fx overrides
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//missile->s.owner = ent->s.number;
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//don't let them last forever
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missile->e_ThinkFunc = thinkF_G_FreeEntity;
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missile->nextthink = level.time + 10000;//at 20000 speed, that should be more than enough
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}
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// Emplaced Gun
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//---------------------------------------------------------
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void WP_EmplacedFire( gentity_t *ent )
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//---------------------------------------------------------
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{
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float damage = weaponData[WP_EMPLACED_GUN].damage * ( ent->NPC ? 0.1f : 1.0f );
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float vel = EMPLACED_VEL * ( ent->NPC ? 0.4f : 1.0f );
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WP_MissileTargetHint(ent, muzzle, forwardVec);
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gentity_t *missile = CreateMissile( muzzle, forwardVec, vel, 10000, ent );
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missile->classname = "emplaced_proj";
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missile->s.weapon = WP_EMPLACED_GUN;
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missile->damage = damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK | DAMAGE_HEAVY_WEAP_CLASS;
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missile->methodOfDeath = MOD_EMPLACED;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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// do some weird switchery on who the real owner is, we do this so the projectiles don't hit the gun object
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if ( ent && ent->client && !(ent->client->ps.eFlags&EF_LOCKED_TO_WEAPON) )
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{
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missile->owner = ent;
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}
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else
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{
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missile->owner = ent->owner;
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}
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if ( missile->owner->e_UseFunc == useF_eweb_use )
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{
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missile->alt_fire = qtrue;
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}
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VectorSet( missile->maxs, EMPLACED_SIZE, EMPLACED_SIZE, EMPLACED_SIZE );
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VectorScale( missile->maxs, -1, missile->mins );
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// alternate muzzles
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ent->fxID = !ent->fxID;
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}
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